> On Nov 14, 2017, at 20:18 , Jens Alfke <j...@mooseyard.com> wrote:
> 
> 
> 
>> On Nov 14, 2017, at 8:11 PM, Rick Mann <rm...@latencyzero.com> wrote:
>> 
>> Maybe, at least for the bonus question. The bigger question is around the 
>> copy.
> 
> Where pixmaps live is a pretty complex issue — ideally they live in the GPU’s 
> address space as textures so they can be blitted efficiently, and that’s 
> often (depending on your hardware) not accessible to the CPU at all. But 
> there’s a lot of logic in CoreGraphics and the underlying graphics engines to 
> shuffle the pixmaps back and forth so software can read and write them.
> 
> Another factor is that the pixmap may be rescaled or translated into 
> different color spaces to optimize rendering it. So there may not exist a 
> default rendering of it at the time you request one, meaning CG will generate 
> a new pixmap for you. (Also, I dunno about UIImage, but NSImage supports 
> image formats like PDF that don’t have a native pixmap representation at all.)
> 
> I’m not super into graphics, but my gut feeling is that, if you care about 
> optimization details like whether pixmaps are being copied, you should really 
> be using a lower-level graphics API than UIImage, which is mostly a 
> cheap-and-cheerful convenience layer for apps that just need to splat a few 
> PNGs into their GUI.

Well, then let me rephrase it as "unnecessary copies." In this case, I 
(currently) need to manipulate the pixels to generate a new image. I will be 
moving this to a Metal 2 filter soon enough, but for pre-iOS 11 users, I'd 
still like to use as little memory as possible (we use a lot of memory in our 
app).


-- 
Rick Mann
rm...@latencyzero.com


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