![]() Your passwords will not be deleted after completing this action. Choose a name and location for your CSV file.Īs far as exporting your passwords from Apple’s ecosystem, that’s it.You do assume some risk with this because any password saved through Apple’s encryption is much safer than being accessible in a CSV file.Confirm that you’d like to export your passwords.Look for the three-dot menu towards the bottom and click.Enter your authentication password used to log in to your Mac.Open System Preferences on a Mac or MacBook signed into your iCloud account.Make sure you have a nice secure location to store these passwords until you can get them imported to your Android ecosystem. In order to do this, your Apple Mac must be running macOS Monterey.Īfter exporting, your passwords will all be compiled into one CSV file. ![]() Fortunately, using a Mac or MacBook, there is a way to transfer all of your passwords saved to your Apple iCloud account’s Keychain into your Google account for your Android device. Importing your passwords into your Google AccountĮxporting your passwords from an Apple deviceĪpple takes security very seriously, which is why it can be difficult to figure out how to move your passwords if you’re not sure what to look for.Exporting your passwords from an Apple device. ![]() It is not clear if your specific application could even benefit from using a more elaborate separate transfer queue scheme. There is nothing wrong with your PBO usage. It will just be synchronously processed on the GPU, with respect to the render commands which are in the same command queue, and you're not using the asynchronous copy engine which could do these copies independent from the rendering commands in a separate command queue. It is still fully asynchronous to the CPU thread. Note that this warnign does not mean that your transfer is not asynchronous. See this nvidia presentation for some details about how nvidia handles this. This performance warning is nividia-specific and it is intended as a hint to tell you that you're not going to use a separate hw transfer queue, which is no wonder since you use a single thread, single GL context model, where both rendering (at least your your blit) and transfer are carried out. No rendering of geometry or anything like that. Then I just blit the result to default frame buffer. GlTextureSubImage2D(mCopyTex->GetHandle(), 0, 0, 0, mClientSize.x, mClientSize.y, mCopyTex is bound to mCopyFBO as attachment copy pixels from another already full PBO(except of first frame into texture // Memcpy(ptr, pipe->GetBuffer(), buffSize) GLubyte* ptr = (GLubyte*)mPBOs.MapRange(0, buffSize, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT) MPBOs.Bind(GL_PIXEL_UNPACK_BUFFER) Ĭonst uint32_t buffSize = pipe->GetBufferSize() My code for that part: //start copuying pixels into PBO from RAM: I can't see any wrong usage of PBOs in my case or any errors.So the questions is, if these warnings are safe to discard, or I am actually doing smth wrong. ![]() Performance warning: Pixel transfer is synchronized with 3D rendering. Performance, id: 131154, severity: Medium Message: Pixel-path Mapped WRITE_ONLY in SYSTEM HEAP memory (fast). GL_PIXEL_UNPACK_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been Message: Buffer detailed info: Buffer object 1 (bound to Source:OpenGL,type: Other, id: 131185, severity: Notification In debug output I am getting these warnings during the rendering: I am uploading image data into GL texture asynchronously.
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