问题
I am working with Unity 4.5, grabbing images as bytes arrays (each byte represent a channel, taking 4 bytes per pixel (rgba) and displaying them on a texture converting the array to a Color32
array, using this loop:
img = new Color32[byteArray.Length / nChannels]; //nChannels being 4
for (int i=0; i< img.Length; i++) {
img[i].r = byteArray[i*nChannels];
img[i].g = byteArray[i*nChannels+1];
img[i].b = byteArray[i*nChannels+2];
img[i].a = byteArray[i*nChannels+3];
}
Then, it is applied to the texture using:
tex.SetPixels32(img);
However, this slows down the application significantly (this loop is executed on every single frame), and I would like to know if there is any other way to speed up the copying process. I've found some people (Fast copy of Color32[] array to byte[] array) using the Marshal.Copy
functions in order to do the reverse process (Color32
to byte array), but I have not been able to make it work to copy a byte array to a Color32
array. Does anybody know a faster way?
Thank you in advance!
回答1:
Yes, Marshal.Copy
is the way to go. I've answered a similar question here.
Here's a generic method to copy from struct[] to byte[] and vice versa
private static byte[] ToByteArray<T>(T[] source) where T : struct
{
GCHandle handle = GCHandle.Alloc(source, GCHandleType.Pinned);
try
{
IntPtr pointer = handle.AddrOfPinnedObject();
byte[] destination = new byte[source.Length * Marshal.SizeOf(typeof(T))];
Marshal.Copy(pointer, destination, 0, destination.Length);
return destination;
}
finally
{
if (handle.IsAllocated)
handle.Free();
}
}
private static T[] FromByteArray<T>(byte[] source) where T : struct
{
T[] destination = new T[source.Length / Marshal.SizeOf(typeof(T))];
GCHandle handle = GCHandle.Alloc(destination, GCHandleType.Pinned);
try
{
IntPtr pointer = handle.AddrOfPinnedObject();
Marshal.Copy(source, 0, pointer, source.Length);
return destination;
}
finally
{
if (handle.IsAllocated)
handle.Free();
}
}
Use it as:
[StructLayout(LayoutKind.Sequential)]
public struct Demo
{
public double X;
public double Y;
}
private static void Main()
{
Demo[] array = new Demo[2];
array[0] = new Demo { X = 5.6, Y = 6.6 };
array[1] = new Demo { X = 7.6, Y = 8.6 };
byte[] bytes = ToByteArray(array);
Demo[] array2 = FromByteArray<Demo>(bytes);
}
回答2:
This code requires unsafe switch but should be fast. I think you should benchmark these answers...
var bytes = new byte[] { 1, 2, 3, 4 };
var colors = MemCopyUtils.ByteArrayToColor32Array(bytes);
public class MemCopyUtils
{
unsafe delegate void MemCpyDelegate(byte* dst, byte* src, int len);
static MemCpyDelegate MemCpy;
static MemCopyUtils()
{
InitMemCpy();
}
static void InitMemCpy()
{
var mi = typeof(Buffer).GetMethod(
name: "Memcpy",
bindingAttr: BindingFlags.NonPublic | BindingFlags.Static,
binder: null,
types: new Type[] { typeof(byte*), typeof(byte*), typeof(int) },
modifiers: null);
MemCpy = (MemCpyDelegate)Delegate.CreateDelegate(typeof(MemCpyDelegate), mi);
}
public unsafe static Color32[] ByteArrayToColor32Array(byte[] bytes)
{
Color32[] colors = new Color32[bytes.Length / sizeof(Color32)];
fixed (void* tempC = &colors[0])
fixed (byte* pBytes = bytes)
{
byte* pColors = (byte*)tempC;
MemCpy(pColors, pBytes, bytes.Length);
}
return colors;
}
}
回答3:
Using Parallel.For
may give you a significant performance increase.
img = new Color32[byteArray.Length / nChannels]; //nChannels being 4
Parallel.For(0, img.Length, i =>
{
img[i].r = byteArray[i*nChannels];
img[i].g = byteArray[i*nChannels+1];
img[i].b = byteArray[i*nChannels+2];
img[i].a = byteArray[i*nChannels+3];
});
Example on MSDN
回答4:
I haven't profiled it, but using fixed
to ensure your memory doesn't get moved around and to remove bounds checks on array accesses might provide some benefit:
img = new Color32[byteArray.Length / nChannels]; //nChannels being 4
fixed (byte* ba = byteArray)
{
fixed (Color32* c = img)
{
byte* byteArrayPtr = ba;
Color32* colorPtr = c;
for (int i = 0; i < img.Length; i++)
{
(*colorPtr).r = *byteArrayPtr++;
(*colorPtr).g = *byteArrayPtr++;
(*colorPtr).b = *byteArrayPtr++;
(*colorPtr).a = *byteArrayPtr++;
colorPtr++;
}
}
}
It might not provide much more benefit on 64-bit systems - I believe that the bounds checking is is more highly optimized. Also, this is an unsafe
operation, so take care.
回答5:
public Color32[] GetColorArray(byte[] myByte)
{
if (myByte.Length % 1 != 0)
throw new Exception("Must have an even length");
var colors = new Color32[myByte.Length / nChannels];
for (var i = 0; i < myByte.Length; i += nChannels)
{
colors[i / nChannels] = new Color32(
(byte)(myByte[i] & 0xF8),
(byte)(((myByte[i] & 7) << 5) | ((myByte[i + 1] & 0xE0) >> 3)),
(byte)((myByte[i + 1] & 0x1F) << 3),
(byte)1);
}
return colors;
}
Worked about 30-50 times faster than just i++
. The "extras" is just styling. This code is doing, in one "line", in the for
loop, what you're declaring in 4 lines plus it is much quicker. Cheers :)
Referenced + Referenced code: Here
来源:https://stackoverflow.com/questions/25311361/copy-array-to-struct-array-as-fast-as-possible-in-c-sharp