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The use case is that we need to draw a bitmap onto the canvas directly. Looking at the current coil API, the image is loaded into a BitmapDrawable. We can get the bitmap from the BitmapDrawable, there's no problem. But in our case, the BitmapDrawable unnecessarily acquire extra memory.
We are currently migrating from Picasso into Coil and we are an image heavy application. Because of the lack of API to load a bitmap directly, we experienced more OOM errors when using Coil comparing to using Picasso.
I was looking at the BitmapFactoryDecoder and looks like the DecodeResult has to carry a Drawable.
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The use case is that we need to draw a bitmap onto the canvas directly. Looking at the current coil API, the image is loaded into a BitmapDrawable. We can get the bitmap from the BitmapDrawable, there's no problem. But in our case, the BitmapDrawable unnecessarily acquire extra memory.
We are currently migrating from Picasso into Coil and we are an image heavy application. Because of the lack of API to load a bitmap directly, we experienced more OOM errors when using Coil comparing to using Picasso.
I was looking at the BitmapFactoryDecoder and looks like the DecodeResult has to carry a Drawable.
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