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Android surface pre-rotation #2955
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for more information, see https://pre-commit.ci
Bloaty Results (iOS) 🐋Compared to main
Full report: https://maplibre-native.s3.eu-central-1.amazonaws.com/bloaty-results-ios/pr-2955-compared-to-main.txt |
Bloaty Results 🐋Compared to main
Full report: https://maplibre-native.s3.eu-central-1.amazonaws.com/bloaty-results/pr-2955-compared-to-main.txtCompared to d387090 (legacy)
Full report: https://maplibre-native.s3.eu-central-1.amazonaws.com/bloaty-results/pr-2955-compared-to-legacy.txt |
Benchmark Results ⚡
Full report: https://maplibre-native.s3.eu-central-1.amazonaws.com/benchmark-results/pr-2955-compared-to-main.txt |
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Really cool, also thanks for sharing the link.
Any way we can test this as part of the instrumentation tests?
After some quick searching looks like |
Add a surface transform at the end of each vertex shader to eliminate the compositor pass added by the OS (needed to display the framebuffer correctly).
A great article that describes all the benefits and implications: https://developer.android.com/games/optimize/vulkan-prerotation