I need to draw an image pixel by pixel and display it inside a WPF. I am attempting to do this by using a System.Drawing.Bitmap
then using CreateBitmapSourceFromHBitmap()
to create a BitmapSource
for a WPF Image control. I have a memory leak somewhere because when the CreateBitmapSourceFromBitmap()
is called repeatedly the memory usage goes up and does not drop off until the application is ended. If I don't call CreateBitmapSourceFromBitmap()
there is no noticeable change in memory usage.
for (int i = 0; i < 100; i++)
{
var bmp = new System.Drawing.Bitmap(1000, 1000);
var source = System.Windows.Interop.Imaging.CreateBitmapSourceFromHBitmap(
bmp.GetHbitmap(), IntPtr.Zero, Int32Rect.Empty,
System.Windows.Media.Imaging.BitmapSizeOptions.FromEmptyOptions());
source = null;
bmp.Dispose();
bmp = null;
}
What can I do to free the BitmapSource
memory?
MSDN for Bitmap.GetHbitmap()
states:
Remarks
You are responsible for calling the GDI DeleteObject method to free the memory used by the GDI bitmap object.
So use the following code:
// at class level
[System.Runtime.InteropServices.DllImport("gdi32.dll")]
public static extern bool DeleteObject(IntPtr hObject);
// your code
using (System.Drawing.Bitmap bmp = new System.Drawing.Bitmap(1000, 1000))
{
IntPtr hBitmap = bmp.GetHbitmap();
try
{
var source = System.Windows.Interop.Imaging.CreateBitmapSourceFromHBitmap(hBitmap, IntPtr.Zero, Int32Rect.Empty, System.Windows.Media.Imaging.BitmapSizeOptions.FromEmptyOptions());
}
finally
{
DeleteObject(hBitmap);
}
}
I also replaced your Dispose()
call by an using
statement.