When building an app with a very large number of local drawables, particularly when supporting all the available dpis/resolutions, the AAPT cruncher is extremely long).
For an initial build (or rebuild), a set of about 300 png files takes about 5 minutes to crunch (on a Xeon E5520@2.27Ghz).
Would it be possible to provide a way to either skip the crunching in debug, or actually parallelize calls to AAPT in explicit crunch so that it completes faster ?
We might be able to parallelise.. however skipping it not idea good idea since the user will see UI issues with things like 9 patch files. Also the android tooling issues warnings for images that are not crunched (if I remember correctly)
Thanks for the update.
Sure, 9 patch files are a problem, then I'd rather have a way to include these files pre-crunched in the resources folder. A convention-based skipping would be interesting (e.g. myresource.crunched.png).
I think I have narrowed this down to the Crunch Task. I think we can parallelise that since it works on groups of directories. I'll start taking a look
We made some changes in the xamarin-android repo that should help out on resource processing a bit . Now that we have a decent pattern for doing this via the AsyncTask I will look at adding that to the crunch task as well.
PR up for the Crunch task https://github.com/xamarin/xamarin-android/pull/462
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