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Once I got symbols for libSkiaSharp.dll, I was able to track down the difference between Avalonia and Xamarin.Forms.WPF when using shader effects.
It appears that Xamarin Forms renders to a BitmapDevice where Avalonia renders to a GpuDevice, and the BitmapDevice takes me to an unimplemented SkSL interpreter.
Is there a way to make the SKCanvasView use a GpuDevice for its Skia painting?
Here is the difference in call stacks between Xamarin (+) and Avalonia (-) doing their painting:
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Once I got symbols for libSkiaSharp.dll, I was able to track down the difference between Avalonia and Xamarin.Forms.WPF when using shader effects.
It appears that Xamarin Forms renders to a
BitmapDevice
where Avalonia renders to aGpuDevice
, and theBitmapDevice
takes me to an unimplemented SkSL interpreter.Is there a way to make the
SKCanvasView
use aGpuDevice
for its Skia painting?Here is the difference in call stacks between Xamarin (+) and Avalonia (-) doing their painting:
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