[BUG] Much higher RAM usage on x64 compared with x86
See original GitHub issueDescription
We are putting images to GPU(texture based SKImage) to render them later with perfect performance. On x86 build images are allocating only GPU RAM. On x64 build images are allocating also CPU RAM.
This is a huge issue for us 👎. App is working some times slower on x64 and eating a lot more RAM, like 10 times more in some cases(200mb vs 2gb), because we store a lot images on GPU.
I’ve provided a repro project repo link below.
Code
using (var surf = SKSurface.Create(_grContext, false, _imageInfo, 1, GRSurfaceOrigin.TopLeft))
{
surf.Canvas.DrawImage(_rasterImg, 0, 0);
surf.Canvas.Flush();
_textureImages.Add(surf.Snapshot());
}
Is there a better way to transform raster image to texture-backed image? We’ve tried to create textures and then push image to it - but this approach generated some artifacts on rendering.
Expected Behavior
On x86 Snapshot() SKImage is allocating only GPU memory On x64 Snapshot() SKImage is allocating only GPU memory
Actual Behavior
On x64 Snapshot() SKImage is allocating only GPU memory On x64 Snapshot() SKImage is allocating GPU and CPU memory
Basic Information
- Version with issue: 1.68
- IDE: Visual Studio
- Windows Classic: Windows 10
- Target Devices: High-end PC
Reproduction Link
Issue Analytics
- State:
- Created 4 years ago
- Reactions:5
- Comments:5 (2 by maintainers)
This is a big problem! Please help!
+1. Our team would highly appreciate your attention to this issue.