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GFX Pipeline Cache Support
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:
- GLES2: shader binary
- GLES3: program binary
- VK: VkPipelineCache
- Metal: MTLBinaryArchive
How it works
No response
Alternatives Considered
none
Additional Information
No response
遗留: GLES2: shader binary Metal: MTLBinaryArchive