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My Direct2D game application sometimes stuttered. And, I found that some DrawImage, DrawTextLayout method blocks at least 1ms. I know that these methods just store drawing command into internal buffer and it should be return immediately.
I expect that it is happened because internal command buffer is full. So, drawing commands are flushed into GPU. Can I increase internal buffer size for only flushing when I call CanvasDrawingSession.Dispose?
I can edit Win2D source code directly. (I was implemented NVIDIA(R) Reflext(TM) technology into Win2D) So, it is OK for changing Direct2D, 3D, DXGI, SwapChain property directly.
I am using .NET Core 3.1 + WPF + Xaml Islands.
The text was updated successfully, but these errors were encountered:
There is no way for you to alter the size of the command buffer inside D2D. So if the buffer is full during one of your draw calls, yes you will see the cost of executing the batched commands during that Draw call. You could try using Flush to empty the internal batch. This might help you balance your draw calls to avoid an expensive blocking call.
My Direct2D game application sometimes stuttered. And, I found that some DrawImage, DrawTextLayout method blocks at least 1ms. I know that these methods just store drawing command into internal buffer and it should be return immediately.
I expect that it is happened because internal command buffer is full. So, drawing commands are flushed into GPU. Can I increase internal buffer size for only flushing when I call CanvasDrawingSession.Dispose?
I can edit Win2D source code directly. (I was implemented NVIDIA(R) Reflext(TM) technology into Win2D) So, it is OK for changing Direct2D, 3D, DXGI, SwapChain property directly.
I am using .NET Core 3.1 + WPF + Xaml Islands.
The text was updated successfully, but these errors were encountered: