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Improve memory usage for image import and PortableCompressedTexture2D
When importing images, we store a compressed version of the image to a .ctex file with ResourceImporterTexture::save_to_ctex_format. When importing many large images at once, this can use a large amount of memory, especially when the .ctex file uses WebP format. This change is for ResourceImporterTexture::save_to_ctex_format to use the original Image object instead of p_image->get_image_from_mipmap(0), to avoid creating a copy of the full uncompressed image when looping through the base Image and mipmaps. This reduces the import memory usage for large images by around 10% when using WebP, and 35-40% when Project Settings/Rendering/Textures/Lossless Compression/Force PNG is enabled, may vary depending on the image and number of import threads running. Same change applied to PortableCompressedTexture2D::create_from_image, which has similar logic. This helps with #92084, but does not fully resolve the issue on its own, as compressing with WebP on many threads can still use a large amount of memory - this just lowers that amount, and makes it more likely that enabling "Force PNG" will reduce memory usage enough to import the files.
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@ -269,9 +269,9 @@ void ResourceImporterTexture::save_to_ctex_format(Ref<FileAccess> f, const Ref<I
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for (int i = 0; i < p_image->get_mipmap_count() + 1; i++) {
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Vector<uint8_t> data;
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if (use_webp) {
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data = Image::webp_lossless_packer(p_image->get_image_from_mipmap(i));
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data = Image::webp_lossless_packer(i ? p_image->get_image_from_mipmap(i) : p_image);
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} else {
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data = Image::png_packer(p_image->get_image_from_mipmap(i));
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data = Image::png_packer(i ? p_image->get_image_from_mipmap(i) : p_image);
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}
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int data_len = data.size();
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f->store_32(data_len);
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@ -289,7 +289,7 @@ void ResourceImporterTexture::save_to_ctex_format(Ref<FileAccess> f, const Ref<I
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f->store_32(p_image->get_format());
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for (int i = 0; i < p_image->get_mipmap_count() + 1; i++) {
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Vector<uint8_t> data = Image::webp_lossy_packer(p_image->get_image_from_mipmap(i), p_lossy_quality);
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Vector<uint8_t> data = Image::webp_lossy_packer(i ? p_image->get_image_from_mipmap(i) : p_image, p_lossy_quality);
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int data_len = data.size();
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f->store_32(data_len);
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@ -153,14 +153,14 @@ void PortableCompressedTexture2D::create_from_image(const Ref<Image> &p_image, C
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for (int i = 0; i < p_image->get_mipmap_count() + 1; i++) {
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Vector<uint8_t> data;
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if (p_compression_mode == COMPRESSION_MODE_LOSSY) {
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data = Image::webp_lossy_packer(p_image->get_image_from_mipmap(i), p_lossy_quality);
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data = Image::webp_lossy_packer(i ? p_image->get_image_from_mipmap(i) : p_image, p_lossy_quality);
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encode_uint16(DATA_FORMAT_WEBP, buffer.ptrw() + 2);
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} else {
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if (use_webp) {
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data = Image::webp_lossless_packer(p_image->get_image_from_mipmap(i));
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data = Image::webp_lossless_packer(i ? p_image->get_image_from_mipmap(i) : p_image);
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encode_uint16(DATA_FORMAT_WEBP, buffer.ptrw() + 2);
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} else {
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data = Image::png_packer(p_image->get_image_from_mipmap(i));
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data = Image::png_packer(i ? p_image->get_image_from_mipmap(i) : p_image);
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encode_uint16(DATA_FORMAT_PNG, buffer.ptrw() + 2);
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}
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}
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