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Re: [Openexr-devel] EXR texture memory overhead


From: Larry Gritz
Subject: Re: [Openexr-devel] EXR texture memory overhead
Date: Fri, 16 Sep 2016 11:55:20 -0700

So it's holding two tiles, per thread, per open tiled input file!

2 x RGBA half 64^2 tiles -> 64k per thread per file
x 1000 files x 16 threads -> 1 GB, just for this source of overhead, not counting anything else like header data or other allocations

For 64k (two reasonably sized tiles), maybe it would be better to do a stack allocation just when the extra decode buffer is needed, so there would be no call to malloc/free and no retained memory. Switch back to a true malloc only for the rare case of huge tiles where it doesn't seem safe to do a stack allocation.\?


On Sep 16, 2016, at 11:45 AM, Karl Rasche <address@hidden> wrote:



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. 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.



--
Larry Gritz
address@hidden



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