In a winforms application is there any way to draw directly to the pixel buffer/byte array for the window?
I have a bytearray with an image in the format byte[] myimg = new byte[width x height x 4] for an ARGB bitmap, now i want to display it in the form, the only way i know of is first to make a bitmap, then use lockbits to write my pixels into the bitmap, then i set a picturebox.image to my bitmap instance. But i want to skip this step and write directly to the form, if possible without even a picturebox, is this possible?
Update
To clarify, i specifically want to avoid the overhead and slowness of windows handling scaling/stretching. I just want the most efficient way of getting my own pixels onto the form's canvas area, my own byte array being prepared and scaled accordingly in advance by myself.
Update 2
Turns out the lower windows api's does provide a way using bitblt , as jtxkopt has shown, this killed my overhead almost completely
You cannot draw a raw image data directly onto the
Form. There is no function likeDrawImageData(byte[] data, int width, int height, PixelFormat format);. There are two option I am aware of. You can try one of them that suits to your needs most.Option 1
You can create a
Bitmapclass from an image data using the constructor, fill the data as you want and draw the bitmap onto the screen. However, as others stated, doing so you don't gain too much performance increase as long as you stay in managed code.For a simple implementation, you can see the example code.
Option 2
This is a bit lower-level solution that use
Win32API but I think this one is faster than previous one since it handles theWM_PAINTmessage itself and uses thebitbltfunction to display aDIB(Device Independent Bitmap) instead of drawing a GdiplusBitmap. I don't explain how aDIBcan be created and otherWin32related code works. The example code is below. Compare them and choose one of them.