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shaderWarmUp doesn't store shaders in PersistentCache #35923
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We still manually request a frame in full-app cases before the first vsync to get a few milliseconds |
This appears to be happening because the Rasterizer doesn't have a surface so a CPU surface is getting generated: The result is that the device is a SkBitmapDevice here: |
What we can do is:
This is nice too because there is no reason that we should be generating these offscreen on the GPU thread and blocking regular rendering. |
Removed with #88455. @gaaclarke is there any actually work here post-impeller? |
Nope, impeller should make this obsolete. |
This thread has been automatically locked since there has not been any recent activity after it was closed. If you are still experiencing a similar issue, please open a new bug, including the output of |
If you put a print statement in the
DefaultShaderWarmUp.execute
method and put a breakpoint atflutter::PersistentCache::store
on an app that creates a FlutterEngine but doesn't create a FlutterViewController, you'll see that the DefaultShaderWarmUp is executed but nothing is stored in the PersistentCache.I believe this is a great opportunity to make the first frame rendering faster on iOS, for the add-to-app case for sure, I'm not sure about the full Flutter case.
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