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  1. JDK
  2. JDK-8309700 Low graphic rendering performance in metal pipeline
  3. JDK-8330762

Avoid creating a new MTLBuffer for encoding arguments

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      We try to use a single command buffer per frame.
      We create a MTLBuffer for every shader to store the uniform variables.

      In a scenario when we use a same shader more than once in a single command buffer, we create a new MTLBuffer after every draw call for any shader.
      The results in allocation of several MTLBuffer objects while encoding commands.
      This can be improved by using a MTLHeap instead to gain 2-3 FPS.

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              arapte Ambarish Rapte
              arapte Ambarish Rapte
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