Closed chris-rank closed 1 year ago
Wow, this is great Chris! Do you want to make this a v1.6 release?
Yes, this could be a version 1.6 release. But we should align with Alex first as he has also an open PR. While I already tested the code a lot, some review or testing of someone else would be great.
Yes, this could be a version 1.6 release. But we should align with Alex first as he has also an open PR. While I already tested the code a lot, some review or testing of someone else would be great.
I don't really care about merging order or release number.
I would like to review this. I particularly want to see how this relates to #32. I imagine the cumulative memory allocation difference is from reusing textures.
Re: dealing with the black level. I was thinking about this, but how come we don't subtract the black level once as part of reading the DNG from file into the first metal texture. Beyond that we shouldn't need it anymore.
I had a look into the description in Apple's documentation and did not find a way to explicitly trigger lossless texture compression. It might not even be supported properly for the macOS version 11 we currently build the app for. As the peak memory usage is much lower now, I thought that it may not be needed anymore. My interpretation of your issue was that some evaluation of that feature shall be done.
I had a look into the description in Apple's documentation and did not find a way to explicitly trigger lossless texture compression. It might not even be supported properly for the macOS version 11 we currently build the app for. As the peak memory usage is much lower now, I thought that it may not be needed anymore. My interpretation of your issue was that some evaluation of that feature shall be done.
The peak is much better now, but the peak will still slowly increase until the limit set for the cache. The compression was for trying to increase the amount of photos that could be cached without increase the memory usage.
If you prefer, I can remove the #32 from this PR. You are right, a compression would enable more frames on the cache.
If you prefer, I can remove the #32 from this PR. You are right, a compression would enable more frames on the cache.
I think you should. We can close that issue separately if we don't find a solution, but I don't believe that this PR (good as it is) closes it.
Overall, could you please provide more information about how this PR reduces peak and cumulative memory usage?
Closes #36.
Main changes that led to reduction of system memory usage and cumulative memory allocation:
Some tests performed on a MacBook Air M1 with 7 GPU cores and 16 GB memory using the frequency merging: