I'm generating a bunch of tiles for CATiledLayer
. It takes about 11 seconds to generate 120 tiles at 256 x 256 with 4 levels of detail on an iPhone 4S. The image itself fits within 2048 x 2048.
My bottleneck is UIImagePNGRepresentation
. It takes about 0.10-0.15 seconds to generate every 256 x 256 image.
I've tried generating multiple tiles on different background queue's, but this only cuts it down to about 9-10 seconds.
I've also tried using the ImageIO framework with code like this:
- (void)writeCGImage:(CGImageRef)image toURL:(NSURL*)url andOptions:(CFDictionaryRef) options
{
CGImageDestinationRef myImageDest = CGImageDestinationCreateWithURL((__bridge CFURLRef)url, (__bridge CFStringRef)@"public.png", 1, nil);
CGImageDestinationAddImage(myImageDest, image, options);
CGImageDestinationFinalize(myImageDest);
CFRelease(myImageDest);
}
While this produces smaller PNG files (win!), it takes about 13 seconds, 2 seconds more than before.
Is there any way to encode a PNG image from CGImage
faster? Perhaps a library that makes use of NEON
ARM extension (iPhone 3GS+) like libjpeg-turbo does?
Is there perhaps a better format than PNG for saving tiles that doesn't take up a lot of space?
The only viable option I've been able to come up with is to increase the tile size to 512 x 512. This cuts the encoding time by half. Not sure what that will do to my scroll view though. The app is for iPad 2+, and only supports iOS 6 (using iPhone 4S as a baseline).