Switch osu!framework iOS projects to use AOT compilation on release configurations #5903
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DllNotFoundException
on iOS when using AOT compilation SDL2-CS#169First step towards #5902. After recent investigations, turns out Mono interpreter isn't as efficient as AOT is, and is the cause of many minor overheads that are affecting draw time negatively.
Switching osu! to use AOT compilation is going to be a considerable effort so I'll change this on o!f first and begin investigating iOS performance on a higher scale before moving into osu!.
Note that we're intentionally not using the
--interpreter=all
flag here (which allows the app to fall back to interpretation for dynamic code rather than throw exception), as we don't want to rely on interpretation at all until we come across a case where we can't help it.