I was working on a project which uses DirectX
and Direct Composition
. I am trying to create a similar effect like windows acrylic blur. Using direct composition I was able to apply the blur effect, saturation and blending to a given input. windows acrylic blur use the content behind the window as input to blur but it is not possible in win32 so I decided to use desktop background as input for my blur function. But the problem is that I was able to crop the background based on window position but if I moved the window to new position the bitmap is cropped based on the new RECT
of window but there is flickering while moving to new position.
Here is the previews:
Here is the screenshot of actual window:
Here the red box contains the bitmap saturated and cropped using the window RECT (See the color difference).
Here is a simple code to reproduce the problem:
#ifndef UNICODE
#define UNICODE
#endif
#include <windows.h>
#include <wrl.h>
#include <dxgi1_3.h>
#include <d3d11_2.h>
#include <d2d1_2.h>
#include <d2d1_1.h>
#include <d2d1_2helper.h>
#include <dcomp.h>
#include <dwmapi.h>
#include <wincodec.h>
#pragma comment(lib, "dxgi")
#pragma comment(lib, "d3d11")
#pragma comment(lib, "d2d1")
#pragma comment(lib, "dwmapi")
#pragma comment(lib, "dxguid")
#pragma comment(lib, "dcomp")
using namespace Microsoft::WRL;
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
ComPtr<ID3D11Device> direct3dDevice;
ComPtr<IDXGIDevice> dxgiDevice;
ComPtr<IDXGIFactory2> dxFactory;
ComPtr<IDXGISwapChain1> swapChain;
ComPtr<ID2D1Factory2> d2Factory;
ComPtr<ID2D1Device1> d2Device;
ComPtr<IDCompositionTarget> target;
ComPtr<ID2D1DeviceContext> dc;
//Direct Composition Device,Visual
ComPtr<IDCompositionDevice> dcompDevice;
ComPtr<IDCompositionDevice3> dcompDevice3;
ComPtr<IDCompositionVisual> visual;
//Direct Composition Effects
ComPtr<IDCompositionGaussianBlurEffect> blur;
ComPtr<IDCompositionSaturationEffect> saturation;
IWICImagingFactory* d2dWICFactory = NULL;
IWICBitmapDecoder* d2dDecoder = NULL;
IWICFormatConverter* d2dConverter = NULL;
IWICBitmapFrameDecode* d2dBmpSrc = NULL;
ID2D1Bitmap* d2dBmp = NULL;
HWND hwnd;
RECT windowRect;
void LoadBackground();
void Render();
struct ComException
{
HRESULT result;
ComException(HRESULT const value) : result(value)
{}
};
void HR(HRESULT const result)
{
if (S_OK != result)
{
throw ComException(result);
}
}
void CreateDevice(HWND hwnd)
{
HR(D3D11CreateDevice(nullptr, // Adapter
D3D_DRIVER_TYPE_HARDWARE,
nullptr, // Module
D3D11_CREATE_DEVICE_BGRA_SUPPORT,
nullptr, 0, // Highest available feature level
D3D11_SDK_VERSION,
&direct3dDevice,
nullptr, // Actual feature level
nullptr)); // Device context
HR(direct3dDevice.As(&dxgiDevice));
HR(CreateDXGIFactory2(
DXGI_CREATE_FACTORY_DEBUG,
__uuidof(dxFactory),
reinterpret_cast<void**>(dxFactory.GetAddressOf())));
DXGI_SWAP_CHAIN_DESC1 description = {};
description.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
description.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
description.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
description.BufferCount = 2;
description.SampleDesc.Count = 1;
description.AlphaMode = DXGI_ALPHA_MODE_PREMULTIPLIED;
RECT rect = {};
GetClientRect(hwnd, &rect);
description.Width = rect.right - rect.left;
description.Height = rect.bottom - rect.top;
HR(dxFactory->CreateSwapChainForComposition(dxgiDevice.Get(),&description,nullptr,swapChain.GetAddressOf()));
D2D1_FACTORY_OPTIONS const options = { D2D1_DEBUG_LEVEL_INFORMATION };
HR(D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED,options,d2Factory.GetAddressOf()));
HR(d2Factory->CreateDevice(dxgiDevice.Get(),d2Device.GetAddressOf()));
HR(d2Device->CreateDeviceContext(D2D1_DEVICE_CONTEXT_OPTIONS_NONE,dc.GetAddressOf()));
ComPtr<IDXGISurface2> surface;
HR(swapChain->GetBuffer(0,__uuidof(surface),reinterpret_cast<void**>(surface.GetAddressOf())));
D2D1_BITMAP_PROPERTIES1 properties = {};
properties.pixelFormat.alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED;
properties.pixelFormat.format = DXGI_FORMAT_B8G8R8A8_UNORM;
properties.bitmapOptions = D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW;
ComPtr<ID2D1Bitmap1> bitmap;
HR(dc->CreateBitmapFromDxgiSurface(surface.Get(),properties,bitmap.GetAddressOf()));
LoadBackground(); // loads my desktop background to d2dBmp using WIC
dc->SetTarget(bitmap.Get());
Render(); //render once
//Creating Direct Compostion Devices and Visual
HR(DCompositionCreateDevice(dxgiDevice.Get(),__uuidof(dcompDevice),reinterpret_cast<void**>(dcompDevice.GetAddressOf())));
HR(DCompositionCreateDevice3(dxgiDevice.Get(), __uuidof(dcompDevice),reinterpret_cast<void**>(dcompDevice.GetAddressOf())));
HR(dcompDevice->QueryInterface(__uuidof(IDCompositionDevice3), (LPVOID*)&dcompDevice3)); // use IDCompositionDevice3 here
HR(dcompDevice3->CreateSaturationEffect(saturation.GetAddressOf()));
HR(dcompDevice3->CreateGaussianBlurEffect(blur.GetAddressOf()));
//setting effect properties
blur->SetStandardDeviation(30.0f); // blur amount
blur->SetBorderMode(D2D1_BORDER_MODE_HARD);
saturation->SetSaturation(2.0f); //saturationamount
HR(dcompDevice->CreateTargetForHwnd(hwnd,true,target.GetAddressOf()));
blur->SetInput(NULL, bitmap.Get(), NULL);
saturation->SetInput(NULL, blur.Get(), NULL);
HR(dcompDevice->CreateVisual(visual.GetAddressOf()));
HR(visual->SetContent(swapChain.Get()));
visual->SetEffect(saturation.Get());
HR(target->SetRoot(visual.Get()));
HR(dcompDevice->Commit());
}
void LoadBackground()
{
HR(CoCreateInstance(CLSID_WICImagingFactory, NULL, CLSCTX_INPROC_SERVER, __uuidof(IWICImagingFactory), (void**)(&d2dWICFactory)));
HR(d2dWICFactory->CreateDecoderFromFilename(L"C:/Users/selas/Downloads/wallpaper.jpg", NULL, GENERIC_READ, WICDecodeMetadataCacheOnLoad, &d2dDecoder));
HR(d2dWICFactory->CreateFormatConverter(&d2dConverter));
HR(d2dDecoder->GetFrame(0, &d2dBmpSrc));
HR(d2dConverter->Initialize(d2dBmpSrc, GUID_WICPixelFormat32bppPBGRA, WICBitmapDitherTypeNone, NULL, 0.f, WICBitmapPaletteTypeMedianCut));
HR(dc->CreateBitmapFromWicBitmap(d2dConverter, NULL, &d2dBmp));
}
void Render()
{
if (dc)
{
dc->BeginDraw();
dc->Clear();
D2D1_POINT_2F offset = D2D1::Point2F(0, 0);
D2D1_RECT_F imgRect = D2D1::RectF(windowRect.left, windowRect.top, windowRect.right, windowRect.bottom);
dc->DrawImage(d2dBmp, offset, imgRect, D2D1_INTERPOLATION_MODE_LINEAR, D2D1_COMPOSITE_MODE_SOURCE_OVER);
HR(dc->EndDraw());
HR(swapChain->Present(1, 0));
}
}
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE, PWSTR pCmdLine, int nCmdShow)
{
// Register the window class.
const wchar_t CLASS_NAME[] = L"Sample Window Class";
WNDCLASS wc = { };
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.lpszClassName = CLASS_NAME;
RegisterClass(&wc);
// Create the window.
hwnd = CreateWindowEx(WS_EX_NOREDIRECTIONBITMAP,
wc.lpszClassName, L"Sample",
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
CW_USEDEFAULT, CW_USEDEFAULT,
500, 500,
nullptr, nullptr, hInstance, nullptr);
if (hwnd == NULL)
{
return 0;
}
CreateDevice(hwnd);
ShowWindow(hwnd, nCmdShow);
MSG msg = { };
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return 0;
}
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_MOVING:
{
GetWindowRect(hwnd, &windowRect);
Render();
return 0;
}
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hwnd, &ps);
FillRect(hdc, &ps.rcPaint, (HBRUSH)(COLOR_WINDOW + 1));
EndPaint(hwnd, &ps);
return 0;
}
case WM_DESTROY:
{
PostQuitMessage(0);
d2dWICFactory->Release();
d2dDecoder->Release();
d2dConverter->Release();
d2dBmpSrc->Release();
d2dBmp->Release();
}
return 0;
}
return DefWindowProc(hwnd, uMsg, wParam, lParam);
}
Please don't forget to replace "C:/Users/selas/Downloads/wallpaper.jpg" with your desktop wallpaper
Note: The sample videos are actually edited ones its not the output I've got.
Finally I figured it out. Now I am able to move the window without any flickering to the image I rendered as background. The problem was in two places in my code.
GetWindowRect()
:
In WM_MOVING
I was using GetWindowRect()
to get the window Rectangle, this causes delay to obtain the window Rectangle and caused the flickering issue. The Solution I found was simple, I Converted the lParm
to RECT
by typecasting and using it as the value to update the location solved the issue. The code I used to solve the issue is given below :
RECT *hostRect = reinterpret_cast<RECT*>(lParam)
MagSetWindowSource()
: This is an interesting thing. I Don't know what is the use of magnifier in this. The code will not remove the flicker until I call MagSetWindowSource()
function, I don't know why it is required, that alone consumes more memory in my program. if I removed this line of code it again starts to flicker. The input to the function doesn't matter you just have to call the function that's it.Updated :
Finally figured out what is MagSetWindowSource() is doing, it actually calls a DWM function called DwmFlush() which Issues a flush call that blocks the caller until the next present. and that solved my issue. now it is flickerless and smooth.
Here is the fully updated code:
#ifndef UNICODE
#define UNICODE
#endif
#include <windows.h>
#include <wrl.h>
#include <dxgi1_3.h>
#include <d3d11_2.h>
#include <d2d1_2.h>
#include <d2d1_1.h>
#include <d2d1_2helper.h>
#include <dcomp.h>
#include <dwmapi.h>
#include <wincodec.h>
#include <magnification.h>
#pragma comment(lib, "dxgi")
#pragma comment(lib, "d3d11")
#pragma comment(lib, "d2d1")
#pragma comment(lib, "dwmapi")
#pragma comment(lib, "dxguid")
#pragma comment(lib, "dcomp")
#pragma comment(lib, "magnification")
using namespace Microsoft::WRL;
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
ComPtr<ID3D11Device> direct3dDevice;
ComPtr<IDXGIDevice> dxgiDevice;
ComPtr<IDXGIFactory2> dxFactory;
ComPtr<IDXGISwapChain1> swapChain;
ComPtr<ID2D1Factory2> d2Factory;
ComPtr<ID2D1Device1> d2Device;
ComPtr<IDCompositionTarget> target;
ComPtr<ID2D1DeviceContext> dc;
//Direct Composition Device,Visual
ComPtr<IDCompositionDevice> dcompDevice;
ComPtr<IDCompositionDevice3> dcompDevice3;
ComPtr<IDCompositionVisual> visual;
//Direct Composition Effects
ComPtr<IDCompositionGaussianBlurEffect> blur;
ComPtr<IDCompositionSaturationEffect> saturation;
IWICImagingFactory* d2dWICFactory = NULL;
IWICBitmapDecoder* d2dDecoder = NULL;
IWICFormatConverter* d2dConverter = NULL;
IWICBitmapFrameDecode* d2dBmpSrc = NULL;
ID2D1Bitmap* d2dBmp = NULL;
HWND hwnd;
RECT windowRect,temp;
RECT* hostRect;
void LoadBackground();
void Render();
struct ComException
{
HRESULT result;
ComException(HRESULT const value) : result(value)
{}
};
void HR(HRESULT const result)
{
if (S_OK != result)
{
throw ComException(result);
}
}
void CreateDevice(HWND hwnd)
{
HR(D3D11CreateDevice(nullptr, // Adapter
D3D_DRIVER_TYPE_HARDWARE,
nullptr, // Module
D3D11_CREATE_DEVICE_BGRA_SUPPORT,
nullptr, 0, // Highest available feature level
D3D11_SDK_VERSION,
&direct3dDevice,
nullptr, // Actual feature level
nullptr)); // Device context
HR(direct3dDevice.As(&dxgiDevice));
HR(CreateDXGIFactory2(
DXGI_CREATE_FACTORY_DEBUG,
__uuidof(dxFactory),
reinterpret_cast<void**>(dxFactory.GetAddressOf())));
DXGI_SWAP_CHAIN_DESC1 description = {};
description.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
description.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
description.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
description.BufferCount = 2;
description.SampleDesc.Count = 1;
description.AlphaMode = DXGI_ALPHA_MODE_PREMULTIPLIED;
RECT rect = {};
GetClientRect(hwnd, &rect);
description.Width = rect.right - rect.left;
description.Height = rect.bottom - rect.top;
HR(dxFactory->CreateSwapChainForComposition(dxgiDevice.Get(), &description, nullptr, swapChain.GetAddressOf()));
D2D1_FACTORY_OPTIONS const options = { D2D1_DEBUG_LEVEL_INFORMATION };
HR(D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, options, d2Factory.GetAddressOf()));
HR(d2Factory->CreateDevice(dxgiDevice.Get(), d2Device.GetAddressOf()));
HR(d2Device->CreateDeviceContext(D2D1_DEVICE_CONTEXT_OPTIONS_NONE, dc.GetAddressOf()));
ComPtr<IDXGISurface2> surface;
HR(swapChain->GetBuffer(0, __uuidof(surface), reinterpret_cast<void**>(surface.GetAddressOf())));
D2D1_BITMAP_PROPERTIES1 properties = {};
properties.pixelFormat.alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED;
properties.pixelFormat.format = DXGI_FORMAT_B8G8R8A8_UNORM;
properties.bitmapOptions = D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW;
ComPtr<ID2D1Bitmap1> bitmap;
HR(dc->CreateBitmapFromDxgiSurface(surface.Get(), properties, bitmap.GetAddressOf()));
LoadBackground(); // loads my desktop background to d2dBmp using WIC
dc->SetTarget(bitmap.Get());
Render(); //render once
//Creating Direct Compostion Devices and Visual
HR(DCompositionCreateDevice(dxgiDevice.Get(), __uuidof(dcompDevice), reinterpret_cast<void**>(dcompDevice.GetAddressOf())));
HR(DCompositionCreateDevice3(dxgiDevice.Get(), __uuidof(dcompDevice), reinterpret_cast<void**>(dcompDevice.GetAddressOf())));
HR(dcompDevice->QueryInterface(__uuidof(IDCompositionDevice3), (LPVOID*)&dcompDevice3)); // use IDCompositionDevice3 here
HR(dcompDevice3->CreateSaturationEffect(saturation.GetAddressOf()));
HR(dcompDevice3->CreateGaussianBlurEffect(blur.GetAddressOf()));
//setting effect properties
blur->SetStandardDeviation(0.0f); // blur amount
blur->SetBorderMode(D2D1_BORDER_MODE_HARD);
saturation->SetSaturation(2.0f); //saturationamount
HR(dcompDevice->CreateTargetForHwnd(hwnd, true, target.GetAddressOf()));
blur->SetInput(NULL, bitmap.Get(), NULL);
saturation->SetInput(NULL, blur.Get(), NULL);
HR(dcompDevice->CreateVisual(visual.GetAddressOf()));
HR(visual->SetContent(swapChain.Get()));
visual->SetEffect(saturation.Get());
HR(target->SetRoot(visual.Get()));
HR(dcompDevice->Commit());
}
void LoadBackground()
{
HR(CoCreateInstance(CLSID_WICImagingFactory, NULL, CLSCTX_INPROC_SERVER, __uuidof(IWICImagingFactory), (void**)(&d2dWICFactory)));
HR(d2dWICFactory->CreateDecoderFromFilename(L"C:/Users/selas/Downloads/wallpaper.jpg", NULL, GENERIC_READ, WICDecodeMetadataCacheOnLoad, &d2dDecoder));
HR(d2dWICFactory->CreateFormatConverter(&d2dConverter));
HR(d2dDecoder->GetFrame(0, &d2dBmpSrc));
HR(d2dConverter->Initialize(d2dBmpSrc, GUID_WICPixelFormat32bppPBGRA, WICBitmapDitherTypeNone, NULL, 0.f, WICBitmapPaletteTypeMedianCut));
HR(dc->CreateBitmapFromWicBitmap(d2dConverter, NULL, &d2dBmp));
}
void Render()
{
if (dc)
{
dc->BeginDraw();
dc->Clear();
if (hostRect)
{
D2D1_POINT_2F offset = D2D1::Point2F(0, 0);
D2D1_RECT_F imgRect = D2D1::RectF(hostRect->left, hostRect->top, hostRect->right, hostRect->bottom);
dc->DrawImage(d2dBmp, offset, imgRect, D2D1_INTERPOLATION_MODE_LINEAR, D2D1_COMPOSITE_MODE_SOURCE_OVER);
}
HR(dc->EndDraw());
HR(swapChain->Present(1, 0));
}
}
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE, PWSTR pCmdLine, int nCmdShow)
{
// Register the window class.
const wchar_t CLASS_NAME[] = L"Sample Window Class";
WNDCLASS wc = { };
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.lpszClassName = CLASS_NAME;
RegisterClass(&wc);
// Create the window.
hwnd = CreateWindowEx(WS_EX_NOREDIRECTIONBITMAP,
wc.lpszClassName, L"Sample",
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
CW_USEDEFAULT, CW_USEDEFAULT,
500, 500,
nullptr, nullptr, hInstance, nullptr);
if (hwnd == NULL)
{
return 0;
}
CreateDevice(hwnd);
ShowWindow(hwnd, nCmdShow);
MSG msg = { };
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return 0;
}
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_MOVING:
{
hostRect = reinterpret_cast<RECT*>(lParam);
windowRect.left = hostRect->left;
windowRect.top = hostRect->top;
windowRect.right = hostRect->right;
windowRect.bottom = hostRect->bottom;
if (hostRect->left == 0 || hostRect->top == 0)
{
GetWindowRect(hwnd, &temp);
hostRect->left = temp.left;
hostRect->top = temp.top;
}
DwmFlush();
Render();
return 0;
}
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hwnd, &ps);
FillRect(hdc, &ps.rcPaint, (HBRUSH)(COLOR_WINDOW + 1));
EndPaint(hwnd, &ps);
return 0;
}
case WM_DESTROY:
{
PostQuitMessage(0);
d2dWICFactory->Release();
d2dDecoder->Release();
d2dConverter->Release();
d2dBmpSrc->Release();
d2dBmp->Release();
}
return 0;
}
return DefWindowProc(hwnd, uMsg, wParam, lParam);
}