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本文将分享我在 dotnet 里面使用 Direct2D 配合 AOT 开发一个简单的测试应用的经验。这是我用不到 370 行代码,从零开始控制台创建 Win32 窗口,再挂上交换链,在窗口上使用 D2D 绘制界面内容,最后使用 AOT 方式发布的测试应用。成品文件体积不超过 10MB 且运行内存稳定在 60MB 以内,满帧率运行但 CPU 近乎不动
此测试应用通过 Win32 裸窗口创建方式创建窗口且开启窗口消息循环。使用 Direct2D 进行界面绘制,可以比较方便绘制出复杂且绚丽的界面,整体使用类似于直接使用 WPF 的 DrawingContext 绘制界面内容。整体应用只依赖 D2D 绘制界面以及一点点 Win32 函数用来创建窗口,除此之外没有其他的依赖。这是一个完全彻底的原生应用,且由于直接通过 D2D 绘制渲染,没有中间的框架层,整体的渲染效率不错,可以达成满帧率运行但 CPU 近乎不动的效果。以下是我的制作过程所需的依赖库和框架
整个测试应用采用了 .NET 8 的框架,用于更好的支持 AOT 发布
使用了 Vortice 系列库用于对 DirectX 的封装,方便让编写调用 DirectX 的代码
使用了 Microsoft.Windows.CsWin32 方便进行 Win32 方法的调用
所有的代码都写在 Program.cs 文件里面,代码长度不到 370 行,更有趣的是,可以强行算是都写在 Main 方法里面。全部代码由 Main 方法以及放在 Main 方法里面的局部方法构成。整体实现非常简单。我将会在本文末尾告诉大家本文的代码的下载方法
本文仅仅是分享我的开发经验,不包含 DirectX 的前置知识。如果不熟悉 D2D 和 DirectX 还请以看着玩的心态阅读本文
一开始采用了 DirectX 使用 Vortice 从零开始控制台创建 Direct2D1 窗口修改颜色 和 dotnet DirectX 通过 Vortice 控制台使用 ID2D1DeviceContext 绘制画面 博客提供的方法搭建了基础的应用框架
为了让界面更加的丰富,我准备在界面添加多个圆形。然后为了让界面动起来,我添加了名为 DrawingInfo 的结构体,用于存放每个圆形的坐标和大小等信息
readonly record struct DrawingInfo(System.Numerics.Vector2 Offset, Size Size, D2D.ID2D1SolidColorBrush Brush);
先在绘制的循环外对 DrawingInfo 进行随机设置值
var ellipseInfoList = new List<DrawingInfo>(); for (int i = 0; i < 3000; i++) { // 随意创建颜色 var color = new Color4((byte) Random.Shared.Next(255), (byte) Random.Shared.Next(255), (byte) Random.Shared.Next(255)); D2D.ID2D1SolidColorBrush brush = renderTarget.CreateSolidColorBrush(color); ellipseInfoList.Add(new DrawingInfo(new System.Numerics.Vector2(Random.Shared.Next(clientSize.Width), Random.Shared.Next(clientSize.Height)), new Size(Random.Shared.Next(10, 100)), brush)); }
进入循环之后,再每次修改 Offset 的值,这样就可以让每次绘制的圆形动起来
while (true) { // 开始绘制逻辑 renderTarget.BeginDraw(); // 清空画布 renderTarget.Clear(new Color4(0xFF, 0xFF, 0xFF)); // 在下面绘制漂亮的界面 for (var i = 0; i < ellipseInfoList.Count; i++) { var drawingInfo = ellipseInfoList[i]; var vector2 = drawingInfo.Offset; vector2.X += Random.Shared.Next(200) - 100; vector2.Y += Random.Shared.Next(200) - 100; while (vector2.X < 100 || vector2.X > clientSize.Width - 100) { vector2.X = Random.Shared.Next(clientSize.Width); } while (vector2.Y < 100 || vector2.Y > clientSize.Height - 100) { vector2.Y = Random.Shared.Next(clientSize.Height); } ellipseInfoList[i] = drawingInfo with { Offset = vector2 }; // 忽略其他代码 } // 忽略其他代码 }
以上的修改坐标代码只是为了让圆形每次都在其附近移动
附带就在里层循环将每个圆形绘制,代码如下
// 在下面绘制漂亮的界面 for (var i = 0; i < ellipseInfoList.Count; i++) { // 忽略其他代码 renderTarget.FillEllipse(new D2D.Ellipse(vector2, drawingInfo.Size.Width, drawingInfo.Size.Height), drawingInfo.Brush); }
大概的改动如此,接下来咱需要改造一下 csproj 项目文件,让此项目可以构建出 AOT 版本的应用
先修改 TargetFramework 为 net8.0 使用 .NET 8 可以更好构建 AOT 应用
<PropertyGroup> <TargetFramework>net8.0</TargetFramework> </PropertyGroup>
接着为了减少不断提示的平台警告,添加以下代码忽略 CA1416 警告
<PropertyGroup> <TargetFramework>net8.0</TargetFramework> <NoWarn>CA1416</NoWarn> </PropertyGroup>
接着再添加 PublishAot 属性,这样调用发布命令之后,就可以自动创建 AOT 应用的文件
<PropertyGroup> <TargetFramework>net8.0</TargetFramework> <NoWarn>CA1416</NoWarn> <PublishAot>true</PublishAot> </PropertyGroup>
此时运行起来将不会成功,将会提示大概如下的错误
Unhandled Exception: System.MissingMethodException: No parameterless constructor defined for type 'Vortice.DXGI.IDXGIFactory2'. at System.ActivatorImplementation.CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[]) + 0x348 at SharpGen.Runtime.MarshallingHelpers.FromPointer[T](IntPtr) + 0x8c at Vortice.DXGI.DXGI.CreateDXGIFactory1[T]() + 0x55 at Program.<<Main>$>g__CreateD2D|0_2(Program.<>c__DisplayClass0_0&) + 0x90 at Program.<Main>$(String[] args) + 0x23e at CedageawhakairnerewhalNaibiferenagifee!<BaseAddress>+0x17a3c0
或者是如下的错误
Unhandled Exception: System.MissingMethodException: No parameterless constructor defined for type 'Vortice.Direct3D11.ID3D11Device1'. at System.ActivatorImplementation.CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[]) + 0x348 at SharpGen.Runtime.MarshallingHelpers.FromPointer[T](IntPtr) + 0x8c at SharpGen.Runtime.ComObject.QueryInterface[T]() + 0x64 at Program.<<Main>$>g__CreateD2D|0_2(Program.<>c__DisplayClass0_0&) + 0x1c7 at Program.<Main>$(String[] args) + 0x23e at CedageawhakairnerewhalNaibiferenagifee!<BaseAddress>+0x335cf0
这是因为这些引用的库里面的类型在 AOT 的裁剪过程被丢掉
修复的方法很简单,那就是将 Vortice 添加到 TrimmerRootAssembly 里面,防止在 AOT 过程被裁剪
<ItemGroup> <TrimmerRootAssembly Include="Vortice.Win32"/> <TrimmerRootAssembly Include="Vortice.DXGI"/> <TrimmerRootAssembly Include="Vortice.Direct3D11"/> <TrimmerRootAssembly Include="Vortice.Direct2D1"/> <TrimmerRootAssembly Include="Vortice.D3DCompiler"/> <TrimmerRootAssembly Include="Vortice.DirectX"/> <TrimmerRootAssembly Include="Vortice.Mathematics"/> </ItemGroup>
修改之后的 csproj 代码如下
<Project Sdk="Microsoft.NET.Sdk"> <PropertyGroup> <OutputType>Exe</OutputType> <TargetFramework>net8.0</TargetFramework> <ImplicitUsings>enable</ImplicitUsings> <Nullable>enable</Nullable> <PublishAot>true</PublishAot> <NoWarn>CA1416</NoWarn> </PropertyGroup> <ItemGroup> <PackageReference Include="Vortice.Direct2D1" Version="2.1.32" /> <PackageReference Include="Vortice.Direct3D11" Version="2.1.32" /> <PackageReference Include="Vortice.DirectX" Version="2.1.32" /> <PackageReference Include="Vortice.D3DCompiler" Version="2.1.32" /> <PackageReference Include="Vortice.Win32" Version="1.6.2" /> <PackageReference Include="Microsoft.Windows.CsWin32" PrivateAssets="all" Version="0.2.63-beta" /> </ItemGroup> <ItemGroup> <TrimmerRootAssembly Include="Vortice.Win32"/> <TrimmerRootAssembly Include="Vortice.DXGI"/> <TrimmerRootAssembly Include="Vortice.Direct3D11"/> <TrimmerRootAssembly Include="Vortice.Direct2D1"/> <TrimmerRootAssembly Include="Vortice.D3DCompiler"/> <TrimmerRootAssembly Include="Vortice.DirectX"/> <TrimmerRootAssembly Include="Vortice.Mathematics"/> </ItemGroup> </Project>
完成以上配置之后,即可使用命令行 dotnet publish 将项目进行发布,如果在发布的控制台可以看到 Generating native code 输出,那就证明配置正确,正在构建 AOT 文件
完成构建之后,即可在 binReleasenet8.0win-x64publish
文件夹找到构建输出的文件,在我这里看到的输出文件大小大概在 10MB 以下,大家可以尝试使用本文末尾的方法拉取我的代码自己构建一下,试试效果
运行起来的任务管理器所见内存大小大约是 30MB 左右,通过 VMMap 工具查看 WorkingSet 和 Private Bytes 都在 60MB 以内。虽然 Committed 的内存高达 300MB 但是绝大部分都是 Image 共享部分占用内存,如显卡驱动等部分的占用,这部分占用大约在 250MB 以上,实际的 Image 的 private 的占用不到 10MB 大小
我认为这个技术可以用来制作一些小而美的工具,甚至是不用考虑 x86 的,只需考虑 x64 的机器上运行的应用的安装包制作程序。要是拿着 D2D 绘制的界面去当安装包的界面,那估计安装包行业会卷起来
以下是所有的代码
using D3D = Vortice.Direct3D; using D3D11 = Vortice.Direct3D11; using DXGI = Vortice.DXGI; using D2D = Vortice.Direct2D1; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using Windows.Win32.Foundation; using Windows.Win32.UI.WindowsAndMessaging; using static Windows.Win32.PInvoke; using static Windows.Win32.UI.WindowsAndMessaging.PEEK_MESSAGE_REMOVE_TYPE; using static Windows.Win32.UI.WindowsAndMessaging.WNDCLASS_STYLES; using static Windows.Win32.UI.WindowsAndMessaging.WINDOW_STYLE; using static Windows.Win32.UI.WindowsAndMessaging.WINDOW_EX_STYLE; using static Windows.Win32.UI.WindowsAndMessaging.SYSTEM_METRICS_INDEX; using static Windows.Win32.UI.WindowsAndMessaging.SHOW_WINDOW_CMD; using Vortice.DCommon; using Vortice.Mathematics; using AlphaMode = Vortice.DXGI.AlphaMode; using System.Diagnostics; unsafe { SizeI clientSize = new SizeI(1000, 1000); // 窗口标题 var title = "lindexi D2D AOT"; var windowClassName = title; WINDOW_STYLE style = WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX | WS_CLIPSIBLINGS | WS_BORDER | WS_DLGFRAME | WS_THICKFRAME | WS_GROUP | WS_TABSTOP | WS_SIZEBOX; var rect = new RECT { right = clientSize.Width, bottom = clientSize.Height }; AdjustWindowRectEx(&rect, style, false, WS_EX_APPWINDOW); int x = 0; int y = 0; int windowWidth = rect.right - rect.left; int windowHeight = rect.bottom - rect.top; // 随便,放在屏幕中间好了。多个显示器?忽略 int screenWidth = GetSystemMetrics(SM_CXSCREEN); int screenHeight = GetSystemMetrics(SM_CYSCREEN); x = (screenWidth - windowWidth) / 2; y = (screenHeight - windowHeight) / 2; var hInstance = GetModuleHandle((string) null); fixed (char* lpszClassName = windowClassName) { PCWSTR szCursorName = new((char*) IDC_ARROW); var wndClassEx = new WNDCLASSEXW { cbSize = (uint) Unsafe.SizeOf<WNDCLASSEXW>(), style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC, // 核心逻辑,设置消息循环 lpfnWndProc = new WNDPROC(WndProc), hInstance = (HINSTANCE) hInstance.DangerousGetHandle(), hCursor = LoadCursor((HINSTANCE) IntPtr.Zero, szCursorName), hbrBackground = (Windows.Win32.Graphics.Gdi.HBRUSH) IntPtr.Zero, hIcon = (HICON) IntPtr.Zero, lpszClassName = lpszClassName }; ushort atom = RegisterClassEx(wndClassEx); if (atom == 0) { throw new InvalidOperationException($"Failed to register window class. Error: {Marshal.GetLastWin32Error()}"); } } // 创建窗口 var hWnd = CreateWindowEx ( WS_EX_APPWINDOW, windowClassName, title, style, x, y, windowWidth, windowHeight, hWndParent: default, hMenu: default, hInstance: default, lpParam: null ); // 创建完成,那就显示 ShowWindow(hWnd, SW_NORMAL); CreateD2D(); // 开个消息循环等待 Windows.Win32.UI.WindowsAndMessaging.MSG msg; while (true) { if (GetMessage(out msg, hWnd, 0, 0) != false) { _ = TranslateMessage(&msg); _ = DispatchMessage(&msg); if (msg.message is WM_QUIT or WM_CLOSE or 0) { return; } } } void CreateD2D() { RECT windowRect; GetClientRect(hWnd, &windowRect); clientSize = new SizeI(windowRect.right - windowRect.left, windowRect.bottom - windowRect.top); // 开始创建工厂创建 D3D 的逻辑 var dxgiFactory2 = DXGI.DXGI.CreateDXGIFactory1<DXGI.IDXGIFactory2>(); var hardwareAdapter = GetHardwareAdapter(dxgiFactory2) // 这里 ToList 只是想列出所有的 IDXGIAdapter1 方便调试而已。在实际代码里,大部分都是获取第一个 .ToList().FirstOrDefault(); if (hardwareAdapter == null) { throw new InvalidOperationException("Cannot detect D3D11 adapter"); } // 功能等级 // [C# 从零开始写 SharpDx 应用 聊聊功能等级](https://blog.lindexi.com/post/C-%E4%BB%8E%E9%9B%B6%E5%BC%80%E5%A7%8B%E5%86%99-SharpDx-%E5%BA%94%E7%94%A8-%E8%81%8A%E8%81%8A%E5%8A%9F%E8%83%BD%E7%AD%89%E7%BA%A7.html) D3D.FeatureLevel[] featureLevels = new[] { D3D.FeatureLevel.Level_11_1, D3D.FeatureLevel.Level_11_0, D3D.FeatureLevel.Level_10_1, D3D.FeatureLevel.Level_10_0, D3D.FeatureLevel.Level_9_3, D3D.FeatureLevel.Level_9_2, D3D.FeatureLevel.Level_9_1, }; DXGI.IDXGIAdapter1 adapter = hardwareAdapter; D3D11.DeviceCreationFlags creationFlags = D3D11.DeviceCreationFlags.BgraSupport; var result = D3D11.D3D11.D3D11CreateDevice ( adapter, D3D.DriverType.Unknown, creationFlags, featureLevels, out D3D11.ID3D11Device d3D11Device, out D3D.FeatureLevel featureLevel, out D3D11.ID3D11DeviceContext d3D11DeviceContext ); if (result.Failure) { // 如果失败了,那就不指定显卡,走 WARP 的方式 // http://go.microsoft.com/fwlink/?LinkId=286690 result = D3D11.D3D11.D3D11CreateDevice( IntPtr.Zero, D3D.DriverType.Warp, creationFlags, featureLevels, out d3D11Device, out featureLevel, out d3D11DeviceContext); // 如果失败,就不能继续 result.CheckError(); } // 大部分情况下,用的是 ID3D11Device1 和 ID3D11DeviceContext1 类型 // 从 ID3D11Device 转换为 ID3D11Device1 类型 var d3D11Device1 = d3D11Device.QueryInterface<D3D11.ID3D11Device1>(); var d3D11DeviceContext1 = d3D11DeviceContext.QueryInterface<D3D11.ID3D11DeviceContext1>(); // 转换完成,可以减少对 ID3D11Device1 的引用计数 // 调用 Dispose 不会释放掉刚才申请的 D3D 资源,只是减少引用计数 d3D11Device.Dispose(); d3D11DeviceContext.Dispose(); // 创建设备,接下来就是关联窗口和交换链 DXGI.Format colorFormat = DXGI.Format.B8G8R8A8_UNorm; const int FrameCount = 2; DXGI.SwapChainDescription1 swapChainDescription = new() { Width = clientSize.Width, Height = clientSize.Height, Format = colorFormat, BufferCount = FrameCount, BufferUsage = DXGI.Usage.RenderTargetOutput, SampleDescription = DXGI.SampleDescription.Default, Scaling = DXGI.Scaling.Stretch, SwapEffect = DXGI.SwapEffect.FlipDiscard, AlphaMode = AlphaMode.Ignore, }; // 设置是否全屏 DXGI.SwapChainFullscreenDescription fullscreenDescription = new DXGI.SwapChainFullscreenDescription { Windowed = true }; // 给创建出来的窗口挂上交换链 DXGI.IDXGISwapChain1 swapChain = dxgiFactory2.CreateSwapChainForHwnd(d3D11Device1, hWnd, swapChainDescription, fullscreenDescription); // 不要被按下 alt+enter 进入全屏 dxgiFactory2.MakeWindowAssociation(hWnd, DXGI.WindowAssociationFlags.IgnoreAltEnter); D3D11.ID3D11Texture2D backBufferTexture = swapChain.GetBuffer<D3D11.ID3D11Texture2D>(0); // 获取到 dxgi 的平面,这个平面就约等于窗口渲染内容 DXGI.IDXGISurface dxgiSurface = backBufferTexture.QueryInterface<DXGI.IDXGISurface>(); // 对接 D2D 需要创建工厂 D2D.ID2D1Factory1 d2DFactory = D2D.D2D1.D2D1CreateFactory<D2D.ID2D1Factory1>(); // 方法1: //var renderTargetProperties = new D2D.RenderTargetProperties(PixelFormat.Premultiplied); //// 在窗口的 dxgi 的平面上创建 D2D 的画布,如此即可让 D2D 绘制到窗口上 //D2D.ID2D1RenderTarget d2D1RenderTarget = // d2DFactory.CreateDxgiSurfaceRenderTarget(dxgiSurface, renderTargetProperties); //var renderTarget = d2D1RenderTarget; // 方法2: // 创建 D2D 设备,通过设置 ID2D1DeviceContext 的 Target 输出为 dxgiSurface 从而让 ID2D1DeviceContext 渲染内容渲染到窗口上 // 如 https://learn.microsoft.com/en-us/windows/win32/direct2d/images/devicecontextdiagram.png 图 // 获取 DXGI 设备,用来创建 D2D 设备 DXGI.IDXGIDevice dxgiDevice = d3D11Device1.QueryInterface<DXGI.IDXGIDevice>(); D2D.ID2D1Device d2dDevice = d2DFactory.CreateDevice(dxgiDevice); D2D.ID2D1DeviceContext d2dDeviceContext = d2dDevice.CreateDeviceContext(); D2D.ID2D1Bitmap1 d2dBitmap = d2dDeviceContext.CreateBitmapFromDxgiSurface(dxgiSurface); d2dDeviceContext.Target = d2dBitmap; var renderTarget = d2dDeviceContext; // 开启后台渲染线程,无限刷新 var stopwatch = Stopwatch.StartNew(); var count = 0; Task.Factory.StartNew(() => { var ellipseInfoList = new List<DrawingInfo>(); for (int i = 0; i < 100; i++) { // 随意创建颜色 var color = new Color4((byte) Random.Shared.Next(255), (byte) Random.Shared.Next(255), (byte) Random.Shared.Next(255)); D2D.ID2D1SolidColorBrush brush = renderTarget.CreateSolidColorBrush(color); ellipseInfoList.Add(new DrawingInfo(new System.Numerics.Vector2(Random.Shared.Next(clientSize.Width), Random.Shared.Next(clientSize.Height)), new Size(Random.Shared.Next(10, 100)), brush)); } while (true) { // 开始绘制逻辑 renderTarget.BeginDraw(); // 清空画布 renderTarget.Clear(new Color4(0xFF, 0xFF, 0xFF)); // 在下面绘制漂亮的界面 for (var i = 0; i < ellipseInfoList.Count; i++) { var drawingInfo = ellipseInfoList[i]; var vector2 = drawingInfo.Offset; vector2.X += Random.Shared.Next(200) - 100; vector2.Y += Random.Shared.Next(200) - 100; while (vector2.X < 100 || vector2.X > clientSize.Width - 100) { vector2.X = Random.Shared.Next(clientSize.Width); } while (vector2.Y < 100 || vector2.Y > clientSize.Height - 100) { vector2.Y = Random.Shared.Next(clientSize.Height); } ellipseInfoList[i] = drawingInfo with { Offset = vector2 }; renderTarget.FillEllipse(new D2D.Ellipse(vector2, drawingInfo.Size.Width, drawingInfo.Size.Height), drawingInfo.Brush); } renderTarget.EndDraw(); swapChain.Present(1, DXGI.PresentFlags.None); // 等待刷新 d3D11DeviceContext1.Flush(); // 统计刷新率 count++; if (stopwatch.Elapsed >= TimeSpan.FromSeconds(1)) { Console.WriteLine($"FPS: {count / stopwatch.Elapsed.TotalSeconds}"); stopwatch.Restart(); count = 0; } } }, TaskCreationOptions.LongRunning); } } static IEnumerable<DXGI.IDXGIAdapter1> GetHardwareAdapter(DXGI.IDXGIFactory2 factory) { DXGI.IDXGIFactory6? factory6 = factory.QueryInterfaceOrNull<DXGI.IDXGIFactory6>(); if (factory6 != null) { // 先告诉系统,要高性能的显卡 for (int adapterIndex = 0; factory6.EnumAdapterByGpuPreference(adapterIndex, DXGI.GpuPreference.HighPerformance, out DXGI.IDXGIAdapter1? adapter).Success; adapterIndex++) { if (adapter == null) { continue; } DXGI.AdapterDescription1 desc = adapter.Description1; if ((desc.Flags & DXGI.AdapterFlags.Software) != DXGI.AdapterFlags.None) { // Don't select the Basic Render Driver adapter. adapter.Dispose(); continue; } //factory6.Dispose(); Console.WriteLine($"枚举到 {adapter.Description1.Description} 显卡"); yield return adapter; } factory6.Dispose(); } // 如果枚举不到,那系统返回啥都可以 for (int adapterIndex = 0; factory.EnumAdapters1(adapterIndex, out DXGI.IDXGIAdapter1? adapter).Success; adapterIndex++) { DXGI.AdapterDescription1 desc = adapter.Description1; if ((desc.Flags & DXGI.AdapterFlags.Software) != DXGI.AdapterFlags.None) { // Don't select the Basic Render Driver adapter. adapter.Dispose(); continue; } Console.WriteLine($"枚举到 {adapter.Description1.Description} 显卡"); yield return adapter; } } static LRESULT WndProc(HWND hWnd, uint message, WPARAM wParam, LPARAM lParam) { return DefWindowProc(hWnd, message, wParam, lParam); } readonly record struct DrawingInfo(System.Numerics.Vector2 Offset, Size Size, D2D.ID2D1SolidColorBrush Brush);
可以通过如下方式获取本文的源代码,先创建一个空文件夹,接着使用命令行 cd 命令进入此空文件夹,在命令行里面输入以下代码,即可获取到本文的代码
git init git remote add origin https://gitee.com/lindexi/lindexi_gd.git git pull origin 66f9fe05baba8ad30495069aebd447b160484215
以上使用的是 gitee 的源,如果 gitee 不能访问,请替换为 github 的源。请在命令行继续输入以下代码
git remote remove origin git remote add origin https://github.com/lindexi/lindexi_gd.git git pull origin 66f9fe05baba8ad30495069aebd447b160484215
获取代码之后,进入 CedageawhakairnerewhalNaibiferenagifee 文件夹
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