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Regression in timeToFirstFrameRasterizedMicros on Mac_android_complex_layout__start_up #87085
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I guess it's possible that creating the additional surface is causing this. I'll try to look. |
I'm pretty sure it was the pbuffer commit. I have an idea to fix forward that I'd like to test - if I can't prove it quickly I'll revert. |
These memory benchmarks may also be related: |
So before the pbuffer patch, the ShaderWarmUp routine did not actually produce any shaders, because it ended up working with a raster based surface. Now, however, it does produce shaders. |
Specifically, this line here:
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I'm inclined to drop the default shader warmup routine from the framework - @zanderso @chinmaygarde WDYT? Internal customers that are using this have their own shader warmup specializations. However, this never does anything on Android or iOS. |
Both the memory and the time to first frame regressions improved after removing the default shader warm-up routine. |
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 |
From the mid-500s ms up to high 700s ms.
https://flutter-flutter-perf.skia.org/e/?begin=1624501862&end=1627353183&keys=Xc8b23a2e76f54575dead81d68735842f&requestType=0&xbaroffset=25119
Suspecting the engine roll here: #86825
Maybe flutter/engine#27629 ? /cc @dnfield
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