WPF Bitmap performance - wpf

I'm trying to understand why my images are not snappy, so I built a sample to test WPF performance. I used a timer to calculate how long my "display images" event handler executed, and used a stop watch to measure how long it took the images to appear on the screen. The bottom line: when displaying 100, 1600, 2500 and 3600 images, WPF took 2, 9, 12 and 16 seconds after my code had finished to display the images on the screen. So I feel helpless: It seems I can't improve my code to make the images appear faster - I need to do something with WPF!
So my question is: What do I need to do differently to make the images display faster?
The test setup is simple:
The window contains a Grid. After the "test" button is clicked, row and column definitions are added.Then an Image is added to each cell of the grid as follows:
var image = new Image();
image.BeginInit();
image.Name = ImageNameFromCell(theRow, theColumn);
image.Stretch = Stretch.None;
image.HorizontalAlignment = HorizontalAlignment.Center;
image.VerticalAlignment = VerticalAlignment.Center;
RenderOptions.SetBitmapScalingMode(image, BitmapScalingMode.LowQuality);
image.EndInit();
theGrid.Children.Add(image);
Finally, the Source of each image is set to a bitmap:a gray-scale image already scaled down to the estimated screen size. The bitmap is generated as follows:
var smallerBitmapImage = new BitmapImage();
smallerBitmapImage.BeginInit();
smallerBitmapImage.DecodePixelWidth = (int)(theImageWidth);
smallerBitmapImage.UriSource = theUri;
smallerBitmapImage.CacheOption = BitmapCacheOption.None;
smallerBitmapImage.EndInit();
//BitmapFrame bitmapFrame = BitmapFrame.Create(this.FullPath);
var convertedBitmap = new FormatConvertedBitmap();
convertedBitmap.BeginInit();
convertedBitmap.Source = smallerBitmapImage;
convertedBitmap.DestinationFormat = PixelFormats.Gray16;
convertedBitmap.EndInit();
convertedBitmap.Freeze();
So, I'm at my wits end. The images appear with a noticeable delay, and it seems to be out of my control. What can I do?

What appears to have made the difference is setting the image's cache option to OnLoad
smallerBitmapImage.CacheOption = BitmapCacheOption.OnLoad;
This moved the work to my event handler, so now I can use pre-fetching to do this at the background.

Do you actually see all those images at the same time? If not you can use some ItemsControl with a virtualizing panel so only images in view are displayed. (Speaking of panels, your current setup could also be replaced with an ItemsControl which uses a UniformGrid as panel)
You could also try to write a better decoder, which probably is a wasted effort.

Related

Is there a way to move some images on the screen and while they are moving record the scene as a video?

as you can read from the title i want to be able to draw some images on the screen, move them in some direction and video capture the movement with a good fps rate.
I want to specify that i do not want to record the desktop nor some portion of it but the content of the actual window in which the images are moving(so the window can also be minimized). Also if possible i want to be able to set a custom size for my view where everything will happen.
Where i should start from?
I have already tried with WPF but as the UI is single threaded i am not able to take a screenshot of the view while something is moving on it.
What library you would suggest me?
Are there similar open-source projects i can learn from?
Any suggestion i welcomed!
Here's some code I recently wrote to do this, it cycles through a number of frames and renders a control (in this case, a Canvas) into PNGs:
private void Export(int frame)
{
// force the control to update after any changes you've just made
theCanvas.Dispatcher.Invoke(DispatcherPriority.Render, EmptyDelegate);
// render the control into a bitmap
RenderTargetBitmap bitmap = new RenderTargetBitmap(1920, 1080, 96, 96, PixelFormats.Pbgra32);
bitmap.Render(theCanvas);
// save the bitmap out as a PNG
using (var stream = File.Create($"Animation/Frame_{frame.ToString("D3")}.png"))
{
var encoder = new PngBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(bitmap));
encoder.Save(stream);
}
}
You can then use ffmpeg to pack those PNGs into the movie file format of your choice.

WPF RenderTargetBitmap Missing Elements

I have a TreeView with small icons displayed in the data template. I'm trying to save the Treeview as a PNG using RenderTargetBitmap.
The image saves correctly on small data sets. However, if the data set becomes too large, some of the icons are excluded from the final image. The magic number seems to be 200 items. It doesn't seem to matter if the tree is deep or wide, after 200 items, the icons are not rendered.
Added Code
So here is my code that I'm using to create an image.
RenderTargetBitmap targetBitmap = new RenderTargetBitmap(
(int)_treeView.ActualWidth,
(int)_treeView.ActualHeight,
96, 96, PixelFormats.Default);
targetBitmap.Render(_treeView);
Added Screen Shot
Notice the missing icons way over on the right side of the tree.
Now if I collapse a few branches, thus hiding some of the other icons, then these icons are included. It's almost like RenderTargetBitmap.Render doesn't have the power to render all of the icons. Or it may have something to do with virtual panels.
Here is a closer look.
What I immediately noticed that you have HUGE image. Width 12000. I am surprised that you even got that close.
As MSDN states, the texture width/height are limited by DirectX texture limits.
The maximum rendered size of a XAML visual tree is restricted by the maximum dimensions of a Microsoft DirectX texture; for more info see Resource Limits (Direct3D). This limit can vary depending on the hardware whre the app runs. Very large content that exceeds this limit might be scaled to fit. If scaling limits are applied in this way, the rendered size after scaling can be queried using the PixelWidth and PixelHeight properties. For example, a 10000 by 10000 pixel XAML visual tree might be scaled to 4096 by 4096 pixels, an example of a particular limit as forced by the hardware where the app runs.
http://msdn.microsoft.com/library/windows/apps/dn298548
I suspect these things:
Virtualization cutting off some things - I've had the exact problem in past with DataGrid, and the problem was virtualization. Your case doesn't seem like one though.
Too big texture can cause undefined behaviour.
You can try disabling hardware acceleration. The thing causes quite few hardcore bugs. http://msdn.microsoft.com/en-us/library/system.windows.media.renderoptions.processrendermode.aspx
Other than that - it will be tricky, but I am pretty sure that it will work beautifully:
1) start with the root object, and traverse the root object childrens recursively, until you find an object that is less than 1000 x 1000. Take picture of it using RenderTargetBitmap(BMP) and merge it to IN-MEMORY-BMP. Do it for each children.
You should be able to calculate all this stuff.
For the records: there's a workaround.
Instead of rendering your Visual directly with RenderTargetBitmap, use an interim DrawingVisual. Paint your Visual into the DrawingVisual using a VisualBrush and then use RenderTargetBitmap with the DrawingVisual.
Like this:
public BitmapSource RenderVisualToBitmap(Visual visual)
{
var contentBounds = VisualTreeHelper.GetContentBounds(visual);
var drawingVisual = new DrawingVisual();
using (var drawingContext = drawingVisual.RenderOpen())
{
var visualBrush = new VisualBrush(visual);
drawingContext.DrawRectangle(visualBrush, null, contentBounds);
}
var renderTargetBitmap = new RenderTargetBitmap((int)contentBounds.Width, (int)contentBounds.Height, 96, 96, PixelFormats.Default);
renderTargetBitmap.Render(drawingVisual);
return renderTargetBitmap;
}
Note however that as your VisualBrush gets bigger the resulting image gets more and more fuzzy (when rendering with high DPI). To work around this problem use a series of smaller VisualBrush "tiles" as described here:
https://srndolha.wordpress.com/2012/10/16/exported-drawingvisual-quality-when-using-visualbrush/

Data binding performance issues

I am writing a map control that can display a bench of geometries. For better performance, I draw all my geometries using DrawingVisuals which I then write into a RenderTargetBitmap as shown in the code below:
public class Map{
public ImageSource MapDrawingImage{get;set;}
private void RenderMap(){
MapDrawingImage= new RenderTargetBitmap(w, h, 96, 96, PixelFormats.Pbgra32);
foreach (Layer layer in map.Layers) {
System.Windows.Media.DrawingVisual layerDrawing = Render(layer, map);
MapDrawingImage.Render(layerDrawing);
}
}
}
In order to display the map, the main window has an Image control which Source is set to Map.MapDrawingImage image source. To automatically update the image, I use the following data binding:
RenderOptions.SetBitmapScalingMode(mapImage, BitmapScalingMode.LowQuality);
// Map image binding
Binding mapBinding = new Binding();
mapBinding.Source = map;
mapBinding.Path = new PropertyPath("MapDrawingImage");
mapImage.SetBinding(System.Windows.Controls.Image.SourceProperty, mapBinding);
This works very well when the map is static. However, in a dynamic mode where the map is updated at a rate of 5 to 10 times a second, the data binding seems to fall a bit short behind and the application slows down. I have searched for long days and I found out that:
RenderTargetBitmap does not use hardware acceleration thus causing some delays when rendering the map.
Data binding might also cause some delays refreshing the map image
Is there any better way to improve the map performance (RenderTargetBitmap replacement, data binding improvement) ?
Thanks in advance,
Databinding is updated in a seperate thread. So this will always be with a delay. Also it works with a queue, so when the databinding can't keep up the queue will grow bigger and bigger. The solution would be that you use an image which is static and change the image itself instead of replacing it with another image.

Displaying loading progress for Image control in WP7

How do I get loading progress with the percent loaded info when an image is loading?
I have this:
Image image = new Image();
image.Source = new BitmapImage(new Uri("http://somesite.com/someimage.jpg"));
I expected something like this:
image.Loading += RoutedEventHandler(image_Loading);
but I can't find any such event. There is Loaded (not related to loading the source) and ImageOpened (which fires after loading the source is complete and has effected a layout pass).
I know it is possible because I have seen other apps indicate loading progress for images (for example "img news reader"). Is this possible with the standard Image Control, is there a 3rd party control that provides this, or do I have to write my own?
DownloadProgress is the event I was looking for, and it was hiding in the BitmapImage class:
Image image = new Image();
BitmapImage myBitmap = new BitmapImage(new Uri("http://somesite.com/someimage.jpg", UriKind.Absolute));
myBitmap.DownloadProgress += new EventHandler<DownloadProgressEventArgs>(myBitmap_DownloadProgress);
image.Source = myBitmap;

Resizing images in Silverlight 3 using WriteableBitmap

This is my first day with Silverlight. I’m trying to prototype an application which (among other functions) should be able to resize user supplied images. It should be able to handle and display several resized images at once. The most obviously approaches I've tried seem to "leak" memory in the sense that the original bitmaps are still being referenced in some way which causes Silverlight to allocate hundreds of megabytes of memory after a while. I just want to be able to load the images one by one, resize them and keep the small versions.
To be precise, I've tried the following:
Creating a list of System.Windows.Controls.Image's (and scaling them). I'm not surprised that this has not worked.
Creating a list of rectangles filled by image brushes. I'm not surprised either.
Rendering the bitmaps into System.Windows.Media.Imaging.WriteableBitmap. I expected this to perform well; I assumed that the bitmaps are really just drawn directly and not referenced in any way. However, the memory consumption indicated otherwise.
Here is a snippet of the relevant piece of code:
// create image source
Stream stream = file.OpenRead();
BitmapImage bmpImg = new BitmapImage();
bmpImg.SetSource(stream);
stream.Close();
// create temporary image from it
Image tmpImg = new Image();
tmpImg.Source = bmpImg;
// this is required by WriteableBitmap
tmpImg.Measure(new Size(100, 100));
tmpImg.Arrange(new Rect(0, 0, 100, 100));
// prepare scaling to 100x100
ScaleTransform scaleTrans = new ScaleTransform();
double scale = (double)100 / (double)Math.Max(bmpImg.PixelHeight, bmpImg.PixelWidth);
scaleTrans.CenterX = 0;
scaleTrans.CenterY = 0;
scaleTrans.ScaleX = scale;
scaleTrans.ScaleY = scale;
// render
WriteableBitmap writeableBitmap = new WriteableBitmap(100, 100);
writeableBitmap.Render(tmpImg, scaleTrans);
writeableBitmap.Invalidate();
// final image
Image img = new Image();
img.Source = writeableBitmap;
I hope I'm not missing anything silly, but it looks to OK to me and does the right thing (except the memory problem). Please also bear in mind that code quality is not supposed to be a production quality; it’s just a quick and dirty prototype.
I noticed that I’m not alone; I found questions related to image manipulation in Silverlight. I’m also aware of the fact that I could use some third party library, do processing on the server or write something even myself, but I’m surprised that Silverlight does not offer any basic image manipulation functions. It does not seem to be an uncommon requirement given where Silverlight positions itself.
Have you looked at the WriteableBitmapEx project? It's an open source project with a tonne of extension methods for the WriteableBitmap class. Here's how you resize:
BitmapImage image = new BitmapImage();
image.SetSource(dialog.File.OpenRead());
WriteableBitmap bitmap = new WriteableBitmap(image);
WriteableBitmap resizedBitmap = bitmap.Resize(500, 500, WriteableBitmapExtensions.Interpolation.Bilinear);
// For uploading
byte[] data = resizedBitmap.ToByteArray();
I don't know about the specifics here, but if you're leaking resources - you might look at which of your objects implements the IDisposable interface. I would guess that the Stream and Image classes implement this interface. And if they do - calling Dispose() on them (or wrapping their usage in a "Using" statement) will cause them to free their resources immediately rather than waiting for the garbage collector to kick in eventually.

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