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Direct2D, Windows 7 and C#

Posted on 2012-04-12
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Last Modified: 2012-04-13
If I want better performance in doing a simple annotation, is it accurate to say that I should be using Direct2D instead of GDI+ under Windows 7?

I am writing a C# console application.  At one point, it is currently using System.Drawing.Graphics (which is GDI+ essentially) to do the annotation, like this:

   using (Graphics g = Graphics.FromImage(bm))
            using (SolidBrush solidWhiteBrush = new SolidBrush(Color.White))
            using (SolidBrush solidBlackBrush = new SolidBrush(Color.Black))
            {
                // Write out annotation text
                g.FillRectangle(solidWhiteBrush, 0, 0, bm.Width, bm.Height);
                g.DrawString(AnnotationText, AnnotationFont, solidBlackBrush, new PointF(7f, 2f));

...

...

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Is there a faster way to be doing this?

What would be the "Direct2D" way to write these 2 lines of code, specifically:


                g.FillRectangle(solidWhiteBrush, 0, 0, bm.Width, bm.Height);
                g.DrawString(AnnotationText, AnnotationFont, solidBlackBrush, new PointF(7f, 2f));


And what libraries do I need to include to get to the Direct2D methods?

Thank you!
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Question by:knowlton
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Bob Learned earned 500 total points
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Hey, it looks like you already figured out how to annotate!!

I haven't compared DirectX to GDI+, but my guess is that DirectX would give you the performance over GDI+.
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by:knowlton
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I am abandoning this strategy.

Direct2D is too low level for our purposes.
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by:Bob Learned
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May I ask about your "purposes"?  What are your requirements?
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by:knowlton
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>>>May I ask about your "purposes"?  What are your requirements?

-It is a console app, so no winforms or GUI of any kind.
-Said console app is to take a series of TIFF images and annotate them (add text to the upper left corner of the TIFF image.

Here is the current code, which I want to optimize:

public MemoryStream Annotate(MemoryStream InputImage, string AnnotationText, Font AnnotationFont)
        {
            InputImage.Position = 0;
            
            Bitmap bImagem = new Bitmap(InputImage);
            PixImage pImage = new PixImage();
            pImage.Import(bImagem);
            PixTools.Annotation.AnnotationDocument annotationDoc = new PixTools.Annotation.AnnotationDocument();
            PixTools.Annotation.TextAnnotation textItem = new PixTools.Annotation.TextAnnotation();
            textItem.Text = new PixTools.Annotation.ItemText(AnnotationText);
            annotationDoc.Items.Add(textItem);
            Console.WriteLine("LEAD TOOLS ANNOTATE - no print top");
            PixImage newpi = pImage.MergeAnnotations(annotationDoc, MergeAttributes.MergeColorFormatPreserve, null);
            
            Bitmap anotherBitmap = newpi.GetBitmap();

            MemoryStream ms = new MemoryStream();
            
            anotherBitmap.Save(ms, ImageFormat.Tiff);

            ms.Position = 0;

            return ms;      

        }

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Having to create a Bitmap from the MemoryStream  (and at the end, the reverse happens) seems too "heavy" and inefficient.
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by:Bob Learned
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How many images would you need to annotate during a single run?
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by:knowlton
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>>>How many images would you need to annotate during a single run?

This is not known until runtime.  Typically, 4 to 6 images.
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by:Bob Learned
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I was thinking that you needed to process 1000's of files, which would require careful attention to detail.  4 to 6 doesn't sound like you have a big need for optimization.  How fast is this running currently?
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by:knowlton
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It is taking about 1 second per file.

But I should mention - we are in fact in a scalable environment.

The code should be written as if 1,000's of file might be processed.

Let's proceed as if that were true....if that is agreeable.  :)
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by:Bob Learned
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Have you profiled this to see what takes the most time in the 1 second?
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