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290

answers:

3

If I have a .Net Bitmap, I can create from it a GDI bitmap by calling the Bitmap's GetHbitmap() method.

Bitmap bmp = new Bitmap(100, 100);
IntPtr gdiBmp = bmp.GetHbitmap();

This works fine, but every time you call GetHbitmap, Windows has to allocate the new memory that the returned IntPtr references.

What I'd like to do - if possible - is write a function (I know PInvoke will be necessary here) that also generates a GDI bitmap copy of a Bitmap, but that overwrites an existing chunk of memory already referenced by an IntPtr returned from GetHbitmap instead of allocating new memory. So it would look something like this (if it were an extension method of Bitmap):

// desired method signature:
void OverwriteHbitmap(IntPtr gdi)
{

}

// ex:
Bitmap bmp1 = new Bitmap(100, 100);
IntPtr gdi1 = bmp1.GetHbitmap();

Bitmap bmp2 = new Bitmap(100, 100);
bmp2.OverwriteHbitmap(gdi1); // gdi1 is still pointing to the same block
    // of memory, which now contains the pixel data from bmp2

How can I do this? I assume I'll need to know the structure of a GDI bitmap, and probably I can use LockBits and BitmapData for this, but I'm not sure exactly how.

Clues for the bounty hunters:

Bitmap has a method LockBits which locks the bitmap in memory and returns a BitmapData object. The BitmapData object has a Scan0 property which is an IntPtr pointing to the start of the locked bitmap's pixel data (i.e it doesn't point to the bitmap's header a.k.a. the start of the bitmap itself).

I'm pretty sure the solution looks something like this:

Bitmap bmp1 = new Bitmap(100, 100);
IntPtr gdi1 = bmp1.GetHbitmap(); // now we have a pointer to a 
    // 100x100 GDI bitmap

Bitmap bmp2 = new Bitmap(100, 100);
BitmapData data = bmp2.LockBits();
IntPtr gdi1Data = gdi1 + 68; // magic number = whatever the size 
    // of a GDI bitmap header is
CopyMemory(data.Scan0, gdi1Data, 40000);

The solution does not have to be generic - it only needs to work for bitmaps with pixel format Format32bppArgb (the default GDI+ format).

+3  A: 

I think you answered your own question: use LockBits.

See http://msdn.microsoft.com/en-us/library/ms229672.aspx and http://www.bobpowell.net/lockingbits.htm

I used this method to rapidly draw fractals in a .NET (1.1!) program that I was writing for fun. Of all the methods that I experimented with, this was by far the fastest.

Jeremy
Well, my basic problem is that the BitmapData.Scan0 member points to the start of the bitmap data in a GDI+ bitmap, whereas the IntPtr from Bitmap.GetHbitmap points to the start of the whole GDI bitmap structure (i.e. it points to the *header*). I just need to know how to figure out the offset from the header to the start of the data.
MusiGenesis
Scan0 and the IntPtr from GetHbitmap are both pointers that can be passed to RtlMoveMemory (aka CopyMemory), so that part isn't really that hard.
MusiGenesis
+2  A: 

You should not assume that a HANDLE or HBITMAP is a pointer to anything. It can be implemented as an index into a handle table, key of a hash table, etc.

However, if you call the GDI GetObject function, the resultant BITMAP structure contains a pointer to the real bits.

Not sure if it would be as fast (I think in the case of the same pixel format for source and destination it will), but SetDIBits should do exactly what you want (replace the data in an existing HBITMAP).

Ben Voigt
It sounds like SetDIBits would do exactly what I need, if I knew how to use it from C#, which I don't. :)
MusiGenesis
`Bitmap.GetHbitmap` is actually extremely fast, so I wouldn't mind at all if `Bitmap.OverwriteHbitmap` were slower. I'm trying to avoid the memory churn that comes from calling GetHbitmap at a high frequency.
MusiGenesis
Actually, I guess GetObject and the BITMAP structure look like exactly what I want. I would use GetObject to get the pointer to a structure that contains the pointer to the GDI bitmap's data and use it as the destination in CopyMemory, along with my bitmapdata's Scan0 as the source?
MusiGenesis
Yes. Or call SetDIBits and pass Scan0 as the last parameter, it will verify that the formats are the same and then do CopyMemory for you. For help calling these functions from C#, search for them on the pinvoke.net website
Ben Voigt
Man, you want the 100 just for telling me to go to pinvoke.net? I *knew* I should have made the bounty bigger.
MusiGenesis
The `BITMAPINFO` structure required by `SetDIBits` is also exactly the same as the `BitmapData` structure you get from `LockBits`, so it's mostly a matter of just copying fields from one to the other. Or, if you're sure that the pixel formats are identical, go the `GetObject`/`CopyMemory` route. And from your question it sounded like you were already familiar with p/invoke... If you have a sample project I'll try to integrate the SetDIBits part and troubleshoot it for you, but the code in the question doesn't come close to being a complete compilable application.
Ben Voigt
+1  A: 

Create a Graphics from the IntPtr with Graphics.FromHdc and use Graphics.DrawImage to paste the Bitmap into it.

Bruno Martinez
Well, I feel stupid - this is an easy and obvious (in retrospect) way to do this. It's a tiny bit more work than this, since the IntPtr is a bitmap handle rather than a device context, so it has to be selected into the DC with `SelectObject`. At least it still needs a *little* PInvoke to make me happy. :)
MusiGenesis