What is the purpose of ImageLockMode in Bitmap.LockBits? For ReadOnly the documentation only states that
ReadOnly: Specifies that a portion of the image is locked for reading.
But the following code proves, that this is not true. I know the question has been asked before, this time I try with some actual code as I couldn't find an answer anywhere else.
If I run the following code, it behaves exactly as explained in the answer.
using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.Runtime.InteropServices;
namespace LockBits_Trials
{
class Program
{
static readonly Random rnd = new Random(42);
static void Main(string[] args)
{
Bitmap bmp_fromFile = new Bitmap("example.png");
Bitmap bmp_fromCtor = new Bitmap(100, 100, PixelFormat.Format24bppRgb);
marshalCopy(bmp_fromFile, "result_marshalCopy_fromFile.png");
marshalCopy(bmp_fromCtor, "result_marshalCopy_fromCtor.png");
usePointer(bmp_fromFile, "result_usePointer_fromFile.png");
usePointer(bmp_fromCtor, "result_usePointer_fromCtor.png");
}
private static unsafe void usePointer(Bitmap bmp, string filename)
{
ImageLockMode mode = ImageLockMode.ReadOnly;
//code from turgay at http://csharpexamples.com/fast-image-processing-c/
if (bmp.PixelFormat != PixelFormat.Format24bppRgb)
throw new Exception();
BitmapData bitmapData = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), mode, bmp.PixelFormat);
int bytesPerPixel = 3; int heightInPixels = bitmapData.Height; int widthInBytes = bitmapData.Width * bytesPerPixel;
byte* ptrFirstPixel = (byte*)bitmapData.Scan0;
for (int y = 0; y < heightInPixels; y++) {
byte* currentLine = ptrFirstPixel + (y * bitmapData.Stride);
for (int x = 0; x < widthInBytes; x = x + bytesPerPixel) {
currentLine[x] = (byte)rnd.Next(0, 255);
currentLine[x + 1] = (byte)rnd.Next(0, 255);
currentLine[x + 2] = (byte)rnd.Next(0, 255);
}
}
bmp.UnlockBits(bitmapData);
bmp.Save(filename, ImageFormat.Png);
}
private static unsafe void marshalCopy(Bitmap bmp, string filename)
{
ImageLockMode mode = ImageLockMode.ReadOnly;
if (bmp.PixelFormat != PixelFormat.Format24bppRgb)
throw new Exception();
BitmapData bitmapData = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), mode, bmp.PixelFormat);
IntPtr ptrFirstPixel = bitmapData.Scan0;
int totalBytes = bitmapData.Stride * bitmapData.Height;
byte[] newData = new byte[totalBytes];
for (int i = 0; i < totalBytes; i++)
newData[i] = (byte)rnd.Next(0, 255);
Marshal.Copy(newData, 0, ptrFirstPixel, newData.Length);
bmp.UnlockBits(bitmapData);
bmp.Save(filename, ImageFormat.Png);
}
}
}
The pictures result_marshalCopy_fromFile.png and result_usePointer_fromFile.png both contain the original image, so nothing was overwritten (and no Exception thrown!). The other two pictures contain the random noise, that was written to them while being locked.
I did not do further test to confirm the behaviour of parallel write access, as I don't do that anyways.
It's not a duplicate, but strongly related: Does Bitmap.LockBits “pin” a bitmap into memory?