Re: Maximum image size ?

2016-09-22 Thread Volker in Lists
I am rendering sound sonagrams as contents of CALayers which have dimensions of 
height 1024 pixels and width above 3 pixel. No problem as long as you don’t 
use CIFilters. With them roughly 12000 pixels will work and larger images won’t 
get the filters applied to. I have solved that by using multiple CATiledLayers 
just aligned horizontally. 

The CATiledLayers call drawLayer:inContext and from there I directly draw the 
image (if necessary scaled down). The image is stored as one large CGImage in a 
property of my controller class. For 10.12 the tile size is drastically 
influencing performance, larger tile sizes are better.

So depending on your needs that may be a useful approach. 

volker

> Am 22.09.2016 um 15:14 schrieb Gabriel Zachmann :
> 
> 
> What is the maximum size of a bitmap image I can render using the Core 
> Graphics framework and CALayer ?
> 
> So far, I had assumed it is the maximum texture size the graphics card can 
> handle, so I determined the limits via
>   glGetIntegerv( GL_MAX_TEXTURE_SIZE, _ );
> 
> But apparently , the limits are much higher.
> 
> How can I determine the limit, so that my app can filter out images over the 
> limit, so that it does not crash in such cases?
> 
> I have checked the documentation, in particular 
> CGImageSourceCreateImageAtIndex() et al., to no avail.
> 
> 
> 
> Best regards, 
> Gabriel.
> 
> 
> 
> 
> 
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Re: Maximum image size ?

2016-09-22 Thread Jens Alfke

> On Sep 22, 2016, at 10:03 AM, Gary L. Wade  
> wrote:
> 
> If you are dealing with truly astronomical image data, consider that "trying 
> it yourself" may require multiple machines and/or multiple dedicated GPUs 
> similar like how you see those multi-monitor displays shown at conferences 
> and marketing displays.

Or just (conceptually) break the image into tiles, and only load tiles into 
memory when they’re being displayed or edited, probably using an LRU eviction 
scheme. You’ll probably also need to store some scaled-down versions of the 
image, if you ever display a zoomed-out view that can display a large subset of 
the image at once.

This is nothing new. Old versions of Photoshop had to do this, back when RAM 
was scarce and most computers didn’t have virtual memory. (Heck, Photoshop 
probably still does this, because people do edit ridiculously large images in 
it, like 1200dpi posters.)

—Jens
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Re: Maximum image size ?

2016-09-22 Thread Gary L. Wade
If you are dealing with truly astronomical image data, consider that "trying it 
yourself" may require multiple machines and/or multiple dedicated GPUs similar 
like how you see those multi-monitor displays shown at conferences and 
marketing displays.
--
Gary L. Wade (Sent from my iPhone)
http://www.garywade.com/

> On Sep 22, 2016, at 9:53 AM, David Duncan  wrote:
> 
> If you know you will be dealing with very large images (a definition that 
> varies from year to year mind you) you will probably want to deal with the 
> largeness yourself, if only for initial loading performance reasons.
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Re: Maximum image size ?

2016-09-22 Thread David Duncan

> On Sep 22, 2016, at 6:14 AM, Gabriel Zachmann  wrote:
> 
> 
> What is the maximum size of a bitmap image I can render using the Core 
> Graphics framework and CALayer ?

CoreGraphics is generally limited by main memory, and CALayer by GPU memory. 
CoreAnimation automatically tiles images that are larger than the GPU max image 
size.

However, you also generally don’t want to get anywhere near such limits, as 
performance tends to fall off a cliff before those points (due to many many 
implementation details and due to your own competition with the rest of the 
system).

If you know you will be dealing with very large images (a definition that 
varies from year to year mind you) you will probably want to deal with the 
largeness yourself, if only for initial loading performance reasons.

> 
> So far, I had assumed it is the maximum texture size the graphics card can 
> handle, so I determined the limits via
>   glGetIntegerv( GL_MAX_TEXTURE_SIZE, _ );
> 
> But apparently , the limits are much higher.
> 
> How can I determine the limit, so that my app can filter out images over the 
> limit, so that it does not crash in such cases?
> 
> I have checked the documentation, in particular 
> CGImageSourceCreateImageAtIndex() et al., to no avail.
> 
> 
> 
> Best regards, 
> Gabriel.
> 
> 
> 
> 
> 
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--
David Duncan


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Re: Maximum image size ?

2016-09-22 Thread Alex Zavatone
I would RELY on what the limits are.

I remember back in the day when we were adding more graphic channels to 
Macromedia Director and we went from 64 to simply what the computer running our 
implementation had the RAM and processor power to handle.

We set it higher (I forget what) but it was limited by the machine's 
capabilities.  That way we could up the max amount as machines gained 
capability.

So, it might be able to support more, but not consistently across every 
machine/device.

That's my guess.


On Sep 22, 2016, at 9:50 AM, kata wrote:

>  I don't know the definition but my experience.
> JPEG accepts up to 65500 pixels width and height.  Core Graphics framework 
> supports more than that of course, and also PNG accepts more. Some 
> NSBezierPath methods will fail to draw around 8 and many methods fail 
> over 12, then i support up to 65500 now.
> 
> Yoshiaki Katayanagi
> http://www.jizoh.jp/english.html
> 
>> 2016/09/22 22:14、Gabriel Zachmann  wrote:
>> 
>> 
>> What is the maximum size of a bitmap image I can render using the Core 
>> Graphics framework and CALayer ?
>> 
>> So far, I had assumed it is the maximum texture size the graphics card can 
>> handle, so I determined the limits via
>>  glGetIntegerv( GL_MAX_TEXTURE_SIZE, _ );
>> 
>> But apparently , the limits are much higher.
>> 
>> How can I determine the limit, so that my app can filter out images over the 
>> limit, so that it does not crash in such cases?
>> 
>> I have checked the documentation, in particular 
>> CGImageSourceCreateImageAtIndex() et al., to no avail.
>> 
>> 
>> 
>> Best regards, 
>> Gabriel.
> 
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Re: Maximum image size ?

2016-09-22 Thread kata
  I don't know the definition but my experience.
JPEG accepts up to 65500 pixels width and height.  Core Graphics framework 
supports more than that of course, and also PNG accepts more. Some NSBezierPath 
methods will fail to draw around 8 and many methods fail over 12, then 
i support up to 65500 now.

Yoshiaki Katayanagi
http://www.jizoh.jp/english.html

> 2016/09/22 22:14、Gabriel Zachmann  wrote:
> 
> 
> What is the maximum size of a bitmap image I can render using the Core 
> Graphics framework and CALayer ?
> 
> So far, I had assumed it is the maximum texture size the graphics card can 
> handle, so I determined the limits via
>   glGetIntegerv( GL_MAX_TEXTURE_SIZE, _ );
> 
> But apparently , the limits are much higher.
> 
> How can I determine the limit, so that my app can filter out images over the 
> limit, so that it does not crash in such cases?
> 
> I have checked the documentation, in particular 
> CGImageSourceCreateImageAtIndex() et al., to no avail.
> 
> 
> 
> Best regards, 
> Gabriel.

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