Sla*_*shy 12 c# performance bitmap
我正在进行一个屏幕共享项目,我不断收到一小块图像Socket
,需要在我拥有的某个初始dekstop位图上更新它们.
基本上我不断地从插座(其被存储为JPEG图像数据)读出的数据,使用Image.FromStream()
以检索图像和复制收到块象素到全初级位图(在特定的位置X
和Y
其我也从插座获得) -这就是如何初始图像得到更新.但接下来是我需要在Picturebox
我处理Paint
事件并再次重新绘制它的部分 - 整个初始图像,这是非常大的(在我的情况下是1920X1080).
这是我的代码:
private void MainScreenThread()
{
ReadData();//reading data from socket.
initial = bufferToJpeg();//first intial full screen image.
pictureBox1.Paint += pictureBox1_Paint;//activating the paint event.
while (true)
{
int pos = ReadData();
x = BlockX();//where to draw :X
y = BlockY();//where to draw :Y
Bitmap block = bufferToJpeg();//constantly reciving blocks.
Draw(block, new Point(x, y));//applying the changes-drawing the block on the big initial image.using native memcpy.
this.Invoke(new Action(() =>
{
pictureBox1.Refresh();//updaing the picturebox for seeing results.
// this.Text = ((pos / 1000).ToString() + "KB");
}));
}
}
private void pictureBox1_Paint(object sender, PaintEventArgs e)
{
lock (initial)
{
e.Graphics.DrawImage(initial, pictureBox1.ClientRectangle); //draws at picturebox's bounds
}
}
Run Code Online (Sandbox Code Playgroud)
因为我的目标是高速性能(这是一种实时项目),我想知道是否没有任何方法可以在图片框上绘制当前收到的块本身,而不是再次绘制整个initial
位图 -这对我来说效率非常低......这是我的绘图方法(工作极快,复制块memcpy
):
private unsafe void Draw(Bitmap bmp2, Point point)
{
lock (initial)
{
BitmapData bmData = initial.LockBits(new Rectangle(0, 0, initial.Width, initial.Height), System.Drawing.Imaging.ImageLockMode.WriteOnly, initial.PixelFormat);
BitmapData bmData2 = bmp2.LockBits(new Rectangle(0, 0, bmp2.Width, bmp2.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, bmp2.PixelFormat);
IntPtr scan0 = bmData.Scan0;
IntPtr scan02 = bmData2.Scan0;
int stride = bmData.Stride;
int stride2 = bmData2.Stride;
int Width = bmp2.Width;
int Height = bmp2.Height;
int X = point.X;
int Y = point.Y;
scan0 = IntPtr.Add(scan0, stride * Y + X * 3);//setting the pointer to the requested line
for (int y = 0; y < Height; y++)
{
memcpy(scan0, scan02 ,(UIntPtr)(Width * 3));//copy one line
scan02 = IntPtr.Add(scan02, stride2);//advance pointers
scan0 = IntPtr.Add(scan0, stride);//advance pointers//
}
initial.UnlockBits(bmData);
bmp2.UnlockBits(bmData2);
}
}
Run Code Online (Sandbox Code Playgroud)
以下是完整主要位图的一些示例,以及我正在获取并需要绘制完整位图的其他小块.
小块:
我每秒获得大量的小块(30~40),其边界非常小(例如100X80像素的矩形),因此不需要重新绘制整个位图...快速刷新全屏图像会杀死表现......
我希望我的解释清楚.
期待一个答案.
谢谢.
如果没有回答这个问题,那就太可惜了。在我的测试中,更新图片框的一小部分时,速度大约快了 10 倍。它的作用基本上是智能无效(考虑到缩放,仅使位图的更新部分无效)和智能绘画(仅绘制图片框的无效部分,取自e.ClipRectangle
并考虑缩放):
private Rectangle GetViewRect() { return pictureBox1.ClientRectangle; }
private void MainScreenThread()
{
ReadData();//reading data from socket.
initial = bufferToJpeg();//first intial full screen image.
pictureBox1.Paint += pictureBox1_Paint;//activating the paint event.
// The update action
Action<Rectangle> updateAction = imageRect =>
{
var viewRect = GetViewRect();
var scaleX = (float)viewRect.Width / initial.Width;
var scaleY = (float)viewRect.Height / initial.Height;
// Make sure the target rectangle includes the new block
var targetRect = Rectangle.FromLTRB(
(int)Math.Truncate(imageRect.X * scaleX),
(int)Math.Truncate(imageRect.Y * scaleY),
(int)Math.Ceiling(imageRect.Right * scaleX),
(int)Math.Ceiling(imageRect.Bottom * scaleY));
pictureBox1.Invalidate(targetRect);
pictureBox1.Update();
};
while (true)
{
int pos = ReadData();
x = BlockX();//where to draw :X
y = BlockY();//where to draw :Y
Bitmap block = bufferToJpeg();//constantly reciving blocks.
Draw(block, new Point(x, y));//applying the changes-drawing the block on the big initial image.using native memcpy.
// Invoke the update action, passing the updated block rectangle
this.Invoke(updateAction, new Rectangle(x, y, block.Width, block.Height));
}
}
private void pictureBox1_Paint(object sender, PaintEventArgs e)
{
lock (initial)
{
var viewRect = GetViewRect();
var scaleX = (float)initial.Width / viewRect.Width;
var scaleY = (float)initial.Height / viewRect.Height;
var targetRect = e.ClipRectangle;
var imageRect = new RectangleF(targetRect.X * scaleX, targetRect.Y * scaleY, targetRect.Width * scaleX, targetRect.Height * scaleY);
e.Graphics.DrawImage(initial, targetRect, imageRect, GraphicsUnit.Pixel);
}
}
Run Code Online (Sandbox Code Playgroud)
唯一棘手的部分是确定缩放的矩形,尤其是无效的矩形,因为需要浮点到整数的转换,所以我们确保它最终比需要的大一点,但不能小于所需的小。