I am trying to determine the best way to flip the image along the Y axis. There are 4 bytes for each pixel, and each set of 4 bytes should remain together in order, but shift. Here is the best I've come up with so far.
For a 1280x960 image, this takes only .1-.2s, but with video, crippling performance is such. Any suggestions?
Initial implementation
private void ReverseFrameInPlace(int width, int height, int bytesPerPixel, ref byte[] framePixels)
{
System.Diagnostics.Stopwatch s = System.Diagnostics.Stopwatch.StartNew();
int stride = width * bytesPerPixel;
int halfStride = stride / 2;
int byteJump = bytesPerPixel * 2;
int length = stride * height;
byte pix;
for (int i = 0, a = stride, b = stride - bytesPerPixel;
i < length; i++)
{
if (b % bytesPerPixel == 0)
{
b -= byteJump;
}
if (i > 0 && i % halfStride == 0)
{
i = a;
a += stride;
b = a - bytesPerPixel;
if (i >= length)
{
break;
}
}
pix = framePixels[i];
framePixels[i] = framePixels[b];
framePixels[b++] = pix;
}
s.Stop();
System.Console.WriteLine("ReverseFrameInPlace: {0}", s.Elapsed);
}
Edition # 1
Revised with indexes and Buffer.BlockCopy on SLaks and Alexei. Parallel.For is also added as indexes allow this.
int[] pixelIndexF = null;
int[] pixelIndexB = null;
private void ReverseFrameInPlace(int width, int height, int bytesPerPixel, byte[] framePixels)
{
System.Diagnostics.Stopwatch s = System.Diagnostics.Stopwatch.StartNew();
if (pixelIndexF == null)
{
int stride = width * bytesPerPixel;
int length = stride * height;
pixelIndexF = new int[width * height / 2];
pixelIndexB = new int[width * height / 2];
for (int i = 0, a = stride, b = stride, index = 0;
i < length; i++)
{
b -= bytesPerPixel;
if (i > 0 && i % (width / 2 )== 0)
{
i += width / 2;
a += stride;
b = a - bytesPerPixel;
if (index >= pixelIndexF.Length)
{
break;
}
}
pixelIndexF[index] = i * bytesPerPixel;
pixelIndexB[index++] = b;
}
}
Parallel.For(0, pixelIndexF.Length, new Action<int>(delegate(int i)
{
byte[] buffer = new byte[bytesPerPixel];
Buffer.BlockCopy(framePixels, pixelIndexF[i], buffer, 0, bytesPerPixel);
Buffer.BlockCopy(framePixels, pixelIndexB[i], framePixels, pixelIndexF[i], bytesPerPixel);
Buffer.BlockCopy(buffer, 0, framePixels, pixelIndexB[i], bytesPerPixel);
}));
s.Stop();
System.Console.WriteLine("ReverseFrameInPlace: {0}", s.Elapsed);
}
Version # 2
private void ReverseFrameInPlace(int width, int height, System.Drawing.Imaging.PixelFormat pixelFormat, byte[] framePixels)
{
System.Diagnostics.Stopwatch s = System.Diagnostics.Stopwatch.StartNew();
System.Drawing.Rectangle imageBounds = new System.Drawing.Rectangle(0,0,width, height);
System.Drawing.Bitmap bitmap = new System.Drawing.Bitmap(width, height, pixelFormat);
System.Drawing.Imaging.BitmapData bitmapData = bitmap.LockBits(imageBounds, System.Drawing.Imaging.ImageLockMode.ReadWrite, bitmap.PixelFormat);
IntPtr ptr = bitmapData.Scan0;
System.Runtime.InteropServices.Marshal.Copy(framePixels, 0, ptr, framePixels.Length);
bitmap.UnlockBits(bitmapData);
bitmap.RotateFlip(System.Drawing.RotateFlipType.RotateNoneFlipX);
bitmapData = bitmap.LockBits(imageBounds, System.Drawing.Imaging.ImageLockMode.ReadWrite, bitmap.PixelFormat);
ptr = bitmapData.Scan0;
System.Runtime.InteropServices.Marshal.Copy(ptr, framePixels, 0, framePixels.Length);
bitmap.UnlockBits(bitmapData);
s.Stop();
System.Console.WriteLine("ReverseFrameInPlace: {0}", s.Elapsed);
}