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Work with bitmaps faster in C#

By , 15 Aug 2011
 

When you are working with bitmaps in C#, you can use the GetPixel(x, y) and SetPixel(x, y, color) functions to get/set the pixel value. But they are very slow.

Here is the alternative way to work with bitmaps faster.

LockBitmap

With the LockBitmap class, we can lock/unlock bitmap data.

public class LockBitmap
{
    Bitmap source = null;
    IntPtr Iptr = IntPtr.Zero;
    BitmapData bitmapData = null;
 
    public byte[] Pixels { get; set; }
    public int Depth { get; private set; }
    public int Width { get; private set; }
    public int Height { get; private set; }
 
    public LockBitmap(Bitmap source)
    {
        this.source = source;
    }
 
    /// <summary>
    /// Lock bitmap data
    /// </summary>
    public void LockBits()
    {
        try
        {
            // Get width and height of bitmap
            Width = source.Width;
            Height = source.Height;
 
            // get total locked pixels count
            int PixelCount = Width * Height;
 
            // Create rectangle to lock
            Rectangle rect = new Rectangle(0, 0, Width, Height);
 
            // get source bitmap pixel format size
            Depth = System.Drawing.Bitmap.GetPixelFormatSize(source.PixelFormat);
 
            // Check if bpp (Bits Per Pixel) is 8, 24, or 32
            if (Depth != 8 && Depth != 24 && Depth != 32)
            {
                throw new ArgumentException("Only 8, 24 and 32 bpp images are supported.");
            }
 
            // Lock bitmap and return bitmap data
            bitmapData = source.LockBits(rect, ImageLockMode.ReadWrite, 
                                         source.PixelFormat);
 
            // create byte array to copy pixel values
            int step = Depth / 8;
            Pixels = new byte[PixelCount * step];
            Iptr = bitmapData.Scan0;
 
            // Copy data from pointer to array
            Marshal.Copy(Iptr, Pixels, 0, Pixels.Length);
        }
        catch (Exception ex)
        {
            throw ex;
        }
    }
 
    /// <summary>
    /// Unlock bitmap data
    /// </summary>
    public void UnlockBits()
    {
        try
        {
            // Copy data from byte array to pointer
            Marshal.Copy(Pixels, 0, Iptr, Pixels.Length);
 
            // Unlock bitmap data
            source.UnlockBits(bitmapData);
        }
        catch (Exception ex)
        {
            throw ex;
        }
    }
 
    /// <summary>
    /// Get the color of the specified pixel
    /// </summary>
    /// <param name="x"></param>
    /// <param name="y"></param>
    /// <returns></returns>
    public Color GetPixel(int x, int y)
    {
        Color clr = Color.Empty;
 
        // Get color components count
        int cCount = Depth / 8;
 
        // Get start index of the specified pixel
        int i = ((y * Width) + x) * cCount;
 
        if (i > Pixels.Length - cCount)
            throw new IndexOutOfRangeException();
 
        if (Depth == 32) // For 32 bpp get Red, Green, Blue and Alpha
        {
            byte b = Pixels[i];
            byte g = Pixels[i + 1];
            byte r = Pixels[i + 2];
            byte a = Pixels[i + 3]; // a
            clr = Color.FromArgb(a, r, g, b);
        }
        if (Depth == 24) // For 24 bpp get Red, Green and Blue
        {
            byte b = Pixels[i];
            byte g = Pixels[i + 1];
            byte r = Pixels[i + 2];
            clr = Color.FromArgb(r, g, b);
        }
        if (Depth == 8)
        // For 8 bpp get color value (Red, Green and Blue values are the same)
        {
            byte c = Pixels[i];
            clr = Color.FromArgb(c, c, c);
        }
        return clr;
    }
 
    /// <summary>
    /// Set the color of the specified pixel
    /// </summary>
    /// <param name="x"></param>
    /// <param name="y"></param>
    /// <param name="color"></param>
    public void SetPixel(int x, int y, Color color)
    {
        // Get color components count
        int cCount = Depth / 8;
 
        // Get start index of the specified pixel
        int i = ((y * Width) + x) * cCount;
 
        if (Depth == 32) // For 32 bpp set Red, Green, Blue and Alpha
        {
            Pixels[i] = color.B;
            Pixels[i + 1] = color.G;
            Pixels[i + 2] = color.R;
            Pixels[i + 3] = color.A;
        }
        if (Depth == 24) // For 24 bpp set Red, Green and Blue
        {
            Pixels[i] = color.B;
            Pixels[i + 1] = color.G;
            Pixels[i + 2] = color.R;
        }
        if (Depth == 8)
        // For 8 bpp set color value (Red, Green and Blue values are the same)
        {
            Pixels[i] = color.B;
        }
    }
}

Benchmark

To test LockBitmap's performance, we can use the Benchmark class.

public class Benchmark
{
    private static DateTime startDate = DateTime.MinValue;
    private static DateTime endDate = DateTime.MinValue;
 
    public static TimeSpan Span { get { return endDate.Subtract(startDate); } }
 
    public static void Start() { startDate = DateTime.Now; }
 
    public static void End() { endDate = DateTime.Now; }
 
    public static double GetSeconds()
    {
        if (endDate == DateTime.MinValue) return 0.0;
        else return Span.TotalSeconds;
    }
}

Usage

Now we can use the LockBitmap class to work with images very fast.

public void ChangeColor()
{
    Bitmap bmp = (Bitmap)Image.FromFile("d:\\source.png");
    Benchmark.Start();
    LockBitmap lockBitmap = new LockBitmap(bmp);
    lockBitmap.LockBits();
 
    Color compareClr = Color.FromArgb(255, 255, 255, 255);
    for (int y = 0; y < lockBitmap.Height; y++)
    {
        for (int x = 0; x < lockBitmap.Width; x++)
        {
            if (lockBitmap.GetPixel(x, y) == compareClr)
            {
                lockBitmap.SetPixel(x, y, Color.Red);
            }
        }
    }
    lockBitmap.UnlockBits();
    Benchmark.End();
    double seconds = Benchmark.GetSeconds();
    bmp.Save("d:\\result.png");
}

License

This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)

About the Author

Vano Maisuradze
Software Developer
Georgia Georgia
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    Spacing  Noise  Layout  Per page   
QuestionActual timings, and another code performance enhancement [modified]memberRainer Gustin17 Aug '12 - 9:42 
Faster yes, but how much faster...
 
Using the alternatives code with the added modification of adding returns at the end of every depth test code block for SetPixel and GetPixel to further improve performance. Example:
        if (Depth == 32) // For 32 bpp get Red, Green, Blue and Alpha
        {
            byte b = Pixels[i];
            byte g = Pixels[i + 1];
            byte r = Pixels[i + 2];
            byte a = Pixels[i + 3]; // a
            return (Color.FromArgb(a, r, g, b));
        }    
    ...
        return (Color.Empty);
I did some timings on my Core i7-3770K @ 3.5 GHz.
My high resolution timer frequency was 3,428,085 ticks/second.
 
With the lock outside of the timer test. And performing 100,000 (partially loop unrolled) tests:
Bitmap.SetPixel=0.576ms is almost 16x slower than LockBitmap.SetPixel=0.036 ms.
Bitmap.GetPixel=0.444ms is almost 24x slower than LockBitmap.GetPixel=0.019 ms.
 
But we do need to consider the Lock time, which is significant.
1000 locks took, per lock, an average of 0.036ms (125 ticks) to complete.
Average because 956/1000 of those locks took 101 ticks to complete but 44/1000 had delays in getting the lock taking around 540 ticks.
 
So what is the breakeven point?
If your doing a lock and drawing less than 73 pixels, then you would be better off using Bitmap.SetPixel on average.
 
Also, check out this article if using 24 bit or 8bit: Fast Drawing of Non-32bpp Images with System.Drawing[^]

modified 17 Aug '12 - 16:06.

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