Optimize and rewrite texture loading#369
Draft
Phantomical wants to merge 15 commits into
Draft
Conversation
Collaborator
Author
|
The performance comparisons above are inaccurate. Marking this as draft until I can come up with better ones (and those better ones actually show an improvement) |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
KSPCF's texture loader is pretty fast so normally I wouldn't really bother to optimize it, but I would like to do some additional work here and a refactor + optimize pass will make that easier.
The big changes here are:
CreateUnititializedTexture2D, as lifted from KSPTL.I do have plans to reintroduce a cache in a different form, so this PR keeps the popup around for that use case.
Despite the fact that we are now compressing all the png textures every time, we still get a decent ~25% improvement compared to the old KSPCF texture loader.
Here's what the baseline looks like (2nd reload, warm cache, KSPCF 1.40.1 off CKAN)
And here's with this PR applied
This is on a test save with FFT, NFT, BDB, Tantares, SSPX, Heat Control, and all of Sterling Systems - though IVAs are disabled since that seems to be the default?
As a bonus this should perform acceptably well on HDDs since it AsyncReadManager only ever reads one texture at a time.