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An early version of the Metal demo code is here: experimental/minimal_ios_mtl_skia_app/main.mm. You can also look in tools/sk_app/ios for the code we use for our tools. One uses an MTKView, the other uses a UIView with a CAMetalLayer.
On Thu, Sep 5, 2019 at 9:50 AM Jim Van Verth <jvan...@google.com> wrote:
We believe that Apple's current OpenGL and OpenGL ES drivers are written using Metal, but don't have any firm evidence for that other than what you're seeing. That said, the quality of their OpenGL support has certainly dropped in the past few years, e.g., they're not supporting the latest features and extensions and we've noticed more crashes as well. So I'd recommend moving to Metal if you can. Skia supports it, and from our tests, our Metal backend is faster than OpenGL ES. We're in the process of adding a demo to show how to set it up for iOS.
On Thu, Sep 5, 2019 at 9:48 AM Shuangshuang Zhou <shuangsh...@intel.com> wrote:
and the event name of those events collected by instruments are like"com.apple.metal.gl", their event type are "Command buffer" or "Command Encoder"--
On Thursday, September 5, 2019 at 9:43:11 PM UTC+8, Shuangshuang Zhou wrote:Hi, all,Recently I'm trying to learn about Skia on iOS(ios 12.3) platform. I write a simple Skia demo using OpenGL ES as gpu backend. But when I run my demo on real iPhone device and use instruments in Xcode to monitor some events of my demo, I notice that there are lots of events running in Metal driver level. This makes me confused.I have heard that Apple would deprecated OpenGL ES on iOS 12. So in my case, currently on iOS platform(mine is 12.3), does it automatically transfer my OpenGL ES commands into Metal commands and use Metal to communicative with GPU even when I have specified OpenGL ES in my demo? If this is true, so why not just use Metal API in Skia instead of OpenGL ES on iOS or OpenGL on macOS?Thanks
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Once I thought maybe SK_METAL was not defined in my Xcode project. So I add this to the first line in main.mm. Then these 2 errors disappear, another 3 errors came out:
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It seems that these 3 functions are undefined symbol, but in the code, I can jump into their definition.
So is there something I forget to set?
Thanks,
Shuangshuang
An early version of the Metal demo code is here: experimental/minimal_ios_mtl_skia_app/main.mm. You can also look in tools/sk_app/ios for the code we use for our tools. One uses an MTKView, the other uses a UIView with a CAMetalLayer.
On Thu, Sep 5, 2019 at 9:50 AM Jim Van Verth <jvan...@google.com> wrote:
We believe that Apple's current OpenGL and OpenGL ES drivers are written using Metal, but don't have any firm evidence for that other than what you're seeing. That said, the quality of their OpenGL support has certainly dropped in the past few years, e.g., they're not supporting the latest features and extensions and we've noticed more crashes as well. So I'd recommend moving to Metal if you can. Skia supports it, and from our tests, our Metal backend is faster than OpenGL ES. We're in the process of adding a demo to show how to set it up for iOS.
On Thu, Sep 5, 2019 at 9:48 AM Shuangshuang Zhou <shuangsh...@intel.com> wrote:
and the event name of those events collected by instruments are like"com.apple.metal.gl", their event type are "Command buffer" or "Command Encoder"--
On Thursday, September 5, 2019 at 9:43:11 PM UTC+8, Shuangshuang Zhou wrote:Hi, all,Recently I'm trying to learn about Skia on iOS(ios 12.3) platform. I write a simple Skia demo using OpenGL ES as gpu backend. But when I run my demo on real iPhone device and use instruments in Xcode to monitor some events of my demo, I notice that there are lots of events running in Metal driver level. This makes me confused.I have heard that Apple would deprecated OpenGL ES on iOS 12. So in my case, currently on iOS platform(mine is 12.3), does it automatically transfer my OpenGL ES commands into Metal commands and use Metal to communicative with GPU even when I have specified OpenGL ES in my demo? If this is true, so why not just use Metal API in Skia instead of OpenGL ES on iOS or OpenGL on macOS?Thanks
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