Fast multi-window rendering

后端 未结 5 666
执笔经年
执笔经年 2021-02-01 08:03

I\'ve been searching and testing different kinds of rendering libraries for C# days for many weeks now. So far I haven\'t found a single library that works well on multi-windowe

5条回答
  •  不要未来只要你来
    2021-02-01 08:40

    Never had the opportunity to run this kind of scenarios, but the only thing I'm pretty sure is that there is absolutely no concern using a managed wrapper, you would have exactly the same problem with C++ code.

    Also, in your description, It is pretty unclear how many graphics card do you have installed on your system. Also you should follow more closely the "DirectX Graphics Infrastructure (DXGI): Best Practices" as they are describing lots of problem that you could have. Running with different graphics card in fullscreen with correctly swapchain setup for fullscreen should be ok (using "flip" instead of "blit", see msdn doc about this ), but if you are running your app in maximized window, I don't think that performance will be good, as the blit will interfere and produce some lags.

    You can perfectly have a single multithreaded application using multiple device, one device per thread and they should be able to schedule things correctly... but again, as I have no experience in this kind of scenarios, there could be some kind of GPU scheduling problem in this specific case.

    If the problem persist even after following carefully DXGI setup, I would suggest you to debug the whole thing with GPUView in order to check more carefully these problems. It is intended exactly for this kind of scenarios, but you will have to take some time to understand how to make a diagnostic with this kind of tool. There was also one talk about GPUView at last GDC 2012: Using GPUView to Understand your DirectX 11 Game (Jon Story) that is probably worth reading.

提交回复
热议问题