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- Implement BlittableArrayWrapper for Unity's native memory handling - Add encoding methods for PNG, JPG, TGA, and EXR formats - Provide NativeArray and Span-based APIs to avoid allocations - Update Cecil processor to handle encoding method IL injection - Add comprehensive test suite for all encoding formats This feature enables high-performance texture encoding directly to NativeArray<byte> or Span<byte>, eliminating managed array allocations and GC pressure during image export operations.
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Summary
This PR adds support for encoding textures to various image formats (PNG, JPG, TGA, EXR) with zero managed memory allocations by exposing Unity's internal encoding methods.
Features Added
NativeArray<byte>for full control over memory lifetimeSpan<byte>for temporary access to encoded dataImplementation Details
UnityExposedwith encoding method stubs (EncodeToPNG_Injected, etc.)ImageEncodingExtensionswith user-friendly extension methodsBlittableArrayWrapperconversion between Unity's internal type and our exposed typeTestTextureEncoding.cs) covering all formatsPerformance Benefits
Testing
Tested successfully on:
Usage Example
Compatibility
Closes #[issue_number] (if applicable)