As a native application its using 35 megs of ram with metal backend. Fair amount of that is in texture/vertexbuffers probably.
I've found that much of the RAM use can be traced to CoreAnimation, mostly texture buffers. I have ideas about using GPU compute for 2D, which moves away from compositing big texture buffers, but it's pretty speculative.
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I use a lot of distancefields in the styling of my UI kit, it has a distance-field-drawing-api. Its really just pixelshader 'vector' graphics but it works really well for UI styling.
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I'm doing everything in premultiplied-alpha so that i can do compositing of shapes in the pixelshader as well as from texture buffers.
Thanks. Twitter will use this to make your timeline better. UndoUndo
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