C# - Faster Alternatives to SetPixel and GetPixel for Bitmaps for Windows Forms App
c#, drawing, gdi+, getpixel
Solution
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.
Problem
I am trying to teach myself C# and have heard from a variety of sources that the functions get and setpixel can be horribly slow. What are some of the alternatives and is the performance improvement really that significant? A chunk of my code for reference: ``` public static Bitmap Paint(Bitmap _b, Color f) { Bitmap b = new Bitmap(_b); for (int x = 0; x < b.Width; x++) { for (int y = 0; y < b.Height; y++) { Color c = b.GetPixel(x, y); b.SetPixel(x, y, Color.FromArgb(c.A, f.R, f.G, f.B)); } } return b; } ```