I am trying to render layout data to a bitmap in a platform-agnostic manner by returning a Splat.IBitmap and am having trouble outputting the results. My WPF platform code looks like this:
MemoryStream stream = new MemoryStream();
try
{
RenderTargetBitmap target = new RenderTargetBitmap(1024, 1024, 300, 300, PixelFormats.Default);
PreviewView preview = new PreviewView(); // this does sizing and placement
target.Render(preview);
previewViewModel.Dispose();
BitmapEncoder encoder = new BmpBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(target));
encoder.Save(stream);
stream.Flush();
IBitmap bitmap = BitmapLoader.Current.Load(stream, 1024, 1024).Result;
stream.Dispose();
return bitmap;
}
catch (Exception e)
{
// TODO: log error
return null;
}
finally
{
stream.Dispose();
}
I keep hitting an AggregateException
on the BitmapLoader.Current.Load
call.The inner exception is a NotSupportedException
with the message No imaging component suitable to complete this operation was found.
I have not been able to find any relevant documentation to explain what this means or what I'm doing wrong. As a test, I have tried saving the bitmap encoder to a FileStream
, which worked fine.
EDIT
It was pointed out that this issue may be a duplicate of this issue. They are certainly related, but in this case I would like to know why saving to the MemoryStream
fails to create valid image data where a FileStream
works.
EDIT 2
At request, here are the exceptions I see in output:
Exception thrown: 'System.NotSupportedException' in PresentationCore.dll
Exception thrown: 'System.NotSupportedException' in PresentationCore.dll
Exception thrown: 'System.AggregateException' in mscorlib.dll
The inner NotSupportedException
of the AggregateException
has this message and stacktrace:
No imaging component suitable to complete this operation was found.
at System.Windows.Media.Imaging.BitmapDecoder.SetupDecoderFromUriOrStream(Uri uri, Stream stream, BitmapCacheOption cacheOption, Guid& clsId, Boolean& isOriginalWritable, Stream& uriStream, UnmanagedMemoryStream& unmanagedMemoryStream, SafeFileHandle& safeFilehandle)
at System.Windows.Media.Imaging.BitmapDecoder.CreateFromUriOrStream(Uri baseUri, Uri uri, Stream stream, BitmapCreateOptions createOptions, BitmapCacheOption cacheOption, RequestCachePolicy uriCachePolicy, Boolean insertInDecoderCache)
at System.Windows.Media.Imaging.BitmapImage.FinalizeCreation()
at System.Windows.Media.Imaging.BitmapImage.EndInit()
at Splat.PlatformBitmapLoader.withInit(BitmapImage source, Action`1 block) in y:\\code\\paulcbetts\\splat\\Splat\\Xaml\\Bitmaps.cs:line 80
at Splat.PlatformBitmapLoader.<>c__DisplayClass2.<Load>b__0() in y:\\code\\paulcbetts\\splat\\Splat\\Xaml\\Bitmaps.cs:line 25
at System.Threading.Tasks.Task`1.InnerInvoke()
at System.Threading.Tasks.Task.Execute()
While that exceptions inner NotSupportedException
only has this message, and no stack trace:
The component cannot be found. (Exception from HRESULT: 0x88982F50)
This doesn't answer my original question, so I won't accept this as the correct answer, but I found a more correct way to handle what I wanted. I was writing out to a MemoryStream because I thought it was necessary, but all I needed was to take a laid-out view in WPF and get an IBitmap which I could use elsewhere. Turns out making this happen was easier than I was making it out to be:
try
{
RenderTargetBitmap target = new RenderTargetBitmap(1024, 1024, 300, 300,
PixelFormats.Default);
PreviewView preview = new PreviewView(); // this does sizing and placement
target.Render(preview);
// HERE IS AN IMPORTANT BIT. This allows me to access the RenderTargetBitmap from
// another thread, for example if calling IBitmap.Save() which happens on another
// in a separate Task
target.Freeze();
previewViewModel.Dispose();
// HERE IS ANOTHER IMPORTANT BIT. There's no need to capture a frame and save to a
// Stream through an Encoder. Splat lets you create bitmaps from a native
// implementation
IBitmap bitmap = target.FromNative();
return bitmap;
}
catch (Exception e)
{
// TODO: log error
return null;
}
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