6

我在 C# 中创建了一个图像服务,它采用基础层图像 (JPG),再一层透明 PNG(32 位),然后输出最终的 JPG 图像。我试图从这个函数中挤出每一毫秒,我的代码在 GDI+ 中的 DrawImage 调用中遇到瓶颈。这里的托管代码:

// 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,我阅读了通过 P/Invoke 直接调用 GDI 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 然后在其上分层一个透明 PNG 的相同功能。

参考: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。我应该做些什么不同的事情?当谈到直接的 GDI 时,我有点出类拔萃。

4

2 回答 2

8

我最终使用SharpDX来访问 WIC 和 Direct2d API。至少可以说,结果令人印象深刻。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 Task Parallel Library 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;
}
于 2012-03-01T18:53:06.670 回答
-1

这个应该工作:

    private Bitmap GetImage() {
        //##################### Get the Bitmaps ############################
        Bitmap sourceImage = new Bitmap("c:\\1.png");
        Bitmap overlayImage = new Bitmap("c:\\2.png");

        //##################### Get Hdc from baselayer ############################
        Graphics sourceImageGraphics = Graphics.FromImage(sourceImage);
        IntPtr sourceImageHDC = sourceImageGraphics.GetHdc();

        //##################### Get Cdc from second layer ############################
        IntPtr overlayImageCDC = CreateCompatibleDC(sourceImageHDC);
        IntPtr overlayImageHandle = overlayImage.GetHbitmap();
        SelectObject(overlayImageCDC, overlayImageHandle);

        /*
         * BitBlt from sourceImage is not neccessary,
         * because Graphics.FromImage(sourceImage) already did it for you
        */

        //##################### Draw the second layer ############################
        AlphaBlend(sourceImageHDC, 0, 0, overlayImage.Width, overlayImage.Height, overlayImageCDC, 0, 0, overlayImage.Width, overlayImage.Height, new BLENDFUNCTION(AC_SRC_OVER, 0, 0xff, AC_SRC_ALPHA));

        //##################### Release everthing ############################
        sourceImageGraphics.ReleaseHdc(sourceImageHDC);
        sourceImageGraphics.Dispose();

        DeleteDC(overlayImageCDC);
        DeleteObject(overlayImageHandle);

        //##################### Return Image ############################
        return sourceImage;
    }
于 2011-10-11T15:04:46.247 回答