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BitmapBuffer.cs
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// Copyright © 2018 The CefSharp Authors. All rights reserved.
//
// Use of this source code is governed by a BSD-style license that can be found in the LICENSE file.
using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.Runtime.InteropServices;
using CefSharp.Structs;
namespace CefSharp.OffScreen
{
/// <summary>
/// BitmapBuffer contains a byte[] used to store the Bitmap generated from <see cref="IRenderHandler.OnPaint"/>
/// and associated methods for updating that buffer and creating a <see cref="Bitmap"/> from the actaual Buffer
/// </summary>
public class BitmapBuffer
{
private const int BytesPerPixel = 4;
private const PixelFormat Format = PixelFormat.Format32bppPArgb;
private byte[] buffer;
/// <summary>
/// Number of bytes
/// </summary>
public int NumberOfBytes { get; private set; }
/// <summary>
/// Width
/// </summary>
public int Width { get; private set; }
/// <summary>
/// Height
/// </summary>
public int Height { get; private set; }
/// <summary>
/// Dirty Rect - unified region containing th
/// </summary>
public Rect DirtyRect { get; private set; }
/// <summary>
/// Locking object used to syncronise access to the underlying buffer
/// </summary>
public object BitmapLock { get; private set; }
/// <summary>
/// Create a new instance of BitmapBuffer
/// </summary>
/// <param name="bitmapLock">Reference to the bitmapLock, a shared lock object is expected</param>
public BitmapBuffer(object bitmapLock)
{
BitmapLock = bitmapLock;
}
/// <summary>
/// Get the byte[] array that represents the Bitmap
/// </summary>
public byte[] Buffer
{
get { return buffer; }
}
//TODO: May need to Pin the buffer in memory using GCHandle.Alloc(this.buffer, GCHandleType.Pinned);
private void ResizeBuffer(int width, int height)
{
if (buffer == null || width != Width || height != Height)
{
//No of Pixels (width * height) * BytesPerPixel
NumberOfBytes = width * height * BytesPerPixel;
buffer = new byte[NumberOfBytes];
Width = width;
Height = height;
}
}
/// <summary>
/// Copy data from the unmanaged buffer (IntPtr) into our managed buffer.
/// Locks BitmapLock before performing any update
/// </summary>
/// <param name="width">width</param>
/// <param name="height">height</param>
/// <param name="buffer">pointer to unmanaged buffer (void*)</param>
/// <param name="dirtyRect">rectangle to be updated</param>
public void UpdateBuffer(int width, int height, IntPtr buffer, Rect dirtyRect)
{
lock (BitmapLock)
{
DirtyRect = dirtyRect;
ResizeBuffer(width, height);
Marshal.Copy(buffer, this.buffer, 0, NumberOfBytes);
}
}
/// <summary>
/// Creates a new Bitmap given with the current Width/Height and <see cref="Format"/>
/// then copies the buffer that represents the bitmap.
/// Locks <see cref="BitmapLock"/> before creating the <see cref="Bitmap"/>
/// </summary>
/// <returns>A new bitmap</returns>
public Bitmap CreateBitmap()
{
lock (BitmapLock)
{
if (Width == 0 || Height == 0 || buffer.Length == 0)
{
return null;
}
var bitmap = new Bitmap(Width, Height, Format);
var bitmapData = bitmap.LockBits(new Rectangle(0, 0, Width, Height), ImageLockMode.WriteOnly, Format);
Marshal.Copy(Buffer, 0, bitmapData.Scan0, NumberOfBytes);
bitmap.UnlockBits(bitmapData);
return bitmap;
}
}
}
}