![]() From https://docs.flutter.dev/perf/impeller: Impeller provides a new rendering runtime for Flutter. The Flutter team’s believes this solves Flutter’s early-onset jank issue. Impeller precompiles a smaller, simpler set of shaders at Engine build time so they don’t compile at runtime. Impeller has the following objectives: - Predictable performance: Impeller compiles all shaders reflection and offline at build time. It builds all pipeline state objects upfront. The engine controls caching and caches explicitly. - Instrumentable: Impeller tags and labels all graphics resources like textures, and buffers. It can capture and persist animations to disk without affecting per-frame rendering performance. - Portable: Flutter doesn’t tie Impeller to a specific client rendering API. You can author shaders once and convert them to backend-specific formats as necessary. - Leverages modern graphics APIs: Impeller uses, but doesn’t depend on, features available in modern APIs like Metal and Vulkan. - Leverages concurrency: Impeller can distribute single-frame workloads across multiple threads if necessary. Signed-off-by: Adam Duskett <adam.duskett@amarulasolutions.com> Signed-off-by: Thomas Petazzoni <thomas.petazzoni@bootlin.com> |
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0001-disable-pre-canned-sysroot.patch | ||
0002-remove-explicit-x11-dependency.patch | ||
0003-fix-toolchain-paths.patch | ||
0004-pkg-config.py-do-not-prepend-sysroot-path.patch | ||
Config.in | ||
dot-gclient | ||
flutter-engine.mk | ||
gen-tarball |