digitalmars.D.learn - ARSD PNG memory usage
- Joerg Joergonson (68/68) Jun 16 2016 Hi, so, do you have any idea why when I load an image with png.d
- thedeemon (15/17) Jun 16 2016 I've bumped into this previously. It allocates a lot of temporary
- Adam D. Ruppe (9/12) Jun 16 2016 If you can PR any of it to me, I'll merge.
- ketmar (3/11) Jun 17 2016 did that. decoding still sux, but now it should suck less. ;-)
- Guillaume Piolat (4/12) Aug 16 2016 Hey, I also stumbled upon this with imageformats decoding PNG.
- Adam D. Ruppe (3/6) Aug 16 2016 leet me know how it is now
- Guillaume Piolat (4/10) Aug 17 2016 Reverted back to a stb_image translation to avoid the problem
- Guillaume Piolat (6/12) Aug 29 2016 So I made a small benchmark for testing PNG loading in D
- Adam D. Ruppe (29/36) Jun 16 2016 MemoryImage and TrueImage are the same thing, memory is just the
- Joerg Joergonson (29/65) Jun 16 2016 ok, then it's somewhere in TrueColorImage or the loading of the
- kinke (6/12) Jun 17 2016 It looks like you're trying to link 32-bit objects to a 64-bit
- Joerg Joergonson (10/25) Jun 17 2016 Yes, it looks that way but it's not the case I believe(I did
- Adam D. Ruppe (33/42) Jun 17 2016 So, opengltexture actually does reallocate if the size isn't
- Joerg Joergonson (4/9) Jun 17 2016 Cool, I'll check all this out and report back. I'll look into the
- Joerg Joergonson (25/67) Jun 17 2016 Yes, same here! Great! It runs around 122MB in x86 and 107MB x64.
- Joerg Joergonson (8/38) Jun 17 2016 Never mind about this. I wasn't keeping in mind that these
- Adam D. Ruppe (7/12) Jun 17 2016 Could be, though the png itself has relatively small overhead,
- Joerg Joergonson (8/21) Jun 17 2016 Ok. Also, maybe the GC hasn't freed some of those temporaries
- Adam D. Ruppe (13/15) Jun 17 2016 The way GC works in general is it allows allocations to just
- Joerg Joergonson (20/20) Jun 19 2016 On Saturday, 18 June 2016 at 02:17:01 UTC, Adam D. Ruppe wrote:
- Joerg Joergonson (16/16) Jun 19 2016 Also, for some reason one image has a weird horizontal line at
- Joerg Joergonson (26/30) Jun 17 2016 Ok, I tried the breaking at random method and I always ended up
- Adam D. Ruppe (7/12) Jun 17 2016 It is `Thread.sleep(10.msecs)` or whatever time - `sleep` is a
- Joerg Joergonson (9/23) Jun 18 2016 Yeah, I don't know what though. Adding Sleep(5); reduces it's
Hi, so, do you have any idea why when I load an image with png.d it takes a ton of memory? I have a 3360x2100 that should take around 26mb of memory uncompressed and a bunch of other smaller png files. Are you keeping multiple buffers of the image around? A trueimage, a memoryimage, an opengl texture thing that might be in main memory, etc? Total file space of all the images is only about 3MB compressed and 40MB uncompressed. So it's using around 10x more memory than it should! I tried a GC collect and all that. I don't think my program will have a chance in hell using that much memory. That's just a few images for gui work. I'll be loading full page png's later on that might have many pages(100+) that I would want to pre-cache. This would probably cause the program to use TB's of space. I don't know where to begin diagnosing the problem. I am using openGL but I imagine that shouldn't really allocate anything new? I have embedded the images using `import` but that shouldn't really add much size(since it is compressed) or change things. You could try it out yourself on a test case to see? (might be a windows thing too) Create a high res image(3000x3000, say) and load it like auto eImage = cast(ubyte[])import("mylargepng.png"); TrueColorImage image = imageFromPng(readPng(eImage)).getAsTrueColorImage; OpenGlTexture oGLimage = new OpenGlTexture(image); // Will crash without create2dwindow //oGLimage.draw(0,0,3000,3000); When I do a bare loop minimum project(create2dwindow + event handler) I get 13% cpu(on 8-core skylake 4ghz) and 14MB memory. When I add the code above I get 291MB of memory(for one image. Here's the full D code source: module winmain; import arsd.simpledisplay; import arsd.png; import arsd.gamehelpers; void main() { auto window = create2dWindow(1680, 1050, "Test"); auto eImage = cast(ubyte[])import("Mock.png"); TrueColorImage image = imageFromPng(readPng(eImage)).getAsTrueColorImage; // 178MB OpenGlTexture oGLimage = new OpenGlTexture(image); // 291MB //oGLimage.draw(0,0,3000,3000); window.eventLoop(50, delegate () { window.redrawOpenGlSceneNow(); }, ); } Note that I have modified create2dWindow to take the viewport and set it to 2x as large in my own code(I removed here). It shouldn't matter though as it's the png and OpenGlTexture that seem to have the issue. Surely once the image is loaded by opengl we could potentially disregard the other images and virtually no extra memory would be required? I do use getpixel though, not sure it that could be used on OpenGLTexture's? I don't mind keeping a main memory copy though but I just need it to have a realistic size ;) So two problems: 1 is the cpu usage, which I'll try to get more info on my side when I can profile and 2 is the 10x memory usage. If it doesn't happen on your machine can you try alternate(if 'nix, go for win, or vice versa). This way we can get an idea where the problem might be. Thanks! Also, when I try to run the app in 64-bit windows, RegisterClassW throws for some reason ;/ I haven't been able to figure that one out yet ;/
Jun 16 2016
On Friday, 17 June 2016 at 01:51:41 UTC, Joerg Joergonson wrote:Hi, so, do you have any idea why when I load an image with png.d it takes a ton of memory?I've bumped into this previously. It allocates a lot of temporary arrays for decoded chunks of data, and I managed to reduce those allocations a bit, here's the version I used: http://stuff.thedeemon.com/png.d (last changed Oct 2014, so may need some tweaks today) But most of allocations are really caused by using std.zlib. This thing creates tons of temporary arrays/slices and they are not collected well by the GC. To deal with that I had to use GC arenas for each PNG file I decode. This way all the junk created during PNG decoding is eliminated completely after the decoding ends. See gcarena module here: https://bitbucket.org/infognition/dstuff You may see Adam's PNG reader was really the source of motivation for it. ;)
Jun 16 2016
On Friday, 17 June 2016 at 02:55:43 UTC, thedeemon wrote:I've bumped into this previously. It allocates a lot of temporary arrays for decoded chunks of data, and I managed to reduce those allocations a bit, here's the version I used:If you can PR any of it to me, I'll merge. It actually has been on my todo list for a while to change the decoder to generate less garbage. I have had trouble in the past with temporary arrays being pinned by false pointers and the memory use ballooning from that, and the lifetime is really easy to manage so just malloc/freeing it would be an easy solution, just like you said, std.zlib basically sucks so I have to use the underlying C functions and I just haven't gotten around to it.
Jun 16 2016
On Friday, 17 June 2016 at 03:41:02 UTC, Adam D. Ruppe wrote:It actually has been on my todo list for a while to change the decoder to generate less garbage. I have had trouble in the past with temporary arrays being pinned by false pointers and the memory use ballooning from that, and the lifetime is really easy to manage so just malloc/freeing it would be an easy solution, just like you said, std.zlib basically sucks so I have to use the underlying C functions and I just haven't gotten around to it.did that. decoding still sux, but now it should suck less. ;-) encoder is still using "std.zlib", though. next time, maybe.
Jun 17 2016
On Friday, 17 June 2016 at 02:55:43 UTC, thedeemon wrote:On Friday, 17 June 2016 at 01:51:41 UTC, Joerg Joergonson wrote:Hey, I also stumbled upon this with imageformats decoding PNG. Image loading makes 10x the garbage it should. Let's see what this threads unveils...Hi, so, do you have any idea why when I load an image with png.d it takes a ton of memory?I've bumped into this previously. It allocates a lot of temporary arrays for decoded chunks of data, and I managed to reduce those allocations a bit, here's the version I used: http://stuff.thedeemon.com/png.d (last changed Oct 2014, so may need some tweaks today)
Aug 16 2016
On Tuesday, 16 August 2016 at 16:29:18 UTC, Guillaume Piolat wrote:Hey, I also stumbled upon this with imageformats decoding PNG. Image loading makes 10x the garbage it should. Let's see what this threads unveils...leet me know how it is now
Aug 16 2016
On Tuesday, 16 August 2016 at 16:40:30 UTC, Adam D. Ruppe wrote:On Tuesday, 16 August 2016 at 16:29:18 UTC, Guillaume Piolat wrote:Reverted back to a stb_image translation to avoid the problem altogether (though it's a bit slower now). Rewriting offending allocations in std.zlib was harder than expected.Hey, I also stumbled upon this with imageformats decoding PNG. Image loading makes 10x the garbage it should. Let's see what this threads unveils...leet me know how it is now
Aug 17 2016
On Tuesday, 16 August 2016 at 16:40:30 UTC, Adam D. Ruppe wrote:On Tuesday, 16 August 2016 at 16:29:18 UTC, Guillaume Piolat wrote:So I made a small benchmark for testing PNG loading in D * dplug.gui.pngload ( = stb_image): 134ms / 4.4mb memory * arsd.png: 118ms / 7mb memory * imageformats: 108ms / 13.1mb memory Compiler: ldc-1.0.0-b2, release-nobounds build typeHey, I also stumbled upon this with imageformats decoding PNG. Image loading makes 10x the garbage it should. Let's see what this threads unveils...leet me know how it is now
Aug 29 2016
On Friday, 17 June 2016 at 01:51:41 UTC, Joerg Joergonson wrote:Are you keeping multiple buffers of the image around? A trueimage, a memoryimage, an opengl textureMemoryImage and TrueImage are the same thing, memory is just the interface, true image is the implementation. OpenGL texture is separate, but it references the same memory as a TrueColorImage, so it wouldn't be adding. You might have pinned temporary buffers though. That shouldn't happen on 64 bit, but on 32 bit I have seen it happen a lot.When I do a bare loop minimum project(create2dwindow + event handler) I get 13% cpu(on 8-core skylake 4ghz) and 14MB memory.I haven't seen that here.... but I have a theory now: you have some pinned temporary buffer on 32 bit (on 64 bit, the GC would actually clean it up) that keeps memory usage near the collection boundary. Then, a small allocation in the loop - which shouldn't be happening, I don't see any in here... - but if there is a small allocation I'm missing, it could be triggering a GC collection cycle each time, eating CPU to scan all that wasted memory without being able to free anything. If you can run it in the debugger and just see where it is by breaking at random, you might be able to prove it. That's a possible theory.... I can reproduce the memory usage here, but not the CPU usage though. Sitting idle, it is always <1% here (0 if doing nothing, like 0.5% if I move the mouse in the window to generate some activity) I need to get to bed though, we'll have to check this out in more detail later.Thanks! Also, when I try to run the app in 64-bit windows, RegisterClassW throws for some reason ;/ I haven't been able to figure that one out yet ;/errrrrr this is a mystery to me too... a hello world on 64 bit seems to work fine, but your program tells me error 998 (invalid memory access) when I run it. WTF, both register class the same way. I'm kinda lost on that.
Jun 16 2016
On Friday, 17 June 2016 at 04:32:02 UTC, Adam D. Ruppe wrote:On Friday, 17 June 2016 at 01:51:41 UTC, Joerg Joergonson wrote:ok, then it's somewhere in TrueColorImage or the loading of the png.Are you keeping multiple buffers of the image around? A trueimage, a memoryimage, an opengl textureMemoryImage and TrueImage are the same thing, memory is just the interface, true image is the implementation. OpenGL texture is separate, but it references the same memory as a TrueColorImage, so it wouldn't be adding.You might have pinned temporary buffers though. That shouldn't happen on 64 bit, but on 32 bit I have seen it happen a lot.Ok, IIRC LDC both x64 and x86 had high memory usage too, so if it shouldn't happen on 64-bit(if it applies to ldc), this then is not the problem. I'll run a -vgc on it and see if it shows up anything interesting.Again, it might be true but I'm pretty sure I saw the problem with ldc x64.When I do a bare loop minimum project(create2dwindow + event handler) I get 13% cpu(on 8-core skylake 4ghz) and 14MB memory.I haven't seen that here.... but I have a theory now: you have some pinned temporary buffer on 32 bit (on 64 bit, the GC would actually clean it up) that keeps memory usage near the collection boundary.Then, a small allocation in the loop - which shouldn't be happening, I don't see any in here... - but if there is a small allocation I'm missing, it could be triggering a GC collection cycle each time, eating CPU to scan all that wasted memory without being able to free anything.Ok, Maybe... -vgc might show that.If you can run it in the debugger and just see where it is by breaking at random, you might be able to prove it.Good idea, not thought about doing that ;) Might be a crap shoot but who knows...That's a possible theory.... I can reproduce the memory usage here, but not the CPU usage though. Sitting idle, it is always <1% here (0 if doing nothing, like 0.5% if I move the mouse in the window to generate some activity) I need to get to bed though, we'll have to check this out in more detail later.me too ;) I'll try to test stuff out a little more when I get a chance.Well, It works on LDC x64! again ;) This seems like an issue with DMD x64? I was thinking maybe it has to do the layout of the struct or something, but not sure. --- I just run a quick test: LDC x64 uses about 250MB and 13% cpu. I couldn't check on x86 because of the error phobos2-ldc.lib(gzlib.c.obj) : fatal error LNK1112: module machine type 'x64' conflicts with target machine type 'X86' not sure what that means with gzlib.c.ojb. Must be another bug in ldc alpha ;/ Anyways, We'll figure it all out at some point ;) I'm really liking your lib by the way. It's let me build a gui and get a lot done and just "work". Not sure if it will work on X11 with just a recompile, but I hope ;)Thanks! Also, when I try to run the app in 64-bit windows, RegisterClassW throws for some reason ;/ I haven't been able to figure that one out yet ;/errrrrr this is a mystery to me too... a hello world on 64 bit seems to work fine, but your program tells me error 998 (invalid memory access) when I run it. WTF, both register class the same way. I'm kinda lost on that.
Jun 16 2016
On Friday, 17 June 2016 at 04:54:27 UTC, Joerg Joergonson wrote:LDC x64 uses about 250MB and 13% cpu. I couldn't check on x86 because of the error phobos2-ldc.lib(gzlib.c.obj) : fatal error LNK1112: module machine type 'x64' conflicts with target machine type 'X86' not sure what that means with gzlib.c.ojb. Must be another bug in ldc alpha ;/It looks like you're trying to link 32-bit objects to a 64-bit Phobos. The only pre-built LDC for Windows capable of linking both 32-bit and 64-bit code is the multilib CI release, see https://github.com/ldc-developers/ldc/releases/tag/LDC-Win64-master.
Jun 17 2016
On Friday, 17 June 2016 at 14:39:32 UTC, kinke wrote:On Friday, 17 June 2016 at 04:54:27 UTC, Joerg Joergonson wrote:Yes, it looks that way but it's not the case I believe(I did check when this error first came up). I'm using the phobo's libs from ldc that are x86. I could be mistaken but phobos2-ldc.lib(gzlib.c.obj) suggests that the problem isn't with the entire phobos lib but gzlib.c.obj and that that is the only one marked incorrectly, since it's not for all the other imports, it seems something got marked wrong in that specific case?LDC x64 uses about 250MB and 13% cpu. I couldn't check on x86 because of the error phobos2-ldc.lib(gzlib.c.obj) : fatal error LNK1112: module machine type 'x64' conflicts with target machine type 'X86' not sure what that means with gzlib.c.ojb. Must be another bug in ldc alpha ;/It looks like you're trying to link 32-bit objects to a 64-bit Phobos. The only pre-built LDC for Windows capable of linking both 32-bit and 64-bit code is the multilib CI release, see https://github.com/ldc-developers/ldc/releases/tag/LDC-Win64-master.
Jun 17 2016
On Friday, 17 June 2016 at 04:54:27 UTC, Joerg Joergonson wrote:ok, then it's somewhere in TrueColorImage or the loading of the png.So, opengltexture actually does reallocate if the size isn't right for the texture... and your image was one of those sizes. The texture pixel size needs to be a power of two, so 3000 gets rounded up to 4096, which means an internal allocation. But it can be a temporary one! So ketmar tackled png.d's loaders' temporaries and I took care of gamehelper.d's... And the test program went down about to 1/3 of its memory usage. Try grabbing the new ones from github now and see if it works for you too.Well, It works on LDC x64! again ;) This seems like an issue with DMD x64? I was thinking maybe it has to do the layout of the struct or something, but not sure.I have a fix for this too, though I don't understand why it works.... I just .dup'd the string literal before passing it to Windows. I think dmd is putting the literal in a bad place for these functions (they do bit tests to see if it is a pointer or an atom, so maybe it is in an address where the wrong bits are set) In any case, the .dup seems to fix it, so all should work on 32 or 64 bit now. In my tests, now that the big temporary arrays are manually freed, the memory usage is actually slightly lower on 32 bit, but it isn't bad on 64 bit either. The CPU usage is consistently very low on my computer. I still don't know what could be causing it for you, but maybe it is the temporary garbage... let us know if the new patches make a difference there.Anyways, We'll figure it all out at some point ;) I'm really liking your lib by the way. It's let me build a gui and get a lot done and just "work". Not sure if it will work on X11 with just a recompile, but I hope ;)It often will! If you aren't using any of the native event handler functions or any of the impl.* members, most things just work (exception being the windows hotkey functions, but those are marked Windows anyway!). The basic opengl stuff is all done for both platforms. Advanced opengl isn't implemented on Windows yet though (I don't know it; my opengl knowledge stops in like 1998 with opengl 1.1 sooooo yeah, I depend on people's contributions for that and someone did Linux for me, but not Windows yet. I think.)
Jun 17 2016
On Friday, 17 June 2016 at 14:48:22 UTC, Adam D. Ruppe wrote:On Friday, 17 June 2016 at 04:54:27 UTC, Joerg Joergonson wrote:Cool, I'll check all this out and report back. I'll look into the cpu issue too. Thanks![...]So, opengltexture actually does reallocate if the size isn't right for the texture... and your image was one of those sizes. [...]
Jun 17 2016
On Friday, 17 June 2016 at 14:48:22 UTC, Adam D. Ruppe wrote:On Friday, 17 June 2016 at 04:54:27 UTC, Joerg Joergonson wrote:Yes, same here! Great! It runs around 122MB in x86 and 107MB x64. Much better!ok, then it's somewhere in TrueColorImage or the loading of the png.So, opengltexture actually does reallocate if the size isn't right for the texture... and your image was one of those sizes. The texture pixel size needs to be a power of two, so 3000 gets rounded up to 4096, which means an internal allocation. But it can be a temporary one! So ketmar tackled png.d's loaders' temporaries and I took care of gamehelper.d's... And the test program went down about to 1/3 of its memory usage. Try grabbing the new ones from github now and see if it works for you too.Yeah, strange but good catch! It now works in x64! I modified it to to!wstring(title).dup simply to have the same title and classname.Well, It works on LDC x64! again ;) This seems like an issue with DMD x64? I was thinking maybe it has to do the layout of the struct or something, but not sure.I have a fix for this too, though I don't understand why it works.... I just .dup'd the string literal before passing it to Windows. I think dmd is putting the literal in a bad place for these functions (they do bit tests to see if it is a pointer or an atom, so maybe it is in an address where the wrong bits are set)In any case, the .dup seems to fix it, so all should work on 32 or 64 bit now. In my tests, now that the big temporary arrays are manually freed, the memory usage is actually slightly lower on 32 bit, but it isn't bad on 64 bit either.I have the opposite on memory but not a big deal.The CPU usage is consistently very low on my computer. I still don't know what could be causing it for you, but maybe it is the temporary garbage... let us know if the new patches make a difference there.I will investigate this soon and report back anything. It probably is something straightforward.I found this on non-power of 2 textures: https://www.opengl.org/wiki/NPOT_Texture https://www.opengl.org/registry/specs/ARB/texture_non_power_of_two.txt It seems like it's probably a quick and easy add on and you already have the padding code, it could easily be optional(set a flag or pass a bool or whatever). it could definitely same some serious memory for large textures. e.g., a 3000x3000x4 texture takes about 36MB or 2^25.1 bytes. Since this has to be rounded up to 2^26 = 67MB, we almost have doubled the amount of wasted space. Hence, allowing for non-power of two would probably reduce the memory footprint of my code to near 50MB(around 40MB being the minimum using uncompressed textures). I might try to get a working version of that at some point. Going to deal with the cpu thing now though. Thanks again.Anyways, We'll figure it all out at some point ;) I'm really liking your lib by the way. It's let me build a gui and get a lot done and just "work". Not sure if it will work on X11 with just a recompile, but I hope ;)It often will! If you aren't using any of the native event handler functions or any of the impl.* members, most things just work (exception being the windows hotkey functions, but those are marked Windows anyway!). The basic opengl stuff is all done for both platforms. Advanced opengl isn't implemented on Windows yet though (I don't know it; my opengl knowledge stops in like 1998 with opengl 1.1 sooooo yeah, I depend on people's contributions for that and someone did Linux for me, but not Windows yet. I think.)
Jun 17 2016
On Saturday, 18 June 2016 at 00:56:57 UTC, Joerg Joergonson wrote:On Friday, 17 June 2016 at 14:48:22 UTC, Adam D. Ruppe wrote:Never mind about this. I wasn't keeping in mind that these textures are ultimately going to end up in the video card memory. I simply removed your nextpowerof2 code(so the width and height wasn't being enlarged) and saw no memory change). Obviously because they are temporary buffers, I guess? If this is the case, then maybe there is one odd temporary still hanging around in png?[...]Yes, same here! Great! It runs around 122MB in x86 and 107MB x64. Much better![...]Yeah, strange but good catch! It now works in x64! I modified it to to!wstring(title).dup simply to have the same title and classname.[...]I have the opposite on memory but not a big deal.[...]I will investigate this soon and report back anything. It probably is something straightforward.[...]I found this on non-power of 2 textures: https://www.opengl.org/wiki/NPOT_Texture https://www.opengl.org/registry/specs/ARB/texture_non_power_of_two.txt It seems like it's probably a quick and easy add on and you already have the padding code, it could easily be optional(set a flag or pass a bool or whatever). it could definitely same some serious memory for large textures. e.g., a 3000x3000x4 texture takes about 36MB or 2^25.1 bytes. Since this has to be rounded up to 2^26 = 67MB, we almost have doubled the amount of wasted space. Hence, allowing for non-power of two would probably reduce the memory footprint of my code to near 50MB(around 40MB being the minimum using uncompressed textures). I might try to get a working version of that at some point. Going to deal with the cpu thing now though. Thanks again.
Jun 17 2016
On Saturday, 18 June 2016 at 01:44:28 UTC, Joerg Joergonson wrote:I simply removed your nextpowerof2 code(so the width and height wasn't being enlarged) and saw no memory change). Obviously because they are temporary buffers, I guess?right, the new code free() them right at scope exit.If this is the case, then maybe there is one odd temporary still hanging around in png?Could be, though the png itself has relatively small overhead, and the opengl texture adds to it still. I'm not sure if video memory is counted by task manager or not... but it could be loading up the whole ogl driver that accounts for some of it. I don't know.
Jun 17 2016
On Saturday, 18 June 2016 at 01:46:32 UTC, Adam D. Ruppe wrote:On Saturday, 18 June 2016 at 01:44:28 UTC, Joerg Joergonson wrote:Ok. Also, maybe the GC hasn't freed some of those temporaries yet. What's strange is that when the app is run, it seems to do a lot of small allocations around 64kB or something for about 10 seconds(I watch the memory increase in TM) then it stabilizes. Not a big deal, just seems a big weird(maybe some type of lazy allocations going on) Anyways, I'm much happier now ;) Thanks!I simply removed your nextpowerof2 code(so the width and height wasn't being enlarged) and saw no memory change). Obviously because they are temporary buffers, I guess?right, the new code free() them right at scope exit.If this is the case, then maybe there is one odd temporary still hanging around in png?Could be, though the png itself has relatively small overhead, and the opengl texture adds to it still. I'm not sure if video memory is counted by task manager or not... but it could be loading up the whole ogl driver that accounts for some of it. I don't know.
Jun 17 2016
On Saturday, 18 June 2016 at 01:57:49 UTC, Joerg Joergonson wrote:Ok. Also, maybe the GC hasn't freed some of those temporaries yet.The way GC works in general is it allows allocations to just continue until it considers itself under memory pressure. Then, it tries to do a collection. Since collections are expensive, it puts them off as long as it can and tries to do them as infrequently as reasonable. (some GCs do smaller collections to spread the cost out though, so the details always differ based on implementation) So, you'd normally see it go up to some threshold then stabilize there, even if it is doing a lot of little garbage allocations. However, once the initialization is done here, it shouldn't be allocating any more. The event loop itself doesn't when all is running normally.
Jun 17 2016
On Saturday, 18 June 2016 at 02:17:01 UTC, Adam D. Ruppe wrote: I have an auto generator for pngs and 99% of the time it works, but every once in a while I get an error when loading the png's. Usually re-running the generator "fixes the problem" so it might be on my end. Regardless of where the problem stems, it would be nice to have more info why instead of a range violation. previousLine is null in the break. All the png's generated are loadable by external app like ifranview, so they are not completely corrupt but possibly could have some thing that is screwing png.d up. The code where the error happens is: case 3: auto arr = data.dup; foreach(i; 0 .. arr.length) { auto prev = i < bpp ? 0 : arr[i - bpp]; arr[i] += cast(ubyte) /*std.math.floor*/( cast(int) (prev + previousLine[i]) / 2); } Range violation at png.d(1815) Any ideas?
Jun 19 2016
Also, for some reason one image has a weird horizontal line at the bottom of the image that is not part of the original. This is as if the height was 1 pixel to much and it's reading "junk". I have basically a few duplicate images that were generated from the same base image. None of the others have this problem. If I reduce the image dimensions it doesn't have this problem. My guess is that there is probably a bug with a > vs >= or something. When the image dimensions are "just right" an extra line is added that may be non-zero. The image dimensions are 124x123. This is all speculation but it seems like it is a png.d or opengltexture issue. I cannot see this added line in any image editor I've tried(PS, ifranview) and changing the dimensions of the image fix it. Since it's a hard one to debug without test case I will work on it... Hoping you have some possible points of attack though.
Jun 19 2016
The CPU usage is consistently very low on my computer. I still don't know what could be causing it for you, but maybe it is the temporary garbage... let us know if the new patches make a difference there.Ok, I tried the breaking at random method and I always ended up in system code and no stack trace to... seems it was an alternate thread(maybe GC?). I did a sampling profile and got this: Function Name Inclusive Exclusive Inclusive % Exclusive % _DispatchMessageW 4 10,361 5 88.32 0.04 [nvoglv32.dll] 7,874 745 67.12 6.35 _GetExitCodeThread 8 5,745 5,745 48.97 48.97 _SwitchToThread 0 2,166 2,166 18.46 18.46 So possibly it is simply my system and graphics card. For some reason NVidia might be using a lot of cpu here for no apparent reason? DispatchMessage is still taking quite a bit of that though? Seems like someone else has a similar issue: https://devtalk.nvidia.com/default/topic/832506/opengl/nvoglv32-consuming-a-ton-of-cpu/ https://github.com/mpv-player/mpv/issues/152 BTW, trying sleep in the MSG loop Error: undefined identifier 'sleep', did you mean function 'Sleep'? "import core.thread; sleep(10);" ;) Adding a Sleep(10); to the loop dropped the cpu usage down to 0-1% cpu! http://stackoverflow.com/questions/33948837/win32-application-with-high-cpu-usage/33948865 Not sure if that's the best approach though but it does work. They mention to use PeekMessage and I don't see you doing that, not sure if it would change things though?
Jun 17 2016
On Saturday, 18 June 2016 at 01:20:16 UTC, Joerg Joergonson wrote:Error: undefined identifier 'sleep', did you mean function 'Sleep'? "import core.thread; sleep(10);"It is `Thread.sleep(10.msecs)` or whatever time - `sleep` is a static member of the Thread class.They mention to use PeekMessage and I don't see you doing that, not sure if it would change things though?I am using MsgWaitForMultipleObjectsEx which blocks until something happens. That something can be a timer, input event, other message, or an I/O thing... it doesn't eat CPU unless *something* is happening.
Jun 17 2016
On Saturday, 18 June 2016 at 02:01:29 UTC, Adam D. Ruppe wrote:On Saturday, 18 June 2016 at 01:20:16 UTC, Joerg Joergonson wrote:Yeah, I don't know what though. Adding Sleep(5); reduces it's consumption to 0% so it is probably just spinning. It might be the nvidia issue that creates some weird messages to the app. I'm not too concerned about it as it's now done to 0, it is minimal wait time for my app(maybe not acceptable for performance apps but ok for mine... at least for now). As I continue to work on it, I might stumble on the problem or it might disappear spontaneously.Error: undefined identifier 'sleep', did you mean function 'Sleep'? "import core.thread; sleep(10);"It is `Thread.sleep(10.msecs)` or whatever time - `sleep` is a static member of the Thread class.They mention to use PeekMessage and I don't see you doing that, not sure if it would change things though?I am using MsgWaitForMultipleObjectsEx which blocks until something happens. That something can be a timer, input event, other message, or an I/O thing... it doesn't eat CPU unless *something* is happening.
Jun 18 2016