Open bluesky013 opened 1 year ago
When compiling shaders, use the binary compilation results from the previous launch.
The creation and compilation process of Shader and PSO may have significant overhead, and using binary caching can speed up this process.
The compilation results of Shader and PSO can be obtained and reused from the driver to accelerate the next compilation process.
The implementations of each backend are as follows:
No response
none
遗留: GLES2: shader binary Metal: MTLBinaryArchive
Use Case
When compiling shaders, use the binary compilation results from the previous launch.
Problem Description
The creation and compilation process of Shader and PSO may have significant overhead, and using binary caching can speed up this process.
Proposed Solution
The compilation results of Shader and PSO can be obtained and reused from the driver to accelerate the next compilation process.
The implementations of each backend are as follows:
How it works
No response
Alternatives Considered
none
Additional Information
No response