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目前 Metal 还在试验当中,由于 Metal shader 采用的是 GLSL -> SPIR-V -> MSL 这个转译的方案,实时 shader 编译耗时相对会高一些。

通过 benchmark 测试,Metal 在缓存 shader 后,整体性能相对 OpenGL 高 10% 左右。后续等待更多后端完成后,会开始解决 shader 实时编译的问题。预计方案是拆分 shader,只有在兜底情况下会启用实时编译。

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