我什么时候应该在WPF应用程序中使用PixelFormats.Pbgra32?

时间:2016-11-27 07:33:48

标签: c# wpf

请考虑以下设置:我在磁盘上有一些图像。我无法修改这些图像,因为它们属于另一个项目。我刚看完它们。

我需要将它们处理为在我的应用中看起来最佳。我的意思是像素着色器处理。 当我完成处理后,输出图像将在某种ListView或其他控件中用作缩略图。

我选择了PixelFormats.Bgra32作为输出格式,因为为它构建像素着色器非常简单。 我读过但PixelFormats.Pbgra32本身是由Windows使用的,因此速度更快。

当图像上使用淡入淡出效果时,它仍然更快吗?在托管代码中预先加倍通道而不是将其留给框架是否有意义?

1 个答案:

答案 0 :(得分:1)

所以我测试了它的方式(用/ unsafe编译):

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Threading;

namespace BgraVsPbgra {

    public partial class MainWindow : Window {

        readonly WrapPanel Panel;
        readonly TextBlock Output;
        readonly PixelFormat FN = PixelFormats.Bgra32;
        readonly PixelFormat FP = PixelFormats.Pbgra32;
        readonly List<long> TN = new List<long>();
        readonly List<long> TP = new List<long>();
        DateTime T0;
        long DT => (DateTime.Now - T0).Ticks;
        DateTime Now => DateTime.Now;

        public MainWindow() {
            InitializeComponent();
            SizeToContent = SizeToContent.WidthAndHeight;
            Title = "Bgra32 vs Pbgra Benchmark";
            Panel = new WrapPanel {
                Width = 512,
                Height = 512
            };
            Output = new TextBlock {
                HorizontalAlignment = HorizontalAlignment.Center,
                VerticalAlignment = VerticalAlignment.Center,
                Foreground = new SolidColorBrush(Colors.White)
            };
            (Content as Grid).Children.Add(Panel);
            (Content as Grid).Children.Add(Output);
            Dispatcher.BeginInvoke(new Action(() => Start()), DispatcherPriority.SystemIdle);
        }

        private async void Start() {
            Output.Text += "Bgra32 vs Pbgra32 benchmark started.\r\n\r\n";
            var t0 = DateTime.Now;
            var n = 3;
            var i = 16384;
            for (var p = 1; p <= n; p++) {
                Output.Text += $"\r\nPass {p}/{n}.\r\n\r\n";
                await Benchmark(i / 4, 0.75, true);
                await Benchmark(i / 4, 0.75, false);
                await Benchmark(i / 4, 1, true);
                await Benchmark(i / 4, 1, false);
            }
            var t = (DateTime.Now - t0).TotalSeconds;
            Output.Text += $"\r\nDone in {t:0.0}s.\r\n";
        }

        private async Task Benchmark(int n = 256, double opacity = 1, bool cheat = false) {
            Output.Text += $"Benchmarking with opacity = {opacity}...   ";
            if (cheat) Output.Text += "CHEATING!...   ";
            //Output.Text += "\r\n";
            for (int i = 0; i < n; i++) await Dispatcher.BeginInvoke(new Action(async () => await DrawTestAsync(opacity, cheat)), DispatcherPriority.Send);
            Output.Text += ($"Pbgra32 advantage: {(TN.Average() / TP.Average() * 100d - 100d):0.0}%\r\n");
        }

        async Task DrawTestAsync(double opacity = 1, bool cheat = false) {
            await Dispatcher.BeginInvoke(new Action(() => {
                Panel.Children.Clear();
                for (int i = 0; i < 8; i++) {
                    T0 = Now; Panel.Children.Add(new Image { Source = CreateBitmap(FP, cheat), Width = 128, Height = 128, Opacity = opacity }); TP.Add(DT);
                    T0 = Now; Panel.Children.Add(new Image { Source = CreateBitmap(FN, cheat), Width = 128, Height = 128, Opacity = opacity }); TN.Add(DT);
                }
            }), DispatcherPriority.Send);

        }



        BitmapSource CreateBitmap(PixelFormat pixelFormat, bool cheat = false) {
            var bitmap = new WriteableBitmap(256, 256, 96, 96, pixelFormat, null);
            bitmap.Lock();
            unsafe
            {
                var pixels = (uint*)bitmap.BackBuffer;
                if (pixelFormat == FN || cheat)
                    for (uint y = 0; y < 256; y++) for (uint x = 0; x < 256; x++) pixels[x + y * 256] = 0x80000000u | (x << 16) | y;
                else
                    for (uint y = 0; y < 256; y++) for (uint x = 0; x < 256; x++) pixels[x + y * 256] = 0x80000000u | (x / 2 << 16) | y / 2;
            }
            bitmap.Unlock();
            bitmap.Freeze();
            return bitmap;
        }

    }

}

我得到了相当随机的结果,但使用Pbgra32像素格式的大部分时间似乎比使用Bgra32像素格式要快一些(比如3%)。

使用Pbgra32格式时,必须为每个频道进行一些额外的操作,但是另外2个分区似乎没有产生任何可衡量的差异。

因此,如果您希望将位图的速度提高约3%,请使用Pbgra32格式和预乘通道,例如pr = r * a / 255,这些通道可能看起来很难看:

uint pixel = a << 24 | r * a / 255 << 16 | g * a / 255 << 8 | b * a / 255;

不要制作pixel功能,否则会导致性能下降。说到性能,不安全像素操作似乎比使用安全CopyPixels() / WritePixels()方法快2到3倍。

不,我不会使用Pbgra32为位图创建位图或像素着色器。我的意见是:不值得。如果我错了,请纠正我。