Is TDirect2DCanvas slow or am I doing something wrong?
While looking for alternatives to replace GDI, I was trying to test Delphi's 2010 TDirect2DCanvas performance in Windows 7.
I tested it by drawing a huge polyline using Direct2D and the result was absurdly slow, even with 500 times less data than the amount I've ran the same test using GDI (and I didn't even use a bitmap as backbuffer in GDI, I just drew to the form canvas directly).
So I guess either:
a) Direct2D is slower than GDI; b) TDirect2DCanvas is slow; c) I'm doing something wrong and hopefully it's c).The test code I wrote is:
unit Unit2;
interface
uses
Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms,
Dialogs, StdCtrls, ExtCtrls, Direct2D, D2D1;
type
TForm2 = class(TForm)
private
{ Private declarations }
FD2DCanvas: TDirect2DCanvas;
FData: array[0..50000] of TPoint;
public
procedure CreateWnd; override;
procedure WMSize(var Message: TWMSize); message WM_SIZE;
procedure WMPaint(var Message: TWMPaint); message WM_PAINT;
{ Public declarations }
end;
var
Form2: TForm2;
implementation
uses utils;
{$R *.dfm}
procedure TForm2.CreateWnd;
var
i: Integer;
begin
inherited;
FD2DCanvas := TDirect2DCanvas.Create(Handle);
for i := 0 to High(FData) do begin
FData[i].X := Random(Self.ClientWidth div 2);
FData[i].Y := Random(Self.ClientHeight);
end;
end;
procedure TForm2.WMPaint(var Message: TWMPaint);
var
PaintStruct: TPaintStruct;
begin
BeginPaint(Handle, PaintStruct);
try
FD2DCanvas.BeginDraw;
try
FD2DCanvas.Polyline(FData);
finally
FD2DCanvas.EndDraw;
end;
finally
EndPaint(Handle, PaintStruct);
end;
end;
procedure TForm2.WMSize(var Message: TWMSize);
begin
if Assigned(FD2DCanvas) then begin
ID2D1HwndRenderTarget(FD2DCanvas.RenderTarget).Resize(D2D1SizeU(ClientWidth, ClientHeight));
end;
end;
end.
Also, I'm really willing to draw long polylines in real code, as a system I'm working on need to draw plenty of ~2500 points polylines (at least 10K of them).
Updated (2010-11-06)
I've found out earlier that Direct2D doesn't seem to like polylines, it draws faster if you use a lot of single lines (2 points polylines).
Thanks to Chris Bensen I found out the slowness was with large polylines while using anti-aliasing. So I disabled anti-aliasing as Chris suggested and performance went from ~6000ms to ~3500ms for drawing 50k lines.
Things could still be improved because Direct2D just doesn't handle well polylines while using anti-aliasing. With anti-aliasing disabled it's just the opposite.
Now the time for drawing with Direct2D the 50k lines, if I draw the large polyline without anti-aliasing, is ~50ms. Nice, eh!
The thing is that GDI is still faster than Direct2D if I draw to a bitmap and after it's done I BitBlt the result back to the form, it paints at ~35m开发者_Python百科s, and with the same graphics quality. And, Direct2D also seems to be using a backbuffer already (it just draws when EndDraw()
is called).
So, can this be improved somehow to make using Direct2D worth speed-wise?
Here's the updated code:
type
TArray = array[0..1] of TPoint;
PArray = ^TArray;
procedure TForm2.WMPaint(var Message: TWMPaint);
var
PaintStruct: TPaintStruct;
begin
FD2DCanvas.RenderTarget.SetAntialiasMode(D2D1_ANTIALIAS_MODE_ALIASED);
BeginPaint(Handle, PaintStruct);
try
FD2DCanvas.BeginDraw;
try
FD2DCanvas.Pen.Color := clRed;
FD2DCanvas.Polyline(FData);
finally
FD2DCanvas.EndDraw;
end;
finally
EndPaint(Handle, PaintStruct);
end;
end;
By the way, even if I use Chris' suggestion of creating the geometry beforehand the speed is about the same speed as GDI, but still not faster.
My computer is running Direct3D and OpenGL apps normally and here's dxDiag output: http://mydxdiag.pastebin.com/mfagLWnZ
I'll be glad if anyone can explain me why is this slowness. Sample code is much appreciated.
The problem is antialiasing is turned on. Disable antialiasing and the performance of Direct2D will be on par or faster than GDI. To do that after TDirect2DCanvas is created, make this call:
FD2DCanvas.RenderTarget.SetAntialiasMode(D2D1_ANTIALIAS_MODE_ALIASED);
TDirect2DCanvas is interface compatible where possible with TCanvas so it can be a drop in replacement with TCanvas, so some of the drawing routines are are a bit inefficient. For example, Polyline creates a geometry each time it is called and throws it away. To increase performance keeping the geometry around.
Take a look at the implementation for TDirect2DCanvas.Polyline and hoist that out into your application for something like this:
procedure TForm2.CreateWnd;
var
i: Integer;
HR: HRESULT;
Sink: ID2D1GeometrySink;
begin
...
D2DFactory.CreatePathGeometry(FGeometry);
HR := FGeometry.Open(Sink);
try
Sink.BeginFigure(D2D1PointF(FData[0].X + 0.5, FData[0].Y + 0.5),
D2D1_FIGURE_BEGIN_HOLLOW);
try
for I := Low(FData) + 1 to High(FData) - 1 do
Sink.AddLine(D2D1PointF(FData[I].X + 0.5, FData[I].Y + 0.5));
finally
Sink.EndFigure(D2D1_FIGURE_END_OPEN);
end;
finally
hr := Sink.Close;
end;
And then draw it like so:
procedure TForm2.WMPaint(var Message: TWMPaint);
begin
FD2DCanvas.BeginDraw;
FD2DCanvas.Pen.Color := clRed;
FD2DCanvas.RenderTarget.DrawGeometry(FGeometry, FD2DCanvas.Pen.Brush.Handle);
FD2DCanvas.EndDraw;
end;
Direct2D relies on the driver and hardware implementation, so you're bound to have performance oddities depending on the hardware and driver you're running on (same bag of issues as 3D rendering engines face).
For instance on the issue of rendering lines, you'll likely face some (hidden) underlying hardware buffer issues: on a given hardware+driver, when drawing a polyline, if the underlying datasize is below a certain threshold, the performance could be high, with full hardware acceleration. Above that threshold, you could be falling back to a partially software or unoptimized path, and performance will plummet. The threshold will depend on hardware, driver and brush/drawing options, can be there, or not.
These are the same issues as when rendering 2D or 3D via OpenGL or regular DirectX, if you stray outside of well trodden rendering paths, things aren't so rosy.
As far as rendering non-antialiased graphics goes, my advice would be to stick with GDI, the implementations are solid with widespread hardware support.
For antialiased graphics, GDI+, Graphics32, AGG, and by and large, software-only solutions are preferable IME whenever you have no control over the end-user hardware. Otherwise, prepare yourself for customer support issues.
In all my benchmark tests OpenGL (with and without MSAA antialiasing) is faster than GDI, GDI+ or Direct2D, for the particular case of drawing 2D elements like polygons, lines, rectangles, etc.
What about GDI+ speed, in comparison?
We wrote a free/open source unit, able to render any VCL TCanvas content (using a TMetaFile) using the GDI+ engine.
In practice, performance is very good, and anti-aliaising was on... We use this in several projects, drawing regular components content into a bitmap, then using this bitmap for drawing the form content on screen (this will avoid any flicker problem). And with anti-aliaising, marketing people were happy about the result, and other programmers (using C# or WPF) were wondering how it was working: the drawing is very fast and the applications are reactive (like well built Delphi apps), use very little memory, and the result on screen looks modern (especially if you use Calibri or such fonts if available on your system).
See http://synopse.info/forum/viewtopic.php?id=10
It will work with any version of Delphi (from Delphi 6 up to Delphi XE), and will work on any version of Windows (XP, Vista, Seven - need to deploy the standard gdiplus.dll with previous OS).
Our unit uses pascal code for the GDI to GDI+ conversion on XP, and native Microsoft hidden API under Vista, Seven or if Office 2003/2007 is installed on the PC.
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