I have several (~2GB) raw 24bpp RGB files on HDD. Now I want to retrieve a portion of it and scale it to the desired size.
(The only scales allowed are 1, 1/2, 1/4, 1/8, ..., 1/256)So I'm currently reading every line from the rectangle of interest into an array, which leaves me with a bitmap which has correct height but wrong width.
As the next step I'm creating a Bitmap from the newly created array.
This is done with by using a pointer so there is no copying of data involved. Next I'm calling GetThumbnailImage on the Bitmap, which creates a new bitmap with the correct dimensions.Now I want to return the raw pixel data (as a byte array) of the newly created bitmap. But to achieve that I'm currently copying the data using LockBits into a new array.
So my question is: Is there a way to get the pixel data from a Bitmap into a byte array without copying it?
Something like:
var bitmapData = scaledBitmap.LockBits(...)
byte[] rawBitmapData = (byte[])bitmapData.Scan0.To开发者_StackOverflow社区Pointer()
scaledBitmap.UnlockBits(bitmapData)
return rawBitmapData
I'm well aware that this doesn't work, it is just an example to what I basically want to achieve.
I think this is your best bet.
var bitmapData = scaledBitmap.LockBits(...);
var length = bitmapData.Stride * bitmapData.Height;
byte[] bytes = new byte[length];
// Copy bitmap to byte[]
Marshal.Copy(bitmapData.Scan0, bytes, 0, length);
scaledBitmap.UnlockBits(bitmapData);
You have to copy it, if you want a pass around a byte[].
You don't have to delete the bytes that were allocated, you just need to Dispose of the original Bitmap object when done as it implements IDisposable.
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