RenderData.cs source code in C# .NET

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Code:

/ 4.0 / 4.0 / DEVDIV_TFS / Dev10 / Releases / RTMRel / wpf / src / Core / CSharp / System / Windows / Media / RenderData.cs / 1305600 / RenderData.cs

                            //---------------------------------------------------------------------------- 
//
// Copyright (c) Microsoft Corporation.  All rights reserved.
//
// File: RenderData.cs 
//
// Description: This file contains the implementation of RenderData. 
//              A RenderData is the backing store for a Drawing or the contents 
//              of a Visual.  It contains a data stream which is a byte array
//              containing renderdata instructions and an array of dependent resource. 
//
// History:
//  03/30/2004 : [....] - Created it.
// 
//---------------------------------------------------------------------------
 
using MS.Internal; 
using MS.Utility;
using System; 
using System.ComponentModel;
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel.Design.Serialization; 
using System.Diagnostics;
using System.Runtime.InteropServices; 
using System.Windows; 
using System.Windows.Media;
using System.Windows.Media.Animation; 
using System.Windows.Media.Composition;
using System.Windows.Media.Imaging;
using System.Windows.Media.Effects;
using System.Security; 
using System.Security.Permissions;
namespace System.Windows.Media 
{ 
    /// 
    /// RenderData 
    /// A RenderData is the backing store for a Drawing or the contents
    /// of a Visual.  It contains a data stream which is a byte array
    /// containing renderdata instructions and an array of dependent resource.
    /// 
    /// NOTE: RenderData is a not a fully functional Freezable
    ///  
    internal partial class RenderData : Freezable, DUCE.IResource, IDrawingContent 
    {
        ///  
        /// Default constructor.
        /// 
        internal RenderData()
        { 
            // RenderData is a transient object that does not want to participate
            // as the InheritanceContext of any of its dependents.  (It can be 
            // the Freezable context.) 
            CanBeInheritanceContext = false;
        } 

        /// 
        /// RecordHeader - This struct is the header for each record entry
        ///  
        internal struct RecordHeader
        { 
            public int Size; 
            public MILCMD Id;
        } 

        private enum PushType
        {
            BitmapEffect, 
            Other
        } 
 
        /// 
        /// WriteDataRecord - writes a data record in the form of "size - id - data" 
        /// The Length of the data packed is "size" - (2 * sizeof(int)).
        /// Note that the cbRecordSize param is *only* the size of the record itself.  The Size
        /// written to the stream will be larger (by sizeof(RecordHeader)) because it includes the size
        /// itself and the id. 
        /// 
        ///  MILCMD - the record id  
        ///  
        ///   byte* pointing to at least cbRecordSize bytes which will be copied to the stream.
        ///  
        ///  int - the size, in bytes, of pbRecord. Must be >= 0. 
        /// 
        ///     Critical: This code has unsafe code and dereferences a pointer
        ///  
        [SecurityCritical]
        public unsafe void WriteDataRecord(MILCMD id, 
                                           byte* pbRecord, 
                                           int cbRecordSize)
        { 
            Debug.Assert(cbRecordSize >= 0);

            // The records must always be padded to be QWORD aligned.
            Debug.Assert((_curOffset % 8) == 0); 
            Debug.Assert((cbRecordSize % 8) == 0);
            Debug.Assert((sizeof(RecordHeader) % 8) == 0); 
 
            int totalSize, newOffset;
            checked 
            {
                totalSize = cbRecordSize + sizeof(RecordHeader);
                newOffset = _curOffset + totalSize;
            } 

            // Do we need to increase the buffer size? 
            // Yes, if there's no buffer or if the buffer is too small. 
            if ((_buffer == null) || (newOffset > _buffer.Length))
            { 
                EnsureBuffer(newOffset);
            }

            // At this point, _buffer must be non-null and 
            // _buffer.Length must be >= newOffset
            Debug.Assert((_buffer != null) && (_buffer.Length >= newOffset)); 
 
            // Also, because pinning a 0-length buffer fails, we assert this too.
            Debug.Assert(_buffer.Length > 0); 

            RecordHeader header;

            header.Size = totalSize; 
            header.Id = id;
 
            Marshal.Copy((IntPtr)(&header), this._buffer, _curOffset, sizeof(RecordHeader)); 
            Marshal.Copy((IntPtr)pbRecord, this._buffer, _curOffset + sizeof(RecordHeader), cbRecordSize);
 
            _curOffset += totalSize;
        }

 

        #region IDrawingContent 
 
        /// 
        /// Returns the bounding box occupied by the content 
        /// 
        /// 
        /// Bounding box occupied by the content
        ///  
        public Rect GetContentBounds(BoundsDrawingContextWalker ctx)
        { 
            Debug.Assert(ctx != null); 

            DrawingContextWalk(ctx); 
            return ctx.Bounds;
        }

        ///  
        /// Forward the current value of the content to the DrawingContextWalker
        /// methods. 
        ///  
        ///  DrawingContextWalker to forward content to. 
        public void WalkContent(DrawingContextWalker walker) 
        {
            DrawingContextWalk(walker);
        }
 
        /// 
        /// Determines whether or not a point exists within the content 
        ///  
        ///  Point to hit-test for. 
        ///  
        /// 'true' if the point exists within the content, 'false' otherwise
        /// 
        public bool HitTestPoint(Point point)
        { 
            HitTestDrawingContextWalker ctx = new HitTestWithPointDrawingContextWalker(point);
 
            DrawingContextWalk(ctx); 

            return ctx.IsHit; 
        }

        /// 
        /// Hit-tests a geometry against this content 
        /// 
        ///  PathGeometry to hit-test for.  
        ///  
        /// IntersectionDetail describing the result of the hit-test
        ///  
        public IntersectionDetail HitTestGeometry(PathGeometry geometry)
        {
            HitTestDrawingContextWalker ctx =
                new HitTestWithGeometryDrawingContextWalker(geometry); 

            DrawingContextWalk(ctx); 
 
            return ctx.IntersectionDetail;
        } 

        protected override Freezable CreateInstanceCore()
        {
            return new RenderData(); 
        }
 
        // We don't need to call ReadPreamble() because this is an internal class. 
        // Plus, the extra VerifyAccess() calls might be an issue.
        // 
        // We don't need to call WritePreamble() because this cannot be frozen
        // (FreezeCore always returns false)
        //
        // We don't need to call WritePostscript() because we only care if children 
        // below us change.
        // 
        // About the calls to Invariant.Assert(false)... we're only implementing 
        // Freezable to hook up parent pointers from the children Freezables
        // to the RenderData. RenderData should never be cloned or frozen and 
        // the class is internal so we'll just put in some Asserts to make sure
        // we don't do it in the future.

        protected override void CloneCore(Freezable source) 
        {
            Invariant.Assert(false); 
        } 

        protected override void CloneCurrentValueCore(Freezable source) 
        {
            Invariant.Assert(false);
        }
 
        protected override bool FreezeCore(bool isChecking)
        { 
            return false; 
        }
 
        protected override void GetAsFrozenCore(Freezable source)
        {
            Invariant.Assert(false);
        } 

        protected override void GetCurrentValueAsFrozenCore(Freezable source) 
        { 
            Invariant.Assert(false);
        } 

        /// 
        /// Propagates an event handler to Freezables and AnimationClockResources
        /// referenced by the content. 
        /// 
        ///  Event handler to propagate  
        ///  'true' to add the handler, 'false' to remove it  
        public void PropagateChangedHandler(EventHandler handler, bool adding)
        { 
            Debug.Assert(!this.IsFrozen);

            if (adding)
            { 
                this.Changed += handler;
            } 
            else 
            {
                this.Changed -= handler; 
            }

            for (int i = 0, count = _dependentResources.Count; i < count; i++)
            { 
                Freezable freezableResource = _dependentResources[i] as Freezable;
                if (freezableResource != null) 
                { 
                    // Ideally, we would call OFPC(null, freezable) in AddDependentResource
                    // but RenderData never removes resources so nothing would ever remove 
                    // the context pointer. Fortunately, content calls PropagateChangedHandler
                    // when it cares and when it stops caring about its resources. Thus, we'll
                    // do all context hookup here.
                    if (adding) 
                    {
                        OnFreezablePropertyChanged(null, freezableResource); 
                    } 
                    else
                    { 
                        OnFreezablePropertyChanged(freezableResource, null);
                    }
                }
                else 
                {
                    // If it's not a Freezable it may be an AnimationClockResource, which we 
                    // also need to handle. 
                    AnimationClockResource clockResource = _dependentResources[i] as AnimationClockResource;
 
                    if (clockResource != null)
                    {
                        // if it is a clock, it better not be a Freezable too or we'll
                        // end up firing the handler twice 
                        Debug.Assert(_dependentResources[i] as Freezable == null);
 
                        clockResource.PropagateChangedHandlersCore(handler, adding); 
                    }
                } 
            }
        }

 
        /// 
        /// Returns the stack depth for the last top level effect that was pushed 
        /// If no effects are currently on the stack, returns 0 
        /// 
        internal int BitmapEffectStackDepth 
        {
            get
            {
                return _bitmapEffectStackDepth; 
            }
 
            set 
            {
                _bitmapEffectStackDepth = value; 
            }
        }

 
        /// 
        /// keep track where on the stack, the effect was pushed 
        /// we do this only for top level effects 
        /// 
        ///  
        internal void BeginTopLevelBitmapEffect(int stackDepth)
        {
            BitmapEffectStackDepth = stackDepth;
        } 

        ///  
        /// Reset the stack depth 
        /// 
        internal void EndTopLevelBitmapEffect() 
        {
            BitmapEffectStackDepth = 0;
        }
 
        /// 
        /// Returns the size of the renderdata 
        ///  
        public int DataSize
        { 
            get
            {
                return _curOffset;
            } 
        }
 
        #endregion IDrawingContent 

        #region DUCE 

        DUCE.ResourceHandle DUCE.IResource.AddRefOnChannel(DUCE.Channel channel)
        {
            using (CompositionEngineLock.Acquire()) 
            {
                // AddRef'ing or Releasing the renderdata itself doesn't propgate through the dependents, 
                // unless our ref goes from or to 0.  This is why we have this if statement guarding 
                // the inner loop.
                if (_duceResource.CreateOrAddRefOnChannel(this, channel, DUCE.ResourceType.TYPE_RENDERDATA)) 
                {
                    // First we AddRefOnChannel each of the dependent resources,
                    // then we update our own.
                    for (int i = 0; i < _dependentResources.Count; i++) 
                    {
 
                        DUCE.IResource resource = _dependentResources[i] as DUCE.IResource; 

                        if (resource != null) 
                        {
                            resource.AddRefOnChannel(channel);
                        }
                    } 

                    UpdateResource(channel); 
                } 

                return _duceResource.GetHandle(channel); 
            }
        }

        void DUCE.IResource.ReleaseOnChannel(DUCE.Channel channel) 
        {
            using (CompositionEngineLock.Acquire()) 
            { 
                Debug.Assert(_duceResource.IsOnChannel(channel));
 
                // AddRef'ing or Releasing the renderdata itself doesn't propgate through the dependents,
                // unless our ref goes from or to 0.  This is why we have this if statement guarding
                // the inner loop.
                if (_duceResource.ReleaseOnChannel(channel)) 
                {
                    for (int i = 0; i < _dependentResources.Count; i++) 
                    { 
                        DUCE.IResource resource = _dependentResources[i] as DUCE.IResource;
 
                        if (resource != null)
                        {
                            resource.ReleaseOnChannel(channel);
                        } 
                    }
                } 
            } 
        }
 
        DUCE.ResourceHandle DUCE.IResource.GetHandle(DUCE.Channel channel)
        {
            DUCE.ResourceHandle handle;
 
            // Reconsider the need for this lock when removing the MultiChannelResource.
            using (CompositionEngineLock.Acquire()) 
            { 
                // This method is a short cut and must only be called while the ref count
                // of this resource on this channel is non-zero.  Thus we assert that this 
                // resource is already on this channel.
                Debug.Assert(_duceResource.IsOnChannel(channel));

                handle = _duceResource.GetHandle(channel); 
            }
 
            return handle; 
        }
 
        int DUCE.IResource.GetChannelCount()
        {
            return _duceResource.GetChannelCount();
        } 

        DUCE.Channel DUCE.IResource.GetChannel(int index) 
        { 
            return _duceResource.GetChannel(index);
        } 

        /// 
        /// This is only implemented by Visual and Visual3D.
        ///  
        void DUCE.IResource.RemoveChildFromParent(DUCE.IResource parent, DUCE.Channel channel)
        { 
            throw new NotImplementedException(); 
        }
 
        /// 
        /// This is only implemented by Visual and Visual3D.
        /// 
        DUCE.ResourceHandle DUCE.IResource.Get3DHandle(DUCE.Channel channel) 
        {
            throw new NotImplementedException(); 
        } 
        #endregion DUCE
 
        public uint AddDependentResource(Object o)
        {
            // Append the resource to the internal array.
            if (o == null) 
            {
                return 0; 
            } 
            else
            { 
                return (uint)(_dependentResources.Add(o) + 1);
            }
        }
 
        #region Internal Resource Methods
 
        private void UpdateResource(DUCE.Channel channel) 
        {
            Debug.Assert(_duceResource.IsOnChannel(channel)); 

            MarshalToDUCE(channel);
        }
 
        #endregion Internal Resource Methods
 
        #region Private Methods 

        ///  
        /// EnsureBuffer - this method ensures that the capacity is at least equal to cbRequiredSize.
        /// 
        ///  int - the new minimum size required.  Must be >= 0. 
        private void EnsureBuffer(int cbRequiredSize) 
        {
            Debug.Assert(cbRequiredSize >= 0); 
 
            // If we don't have a buffer, this is easy: we simply allocate a new one of the appropriate size.
            if (_buffer == null) 
            {
                _buffer = new byte[cbRequiredSize];
            }
            else 
            {
                // For efficiency, we shouldn't have been called if there's already enough room 
                Debug.Assert(_buffer.Length < cbRequiredSize); 

                // The new size will be 1.5 x the previous size, or the min size required (whichever is larger) 
                // We perform the 1.5x math by taking 2x of the length and subtracting 0.5x the length because
                // the 2x and 0.5x can be figured via shifts.  This is ~2x faster than performing the floating
                // point math.
                int newSize = Math.Max((_buffer.Length << 1) - (_buffer.Length >> 1), cbRequiredSize); 

                // This is a double-check against the math above - if newSize isn't at least cbRequiredSize, 
                // this growth function is broken. 
                Debug.Assert(newSize >= cbRequiredSize);
 
                byte[] _newBuffer = new byte[newSize];

                _buffer.CopyTo(_newBuffer, 0);
 
                _buffer = _newBuffer;
            } 
        } 

        ///  
        /// DependentLookup - given an index into the dependent resource array,
        /// we return null if the index is 0, else we return the dependent at index - 1.
        /// 
        ///  uint - 1-based index into the dependent array, 0 means "no lookup".  
        private object DependentLookup(uint index)
        { 
            Debug.Assert(index <= (uint)Int32.MaxValue); 

            if (index == 0) 
            {
                return null;
            }
 
            Debug.Assert(_dependentResources.Count >= index);
 
            return _dependentResources[(int)index - 1]; 
        }
 
        #endregion Private Methods

        #region Private Fields
 
        // The buffer into which the renderdata is written
        private byte[] _buffer; 
 
        // The offset of the beginning of the next record
        // We ensure that the types in our instruction structs are correctly aligned wrt. their 
        // size for read/write access, assuming that the instruction struct sits at an 8-byte
        // boundary.  Thus _curOffset must always be at an 8-byte boundary to begin writing
        // an instruction.
        private int _curOffset; 

        private int _bitmapEffectStackDepth; 
 
        private FrugalStructList _dependentResources = new FrugalStructList();
 
        // DUCE resource
        private DUCE.MultiChannelResource _duceResource = new DUCE.MultiChannelResource();

        #endregion Private Fields 
    }
} 

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
//---------------------------------------------------------------------------- 
//
// Copyright (c) Microsoft Corporation.  All rights reserved.
//
// File: RenderData.cs 
//
// Description: This file contains the implementation of RenderData. 
//              A RenderData is the backing store for a Drawing or the contents 
//              of a Visual.  It contains a data stream which is a byte array
//              containing renderdata instructions and an array of dependent resource. 
//
// History:
//  03/30/2004 : [....] - Created it.
// 
//---------------------------------------------------------------------------
 
using MS.Internal; 
using MS.Utility;
using System; 
using System.ComponentModel;
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel.Design.Serialization; 
using System.Diagnostics;
using System.Runtime.InteropServices; 
using System.Windows; 
using System.Windows.Media;
using System.Windows.Media.Animation; 
using System.Windows.Media.Composition;
using System.Windows.Media.Imaging;
using System.Windows.Media.Effects;
using System.Security; 
using System.Security.Permissions;
namespace System.Windows.Media 
{ 
    /// 
    /// RenderData 
    /// A RenderData is the backing store for a Drawing or the contents
    /// of a Visual.  It contains a data stream which is a byte array
    /// containing renderdata instructions and an array of dependent resource.
    /// 
    /// NOTE: RenderData is a not a fully functional Freezable
    ///  
    internal partial class RenderData : Freezable, DUCE.IResource, IDrawingContent 
    {
        ///  
        /// Default constructor.
        /// 
        internal RenderData()
        { 
            // RenderData is a transient object that does not want to participate
            // as the InheritanceContext of any of its dependents.  (It can be 
            // the Freezable context.) 
            CanBeInheritanceContext = false;
        } 

        /// 
        /// RecordHeader - This struct is the header for each record entry
        ///  
        internal struct RecordHeader
        { 
            public int Size; 
            public MILCMD Id;
        } 

        private enum PushType
        {
            BitmapEffect, 
            Other
        } 
 
        /// 
        /// WriteDataRecord - writes a data record in the form of "size - id - data" 
        /// The Length of the data packed is "size" - (2 * sizeof(int)).
        /// Note that the cbRecordSize param is *only* the size of the record itself.  The Size
        /// written to the stream will be larger (by sizeof(RecordHeader)) because it includes the size
        /// itself and the id. 
        /// 
        ///  MILCMD - the record id  
        ///  
        ///   byte* pointing to at least cbRecordSize bytes which will be copied to the stream.
        ///  
        ///  int - the size, in bytes, of pbRecord. Must be >= 0. 
        /// 
        ///     Critical: This code has unsafe code and dereferences a pointer
        ///  
        [SecurityCritical]
        public unsafe void WriteDataRecord(MILCMD id, 
                                           byte* pbRecord, 
                                           int cbRecordSize)
        { 
            Debug.Assert(cbRecordSize >= 0);

            // The records must always be padded to be QWORD aligned.
            Debug.Assert((_curOffset % 8) == 0); 
            Debug.Assert((cbRecordSize % 8) == 0);
            Debug.Assert((sizeof(RecordHeader) % 8) == 0); 
 
            int totalSize, newOffset;
            checked 
            {
                totalSize = cbRecordSize + sizeof(RecordHeader);
                newOffset = _curOffset + totalSize;
            } 

            // Do we need to increase the buffer size? 
            // Yes, if there's no buffer or if the buffer is too small. 
            if ((_buffer == null) || (newOffset > _buffer.Length))
            { 
                EnsureBuffer(newOffset);
            }

            // At this point, _buffer must be non-null and 
            // _buffer.Length must be >= newOffset
            Debug.Assert((_buffer != null) && (_buffer.Length >= newOffset)); 
 
            // Also, because pinning a 0-length buffer fails, we assert this too.
            Debug.Assert(_buffer.Length > 0); 

            RecordHeader header;

            header.Size = totalSize; 
            header.Id = id;
 
            Marshal.Copy((IntPtr)(&header), this._buffer, _curOffset, sizeof(RecordHeader)); 
            Marshal.Copy((IntPtr)pbRecord, this._buffer, _curOffset + sizeof(RecordHeader), cbRecordSize);
 
            _curOffset += totalSize;
        }

 

        #region IDrawingContent 
 
        /// 
        /// Returns the bounding box occupied by the content 
        /// 
        /// 
        /// Bounding box occupied by the content
        ///  
        public Rect GetContentBounds(BoundsDrawingContextWalker ctx)
        { 
            Debug.Assert(ctx != null); 

            DrawingContextWalk(ctx); 
            return ctx.Bounds;
        }

        ///  
        /// Forward the current value of the content to the DrawingContextWalker
        /// methods. 
        ///  
        ///  DrawingContextWalker to forward content to. 
        public void WalkContent(DrawingContextWalker walker) 
        {
            DrawingContextWalk(walker);
        }
 
        /// 
        /// Determines whether or not a point exists within the content 
        ///  
        ///  Point to hit-test for. 
        ///  
        /// 'true' if the point exists within the content, 'false' otherwise
        /// 
        public bool HitTestPoint(Point point)
        { 
            HitTestDrawingContextWalker ctx = new HitTestWithPointDrawingContextWalker(point);
 
            DrawingContextWalk(ctx); 

            return ctx.IsHit; 
        }

        /// 
        /// Hit-tests a geometry against this content 
        /// 
        ///  PathGeometry to hit-test for.  
        ///  
        /// IntersectionDetail describing the result of the hit-test
        ///  
        public IntersectionDetail HitTestGeometry(PathGeometry geometry)
        {
            HitTestDrawingContextWalker ctx =
                new HitTestWithGeometryDrawingContextWalker(geometry); 

            DrawingContextWalk(ctx); 
 
            return ctx.IntersectionDetail;
        } 

        protected override Freezable CreateInstanceCore()
        {
            return new RenderData(); 
        }
 
        // We don't need to call ReadPreamble() because this is an internal class. 
        // Plus, the extra VerifyAccess() calls might be an issue.
        // 
        // We don't need to call WritePreamble() because this cannot be frozen
        // (FreezeCore always returns false)
        //
        // We don't need to call WritePostscript() because we only care if children 
        // below us change.
        // 
        // About the calls to Invariant.Assert(false)... we're only implementing 
        // Freezable to hook up parent pointers from the children Freezables
        // to the RenderData. RenderData should never be cloned or frozen and 
        // the class is internal so we'll just put in some Asserts to make sure
        // we don't do it in the future.

        protected override void CloneCore(Freezable source) 
        {
            Invariant.Assert(false); 
        } 

        protected override void CloneCurrentValueCore(Freezable source) 
        {
            Invariant.Assert(false);
        }
 
        protected override bool FreezeCore(bool isChecking)
        { 
            return false; 
        }
 
        protected override void GetAsFrozenCore(Freezable source)
        {
            Invariant.Assert(false);
        } 

        protected override void GetCurrentValueAsFrozenCore(Freezable source) 
        { 
            Invariant.Assert(false);
        } 

        /// 
        /// Propagates an event handler to Freezables and AnimationClockResources
        /// referenced by the content. 
        /// 
        ///  Event handler to propagate  
        ///  'true' to add the handler, 'false' to remove it  
        public void PropagateChangedHandler(EventHandler handler, bool adding)
        { 
            Debug.Assert(!this.IsFrozen);

            if (adding)
            { 
                this.Changed += handler;
            } 
            else 
            {
                this.Changed -= handler; 
            }

            for (int i = 0, count = _dependentResources.Count; i < count; i++)
            { 
                Freezable freezableResource = _dependentResources[i] as Freezable;
                if (freezableResource != null) 
                { 
                    // Ideally, we would call OFPC(null, freezable) in AddDependentResource
                    // but RenderData never removes resources so nothing would ever remove 
                    // the context pointer. Fortunately, content calls PropagateChangedHandler
                    // when it cares and when it stops caring about its resources. Thus, we'll
                    // do all context hookup here.
                    if (adding) 
                    {
                        OnFreezablePropertyChanged(null, freezableResource); 
                    } 
                    else
                    { 
                        OnFreezablePropertyChanged(freezableResource, null);
                    }
                }
                else 
                {
                    // If it's not a Freezable it may be an AnimationClockResource, which we 
                    // also need to handle. 
                    AnimationClockResource clockResource = _dependentResources[i] as AnimationClockResource;
 
                    if (clockResource != null)
                    {
                        // if it is a clock, it better not be a Freezable too or we'll
                        // end up firing the handler twice 
                        Debug.Assert(_dependentResources[i] as Freezable == null);
 
                        clockResource.PropagateChangedHandlersCore(handler, adding); 
                    }
                } 
            }
        }

 
        /// 
        /// Returns the stack depth for the last top level effect that was pushed 
        /// If no effects are currently on the stack, returns 0 
        /// 
        internal int BitmapEffectStackDepth 
        {
            get
            {
                return _bitmapEffectStackDepth; 
            }
 
            set 
            {
                _bitmapEffectStackDepth = value; 
            }
        }

 
        /// 
        /// keep track where on the stack, the effect was pushed 
        /// we do this only for top level effects 
        /// 
        ///  
        internal void BeginTopLevelBitmapEffect(int stackDepth)
        {
            BitmapEffectStackDepth = stackDepth;
        } 

        ///  
        /// Reset the stack depth 
        /// 
        internal void EndTopLevelBitmapEffect() 
        {
            BitmapEffectStackDepth = 0;
        }
 
        /// 
        /// Returns the size of the renderdata 
        ///  
        public int DataSize
        { 
            get
            {
                return _curOffset;
            } 
        }
 
        #endregion IDrawingContent 

        #region DUCE 

        DUCE.ResourceHandle DUCE.IResource.AddRefOnChannel(DUCE.Channel channel)
        {
            using (CompositionEngineLock.Acquire()) 
            {
                // AddRef'ing or Releasing the renderdata itself doesn't propgate through the dependents, 
                // unless our ref goes from or to 0.  This is why we have this if statement guarding 
                // the inner loop.
                if (_duceResource.CreateOrAddRefOnChannel(this, channel, DUCE.ResourceType.TYPE_RENDERDATA)) 
                {
                    // First we AddRefOnChannel each of the dependent resources,
                    // then we update our own.
                    for (int i = 0; i < _dependentResources.Count; i++) 
                    {
 
                        DUCE.IResource resource = _dependentResources[i] as DUCE.IResource; 

                        if (resource != null) 
                        {
                            resource.AddRefOnChannel(channel);
                        }
                    } 

                    UpdateResource(channel); 
                } 

                return _duceResource.GetHandle(channel); 
            }
        }

        void DUCE.IResource.ReleaseOnChannel(DUCE.Channel channel) 
        {
            using (CompositionEngineLock.Acquire()) 
            { 
                Debug.Assert(_duceResource.IsOnChannel(channel));
 
                // AddRef'ing or Releasing the renderdata itself doesn't propgate through the dependents,
                // unless our ref goes from or to 0.  This is why we have this if statement guarding
                // the inner loop.
                if (_duceResource.ReleaseOnChannel(channel)) 
                {
                    for (int i = 0; i < _dependentResources.Count; i++) 
                    { 
                        DUCE.IResource resource = _dependentResources[i] as DUCE.IResource;
 
                        if (resource != null)
                        {
                            resource.ReleaseOnChannel(channel);
                        } 
                    }
                } 
            } 
        }
 
        DUCE.ResourceHandle DUCE.IResource.GetHandle(DUCE.Channel channel)
        {
            DUCE.ResourceHandle handle;
 
            // Reconsider the need for this lock when removing the MultiChannelResource.
            using (CompositionEngineLock.Acquire()) 
            { 
                // This method is a short cut and must only be called while the ref count
                // of this resource on this channel is non-zero.  Thus we assert that this 
                // resource is already on this channel.
                Debug.Assert(_duceResource.IsOnChannel(channel));

                handle = _duceResource.GetHandle(channel); 
            }
 
            return handle; 
        }
 
        int DUCE.IResource.GetChannelCount()
        {
            return _duceResource.GetChannelCount();
        } 

        DUCE.Channel DUCE.IResource.GetChannel(int index) 
        { 
            return _duceResource.GetChannel(index);
        } 

        /// 
        /// This is only implemented by Visual and Visual3D.
        ///  
        void DUCE.IResource.RemoveChildFromParent(DUCE.IResource parent, DUCE.Channel channel)
        { 
            throw new NotImplementedException(); 
        }
 
        /// 
        /// This is only implemented by Visual and Visual3D.
        /// 
        DUCE.ResourceHandle DUCE.IResource.Get3DHandle(DUCE.Channel channel) 
        {
            throw new NotImplementedException(); 
        } 
        #endregion DUCE
 
        public uint AddDependentResource(Object o)
        {
            // Append the resource to the internal array.
            if (o == null) 
            {
                return 0; 
            } 
            else
            { 
                return (uint)(_dependentResources.Add(o) + 1);
            }
        }
 
        #region Internal Resource Methods
 
        private void UpdateResource(DUCE.Channel channel) 
        {
            Debug.Assert(_duceResource.IsOnChannel(channel)); 

            MarshalToDUCE(channel);
        }
 
        #endregion Internal Resource Methods
 
        #region Private Methods 

        ///  
        /// EnsureBuffer - this method ensures that the capacity is at least equal to cbRequiredSize.
        /// 
        ///  int - the new minimum size required.  Must be >= 0. 
        private void EnsureBuffer(int cbRequiredSize) 
        {
            Debug.Assert(cbRequiredSize >= 0); 
 
            // If we don't have a buffer, this is easy: we simply allocate a new one of the appropriate size.
            if (_buffer == null) 
            {
                _buffer = new byte[cbRequiredSize];
            }
            else 
            {
                // For efficiency, we shouldn't have been called if there's already enough room 
                Debug.Assert(_buffer.Length < cbRequiredSize); 

                // The new size will be 1.5 x the previous size, or the min size required (whichever is larger) 
                // We perform the 1.5x math by taking 2x of the length and subtracting 0.5x the length because
                // the 2x and 0.5x can be figured via shifts.  This is ~2x faster than performing the floating
                // point math.
                int newSize = Math.Max((_buffer.Length << 1) - (_buffer.Length >> 1), cbRequiredSize); 

                // This is a double-check against the math above - if newSize isn't at least cbRequiredSize, 
                // this growth function is broken. 
                Debug.Assert(newSize >= cbRequiredSize);
 
                byte[] _newBuffer = new byte[newSize];

                _buffer.CopyTo(_newBuffer, 0);
 
                _buffer = _newBuffer;
            } 
        } 

        ///  
        /// DependentLookup - given an index into the dependent resource array,
        /// we return null if the index is 0, else we return the dependent at index - 1.
        /// 
        ///  uint - 1-based index into the dependent array, 0 means "no lookup".  
        private object DependentLookup(uint index)
        { 
            Debug.Assert(index <= (uint)Int32.MaxValue); 

            if (index == 0) 
            {
                return null;
            }
 
            Debug.Assert(_dependentResources.Count >= index);
 
            return _dependentResources[(int)index - 1]; 
        }
 
        #endregion Private Methods

        #region Private Fields
 
        // The buffer into which the renderdata is written
        private byte[] _buffer; 
 
        // The offset of the beginning of the next record
        // We ensure that the types in our instruction structs are correctly aligned wrt. their 
        // size for read/write access, assuming that the instruction struct sits at an 8-byte
        // boundary.  Thus _curOffset must always be at an 8-byte boundary to begin writing
        // an instruction.
        private int _curOffset; 

        private int _bitmapEffectStackDepth; 
 
        private FrugalStructList _dependentResources = new FrugalStructList();
 
        // DUCE resource
        private DUCE.MultiChannelResource _duceResource = new DUCE.MultiChannelResource();

        #endregion Private Fields 
    }
} 

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
                        

                        

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