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Continuous Frame creation #29
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Mind telling your Windows version? |
It is macOS 12.3.1 running on an M1 Pro (14 inch). It doesn't matter if I run the arm or x86 variant. |
Hello, I am the maintainer of the macOS port of this library. I'll look into this issue and see whether I can reproduce it myself. |
Alright. First of all, trying to run the example project in Flutter 3 produces the following error on my end:
This error can be fixed by upgrading That said, I was able to reproduce the issue. The performance profiler looks even worse on my end than on yours and the app hovers at around 15 - 20 % CPU usage on my M1 MacBook Air: Unfortunately, I am currently unsure how to fix this issue. I am relying on high-level Swift functions to achieve the transparency effect, which makes it difficult to assess the performance impact of the library. |
Sorry, I missed to mention that I'm using a locally patched version of bitsdojo_window. |
Not at the moment, though I did notice that this behavior doesn't change when the transparency effect is inactive (neither when the window is unfocused, nor when the effect is disabled entirely). Perhaps this has something to do with the view controller that is initialized in the I'll have to look deeper into this. |
I tried some things and it seems that as soon as I remove the |
fixed now on master |
Hi,
When using flutter_acrylic I see a continuous frame creation and a CPU load of ~10% even if no rebuild happens.
The moment I remove flutter_acrylic the issue is gone.
I can also reproduce this with the example app from this repository.
Is this intended / needed / known?
PS I had to do
flutter pub upgrade
in order to get rid of some problems in the win32 package in combination with Flutter 3The text was updated successfully, but these errors were encountered: