问题
This is a bit puzzling here. The following code is part of a little testing application to verify that code changes didn't introduce a regression. To make it fast we used memcmp
which appears to be the fastest way of comparing two images of equal size (unsurprisingly).
However, we have a few test images that exhibit a rather surprising problem: memcmp
on the bitmap data tells us that they are not equal, however, a pixel-by-pixel comparison doesn't find any difference at all. I was under the impression that when using LockBits
on a Bitmap
you get the actual raw bytes of the image. For a 24 bpp bitmap it's a bit hard to imagine a condition where the pixels are the same but the underlying pixel data isn't.
A few surprising things:
- The differences are always single bytes that are
00
in one image andFF
in the other. - If one changes the
PixelFormat
forLockBits
toFormat32bppRgb
orFormat32bppArgb
, the comparison succeeds. - If one passes the
BitmapData
returned by the firstLockBits
call as 4th argument to the second one, the comparison succeeds. - As noted above, the pixel-by-pixel comparison succeeds as well.
I'm a bit stumped here because frankly I cannot imagine why this happens.
(Reduced) Code below. Just compile with csc /unsafe
and pass a 24bpp PNG image as first argument.
using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.Runtime.InteropServices;
class Program
{
public static void Main(string[] args)
{
Bitmap title = new Bitmap(args[0]);
Console.WriteLine(CompareImageResult(title, new Bitmap(title)));
}
private static string CompareImageResult(Bitmap bmp, Bitmap expected)
{
string retval = "";
unsafe
{
var rect = new Rectangle(0, 0, bmp.Width, bmp.Height);
var resultData = bmp.LockBits(rect, ImageLockMode.ReadOnly, bmp.PixelFormat);
var expectedData = expected.LockBits(rect, ImageLockMode.ReadOnly, expected.PixelFormat);
try
{
if (memcmp(resultData.Scan0, expectedData.Scan0, resultData.Stride * resultData.Height) != 0)
retval += "Bitmap data did not match\n";
}
finally
{
bmp.UnlockBits(resultData);
expected.UnlockBits(expectedData);
}
}
for (var x = 0; x < bmp.Width; x++)
for (var y = 0; y < bmp.Height; y++)
if (bmp.GetPixel(x, y) != expected.GetPixel(x, y))
{
Console.WriteLine("Pixel diff at {0}, {1}: {2} - {3}", x, y, bmp.GetPixel(x, y), expected.GetPixel(x, y));
retval += "pixel fail";
}
return retval != "" ? retval : "success";
}
[DllImport("msvcrt.dll", CallingConvention = CallingConvention.Cdecl)]
static extern int memcmp(IntPtr b1, IntPtr b2, long count);
}
回答1:
Take a look at this, which pictorially illustrates a LockBits buffer - it shows the Rows of Strides and where Padding can appear at the end of the Stride (if it's needed).
http://webcache.googleusercontent.com/search?q=cache:7pMM9aaTA2wJ:www.bobpowell.net/lockingbits.htm+&cd=1&hl=en&ct=clnk&gl=uk
http://supercomputingblog.com/graphics/using-lockbits-in-gdi/
A stride is probably aligned to the 32bit (i.e. word) boundary (for efficiency purposes)...and the extra unused space at the end of the stride is to make the next Stride be aligned.
So that's what's giving you the random behaviour during the comparison...spurious data in the Padding region.
When you are using Format32bppRgb and Format32bppArgb that's naturally word aligned, so I guess you don't have any extra unused bits on the end, which is why it works.
回答2:
Just an educated guess:
24 bits (3 bytes) is a little bit awkward on 32/64 bit hardware.
With this format there are bound to be buffers that are flushed out to a multiple of 4 bytes, leaving 1 or more bytes as 'don't care' . They can contain random data and the software doesn't feel obliged to zero them out. This will make memcmp fail.
来源:https://stackoverflow.com/questions/12205247/why-does-a-bitmap-compare-not-equal-to-itself