ShaderEffect Class (System.Windows.Media.Effects)

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.NET Framework Class Library
ShaderEffect Class

Provides a custom bitmap effect by using a PixelShader.

Inheritance Hierarchy

System.Object
  System.Windows.Threading.DispatcherObject
    System.Windows.DependencyObject
      System.Windows.Freezable
        System.Windows.Media.Animation.Animatable
          System.Windows.Media.Effects.Effect
            System.Windows.Media.Effects.ShaderEffect

Namespace:  System.Windows.Media.Effects
Assembly:  PresentationCore (in PresentationCore.dll)
Syntax

Visual Basic
Public MustInherit Class ShaderEffect _
	Inherits Effect
C#
public abstract class ShaderEffect : Effect
Visual C++
public ref class ShaderEffect abstract : public Effect
F#
[<AbstractClass>]
type ShaderEffect =  
    class
        inherit Effect
    end

The ShaderEffect type exposes the following members.

Constructors

  Name Description
Protected method ShaderEffect Initializes a new instance of the ShaderEffect class.
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Properties

  Name Description
Public property CanFreeze Gets a value that indicates whether the object can be made unmodifiable. (Inherited from Freezable.)
Protected property DdxUvDdyUvRegisterIndex Gets or sets a value that indicates the shader register to use for the partial derivatives of the texture coordinates with respect to screen space.
Public property DependencyObjectType Gets the DependencyObjectType that wraps the CLR type of this instance.  (Inherited from DependencyObject.)
Public property Dispatcher Gets the Dispatcher this DispatcherObject is associated with. (Inherited from DispatcherObject.)
Protected property EffectMapping When overridden in a derived class, transforms mouse input and coordinate systems through the effect. (Inherited from Effect.)
Public property HasAnimatedProperties Gets a value that indicates whether one or more AnimationClock objects is associated with any of this object's dependency properties. (Inherited from Animatable.)
Public property IsFrozen Gets a value that indicates whether the object is currently modifiable. (Inherited from Freezable.)
Public property IsSealed Gets a value that indicates whether this instance is currently sealed (read-only). (Inherited from DependencyObject.)
Protected property PaddingBottom Gets or sets a value indicating that the effect's output texture is larger than its input texture along the bottom edge.
Protected property PaddingLeft Gets or sets a value indicating that the effect's output texture is larger than its input texture along the left edge.
Protected property PaddingRight Gets or sets a value indicating that the effect's output texture is larger than its input texture along the right edge.
Protected property PaddingTop Gets or sets a value indicating that the effect's output texture is larger than its input texture along the top edge.
Protected property PixelShader Gets or sets the PixelShader to use for the effect.
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Methods

  Name Description
Public method ApplyAnimationClock(DependencyProperty, AnimationClock) Applies an AnimationClock to the specified DependencyProperty. If the property is already animated, the SnapshotAndReplace handoff behavior is used. (Inherited from Animatable.)
Public method ApplyAnimationClock(DependencyProperty, AnimationClock, HandoffBehavior) Applies an AnimationClock to the specified DependencyProperty. If the property is already animated, the specified HandoffBehavior is used. (Inherited from Animatable.)
Public method BeginAnimation(DependencyProperty, AnimationTimeline) Applies an animation to the specified DependencyProperty. The animation is started when the next frame is rendered. If the specified property is already animated, the SnapshotAndReplace handoff behavior is used. (Inherited from Animatable.)
Public method BeginAnimation(DependencyProperty, AnimationTimeline, HandoffBehavior) Applies an animation to the specified DependencyProperty. The animation is started when the next frame is rendered. If the specified property is already animated, the specified HandoffBehavior is used. (Inherited from Animatable.)
Public method CheckAccess Determines whether the calling thread has access to this DispatcherObject. (Inherited from DispatcherObject.)
Public method ClearValue(DependencyProperty) Clears the local value of a property. The property to be cleared is specified by a DependencyProperty identifier. (Inherited from DependencyObject.)
Public method ClearValue(DependencyPropertyKey) Clears the local value of a read-only property. The property to be cleared is specified by a DependencyPropertyKey. (Inherited from DependencyObject.)
Public method Clone Creates a modifiable clone of this ShaderEffect object, making deep copies of this object's values. When copying this object's dependency properties, this method copies resource references and data bindings (which may no longer resolve), but not animations or their current values.
Protected method CloneCore Makes the instance a clone (deep copy) of the specified Freezable using base (non-animated) property values. (Overrides Freezable.CloneCore(Freezable).)
Public method CloneCurrentValue Creates a modifiable clone of this ShaderEffect object, making deep copies of this object's current values. Resource references, data bindings, and animations are not copied, but their current values are copied.
Protected method CloneCurrentValueCore Makes the instance a modifiable clone (deep copy) of the specified Freezable using current property values. (Overrides Freezable.CloneCurrentValueCore(Freezable).)
Public method CoerceValue Coerces the value of the specified dependency property. This is accomplished by invoking any CoerceValueCallback function specified in property metadata for the dependency property as it exists on the calling DependencyObject. (Inherited from DependencyObject.)
Protected method CreateInstance Initializes a new instance of the Freezable class. (Inherited from Freezable.)
Protected method CreateInstanceCore When implemented in a derived class, creates a new instance of the Freezable derived class. (Overrides Freezable.CreateInstanceCore().)
Public method Equals Determines whether a provided DependencyObject is equivalent to the current DependencyObject. (Inherited from DependencyObject.)
Protected method Finalize Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection. (Inherited from Object.)
Public method Freeze() Makes the current object unmodifiable and sets its IsFrozen property to true. (Inherited from Freezable.)
Protected method FreezeCore Makes this Animatable object unmodifiable or determines whether it can be made unmodifiable. (Inherited from Animatable.)
Public method GetAnimationBaseValue Returns the non-animated value of the specified DependencyProperty. (Inherited from Animatable.)
Public method GetAsFrozen Creates a frozen copy of the Freezable, using base (non-animated) property values. Because the copy is frozen, any frozen sub-objects are copied by reference. (Inherited from Freezable.)
Protected method GetAsFrozenCore Makes the instance a frozen clone of the specified Freezable using base (non-animated) property values. (Overrides Freezable.GetAsFrozenCore(Freezable).)
Public method GetCurrentValueAsFrozen Creates a frozen copy of the Freezable using current property values. Because the copy is frozen, any frozen sub-objects are copied by reference. (Inherited from Freezable.)
Protected method GetCurrentValueAsFrozenCore Makes the current instance a frozen clone of the specified Freezable. If the object has animated dependency properties, their current animated values are copied. (Overrides Freezable.GetCurrentValueAsFrozenCore(Freezable).)
Public method GetHashCode Gets a hash code for this DependencyObject. (Inherited from DependencyObject.)
Public method GetLocalValueEnumerator Creates a specialized enumerator for determining which dependency properties have locally set values on this DependencyObject. (Inherited from DependencyObject.)
Public method GetType Gets the Type of the current instance. (Inherited from Object.)
Public method GetValue Returns the current effective value of a dependency property on this instance of a DependencyObject. (Inherited from DependencyObject.)
Public method InvalidateProperty Re-evaluates the effective value for the specified dependency property (Inherited from DependencyObject.)
Protected method MemberwiseClone Creates a shallow copy of the current Object. (Inherited from Object.)
Protected method OnChanged Called when the current Freezable object is modified. (Inherited from Freezable.)
Protected method OnFreezablePropertyChanged(DependencyObject, DependencyObject) Ensures that appropriate context pointers are established for a DependencyObjectType data member that has just been set. (Inherited from Freezable.)
Protected method OnFreezablePropertyChanged(DependencyObject, DependencyObject, DependencyProperty) This member supports the Windows Presentation Foundation (WPF) infrastructure and is not intended to be used directly from your code. (Inherited from Freezable.)
Protected method OnPropertyChanged Overrides the DependencyObject implementation of OnPropertyChanged to also invoke any Changed handlers in response to a changing dependency property of type Freezable. (Inherited from Freezable.)
Protected method Static member PixelShaderConstantCallback Associates a dependency property value with a pixel shader's float constant register.
Protected method Static member PixelShaderSamplerCallback(Int32) Associates a dependency property value with a pixel shader's sampler register.
Protected method Static member PixelShaderSamplerCallback(Int32, SamplingMode) Associates a dependency property value with a pixel shader's sampler register and a SamplingMode.
Public method ReadLocalValue Returns the local value of a dependency property, if it exists. (Inherited from DependencyObject.)
Protected method ReadPreamble Ensures that the Freezable is being accessed from a valid thread. Inheritors of Freezable must call this method at the beginning of any API that reads data members that are not dependency properties. (Inherited from Freezable.)
Protected method Static member RegisterPixelShaderSamplerProperty(String, Type, Int32) Associates a dependency property with a shader sampler register.
Protected method Static member RegisterPixelShaderSamplerProperty(String, Type, Int32, SamplingMode) Associates a dependency property with a shader sampler register and a SamplingMode.
Public method SetCurrentValue Sets the value of a dependency property without changing its value source. (Inherited from DependencyObject.)
Public method SetValue(DependencyProperty, Object) Sets the local value of a dependency property, specified by its dependency property identifier. (Inherited from DependencyObject.)
Public method SetValue(DependencyPropertyKey, Object) Sets the local value of a read-only dependency property, specified by the DependencyPropertyKey identifier of the dependency property. (Inherited from DependencyObject.)
Protected method ShouldSerializeProperty Returns a value that indicates whether serialization processes should serialize the value for the provided dependency property. (Inherited from DependencyObject.)
Public method ToString Returns a string that represents the current object. (Inherited from Object.)
Protected method UpdateShaderValue Notifies the effect that the shader constant or sampler corresponding to the specified dependency property should be updated.
Public method VerifyAccess Enforces that the calling thread has access to this DispatcherObject. (Inherited from DispatcherObject.)
Protected method WritePostscript Raises the Changed event for the Freezable and invokes its OnChanged method. Classes that derive from Freezable should call this method at the end of any API that modifies class members that are not stored as dependency properties. (Inherited from Freezable.)
Protected method WritePreamble Verifies that the Freezable is not frozen and that it is being accessed from a valid threading context. Freezable inheritors should call this method at the beginning of any API that writes to data members that are not dependency properties. (Inherited from Freezable.)
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Events

  Name Description
Public event Changed Occurs when the Freezable or an object it contains is modified. (Inherited from Freezable.)
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Fields

  Name Description
Protected field Static member PixelShaderProperty Identifies the PixelShader dependency property.
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Remarks

Derive from the ShaderEffect class to implement a custom effect based on a single pixel shader.

The following steps show how to create a custom effect.

  1. Load a PixelShader from precompiled High Level Shading Language (HLSL) bytecode.

  2. Define dependency properties that represent the parameters of the effect and the Brush-based surface inputs. Use one of the RegisterPixelShaderSamplerProperty overloads to associate these inputs with register numbers that are referenced in the HLSL bytecode.

The number of samplers is limited to 4.

The following restrictions apply when using a PS 3.0 shader.

  • When a PS 3.0 shader is assigned, the number of samplers increases to 8. Assign the PS 3.0 shader before other shaders to enable registering 8 samplers.

  • The full shader constant register limit of 224 for floats is used. For more information, see ps_3_0.

  • The following data types are supported in PS 3.0 shaders only. An exception is thrown if these are used in lower shader versions.

    • int and types convertible to int: uint, byte, sbyte, long, ulong, short, ushort, char

    • bool

  • If a valid PS 3.0 shader is loaded on a computer that does not have hardware support for PS 3.0, the shader is ignored. If the shader is invalid, no exception is thrown.

  • If a computer has more than one video card, the behavior is defined by the least capable video card. For example, if the computer has two video cards, one of which supports PS 3.0 and one of which does not, the behavior is the same as if the computer does not support PS 3.0.

  • If a computer supports rendering PS 3.0 in hardware, but an invalid PS 3.0 shader is assigned, the InvalidPixelShaderEncountered event is raised. An example of an invalid PS 3.0 shader is one compiled with the ps_3_sw flag. The ShaderEffect class accepts only PS 3.0 shaders that are compiled with the ps_3_0 flag passed to fxc.exe. For more information, see Effect-Compiler Tool.

Note Note

PS 2.0 shaders run when rendering in software. However, even if PS 3.0 is supported by the system's hardware, PS 3.0 shaders do not run during software rendering.

Examples

The following code example shows how to derive from the ShaderEffect class.

C#

using System;
using System.Windows;
using System.Windows.Media;
using System.Windows.Media.Effects;
using System.Reflection;

namespace ShaderEffectDemo
{

    public class ThresholdEffect : ShaderEffect
    {
        private static PixelShader _pixelShader =
            new PixelShader() { UriSource = MakePackUri("ThresholdEffect.fx.ps") };

        public ThresholdEffect()
        {
            PixelShader = _pixelShader;

            UpdateShaderValue(InputProperty);
            UpdateShaderValue(ThresholdProperty);
            UpdateShaderValue(BlankColorProperty);
        }

        // MakePackUri is a utility method for computing a pack uri
        // for the given resource. 
        public static Uri MakePackUri(string relativeFile)
        {
            Assembly a = typeof(ThresholdEffect).Assembly;

            // Extract the short name.
            string assemblyShortName = a.ToString().Split(',')[0];

            string uriString = "pack://application:,,,/" +
                assemblyShortName +
                ";component/" +
                relativeFile;

            return new Uri(uriString);
        }

        ///////////////////////////////////////////////////////////////////////
        #region Input dependency property

        public Brush Input
        {
            get { return (Brush)GetValue(InputProperty); }
            set { SetValue(InputProperty, value); }
        }

        public static readonly DependencyProperty InputProperty =
            ShaderEffect.RegisterPixelShaderSamplerProperty("Input", typeof(ThresholdEffect), 0);

        #endregion

        ///////////////////////////////////////////////////////////////////////
        #region Threshold dependency property

        public double Threshold
        {
            get { return (double)GetValue(ThresholdProperty); }
            set { SetValue(ThresholdProperty, value); }
        }

        public static readonly DependencyProperty ThresholdProperty =
            DependencyProperty.Register("Threshold", typeof(double), typeof(ThresholdEffect),
                    new UIPropertyMetadata(0.5, PixelShaderConstantCallback(0)));

        #endregion

        ///////////////////////////////////////////////////////////////////////
        #region BlankColor dependency property

        public Color BlankColor
        {
            get { return (Color)GetValue(BlankColorProperty); }
            set { SetValue(BlankColorProperty, value); }
        }

        public static readonly DependencyProperty BlankColorProperty =
            DependencyProperty.Register("BlankColor", typeof(Color), typeof(ThresholdEffect),
                    new UIPropertyMetadata(Colors.Transparent, PixelShaderConstantCallback(1)));

        #endregion
    }
}


The following code example shows a shader that corresponds to the previous ShaderEffect class.

C#

// Threshold shader 

// Object Declarations

sampler2D implicitInput : register(s0);
float threshold : register(c0);
float4 blankColor : register(c1);

//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float4 main(float2 uv : TEXCOORD) : COLOR
{
    float4 color = tex2D(implicitInput, uv);
    float intensity = (color.r + color.g + color.b) / 3;

    float4 result;
    if (intensity > threshold)
    {
        result = color;
    }
    else
    {
        result = blankColor;
    }

    return result;
}


The following XAML shows how to use the custom shader effect.

XAML

<Window x:Class="ShaderEffectDemo.Window1"
    xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
    xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
    xmlns:local="clr-namespace:ShaderEffectDemo"
    Title="Window1" Height="300" Width="300">
    <Window.Resources>
        <local:ThresholdEffect x:Key="thresholdEffect" Threshold="0.25" BlankColor="Orange" />
    </Window.Resources>

    <Grid Effect="{StaticResource thresholdEffect}">

    </Grid>
</Window>


Version Information

.NET Framework

Supported in: 4, 3.5 SP1, 3.0 SP2

.NET Framework Client Profile

Supported in: 4, 3.5 SP1
.NET Framework Security

Platforms

Windows 7, Windows Vista SP1 or later, Windows XP SP3, Windows Server 2008 (Server Core not supported), Windows Server 2008 R2 (Server Core supported with SP1 or later), Windows Server 2003 SP2

The .NET Framework does not support all versions of every platform. For a list of the supported versions, see .NET Framework System Requirements.
Thread Safety

Any public static (Shared in Visual Basic) members of this type are thread safe. Any instance members are not guaranteed to be thread safe.
See Also

Reference

Community Content

JamieAlexander
ShaderRenderMode when Javascript creates a new window
I encountered a problem when using a custom ShaderEffect for a C# application used as an ActiveX component in IE. When javascript is used to create a new window and close the current window the shader would throw an exception when verifying access to the ShaderRenderMode. This would crash the application and IE since it was the window render itself that was causing the check. To alleviate this I removed the global static reference and assigned the PixelShader in the constructor with a new instance. This will mean that every object that requires the ShaderEffect will have a separate instance instead of a single global instance but at least it will be thread safe.