- Background
- Winforms Graphics Basics
- Memory
- Image Processing Pipeline
- Multithreading/async programming
- Achieving Optimal Paint Results
- The Code
Top
Background
In the early days of Windows, an application could fully control the graphics display. Early games took advantage of this and essentially bypassed the operating system. Modern Windows due to its multitasking nature, no longer allows an application to "own" any resources outright. Resources are shared, including graphical data. Personally, I think the operating system should have a "Game Mode" setting, where only critical processes, threads, etc are run. I mean, does anyone want to run multiple apps whilst running a game?
Modern games use the graphics card(GPU) to output graphics. Data is sent to the GPU, leaving the CPU to perform CPU-bounds tasks (updating player position, score and so on). This is great if your app has access to DirectX, Direct 3D, OpenGL. However, if your app is unable to access such technology, and you are bound by simple Winforms technology...Read on!
TopWinforms Graphics Basics
Each Window is assigned a graphics context. This usually arises in a Window's OnPaint event. Paint messages are classed as low priority messages, and as such are posted rather than sent. A sent message yields an immediate return, posted messages will yield a result in the future. The above is based upon ealier versions of Windows, though I doubt much has changed. Regardless, the OnPaint and supplied Graphics context is what is of interest here.
TopMemory
C# as a rule manages memory. One can allocate memory (not directly) by creating new classes, structures etc. The memory required for such items will be released when the class/struct instance is no longer required. The CLR runtime can also relocate memory as and when required. When dealing with bitmaps, the latter is not ideal. Relocating memory for large bitmaps is expensive in terms of CPU time.
It is possible to allocate memory outside of the CLR. Doing so ensures that the CLR will never try to reclaim the memory. Put another way, you will be responsible for memory management. Almost in C++ land!
Manual memory management is a must for fast pixel graphics.
TopImage Processing Pipeline
The basic pipeline is as follows...
- Create an array to hold image information
- Create a bitmap that uses memory from 1st step
- Update array to reflect image information (Bitmap points to array memory so is automatically updated)
- Blit bitmap to main form or relevant window
- Repeat until app ends
Multithreading/async programming
>My own research proved that adding threads or using asynchronous programming did not yield better results.
A Windows message loop generally doesn't play well with other threads. Typically, additional threads, at some point must communicate results with the main UI thread. This requires thread synchronisation techniques, which tend to be quite expensive. Performing most operations on the same thread seems to give best results.
That said, updating non UI elements may be worthwhile performing on separate thread(s). For example, whilst the UI thread is blitting current content, another thread might update values for the next scene.
TopAchieving Optimal Paint Results
As mentioned, Windows posts a WM_PAINT message to a window, when an application window needs re-painting. One can invoke the WM_PAINT, and hence cause window repainting by issuing an Invalidate command. This may be followed by an Update command to perform immediate repainting.
I found that the best way to do this is to override the Application.OnIdle event. In the handler, one can just call invalidate. This will post the WM_PAINT message to the window. Once painting has occurred, the idle event will be raised again. This essentially causes a forever painting loop whilst still being responsive to other events.
The Code
The project is a .NET Windows Application targeting .NET Framework 4.8. No 3rd party libraries are used.
using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.Runtime.InteropServices;
namespace FastGraphics
{
/// <summary>
/// Uses pinned memory and direct array access to manipulate bitmap bits.
/// Pinned memory is not owned by the CLR, so, it is important to free when done.
/// </summary>
public sealed class FastBitmap : IDisposable
{
private GCHandle _pinnedMemoryHandle;
private IntPtr _pinnedMemoryAddress;
public int Width { get; private set; }
public int Height { get; private set; }
public uint[] Pixels { get; private set; }
public Bitmap Image { get; private set; }
public FastBitmap(int width, int height)
{
// Pixels is an array that may be used to modify pixel data.
// Typical formula is ((y*width)+x) = Alpha | Colour;
// Uses 4 bytes per pixel (Alpha, Red, Green and Blue channels, each 8 bits)
Pixels = new uint[width * height];
// Inform OS that pixel allocated array is pinned and not subject to normal garbage collection.
_pinnedMemoryHandle = GCHandle.Alloc(Pixels, GCHandleType.Pinned);
// Obtain the pinned memory address, required to create bitmap for use by .NET app.
_pinnedMemoryAddress = _pinnedMemoryHandle.AddrOfPinnedObject();
// Set pixel format and calculate scan line stride.
PixelFormat format = PixelFormat.Format32bppArgb;
int bitsPerPixel = ((int)format & 65280) >> 8;
int bytesPerPixel = (bitsPerPixel + 7) / 8;
int stride = 4 * ((width * bytesPerPixel + 3) / 4);
Image = new Bitmap(width, height, stride, PixelFormat.Format32bppArgb, _pinnedMemoryAddress);
Width = width;
Height = height;
}
public void Draw(Graphics target) =>
target.DrawImage(Image, 0, 0);
public void Dispose()
{
Image.Dispose();
if (_pinnedMemoryHandle.IsAllocated)
_pinnedMemoryHandle.Free();
_pinnedMemoryAddress = IntPtr.Zero;
Pixels = Array.Empty<uint>();
Width = 0;
Height = 0;
}
}
}
using System;
using System.Windows.Forms;
namespace FastGraphics
{
internal static class Program
{
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
try
{
Form1 form = new Form1();
Application.Idle += (s, e) => form.OnIdle();
Application.Run(form);
}
catch (Exception ex)
{
MessageBox.Show(ex.Message);
}
}
}
}
using System;
using System.Drawing.Drawing2D;
using System.Windows.Forms;
namespace FastGraphics
{
public partial class Form1 : Form
{
private FastBitmap _fastBitmap;
private float _offset = 0;
private uint _renderTimeInMilliseconds;
public Form1()
{
InitializeComponent();
}
/// <summary>
/// Update on-screen text that displays render time in miliiseconds.
/// </summary>
public void UpdateRenderTimeText()
{
label1.Text = _renderTimeInMilliseconds.ToString();
}
/// <summary>
/// Dispose of existing fast bitmap (if exists)
/// Create new fast bitmap based upon client rectangle.
/// </summary>
private void CreateFastBitmap()
{
_fastBitmap?.Dispose();
_fastBitmap = new FastBitmap(ClientRectangle.Width, ClientRectangle.Height);
}
public void OnIdle()
{
Invalidate();
UpdateRenderTimeText();
}
// Resizing form changes drawing area.
// Resize fast bitmap accordingly.
protected override void OnResize(EventArgs e)
{
CreateFastBitmap();
}
/// <summary>
/// Override OnPaintBackground to do nothing.
/// The OnPaint will perform all drawing.
/// </summary>
/// <param name="e"></param>
protected override void OnPaintBackground(PaintEventArgs e)
{
}
/// <summary>
/// Magic happens in OnPaint.
/// 1. Render raw pixel data (Fast bitmap)
/// 2. Due to the nature of fast bitmap, its image will reflect pixel data.
/// 3. Draw fast bitmap image to this form's window.
/// 4. Time all of this so we can determine time taken to render a frame.
/// Optional - set interpolation mode.
/// </summary>
/// <param name="e"></param>
protected override void OnPaint(PaintEventArgs e)
{
DateTime startTime = DateTime.UtcNow;
e.Graphics.InterpolationMode = InterpolationMode.NearestNeighbor;
RenderRawPixels();
_fastBitmap.Draw(e.Graphics);
this.BackgroundImage = _fastBitmap.Image;
DateTime endTime = DateTime.UtcNow;
_renderTimeInMilliseconds = (uint)(endTime - startTime).Milliseconds;
}
/// <summary>
/// RenderRawPixels is called for each onPaint.
/// </summary>
private void RenderRawPixels()
{
int rowAddress = 0;
int width = _fastBitmap.Width;
int height = _fastBitmap.Height;
uint[] pixels = _fastBitmap.Pixels;
for (int y = 0; y < height; y++)
{
float yF = (float)y;
for (int x = 0; x < width; x++)
{
float xF = (float)x;
float f =
((xF * xF * xF * yF) / 16384) +
((xF * yF * yF * yF) / 16384) +
((xF * yF * _offset) / 16384);
f *= _offset;
f /= 65536;
f /= 8192;
uint alpha = 4278190080;
// Alpha component tends to double rendering time
// Setting to 0xFF000000 will ensure the above renders solid colours.
// Uncomment the code below to introduce alpha component.
//uint alpha = (uint)(
// (x * y) -
// (y * _offset)) /
// 1024;
//alpha <<= 24;
//alpha &= 0xff000000;
pixels[rowAddress + x] = alpha | (uint)(f * 16777215);
}
rowAddress += width;
}
BackgroundImage = _fastBitmap.Image;
_offset += 0.005;
}
/// <summary>
/// upon closing this form, we must dispose the fast bitmap.
/// </summary>
/// <param name="e"></param>
protected override void OnClosed(EventArgs e)
{
_fastBitmap.Dispose();
base.OnClosed(e);
}
}
}
namespace FastGraphics
{
partial class Form1
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.label1 = new System.Windows.Forms.Label();
this.SuspendLayout();
//
// label1
//
this.label1.BackColor = System.Drawing.Color.Black;
this.label1.ForeColor = System.Drawing.Color.White;
this.label1.Location = new System.Drawing.Point(-2, -1);
this.label1.Name = "label1";
this.label1.Size = new System.Drawing.Size(43, 18);
this.label1.TabIndex = 0;
this.label1.Text = "Time";
this.label1.TextAlign = System.Drawing.ContentAlignment.MiddleCenter;
//
// Form1
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6, 13);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(800, 450);
this.Controls.Add(this.label1);
this.DoubleBuffered = true;
this.Name = "Form1";
this.Text = "Form1";
this.WindowState = System.Windows.Forms.FormWindowState.Maximized;
this.ResumeLayout(false);
}
#endregion
public System.Windows.Forms.Label label1;
}
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