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Date: 2025-02-26 21:24:42
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When it comes to high-performance rendering in Windows/WPF, Direct3D is the answer. But one needs to incorporate Compute Shaders to achieve the “most performant” rendering.

System.Windows.Interop.D3DImage offers a direct interface to Direct3D (one has to render to a texture target). Note, Winforms is faster and offers a more direct interface via the Device Context / direct Render Target, so using WindowsFormsHost to embed a Winform control is technically the fastest way to draw in WPF. I’d recommend your solution be interface independent but one could stick to D3DImage. This approach requires a mixture of c++ and c#.

Pass your data to the gpu side when creating the buffer/shader resource view (50 lines), set up your unordered access view (50 lines), and write your shader code hlsl (50 lines) to solve your problem in a parallelism methodology (your data buffer size to vertex buffer size should be a fixed proportion so break up the work in chunks of 500 points for example) and ultimately the shader produces your vertex buffer. You will also need to understand constant buffers, a simple pixel shader, and the inspiration hits when calling "Dispatch". There’s example code on creating your Device and Immediate context. All in all, no more than 750 lines of code. This is the fastest way to draw in WPF if you consider all possible solutions, which some readers should. Given many current and future computers will have Integrated GPUs, APUs/NPUs or real discrete GPUs, it's past time to start learning compute shaders and Direct3D and Vulkan. I’ve written a most performant way to draw in WPF and Winforms and it can be no-hassle simple-click experienced at Gigasoft.com for those interested in the most performant way to draw in WPF (100 million points fully re-passed and re-rendered) and optionally Winforms.

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Posted by: Robert