commit | 0166141202cf3789589808b7678bc5a3b707a428 | [log] [tgz] |
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author | Jonah Williams <jonahwilliams@google.com> | Fri May 19 10:25:53 2023 -0700 |
committer | GitHub <noreply@github.com> | Fri May 19 17:25:53 2023 +0000 |
tree | 379985124f3f3b0708ef4a7f863af41f96a42aef | |
parent | 2b14f8a1f21ce34acd20dbd0b7d010c50fb7c8f7 [diff] |
[Impeller] Fix 1d threadgroup dispatch size, Implement drawPoint geometry computation with compute, fallback to specialized CPU. (#42060) Compute shader implementation of https://github.com/flutter/engine/pull/41803 I found this to be generally more straightforward, and we can revisit the vertex shader approach with GLES. Benchmark is pending here: https://github.com/flutter/flutter/pull/126728 Note: rendering behavior is identical even though this is now a single draw call. This is becuase strokes have overdraw prevention enabled by default, while this new contents does not ![image](https://github.com/flutter/engine/assets/8975114/29d84e0d-7be6-426a-b5e3-5226c1953a47)
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