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@jonahwilliams
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The blur shader is currently passing uniforms from the vertex shader through fragment shader inputs. Instead make the fragment shader take these as a uniform - which I think is theoretically faster and cleaner.

From local debugging, this reduces the amount of time spent in WaitForNextDrawable from ~830 ms to ~660 ms in a customer application.

TOT ios_debug

image

With change ios_debug

image

Of course, maybe its all just noise!

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It looks like this pull request may not have tests. Please make sure to add tests before merging. If you need an exemption to this rule, contact Hixie on the #hackers channel in Chat (don't just cc him here, he won't see it! He's on Discord!).

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Thanks! This was on my cleanup scratch pad. It was written at a time where there were bugs preventing uniform structs from working when present in both shaders.

(Also, please verify that Play/EntityTest.GaussianBlurFilter/* doesn't break if you haven't done so yet!)

v_inner_blur_factor = frame_info.inner_blur_factor;
v_outer_blur_factor = frame_info.outer_blur_factor;
}
}
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Nit: newline

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Done

@jonahwilliams
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I've verified to the best of my ability that this is still working as expected 😓 😅

maybe golden tests aren't that bad?

@jonahwilliams
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actually, I see some differences in this particular app but that is in a comparison with skia. Let me double check

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nvm the difference is consistent between the change shaders, so its just an existing impeller bug - perhaps due to missing scaling on the sigma values

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