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Metal compatible gpu
Metal compatible gpu













I'm struggling about passive reaction of Flutter team. Sorry, something went I am really sorry if I break any rules. An annotated version of one of the traces is as follows: This seems to be because the primary cause of jank in pipeline state setup is the construction of the Metal shader library (SKSL -> MSL -> MTLLibrary (AIR?)) and not the pipeline state object construction. This did not materialize (trace is from a warmed up archive).

metal compatible gpu metal compatible gpu

My hope was to see a reduction in the GrMtlPipelineStateBuilder::finalize trace in Observatory. I tried to find determine this by making sure the cache was seeded and launching the application again.

  • One open question not answered in my linked comment was how much these archives would help for jank during subsequent application launches (as seeding the archive for first launch is a no-go).
  • To prevent any issues with threading (I could find no mention in the docs about the thread safety aspects of any of the APIs) only raster thread operations will using this archive.
  • This file will get updated every time the application is backgrounded and will get reused when the application is launched.
  • This is consistent with Apple's recommendation that the lipo tool be used to combine archives harvested from devices of different GPU families. The file ( example) seems to be a Mach-O binary. This was done so any changes to the Flutter engine or the Skia version would not run the risk of using invalid cached contents.
  • After first launch, the application caches directory should contain a.
  • Once patched in, the following observations can be made while running a Flutter application. This PR is just meant to be a record of the prototyping work done to evaluate Per the details in the linked issue, I do not recommend we land this patch. On the next launch of the application, the serialized representation of theĪrchives is used for the creation of new pipeline state objects. In this prototype, the binaryĪrchives are serialized to disk when the application moves into the background.

    metal compatible gpu

    Serialize them to disk when rendering is paused. Metal Binary ArchivesĪre used to cache pipeline state objects generated at runtime on the device and This patch wires up Metal Binary Archives for Mac and iOS.















    Metal compatible gpu