I'm working on an image processing project, and I've read that the fastest way to manipulate a bitmap image is to copy it from a byte array using Marshal.Copy(). However, for whatever reason, nothing is being copied from my byte array to my Bitmap, and there's not a clear reason why. This is the code I'm using to copy into my Bitmap:
public void UpdateImage()
{
var data = image.LockBits(
new Rectangle(Point.Empty, image.Size),
ImageLockMode.WriteOnly,
PixelFormat.Format32bppArgb);
Marshal.Copy(backBuffer, 0, data.Scan0, backBuffer.Length);
image.UnlockBits(data);
Console.WriteLine("UpdateImage");//For debugging purposes
}
I'm attempting to fill the image with complete black, and looking at the data of the backBuffer, it appears to be correct, and as expected, where as when I check any pixel of 'image' it is completely blank. I have no idea why nothing is happening. Any advice would be much appreciated!
Edit: I apologize, I'm a bit new around here, let me provide some more information. Specifically, I am working on some GPU accelerated image processing using Cloo/OpenCL. I wanted to fill the screen with black to make sure that I am doing things correctly, although I am evidently not. Here is the entire class file I'm using:
public class RenderTarget
{
public GraphicsDevice GraphicsDevice;
private byte[] backBuffer;
public Bitmap image;
private ComputeKernel fillKernel;
private ComputeProgram fillProgram;
public void UpdateImage()
{
var data = image.LockBits(
new Rectangle(Point.Empty, image.Size),
ImageLockMode.WriteOnly,
PixelFormat.Format32bppArgb);
Marshal.Copy(backBuffer, 0, data.Scan0, backBuffer.Length);
image.UnlockBits(data);
Console.WriteLine("UpdateImage");
}
//Test method ONLY
public void FillScreen(Color color)
{
if (fillProgram == null)//temporary, all kernels should be compiled on start up. In fact, these probably should be static
{
string fillText = @"
kernel void fillScreen(global uchar* data_out, int from, int to, uchar a, uchar r, uchar g, uchar b){
for (int i = from; i < to; i += 4){
data_out[i] = a;
data_out[i + 1] = r;
data_out[i + 2] = g;
data_out[i + 3] = b;
}
}";
fillProgram = new ComputeProgram(GraphicsDevice.context, fillText);
fillProgram.Build(null, null, null, IntPtr.Zero);
fillKernel = fillProgram.CreateKernel("fillScreen");
}
ComputeBuffer<byte> backBufferBuffer = new ComputeBuffer<byte>(GraphicsDevice.context, ComputeMemoryFlags.ReadOnly | ComputeMemoryFlags.UseHostPointer, backBuffer);
fillKernel.SetMemoryArgument(0, backBufferBuffer);
for (int i = 0; i < backBuffer.Length / 10000; i++)
{
fillKernel.SetValueArgument<int>(1, i * 10000);
fillKernel.SetValueArgument<int>(2, (i + 1) * 10000);
fillKernel.SetValueArgument<byte>(3, color.A);
fillKernel.SetValueArgument<byte>(4, color.R);
fillKernel.SetValueArgument<byte>(5, color.G);
fillKernel.SetValueArgument<byte>(6, color.B);
GraphicsDevice.queue.ExecuteTask(fillKernel, null);
}
GraphicsDevice.queue.ReadFromBuffer(backBufferBuffer, ref backBuffer, false, null);
GraphicsDevice.queue.Finish();
}
public RenderTarget(int Width, int Height, GraphicsDevice device)
{
image = new Bitmap(Width, Height);
backBuffer = new byte[4 * Width * Height];
GraphicsDevice = device;
//Fill the screen with black
FillScreen(Color.Black);
UpdateImage();
Console.WriteLine(image.GetPixel(0, 0).A);
}
}
I have checked to make absolutely sure that the backBuffer is correct. (The values I expected were 255, 0, 0, 0 for the first four elements of the backBuffer).