C# - Faster Alternatives to Setpixel and Getpixel for Bitmaps for Windows Forms App

C# - Faster Alternatives to SetPixel and GetPixel for Bitmaps for Windows Forms App

The immediately usable code

public class DirectBitmap : IDisposable
{
public Bitmap Bitmap { get; private set; }
public Int32[] Bits { get; private set; }
public bool Disposed { get; private set; }
public int Height { get; private set; }
public int Width { get; private set; }

protected GCHandle BitsHandle { get; private set; }

public DirectBitmap(int width, int height)
{
Width = width;
Height = height;
Bits = new Int32[width * height];
BitsHandle = GCHandle.Alloc(Bits, GCHandleType.Pinned);
Bitmap = new Bitmap(width, height, width * 4, PixelFormat.Format32bppPArgb, BitsHandle.AddrOfPinnedObject());
}

public void SetPixel(int x, int y, Color colour)
{
int index = x + (y * Width);
int col = colour.ToArgb();

Bits[index] = col;
}

public Color GetPixel(int x, int y)
{
int index = x + (y * Width);
int col = Bits[index];
Color result = Color.FromArgb(col);

return result;
}

public void Dispose()
{
if (Disposed) return;
Disposed = true;
Bitmap.Dispose();
BitsHandle.Free();
}
}

There's no need for LockBits or SetPixel. Use the above class for direct access to bitmap data.

With this class, it is possible to set raw bitmap data as 32-bit data. Notice that it is PARGB, which is premultiplied alpha. See Alpha Compositing on Wikipedia for more information on how this works and examples on the MSDN article for BLENDFUNCTION to find out how to calculate the alpha properly.

If premultiplication might overcomplicate things, use PixelFormat.Format32bppArgb instead. A performance hit occurs when it's drawn, because it's internally being converted to PixelFormat.Format32bppPArgb. If the image doesn't have to change prior to being drawn, the work can be done before premultiplication, drawn to a PixelFormat.Format32bppArgb buffer, and further used from there.

Access to standard Bitmap members is exposed via the Bitmap property. Bitmap data is directly accessed using the Bits property.

Using byte instead of int for raw pixel data

Change both instances of Int32 to byte, and then change this line:

Bits = new Int32[width * height];

To this:

Bits = new byte[width * height * 4];

When bytes are used, the format is Alpha/Red/Green/Blue in that order. Each pixel takes 4 bytes of data, one for each channel. The GetPixel and SetPixel functions will need to be reworked accordingly or removed.

Benefits to using the above class

  • Memory allocation for merely manipulating the data is unnecessary; changes made to the raw data are immediately applied to the bitmap.
  • There are no additional objects to manage. This implements IDisposable just like Bitmap.
  • It does not require an unsafe block.

Considerations

  • Pinned memory cannot be moved. It's a required side effect in order for this kind of memory access to work. This reduces the efficiency of the garbage collector (MSDN Article). Do it only with bitmaps where performance is required, and be sure to Dispose them when you're done so the memory can be unpinned.

Access via the Graphics object

Because the Bitmap property is actually a .NET Bitmap object, it's straightforward to perform operations using the Graphics class.

var dbm = new DirectBitmap(200, 200);
using (var g = Graphics.FromImage(dbm.Bitmap))
{
g.DrawRectangle(Pens.Black, new Rectangle(50, 50, 100, 100));
}

Performance comparison

The question asks about performance, so here's a table that should show the relative performance between the three different methods proposed in the answers. This was done using a .NET Standard 2 based application and NUnit.

* Time to fill the entire bitmap with red pixels *
- Not including the time to create and dispose the bitmap
- Best out of 100 runs taken
- Lower is better
- Time is measured in Stopwatch ticks to emphasize magnitude rather than actual time elapsed
- Tests were performed on an Intel Core i7-4790 based workstation

Bitmap size
Method 4x4 16x16 64x64 256x256 1024x1024 4096x4096
DirectBitmap <1 2 28 668 8219 178639
LockBits 2 3 33 670 9612 197115
SetPixel 45 371 5920 97477 1563171 25811013

* Test details *

- LockBits test: Bitmap.LockBits is only called once and the benchmark
includes Bitmap.UnlockBits. It is expected that this
is the absolute best case, adding more lock/unlock calls
will increase the time required to complete the operation.

C# alternative to setpixel

Take a look at ImageAttributes.SetRemapTable

Another example.

getPixel setPixel too slow, is there any other alternative on .NET CF

Don't roll your own loop. You should be able to run the DrawImage method with the ImageAttributes attribute, setting the correct color key (white, purple, whatever you use in your image).

imageAttributes = new ImageAttributes();
imageAttributes.SetColorKey(Color.Magenta, Color.Magenta);

graphics.DrawImage(image,
destinationRectangle,
sourceRectangle.X,
sourceRectangle.Y,
sourceRectangle.Width,
sourceRectangle.Height,
GraphicsUnit.Pixel,
imageAttributes);

C# - Faster Alternatives to SetPixel and GetPixel for Bitmaps for Windows Forms App

The immediately usable code

public class DirectBitmap : IDisposable
{
public Bitmap Bitmap { get; private set; }
public Int32[] Bits { get; private set; }
public bool Disposed { get; private set; }
public int Height { get; private set; }
public int Width { get; private set; }

protected GCHandle BitsHandle { get; private set; }

public DirectBitmap(int width, int height)
{
Width = width;
Height = height;
Bits = new Int32[width * height];
BitsHandle = GCHandle.Alloc(Bits, GCHandleType.Pinned);
Bitmap = new Bitmap(width, height, width * 4, PixelFormat.Format32bppPArgb, BitsHandle.AddrOfPinnedObject());
}

public void SetPixel(int x, int y, Color colour)
{
int index = x + (y * Width);
int col = colour.ToArgb();

Bits[index] = col;
}

public Color GetPixel(int x, int y)
{
int index = x + (y * Width);
int col = Bits[index];
Color result = Color.FromArgb(col);

return result;
}

public void Dispose()
{
if (Disposed) return;
Disposed = true;
Bitmap.Dispose();
BitsHandle.Free();
}
}

There's no need for LockBits or SetPixel. Use the above class for direct access to bitmap data.

With this class, it is possible to set raw bitmap data as 32-bit data. Notice that it is PARGB, which is premultiplied alpha. See Alpha Compositing on Wikipedia for more information on how this works and examples on the MSDN article for BLENDFUNCTION to find out how to calculate the alpha properly.

If premultiplication might overcomplicate things, use PixelFormat.Format32bppArgb instead. A performance hit occurs when it's drawn, because it's internally being converted to PixelFormat.Format32bppPArgb. If the image doesn't have to change prior to being drawn, the work can be done before premultiplication, drawn to a PixelFormat.Format32bppArgb buffer, and further used from there.

Access to standard Bitmap members is exposed via the Bitmap property. Bitmap data is directly accessed using the Bits property.

Using byte instead of int for raw pixel data

Change both instances of Int32 to byte, and then change this line:

Bits = new Int32[width * height];

To this:

Bits = new byte[width * height * 4];

When bytes are used, the format is Alpha/Red/Green/Blue in that order. Each pixel takes 4 bytes of data, one for each channel. The GetPixel and SetPixel functions will need to be reworked accordingly or removed.

Benefits to using the above class

  • Memory allocation for merely manipulating the data is unnecessary; changes made to the raw data are immediately applied to the bitmap.
  • There are no additional objects to manage. This implements IDisposable just like Bitmap.
  • It does not require an unsafe block.

Considerations

  • Pinned memory cannot be moved. It's a required side effect in order for this kind of memory access to work. This reduces the efficiency of the garbage collector (MSDN Article). Do it only with bitmaps where performance is required, and be sure to Dispose them when you're done so the memory can be unpinned.

Access via the Graphics object

Because the Bitmap property is actually a .NET Bitmap object, it's straightforward to perform operations using the Graphics class.

var dbm = new DirectBitmap(200, 200);
using (var g = Graphics.FromImage(dbm.Bitmap))
{
g.DrawRectangle(Pens.Black, new Rectangle(50, 50, 100, 100));
}

Performance comparison

The question asks about performance, so here's a table that should show the relative performance between the three different methods proposed in the answers. This was done using a .NET Standard 2 based application and NUnit.

* Time to fill the entire bitmap with red pixels *
- Not including the time to create and dispose the bitmap
- Best out of 100 runs taken
- Lower is better
- Time is measured in Stopwatch ticks to emphasize magnitude rather than actual time elapsed
- Tests were performed on an Intel Core i7-4790 based workstation

Bitmap size
Method 4x4 16x16 64x64 256x256 1024x1024 4096x4096
DirectBitmap <1 2 28 668 8219 178639
LockBits 2 3 33 670 9612 197115
SetPixel 45 371 5920 97477 1563171 25811013

* Test details *

- LockBits test: Bitmap.LockBits is only called once and the benchmark
includes Bitmap.UnlockBits. It is expected that this
is the absolute best case, adding more lock/unlock calls
will increase the time required to complete the operation.

Fast work with Bitmaps in C#

You can do it a couple of different ways. You can use unsafe to get direct access to the data, or you can use marshaling to copy the data back and forth. The unsafe code is faster, but marshaling doesn't require unsafe code. Here's a performance comparison I did a while back.

Here's a complete sample using lockbits:

/*Note unsafe keyword*/
public unsafe Image ThresholdUA(float thresh)
{
Bitmap b = new Bitmap(_image);//note this has several overloads, including a path to an image

BitmapData bData = b.LockBits(new Rectangle(0, 0, _image.Width, _image.Height), ImageLockMode.ReadWrite, b.PixelFormat);

byte bitsPerPixel = GetBitsPerPixel(bData.PixelFormat);

/*This time we convert the IntPtr to a ptr*/
byte* scan0 = (byte*)bData.Scan0.ToPointer();

for (int i = 0; i < bData.Height; ++i)
{
for (int j = 0; j < bData.Width; ++j)
{
byte* data = scan0 + i * bData.Stride + j * bitsPerPixel / 8;

//data is a pointer to the first byte of the 3-byte color data
//data[0] = blueComponent;
//data[1] = greenComponent;
//data[2] = redComponent;
}
}

b.UnlockBits(bData);

return b;
}

Here's the same thing, but with marshaling:

/*No unsafe keyword!*/
public Image ThresholdMA(float thresh)
{
Bitmap b = new Bitmap(_image);

BitmapData bData = b.LockBits(new Rectangle(0, 0, _image.Width, _image.Height), ImageLockMode.ReadWrite, b.PixelFormat);

/* GetBitsPerPixel just does a switch on the PixelFormat and returns the number */
byte bitsPerPixel = GetBitsPerPixel(bData.PixelFormat);

/*the size of the image in bytes */
int size = bData.Stride * bData.Height;

/*Allocate buffer for image*/
byte[] data = new byte[size];

/*This overload copies data of /size/ into /data/ from location specified (/Scan0/)*/
System.Runtime.InteropServices.Marshal.Copy(bData.Scan0, data, 0, size);

for (int i = 0; i < size; i += bitsPerPixel / 8 )
{
double magnitude = 1/3d*(data[i] +data[i + 1] +data[i + 2]);

//data[i] is the first of 3 bytes of color

}

/* This override copies the data back into the location specified */
System.Runtime.InteropServices.Marshal.Copy(data, 0, bData.Scan0, data.Length);

b.UnlockBits(bData);

return b;
}


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