[AlwaysOnTop] Improve performance and power consumption (#15993)

This commit is contained in:
Andrey Nekrasov
2022-02-03 20:30:05 +03:00
committed by GitHub
parent ddf96e28b8
commit 3e7b04891d
6 changed files with 150 additions and 114 deletions

View File

@@ -1,6 +1,18 @@
#include "pch.h"
#include "FrameDrawer.h"
namespace
{
size_t D2DRectUHash(D2D1_SIZE_U rect)
{
using pod_repr_t = uint64_t;
static_assert(sizeof(D2D1_SIZE_U) == sizeof(pod_repr_t));
std::hash<pod_repr_t> hasher{};
return hasher(*reinterpret_cast<const pod_repr_t*>(&rect));
}
}
std::unique_ptr<FrameDrawer> FrameDrawer::Create(HWND window)
{
auto self = std::make_unique<FrameDrawer>(window);
@@ -12,63 +24,55 @@ std::unique_ptr<FrameDrawer> FrameDrawer::Create(HWND window)
return nullptr;
}
FrameDrawer::FrameDrawer(FrameDrawer&& other) :
m_window(other.m_window),
m_renderTarget(std::move(other.m_renderTarget)),
m_sceneRect(std::move(other.m_sceneRect)),
m_renderThread(std::move(m_renderThread))
{
}
FrameDrawer::FrameDrawer(HWND window) :
m_window(window), m_renderTarget(nullptr)
m_window(window)
{
}
FrameDrawer::~FrameDrawer()
bool FrameDrawer::CreateRenderTargets(const RECT& clientRect)
{
m_abortThread = true;
m_renderThread.join();
HRESULT hr;
if (m_renderTarget)
constexpr float DPI = 96.f; // Always using the default in DPI-aware mode
const auto renderTargetProperties = D2D1::RenderTargetProperties(
D2D1_RENDER_TARGET_TYPE_DEFAULT,
D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED),
DPI,
DPI);
const auto renderTargetSize = D2D1::SizeU(clientRect.right - clientRect.left, clientRect.bottom - clientRect.top);
const auto rectHash = D2DRectUHash(renderTargetSize);
if (m_renderTarget && rectHash == m_renderTargetSizeHash)
{
m_renderTarget->Release();
// Already at the desired size -> do nothing
return true;
}
m_renderTarget = nullptr;
const auto hwndRenderTargetProperties = D2D1::HwndRenderTargetProperties(m_window, renderTargetSize, D2D1_PRESENT_OPTIONS_NONE);
hr = GetD2DFactory()->CreateHwndRenderTarget(renderTargetProperties, hwndRenderTargetProperties, m_renderTarget.put());
if (!SUCCEEDED(hr) || !m_renderTarget)
{
return false;
}
m_renderTargetSizeHash = rectHash;
return true;
}
bool FrameDrawer::Init()
{
RECT clientRect;
// Obtain the size of the drawing area.
if (!GetClientRect(m_window, &clientRect))
{
return false;
}
HRESULT hr;
// Create a Direct2D render target
// We should always use the DPI value of 96 since we're running in DPI aware mode
auto renderTargetProperties = D2D1::RenderTargetProperties(
D2D1_RENDER_TARGET_TYPE_DEFAULT,
D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED),
96.f,
96.f);
auto renderTargetSize = D2D1::SizeU(clientRect.right - clientRect.left, clientRect.bottom - clientRect.top);
auto hwndRenderTargetProperties = D2D1::HwndRenderTargetProperties(m_window, renderTargetSize);
hr = GetD2DFactory()->CreateHwndRenderTarget(renderTargetProperties, hwndRenderTargetProperties, &m_renderTarget);
if (!SUCCEEDED(hr))
{
return false;
}
m_renderThread = std::thread([this]() { RenderLoop(); });
return true;
return CreateRenderTargets(clientRect);
}
void FrameDrawer::Hide()
@@ -79,19 +83,64 @@ void FrameDrawer::Hide()
void FrameDrawer::Show()
{
ShowWindow(m_window, SW_SHOWNA);
Render();
}
void FrameDrawer::SetBorderRect(RECT windowRect, COLORREF color, float thickness)
{
std::unique_lock lock(m_mutex);
auto borderColor = ConvertColor(color);
m_sceneRect = DrawableRect{
const auto newSceneRect = DrawableRect{
.rect = ConvertRect(windowRect),
.borderColor = borderColor,
.borderColor = ConvertColor(color),
.thickness = thickness
};
const bool colorUpdated = std::memcmp(&m_sceneRect.borderColor, &newSceneRect.borderColor, sizeof(newSceneRect.borderColor));
const bool thicknessUpdated = m_sceneRect.thickness != newSceneRect.thickness;
const bool needsRedraw = colorUpdated || thicknessUpdated;
RECT clientRect;
if (!GetClientRect(m_window, &clientRect))
{
return;
}
m_sceneRect = newSceneRect;
const auto renderTargetSize = D2D1::SizeU(clientRect.right - clientRect.left, clientRect.bottom - clientRect.top);
const auto rectHash = D2DRectUHash(renderTargetSize);
const bool atTheDesiredSize = (rectHash == m_renderTargetSizeHash) && m_renderTarget;
if (!atTheDesiredSize)
{
const bool resizeOk = m_renderTarget && SUCCEEDED(m_renderTarget->Resize(renderTargetSize));
if (!resizeOk)
{
if (!CreateRenderTargets(clientRect))
{
Logger::error(L"Failed to create render targets");
}
}
else
{
m_renderTargetSizeHash = rectHash;
}
}
if (colorUpdated)
{
m_borderBrush = nullptr;
if (m_renderTarget)
{
m_renderTarget->CreateSolidColorBrush(m_sceneRect.borderColor, m_borderBrush.put());
}
}
if (!atTheDesiredSize || needsRedraw)
{
Render();
}
}
ID2D1Factory* FrameDrawer::GetD2DFactory()
@@ -127,46 +176,18 @@ D2D1_RECT_F FrameDrawer::ConvertRect(RECT rect)
return D2D1::RectF((float)rect.left, (float)rect.top, (float)rect.right, (float)rect.bottom);
}
FrameDrawer::RenderResult FrameDrawer::Render()
void FrameDrawer::Render()
{
std::unique_lock lock(m_mutex);
if (!m_renderTarget)
{
return RenderResult::Failed;
}
return;
m_renderTarget->BeginDraw();
// Draw backdrop
m_renderTarget->Clear(D2D1::ColorF(0.f, 0.f, 0.f, 0.f));
ID2D1SolidColorBrush* borderBrush = nullptr;
m_renderTarget->CreateSolidColorBrush(m_sceneRect.borderColor, &borderBrush);
if (borderBrush)
if (m_borderBrush)
{
m_renderTarget->DrawRectangle(m_sceneRect.rect, borderBrush, m_sceneRect.thickness);
borderBrush->Release();
m_renderTarget->DrawRectangle(m_sceneRect.rect, m_borderBrush.get(), m_sceneRect.thickness);
}
// The lock must be released here, as EndDraw() will wait for vertical sync
lock.unlock();
m_renderTarget->EndDraw();
return RenderResult::Ok;
}
void FrameDrawer::RenderLoop()
{
while (!m_abortThread)
{
auto result = Render();
if (result == RenderResult::Failed)
{
Logger::error("Render failed");
Hide();
m_abortThread = true;
}
}
}
}