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I have found a work very efficient 100% GPU solution. I've created a D3D9 texture, shared it with D3D12. D3D9 texture is set as backbuffer in a D3DIMage. SkiaSharp uses the D3D12 texture. That said : this 100% GPU solution is not faster than rendering to a off-screen WGL (Windows OpenGl) surface than doing a cpu blit to a WriteableBitmap. So same performance than Angle which is also 100% GPU. |
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I've finally found a faster 100% GPU solution. D3D9 texture shared as WGL texture (NV_DX_Interop). => 10ms faster than WGL offscreen rendering + CPU blit to writeable bitmap |
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Hello,
I'm desperately in search of the best solution for full GPU rendering with WPF :
I'm trying to create a D3D12 texture for Skiasharp shared as a D3D9 texture to associate to a WPF D3DImage, but after many many tries, it never work.
Thank you
PS : constraint, I am forced to work with .net framework 4.7
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