On 8 Mar 2014, at 2:38 pm, Trygve Inda <cocoa...@xericdesign.com> wrote:

> Profiling this shows lots of time (90%) is spent in drawInRect and it takes
> about 2 seconds to run. Is there a better way to do this that is faster?
> 
> Maybe keep everything in CG and only convert to NSImage at the end?


Sounds like you answered your own question...


> Not sure
> how to do this.


Instead of creating canvas as a NSImage, create a NSBitmapImageRep and then a 
graphics context from it, using +[NSGraphicsContext 
graphicsContextWithBitmapImageRep]. Then you can use CGContextDrawImage with 
your CGImageRef data, targetting that context. Once you're done, just add the 
bitmap image rep to an NSImage.

Essentially, you want to avoid copying any image data that you don't need to, 
though in fact your original code *may* already be avoiding that and just 
wrapping things. Spending 90% of your time in drawInRect is probably a good 
sign - it means that only the copy that really needs to happen is taking time. 
It might be that you can't do better (though 2 seconds sounds high, but you 
haven't said what size these images are). The other thing to ensure is that 
everything uses the same colour space throughout - if any conversion is needed 
it will hit performance hard. Lesser performance hits can come from mismatched 
image buffer formats, so if all your CGImageRefs are the same, use the format 
information associated with them to create your NSBitMapImageRep to match. If 
format and colour space are the same, the actual bitblit needed should be very 
fast as it's just a straight copy, no conversion.

--Graham



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