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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Writing custom GPU-based Effects for WPF</title><link>http://blogs.msdn.com/greg_schechter/archive/2008/05/12/introduction-to-writing-effects.aspx</link><description>The last few posts in this series on Effects have focused on the perspective of those using Effects. These Effects have to come into being somehow, and that's where we turn to now. In this post we showed how to apply a ColorComplementEffect to go from</description><dc:language>en-US</dc:language><generator>CommunityServer 2.1 SP1 (Build: 61025.2)</generator><item><title>re: Writing custom GPU-based Effects for WPF</title><link>http://blogs.msdn.com/greg_schechter/archive/2008/05/12/introduction-to-writing-effects.aspx#8498287</link><pubDate>Tue, 13 May 2008 05:37:26 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8498287</guid><dc:creator>zzz</dc:creator><description>&lt;p&gt;&amp;gt; You need to compile it into the binary bytecode that DirectX natively accepts&lt;/p&gt;
&lt;p&gt;has this part of DX gone through security review? I assume the idea is that you can do gpu effects from XBAP so they run without any prompts from the browser, which would be nice. Seems like a good place to poke for holes if that bytecode or something it addresses gets passed to drivers. Is there a risk that old driver bug could allow intrusion through this feature or does DirectX verify everything. Though ASLR/dynamic base probably mitigates a lot of the risk if it's used.&lt;/p&gt;
</description></item><item><title>re: Writing custom GPU-based Effects for WPF</title><link>http://blogs.msdn.com/greg_schechter/archive/2008/05/12/introduction-to-writing-effects.aspx#8499050</link><pubDate>Tue, 13 May 2008 09:06:25 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8499050</guid><dc:creator>Sven Groot</dc:creator><description>&lt;p&gt;zzz, in the previous post Greg said that effects currently require full permissions, so you can't use them in an XBAP.&lt;/p&gt;
</description></item><item><title>re: Writing custom GPU-based Effects for WPF</title><link>http://blogs.msdn.com/greg_schechter/archive/2008/05/12/introduction-to-writing-effects.aspx#8500775</link><pubDate>Tue, 13 May 2008 19:49:54 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8500775</guid><dc:creator>joewood</dc:creator><description>&lt;p&gt;Very nice. &amp;nbsp;It would be nicer when you have an IL-&amp;gt;FX-&amp;gt;PS converter so that we can write the effect as a simple delegate.&lt;/p&gt;
&lt;p&gt;Any chance of making the FX compiler a separate download?&lt;/p&gt;
</description></item><item><title>re: Writing custom GPU-based Effects for WPF</title><link>http://blogs.msdn.com/greg_schechter/archive/2008/05/12/introduction-to-writing-effects.aspx#8502648</link><pubDate>Wed, 14 May 2008 07:14:02 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8502648</guid><dc:creator>robburke</dc:creator><description>&lt;p&gt;Greg, thank you so much for this continuing series.&lt;/p&gt;
&lt;p&gt;Along with these articles and sample code snippets, even a very simple but complete (.sln to .ps) &amp;quot;hello pixel shaders in WPF&amp;quot; sample would be very helpful.&lt;/p&gt;
&lt;p&gt;Would it be possible for you to zip up the Color Complement example and post it for us to check out?&lt;/p&gt;
&lt;p&gt;No need to sort out MSBuild steps or clean up anything, we will be grateful for anything and everything we get :)&lt;/p&gt;
</description></item><item><title>WPF 3.5 SP1 (Beta) GPUベースのカスタムエフェクトのサンプル</title><link>http://blogs.msdn.com/greg_schechter/archive/2008/05/12/introduction-to-writing-effects.aspx#8506456</link><pubDate>Thu, 15 May 2008 08:16:21 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8506456</guid><dc:creator>川西 裕幸のブログ</dc:creator><description>&lt;p&gt;Greg Schechterのブログ に、.NET Framework 3.5 SP1 の GPU ベースのカスタムエフェクトのサンプルが掲載されています。HLSLのコードとWPFへのその組み込み方は&lt;/p&gt;
</description></item><item><title>re: Writing custom GPU-based Effects for WPF</title><link>http://blogs.msdn.com/greg_schechter/archive/2008/05/12/introduction-to-writing-effects.aspx#8508879</link><pubDate>Thu, 15 May 2008 22:10:59 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8508879</guid><dc:creator>Greg Schechter</dc:creator><description>&lt;p&gt;joewood asks about an IL-&amp;gt;FX-&amp;gt;PS converter. &amp;nbsp;Microsoft Research had a research project called Accelerator (you can find their Technical Report at &lt;a rel="nofollow" target="_new" href="ftp://ftp.research.microsoft.com/pub/tr/TR-2005-184.pdf"&gt;ftp://ftp.research.microsoft.com/pub/tr/TR-2005-184.pdf&lt;/a&gt;) that produced something like what you describe. &amp;nbsp;However, for WPF shaders, it's not really a goal to come up with a &amp;quot;managed language&amp;quot; way of implementing shaders that run massively parallel on the GPU. &amp;nbsp;We feel that the sweetspot is having a top-notch mechanism for integrating shaders (as we're doing with the features I describe in this series). &amp;nbsp;Further, ultimately the best way to write shaders is not going to be through some textual language at all (whether HLSL or C#), but rather through visual tools, which don't really care (or at least not nearly as much) about what the underlying language they need to emit is.&lt;/p&gt;
&lt;p&gt;robburke asks about getting a sample posted. &amp;nbsp;You can now find one (along with a ClickOnce app) in the next post in this series.&lt;/p&gt;
</description></item><item><title>re: Writing custom GPU-based Effects for WPF</title><link>http://blogs.msdn.com/greg_schechter/archive/2008/05/12/introduction-to-writing-effects.aspx#8518193</link><pubDate>Sun, 18 May 2008 17:44:39 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8518193</guid><dc:creator>SysRq2000</dc:creator><description>&lt;p&gt;Greg, have you guys looked at making the fx-&amp;gt;ps transition easier by extending VS with something similar to the XNA Game Studio content pipeline? The pipeline in XNA solves the problem and you simply have to include the fx file in the project and then just let the content pipeline take care of the fx compilation into a ps file.&lt;/p&gt;
</description></item><item><title>WPF 3.5 SP1 (Beta) GPUベースのカスタムエフェクトはどんな Visual にも適用できる</title><link>http://blogs.msdn.com/greg_schechter/archive/2008/05/12/introduction-to-writing-effects.aspx#8518821</link><pubDate>Mon, 19 May 2008 11:10:08 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8518821</guid><dc:creator>川西 裕幸のブログ</dc:creator><description>&lt;p&gt;先週書いた.NET Framework 3.5 SP1 の GPU ベースの カスタムエフェクトのサンプル をちょっといじるだけで、ModelVisual3DにもMediaElementにも同じエフェクトが適用できます。&lt;/p&gt;
</description></item><item><title>re: Writing custom GPU-based Effects for WPF</title><link>http://blogs.msdn.com/greg_schechter/archive/2008/05/12/introduction-to-writing-effects.aspx#8528559</link><pubDate>Wed, 21 May 2008 19:07:04 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8528559</guid><dc:creator>Greg Schechter</dc:creator><description>&lt;p&gt;SysRq2000 asks about automating the compilation of HLSL to pixel shader bytecode. &amp;nbsp;Yes, we're working on a VS build task that will help here.&lt;/p&gt;
</description></item><item><title>re: Writing custom GPU-based Effects for WPF</title><link>http://blogs.msdn.com/greg_schechter/archive/2008/05/12/introduction-to-writing-effects.aspx#8528614</link><pubDate>Wed, 21 May 2008 19:29:10 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8528614</guid><dc:creator>robburke</dc:creator><description>&lt;p&gt;Greg, one question I had is what you would recommend as a good practice for detecting and potentially disabling shader effects on a low-spec machine? &amp;nbsp;Using System.Windows.Media.RenderCapability.IsPixelShaderVersionSupported I can detect if the shaders are supported - but what to do if they aren't, and the effect isn't essential? Setting the Effect to null can cause troubles if you have Storyboards that animate the Properties of the Effect. &amp;nbsp;Is there any chance that Effects could contain an IsEnabled DP?&lt;/p&gt;
</description></item><item><title>re: Writing custom GPU-based Effects for WPF</title><link>http://blogs.msdn.com/greg_schechter/archive/2008/05/12/introduction-to-writing-effects.aspx#8534849</link><pubDate>Fri, 23 May 2008 01:37:39 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8534849</guid><dc:creator>Greg Schechter</dc:creator><description>&lt;p&gt;robburke: &amp;nbsp;This is a good scenario, and you're right, our primary expectation is that one would &amp;quot;turn an Effect off&amp;quot; by setting it to null, but yes, that can mess with storyboards.&lt;/p&gt;
&lt;p&gt;I think for this release, you're going to need to either:&lt;/p&gt;
&lt;p&gt;a) keep your effect modifying animations in a separate storyboard you either use or don't depending on the presence of the effect.&lt;/p&gt;
&lt;p&gt;b) runtime remove those timelines from a storyboard.&lt;/p&gt;
&lt;p&gt;c) maintain two storyboards, one with, one without, and instantiate the right one.&lt;/p&gt;
&lt;p&gt;I know that none of those are the best answers here. &amp;nbsp;I'm going to put this in as an potential addition for the next version.&lt;/p&gt;
&lt;p&gt;Greg&lt;/p&gt;
</description></item><item><title>GPU based effects</title><link>http://blogs.msdn.com/greg_schechter/archive/2008/05/12/introduction-to-writing-effects.aspx#8569653</link><pubDate>Mon, 02 Jun 2008 19:26:41 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8569653</guid><dc:creator> Lester's WPF blog</dc:creator><description>&lt;p&gt;A hot new feature in 3.5 SP1 is GPU based effect. Greg Schechter has has a series of posts on this topic.&lt;/p&gt;
</description></item><item><title>A Series on GPU-based Effects for WPF</title><link>http://blogs.msdn.com/greg_schechter/archive/2008/05/12/introduction-to-writing-effects.aspx#8849927</link><pubDate>Tue, 12 Aug 2008 07:52:11 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8849927</guid><dc:creator>Greg Schechter's Blog</dc:creator><description>&lt;p&gt;GPU-based Effects are a hot new feature in WPF for .NET 3.5 SP1.&amp;amp;#160; I'm going to be blogging a series&lt;/p&gt;
</description></item><item><title>Working with Effects and HLSL</title><link>http://blogs.msdn.com/greg_schechter/archive/2008/05/12/introduction-to-writing-effects.aspx#8937340</link><pubDate>Tue, 09 Sep 2008 22:58:30 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8937340</guid><dc:creator>The Sneaky Peek</dc:creator><description>&lt;p&gt;So I hit the trail of trying to understand all that I can about HLSL and Effects in general, and to be honest, the whole subject is a bit like reading a book that you can never get past the first 10 pages without falling asleep… it just goes on and on&lt;/p&gt;
</description></item><item><title>流水账 5.5 WPF Effect</title><link>http://blogs.msdn.com/greg_schechter/archive/2008/05/12/introduction-to-writing-effects.aspx#9587929</link><pubDate>Tue, 05 May 2009 10:03:09 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9587929</guid><dc:creator>旻</dc:creator><description>&lt;p&gt;BitmapEffect已经过时了。UIElement.BitmapEffectpropertyisobsolete没办法，BitmapEffect的效率过于低下，有时还有莫名其妙的界面闪...&lt;/p&gt;
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