Shave allocation overheads in recent iOS texture loading code #6471
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Noticed while attempting to migrate this to macOS, the
Crop
part had allocation overhead with it (which...makes sense). Naive coding from my part.In case it's not clear already, it's not possible to directly load the image off of the
vImage
pixel buffer as each row in the buffer has additional space at the end for performance reasons (memory alignment etc.). I've replaced the load-and-crop step with loading an empty image and copying row by row directly to memory.Time measuring of the texture loading process shows nothing bad, maybe good even (left master, right this PR):