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SuperSpeed access to pixels by DirectX

Hi experts,
I want to get about 500 squares with different size from a bitmap and stretch them into 40 x 40 squares. and also READ and WRITE pixels very fast. count them and so (Access them snappy ;)
Can you give me some code to do it using DirectX because I need to know this fast method very fast too. Much faster than Scanline. at least converting a 320 x 240 bitmap to grayscale in less than 50 milliseconds (converting 100 times in 50 ms).
Look at this code:

var
bitmap:tbitmap;
p:pbytearray;
x,y,q,w,i:integer;
begin
bitmap:=tbitmap.Create;
bitmap.Assign(image1.Picture.Bitmap);
q:=gettickcount;
for i:=0 to 100 do begin
for x:=0 to bitmap.Height-1 do begin
p:=bitmap.ScanLine[x];
for y:=0 to bitmap.Width-1 do begin
if (p[y*3+2]>200) and (p[y*3+2]<255) then begin
p[y*3+0]:=255;
p[y*3+1]:=255;
p[y*3+2]:=255;
end;
end;
end;
end;
w:=gettickcount;
image1.Picture.Bitmap.Assign(bitmap);
showmessage:=(inttostr(w-q));
end;

In this code I looked for 200<redvalue<255 for 100 times. it takes about 32~47 milliseconds by an ATi Radeon 7000 64MB. and 450 milliseconds for 1000 scans.
I want it more than 50 times faster. DirectX can do this for sure. but how. I use DirectX to capture images from a ccd, now I have a bitmap assigned to the current frame. how can I access bitmap.pixels? (Please answer with codes, I don't want to be lazy but ...)
Thank U,

Comboy
0
Comboy
Asked:
Comboy
  • 2
2 Solutions
 
MadshiCommented:
As far as I know DirectX won't be much faster. But you can still optimize that code you posted. E.g. get rid of the "*3" and replace it by adding "3" after each pixel.

What is your final aim? Is it fast grayscaling?
0
 
ZhaawZSoftware DeveloperCommented:
You can also use this to optimize code:

type
  TLine = array [0..32767] of TRGBTriple;
  PLine = ^TLine;
var
  p : PLine; {not pbytearray}
..
for y := 0 to bitmap.Height - 1 do begin
  p := bitmap.ScanLine[y];
  for x := 0 to bitmap.Width - 1 do with p[x] do begin
    if (rgbtRed > 200) and (rgbtRed < 255) then begin
      rgbtRed   := 255;
      rgbtGreen := 255;
      rgbtBlue  := 255;
    end;
  end;
end;

p[y].rgbtRed, p[y].rgbtGreen, p[y].rgbtBlue will be the red, green and blue values of the pixel now (not p[y*3+0], p[y*3+1], p[y*3+2]).
0
 
ComboyAuthor Commented:
Hi,
to Madshi > Final aim is an object detection software.
to ZhaawZ > It's faster, but not fast enough :(

to Madshi > DirectX is not faster - this codes make the process 4 times faster, they're in GR32_Filters.pas

procedure ColorToGrayscale(Dst, Src: TBitmap32);
var
  I: Integer;
  D, S: PColor32;
begin
  CheckParams(Dst, Src);
  Dst.SetSize(Src.Width, Src.Height);
  D := @Dst.Bits[0];
  S := @Src.Bits[0];
  for I := 0 to Src.Width * Src.Height - 1 do
  begin
    D^ := Gray32(Intensity(S^));
    Inc(S); Inc(D);
  end;
  Dst.Changed;
end;

DirectDraw must be faster, if it's not then how can games be created, while moving in a scene, it's drawing many textures using many filters and rotating them, but it's still smooth.
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MadshiCommented:
That code above is not much different to the scanline code, it's just a bit more optimated. That's why I said: "But you can still optimize that code you posted" in my first comment.

DirectX is mainly meant to DRAW graphics, not to read and analyze them. DirectX games are so fast, because the graphics card is optimized for games. It does most of the work, while the CPU only tells the graphics card what to do.

In contrast what you're doing has not much to do with games programming or with writing into the graphics card. You simply want to manipulate some pixels in a bitmap. The graphics card has nothing to do with that. It's a CPU and system RAM only operation. And so DirectX will not be able to speed it up much - if at all.
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