I have a C# byte array containing an RGBA encoded image. What is the best way to show this image in WPF?
One option would be to create a BitmapSource form the byte array and attach it to an Image control. However, creating a BitmapSource requires a PixelFormat for RGBA32, which doesn't seem to be available in Windows.
byte[] buffer = new byte[] { 25, 166, 0, 255, 90, 0, 120, 255 };
BitmapSource.Create(2, 1, 96d, 96d, PixelFormats.Bgra32, null, buffer, 4 * 2);
I definitely don't want to swap pixels in my byte array.
Before you delve into the details of WIC, you may consider to encapsulate byte swapping in a simple custom BitmapSource like shown below. It takes an RGBA byte array and swaps the pixel bytes in the overridden CopyPixels
method to produce a PBGRA buffer.
You can simply create an instance of this custom BitmapSource by providing the RGBA buffer and the bitmap width like
var buffer = new byte[] { 25, 166, 0, 255, 90, 0, 120, 255 };
var bitmapSource = new RgbaBitmapSource(buffer, 2);
Here is the implementation:
public class RgbaBitmapSource : BitmapSource
{
private byte[] rgbaBuffer;
private int pixelWidth;
private int pixelHeight;
public RgbaBitmapSource(byte[] rgbaBuffer, int pixelWidth)
{
this.rgbaBuffer = rgbaBuffer;
this.pixelWidth = pixelWidth;
this.pixelHeight = rgbaBuffer.Length / (4 * pixelWidth);
}
public override void CopyPixels(
Int32Rect sourceRect, Array pixels, int stride, int offset)
{
for (int y = sourceRect.Y; y < sourceRect.Y + sourceRect.Height; y++)
{
for (int x = sourceRect.X; x < sourceRect.X + sourceRect.Width; x++)
{
int i = stride * y + 4 * x;
byte a = rgbaBuffer[i + 3];
byte r = (byte)(rgbaBuffer[i] * a / 256); // pre-multiplied R
byte g = (byte)(rgbaBuffer[i + 1] * a / 256); // pre-multiplied G
byte b = (byte)(rgbaBuffer[i + 2] * a / 256); // pre-multiplied B
pixels.SetValue(b, i + offset);
pixels.SetValue(g, i + offset + 1);
pixels.SetValue(r, i + offset + 2);
pixels.SetValue(a, i + offset + 3);
}
}
}
protected override Freezable CreateInstanceCore()
{
return new RgbaBitmapSource(rgbaBuffer, pixelWidth);
}
public override event EventHandler<DownloadProgressEventArgs> DownloadProgress;
public override event EventHandler DownloadCompleted;
public override event EventHandler<ExceptionEventArgs> DownloadFailed;
public override event EventHandler<ExceptionEventArgs> DecodeFailed;
public override double DpiX
{
get { return 96; }
}
public override double DpiY
{
get { return 96; }
}
public override PixelFormat Format
{
get { return PixelFormats.Pbgra32; }
}
public override int PixelWidth
{
get { return pixelWidth; }
}
public override int PixelHeight
{
get { return pixelHeight; }
}
public override double Width
{
get { return pixelWidth; }
}
public override double Height
{
get { return pixelHeight; }
}
}
As pointed out in a comment, you might improve performance by implementing an unsafe copy operation, which could look like this:
unsafe public override void CopyPixels(
Int32Rect sourceRect, Array pixels, int stride, int offset)
{
fixed (byte* source = rgbaBuffer, destination = (byte[])pixels)
{
byte* dstPtr = destination + offset;
for (int y = sourceRect.Y; y < sourceRect.Y + sourceRect.Height; y++)
{
for (int x = sourceRect.X; x < sourceRect.X + sourceRect.Width; x++)
{
byte* srcPtr = source + stride * y + 4 * x;
byte a = *(srcPtr + 3);
*(dstPtr++) = (byte)(*(srcPtr + 2) * a / 256); // pre-multiplied B
*(dstPtr++) = (byte)(*(srcPtr + 1) * a / 256); // pre-multiplied G
*(dstPtr++) = (byte)(*srcPtr * a / 256); // pre-multiplied R
*(dstPtr++) = a;
}
}
}
}
I can't see how you're going to get there without doing the swap. This example does the job but instead of altering the byte buffer directly, it just swaps the R and B values for each 32-bit word as it reads them into the bitmap's backbuffer. Since Windows is little-endian, the bit-shifting looks counter intuitive because a dereferenced RGBA word reads as ABGR. But, this is probably your best bet in terms of overall performance.
I just hard-coded the same 2px example you used in your post. I haven't tried to scale it. I just wanted to present a different approach to swapping the bytes. I hope this helps.
byte[] buffer = new byte[] { 25, 166, 0, 255, 90, 0, 120, 255 };
WriteableBitmap bitmap = new WriteableBitmap(2, 1, 96, 96, PixelFormats.Bgra32, null);
int numPixels = buffer.Length / sizeof(uint);
bitmap.Lock();
unsafe {
fixed (byte* pSrcData = &buffer[0]) {
uint* pCurrent = (uint*)pSrcData;
uint* pBitmapData = (uint*)bitmap.BackBuffer;
for (int n = 0; n < numPixels; n++) {
uint x = *(pCurrent++);
// Swap R and B. Source is in format: 0xAABBGGRR
*(pBitmapData + n) =
(x & 0xFF000000) |
(x & 0x00FF0000) >> 16 |
(x & 0x0000FF00) |
(x & 0x000000FF) << 16;
}
}
}
bitmap.AddDirtyRect(new Int32Rect(0, 0, 2, 1));
bitmap.Unlock();
image1.Source = bitmap;
You can either:
a. allocate a new buffer and copy the sub-pixels into it while swapping the channels (using unsafe code) and create a BitmapSource using the buffer. (Using an array as a source or Using an IntPtr as a source.)
or
b. Display the image as is (with the wrong channel order) and use an HLSL shader to swap the sub-pixels during rendering.
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