Re: EXR texture memory overhead
Karl Rasche <[email protected]> Fri, 16 Sep 2016 11:45:35 -0700
| Newsgroups | gmane.comp.video.openexr.devel |
|---|---|
| Message-ID | <CAD5HwvSYBK0UEoi4siM5FE397Nvn5v979kAM=WUQ44jUHbnVEg@mail.gmail.com> |
But it's not optimal for a use pattern like TextureSystem where the typical > request is ONE tile, and the next tile it wants may not even be adjacent. > Whoops. What I pointed at look like its only the case if you read through Imf::InputFile. If you use Imf::TiledInputFile (like in exrinput.cpp), I don't think you hit that buffering. Wait, I'm not quite sure how threads play into this. Is this allocated > framebuffer part of the ImageInptut itself? Do threads lock to use it? Or > is this per thread, per file? > I think the per-thread part is around ImfTiledInputFile.cpp::267 <https://github.com/openexr/openexr/blob/develop/OpenEXR/IlmImf/ImfTiledInputFile.cpp#L267>. Each TileBuffer has an uncompressedData ptr which is what the compressor fills during decode. This *should* just be a tile per thread, but it does look like it's held over the lifetime of the ImfTiledInputFile. _______________________________________________ Openexr-devel mailing list [email protected] https://lists.nongnu.org/mailman/listinfo/openexr-devel