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gdi+ - 将 GDI+ DrawImage 替换为 PInvoked GDI 和透明 PNG

转载 作者:行者123 更新时间:2023-12-02 11:55:39 27 4
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我用 C# 创建了一个图像服务,它采用基础层图像 (JPG),再分层一层更透明的 PNG(32 位),然后输出最终的 JPG 图像。我试图从这个函数中挤出最后一毫秒,但我的代码在 GDI+ 中的 DrawImage 调用处遇到瓶颈。此处的托管代码:

// Load base image and create graphics
Image image = LoadImage(renderSettings.RenderedImageDirectory + baseLayer);

Graphics graphics = Graphics.FromImage(image);
graphics.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighQuality;
graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
graphics.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.HighSpeed;

// Draw additional layers to final image
for (int i = 1; i < renderLayers.Count; i++) {
// SLOW -- LoadImage just a utility method that returns an Image from disk or cache
graphics.DrawImage(LoadImage(renderSettings.RenderedImageDirectory + renderLayers[i]), 0, 0, image.Width, image.Height);
}

if (graphics != null) graphics.Dispose();

现在,我了解了通过 P/Invoke 直接调用 GDI 所获得的性能提升,并尝试替换 DrawImage 调用。我创建了一个单元测试来尝试复制加载 JPG 的相同功能,然后在其上分层放置一个透明 PNG。

引用号:http://social.msdn.microsoft.com/Forums/en-US/winforms/thread/29582142-0068-40dd-bd99-4b3883a76350

Bitmap sourceImage = new Bitmap("c:\\base.jpg");
Bitmap overlayImage = new Bitmap("c:\\layer1.png");

// NOTE: ImageHelper is a utility class containing all the P/Invoke stuff

// Get source image in memory
Graphics sourceImageGraphics = Graphics.FromImage(sourceImage);
IntPtr sourceImageHDC = sourceImageGraphics.GetHdc();
IntPtr sourceImageCDC = ImageHelper.CreateCompatibleDC(sourceImageHDC);
IntPtr sourceImageHandle = sourceImage.GetHbitmap();
ImageHelper.SelectObject(sourceImageCDC, sourceImageHandle);

// Get overlay image in memory
Graphics overlayImageGraphics = Graphics.FromImage(overlayImage);
IntPtr overlayImageHDC = overlayImageGraphics.GetHdc();
IntPtr overlayImageCDC = ImageHelper.CreateCompatibleDC(overlayImageHDC);
IntPtr overlayImageHandle = overlayImage.GetHbitmap();

ImageHelper.SelectObject(overlayImageCDC, overlayImageHandle);
ImageHelper.BitBlt(sourceImageHDC, 0, 0, sourceImage.Width, sourceImage.Height, overlayImageCDC, 0, 0, ImageHelper.TernaryRasterOperations.SRCAND);
ImageHelper.AlphaBlend(sourceImageHDC, 0, 0, sourceImage.Width, sourceImage.Height, overlayImageCDC, 0, 0, sourceImage.Width, sourceImage.Height, new ImageHelper.BLENDFUNCTION(ImageHelper.AC_SRC_OVER, 0, 0xff, ImageHelper.AC_SRC_ALPHA));

// Release source Image memory.
ImageHelper.DeleteDC(sourceImageCDC);
ImageHelper.DeleteObject(sourceImageHandle);
sourceImageGraphics.ReleaseHdc(sourceImageHDC);
sourceImageGraphics.Dispose();

// Release overlay Image memory.
ImageHelper.DeleteDC(overlayImageCDC);
ImageHelper.DeleteObject(overlayImageHandle);
overlayImageGraphics.ReleaseHdc(overlayImageHDC);
overlayImageGraphics.Dispose();

// Save to jpg
sourceImage.Save("c:\\output.jpg", ImageFormat.Jpeg);

但这无法产生分层图像。只是没有基本 JPG 的 PNG。我应该采取什么不同的做法?当谈到直接 GDI 时,我有点格格不入。

最佳答案

我最终使用了SharpDX访问 WIC 和 Direct2d API。至少可以说,结果令人印象深刻。当使用 Direct2d 进行合成时,我发现性能比 GDI+ 提高了 400-500%。

我还尝试了 GDI+ 和任务并行库,将图像分成四个象限,并在每个核心中进行合成工作。结果并不像使用 SharpDX 那样显着。

这是我最终使用的代码。对“renderSettings”的引用只是一个配置对象。根据需要与 renderLayer 图像列表一起替换。

/* SharpDX */
using SharpDX;
using SharpDX.Direct2D1;
using SharpDX.DirectWrite;
using SharpDX.DXGI;
using SharpDX.IO;
using SharpDX.WIC;
using AlphaMode = SharpDX.Direct2D1.AlphaMode;
using WicBitmap = SharpDX.WIC.Bitmap;
using D2DPixelFormat = SharpDX.Direct2D1.PixelFormat;
using WicPixelFormat = SharpDX.WIC.PixelFormat;
using Rectangle = System.Drawing.Rectangle;
using Bitmap = System.Drawing.Bitmap;

public Image FlattenImageDirect2d()
{

List<string> renderLayers = new List<string>()
{
"image1.jpg", "image1.png", "image2.png", "image3.png", "image4.png", "image5.png", "image6.png", "image7.png"
};

// Base image
string baseLayer = renderLayers[0];

// Create WIC and D2D factories
var wicFactory = new ImagingFactory();
var ddFactory = new SharpDX.Direct2D1.Factory();

// Get image size using WIC
int baseWidth, baseHeight;
using (var wicStream = new WICStream(wicFactory, renderDirectory + baseLayer, NativeFileAccess.Read)) {
var jpegDecoder = new JpegBitmapDecoder(wicFactory);
jpegDecoder.Initialize(wicStream, DecodeOptions.CacheOnDemand);
var frame = jpegDecoder.GetFrame(0);
baseWidth = frame.Size.Width;
baseHeight = frame.Size.Height;
frame.Dispose();
jpegDecoder.Dispose();
}

// Resize image?
bool resizeImage = (baseWidth != renderSettings.RenderWidth) || (baseHeight != renderSettings.RenderHeight);

// Bitmaps and render target settings
var wicBitmap = new WicBitmap(wicFactory, renderSettings.RenderWidth, renderSettings.RenderHeight, SharpDX.WIC.PixelFormat.Format32bppBGR, BitmapCreateCacheOption.CacheOnLoad);
var renderTargetProperties = new RenderTargetProperties(RenderTargetType.Default, new D2DPixelFormat(Format.Unknown, AlphaMode.Unknown), 0, 0, RenderTargetUsage.None, FeatureLevel.Level_DEFAULT);
var wicRenderTarget = new WicRenderTarget(ddFactory, wicBitmap, renderTargetProperties);

// Create bitmap render target used to draw all images to
SharpDX.Direct2D1.BitmapRenderTarget bitmapRenderTarget = new SharpDX.Direct2D1.BitmapRenderTarget(wicRenderTarget, CompatibleRenderTargetOptions.None, new D2DPixelFormat(Format.Unknown, AlphaMode.Premultiplied));

// Draw render layers
for (int i = 0; i < renderLayers.Count; i++) {
// First layer is always a jpeg, all other subsequent layers are png's
ImageFormat imageFormat = (i == 0) ? ImageFormat.Jpeg : ImageFormat.Png;

using (SharpDX.WIC.BitmapSource bitmapSource = LoadWicBitmap(wicFactory, renderDirectory + renderLayers[i], imageFormat, resizeImage, renderSettings.RenderWidth, renderSettings.RenderHeight)) {

// Convert WIC pixel format to D2D1 format
var formatConverter = new FormatConverter(wicFactory);
formatConverter.Initialize(bitmapSource, SharpDX.WIC.PixelFormat.Format32bppPBGRA, BitmapDitherType.None, null, 0f, BitmapPaletteType.MedianCut);

// Create direct 2d bitmap from wic bitmap
SharpDX.Direct2D1.Bitmap direct2DBitmap = SharpDX.Direct2D1.Bitmap.FromWicBitmap(bitmapRenderTarget, formatConverter);

// Draw direct2d image to bitmap render target
wicRenderTarget.BeginDraw();
wicRenderTarget.DrawBitmap(direct2DBitmap, 1.0f, SharpDX.Direct2D1.BitmapInterpolationMode.Linear);
wicRenderTarget.EndDraw();

// Clean up
formatConverter.Dispose();
direct2DBitmap.Dispose();
}
}

// Final image data
byte[] imageData;

// Create streams to write output to.
using (var memoryStream = new MemoryStream()) {
using (var wicStream = new WICStream(wicFactory, memoryStream)) {

// Encode wic bitmap
var encoder = new JpegBitmapEncoder(wicFactory);
encoder.Initialize(wicStream);

var frameEncoder = new BitmapFrameEncode(encoder);
frameEncoder.Initialize();
frameEncoder.SetSize(renderSettings.RenderWidth, renderSettings.RenderHeight);
frameEncoder.PixelFormat = WicPixelFormat.FormatDontCare;
frameEncoder.WriteSource(wicBitmap);
frameEncoder.Commit();
encoder.Commit();

// Set image data
memoryStream.Position = 0;
imageData = memoryStream.ToArray();

// Clean up
frameEncoder.Dispose();
encoder.Dispose();
wicBitmap.Dispose();
wicRenderTarget.Dispose();
bitmapRenderTarget.Dispose();
ddFactory.Dispose();
wicFactory.Dispose();
frameEncoder = null;
encoder = null;
wicBitmap = null;
wicRenderTarget = null;
bitmapRenderTarget = null;
ddFactory = null;
wicFactory = null;
}
}

return Image.FromStream(new MemoryStream(imageData));
}

private BitmapSource LoadWicBitmap(ImagingFactory wicFactory, string path, ImageFormat imageFormat, bool resize, int resizeWidth = 0, int resizeHeight = 0)
{
PngBitmapDecoder pngDecoder;
JpegBitmapDecoder jpegDecoder;
BitmapFrameDecode bitmapFrameDecode;

var stream = new WICStream(wicFactory, path, NativeFileAccess.Read);

// Load the appropriate decoder
if (imageFormat == ImageFormat.Jpeg) {
jpegDecoder = new JpegBitmapDecoder(wicFactory);
jpegDecoder.Initialize(stream, DecodeOptions.CacheOnLoad);
bitmapFrameDecode = jpegDecoder.GetFrame(0);
jpegDecoder.Dispose();
}
else {
pngDecoder = new PngBitmapDecoder(wicFactory);
pngDecoder.Initialize(stream, DecodeOptions.CacheOnDemand);
bitmapFrameDecode = pngDecoder.GetFrame(0);
pngDecoder.Dispose();
}

// Clean up
stream.Dispose();

// Resize if necessary
if (resize) {
// Prepare scaler
var scaler = new BitmapScaler(wicFactory);
scaler.Initialize(bitmapFrameDecode, resizeWidth, resizeHeight, SharpDX.WIC.BitmapInterpolationMode.Fant);
return (BitmapSource)scaler;
}

return (BitmapSource)bitmapFrameDecode;
}

关于gdi+ - 将 GDI+ DrawImage 替换为 PInvoked GDI 和透明 PNG,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/7690546/

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