Question

Byte Array to Bitmap using Unsafe in c#

Asked by: Ameerh24

Hi All,
I am pretty new to bitmap manipulations. I have a byte array and i need a bitmap out of that. I am using the below code to get the bitmap.

if (imgByte != null)
            {
                BitmapData bmpData = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.WriteOnly, bmp.PixelFormat);
                Marshal.Copy(imgByte, 0, bmpData.Scan0, ImageHeight * (int)lngPitch);

                bmp.UnlockBits(bmpData);
            }

But it is taking too much CPU usage. I know the performance can be enhanced by using the unsafe code. Can anyone please help me or give me the code to enhance the byte array manipulation to construct a bitmap.

Any help is highly appreciated.

Thanks

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Asked On
2009-10-31 at 06:04:47ID24860629
Tags

Dot Net 2005

,

c#

Topics

C# Programming Language

,

.NET Framework 2.x

,

Microsoft Visual C#.Net

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Answers

 

by: Priest04Posted on 2009-10-31 at 19:37:17ID: 25712417

Have you tried using MemoryStream?

MemoryStream ms = new MemoryStream(byteArray);
Image img = Image.FromStream(ms);

 

by: Ameerh24Posted on 2009-10-31 at 22:54:29ID: 25712764

Hi Priest04,
We can construct image from memory stream if we have image header and image footer in the byte array. I have a raw data byte array. So i am looking for unsafe code, which will be much faster than lock bits and unlock bits.

Thanks
Fairozkhan

 

by: x77Posted on 2009-11-01 at 01:23:38ID: 25713100

Marshal.Copy(imgByte, 0, bmpData.Scan0, ImageHeight * (int)lngPitch);
calls only a inplicit method.

[MethodImpl(MethodImplOptions.InternalCall)] private static extern void CopyToManaged(IntPtr source, object destination, int startIndex, int length);


I think no performance gain with any method.  Those methods already optimized.

 

by: Ameerh24Posted on 2009-11-01 at 03:17:14ID: 25713319

Hi x77,
I think it will be much faster from the UNSAFE code, but i am not getting any example.

 

by: x77Posted on 2009-11-02 at 21:03:16ID: 25726178

You can find a lot of samples for pointers unsafe graphics C#.
http://www.codeproject.com/KB/GDI-plus/Laplace_Gaussion_edge.aspx

All Samples, using it to implement complex graphic function (increase brightness, normalize color, ....)

You are using simple copymemory. This is already optimized for bandwith processor memory.

I think the problem arises by the size of raw bitmaps.

You can try to use original bitmaps implementation and avoid raw bitmaps.

Raw bitmaps are cached by GDI when use compressed bitmaps (jpeg, tif,...).

Resampling a bitmap to printer resolution, involves a heavy cost penalization on resources. Rs232 interface imposes a fort penalization in these situations.

I draw original bitmaps to Graphis printer, then Draw aditional information over printer area. This is fasted method.

It'is easy evaluate the memory cost of a raw bitmap. When you use Managed memory buffers, then the array is duplicated on each interop operation.

 

by: vo1dPosted on 2009-11-03 at 13:37:46ID: 25734062

using pointers for the copy operation will not give you the improvement you are asking for.
you should think about using ParallelExtensions by Microsoft and copy the data parallel.
the download is available here:
http://blogs.msdn.com/somasegar/archive/2008/06/02/june-2008-ctp-parallel-extensions-to-the-net-fx.aspx
only gives you improvments if you have more than one core, but than you will notice it.
there is an example called BlendImages which uses pointers in a parallel operation.

 

by: Ameerh24Posted on 2009-11-04 at 04:59:59ID: 25738814

Hi Vo1d
I am using .Net Framework 2.0 and to install CTP it is mandatory to have .NetFramework 3.5

 

by: Ameerh24Posted on 2009-11-04 at 05:01:03ID: 25738822

Hi x77,
What i am looking at is, to create a bitmap from UNSAFE code.

 

by: vo1dPosted on 2009-11-04 at 22:33:38ID: 25747178

there is a similar implementation for earlier frameworks for the parallel processing:
http://www.codeproject.com/KB/cs/aforge_parallel.aspx

 

by: adgPosted on 2009-11-07 at 14:48:25ID: 25768450

Unsafe code is not inherently faster. I have done a lot of hand-tuning of C# code, and unsafe code is rarely more than 10% faster than really efficiently implemented safe code.

Memory is garbage collected in C#. That means that the memory manager can move blocks around. In unsafe code, you "pin" the memory, preventing the GC from moving the block. This adds significant pressure to the garbage collector, and only saves time if there is a lot of pinning and unpinning happening. Marshal.Copy will pin the block once, do the copy, and unpin it, so I really doubt that you will save a lot of time by using unsafe code.

The parallel suggestions are great. Keep in mind that parallel techniques are best if you want more speed (obviously), but also keep in mind that the average amount of CPU needed to do the work is significantly higher than doing it sequentially. Put simply, you might do it 3.5x faster on a quad core machine, but you will use more than 3.5x more CPU time. Also, parallel memory copies may be hampered by poor locality, causing a lot of cache misses and memory contention. You could be bottlenecked on memory bandwidth from a single thread anyway. You'd have to try it and see, and any gains may vary greatly depending on the CPU executing the code.

For interactive client apps, parallel is great. For server apps, there is higher level parallelism (multiple concurrent requests for example), so parallelizing things could cause scalability issues.

 

by: Ameerh24Posted on 2009-11-26 at 05:01:21ID: 31648362

thanks

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