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corrade_add_resource slow compile #94
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Hi! The tool has its limitations, I'm aware of that. I was impatiently waiting for the C++ proposal for Incbin, ld, objcopy are solutions, unfortunately each of them is tied to a particular subset of platforms, and I don't know for example what would work for webassembly / asm.js builds -- I don't think inline assembly would work for those. What could be doable is having the current way as a fallback, and opt-in for the other platform-specific ones where avavilable. But honestly it sounds like a maintenance nightmare 😅 Another idea I had in mind is figuring out what variant of specifying the data is the fastest to compile. Can't find a reference right now, but somewhere I saw that compilers parsed C string literals ( |
I like the design and workflow of the resource utility and can understand compile times being low priority vs its current cross platform, low maintenance implementation. In the mean time I cut and pasted something similar together that loads local resources based on last modified time to avoid recompiling while iterating on models or whatever. |
I wanted to mention this but then forgot (sorry) -- for faster turnaround times, you can point the By the way, regarding iteration times, have a look at Utility::Tweakable as well ;) |
Utility::Resource::overrideGroup does what I need. Probably skimmed over its name and assumed it wasn't relevant to what I was doing. And Utility::Tweakable looks really interesting, I'll try it out. thanks! |
I think clang and gcc struggle with the big strings in the generated cpp files? My Magnum projects with a few KB of shaders compiles in ~5sec but including a 25MB model and it takes 2.5min to build. Compile times could be kept low by embedding resources with incbin or ld or objcopy?
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