何时应使用WS_EX_NOREDIRECTIONBITMAP? [英] When should WS_EX_NOREDIRECTIONBITMAP be used?

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问题描述

MSDN说(扩展的窗口样式):


WS_EX_NOREDIRECTIONBITMAP :窗口不会呈现到重定向表面。这适用于没有可见内容或使用表面以外的机制提供视觉效果的窗口。

WS_EX_NOREDIRECTIONBITMAP: The window does not render to a redirection surface. This is for windows that do not have visible content or that use mechanisms other than surfaces to provide their visual.

在这种情况下该做什么窗口渲染到重定向表面与表面以外的机制是什么意思?其中哪个:GDI,D3D9,D3D11,D3D12算作前者还是后者?

What does in this case "window render to a redirection surface" vs "mechanisms other than surfaces" mean? Which of these: GDI, D3D9, D3D11, D3D12 count as the former vs the latter? Am I supposed to use this extended window style when I'm just drawing using Direct3D?

推荐答案

DirectComposition是您要使用的主要api,我应该在使用Direct3D绘图时使用这种扩展窗口样式吗?可以用来绘制没有重定向位图的窗口。没有DirectComposition的交换链上的DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL也可能触发此模式。

DirectComposition is the main api that you can use to draw a window with no redirection bitmap. DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL on swapchains without DirectComposition might also trigger this mode.

使用api时要担心的一件事是窗口背景不一定是不透明的,所以dwm可以做很多额外的工作,将窗口后面实际上不可见的东西融合在一起

One thing to worry about when using the api is that there won't necessarily be an opaque window background, so dwm can do a lot of extra work blending with things behind the window that aren't actually not visible

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