Logo Questions Linux Laravel Mysql Ubuntu Git Menu
 

Is TDirect2DCanvas slow or am I doing something wrong?

Tags:

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 ~35ms, 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.

like image 558
Trinidad Avatar asked Oct 29 '10 20:10

Trinidad


2 Answers

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;
like image 109
Chris Bensen Avatar answered Oct 06 '22 02:10

Chris Bensen


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.

like image 31
Eric Grange Avatar answered Oct 06 '22 02:10

Eric Grange