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Each graph represents the last 300 frames for that thread.This section describes how to enable the performance overlay
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and use it to diagnose the cause of jank in your application.
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The following screenshot shows the performance overlay running
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on the Flutter Gallery example:
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Performance overlay showing the raster thread (top),
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and UI thread (bottom).The vertical green bars
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represent the current frame.<topic_end>
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<topic_start>
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Interpreting the graphs
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The top graph (marked “GPU”) shows the time spent by
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the raster thread, the bottom one graph shows the time
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spent by the UI thread.
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The white lines across the graphs show 16ms increments
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along the vertical axis; if the graph ever goes over one
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of these lines then you are running at less than 60Hz.
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The horizontal axis represents frames. The graph is
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only updated when your application paints,
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so if it’s idle the graph stops moving.The overlay should always be viewed in profile mode,
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since debug mode performance is intentionally sacrificed
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in exchange for expensive asserts that are intended to aid
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development, and thus the results are misleading.Each frame should be created and displayed within 1/60th of
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a second (approximately 16ms). A frame exceeding this limit
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(in either graph) fails to display, resulting in jank,
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and a vertical red bar appears in one or both of the graphs.
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If a red bar appears in the UI graph, the Dart code is too
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expensive. If a red vertical bar appears in the GPU graph,
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the scene is too complicated to render quickly.
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The vertical red bars indicate that the current frame is
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expensive to both render and paint.When both graphs
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display red, start by diagnosing the UI thread.<topic_end>
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<topic_start>
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Flutter’s threads
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Flutter uses several threads to do its work, though
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only two of the threads are shown in the overlay.
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All of your Dart code runs on the UI thread.
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Although you have no direct access to any other thread,
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your actions on the UI thread have performance consequences
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on other threads.For links to more information and videos,
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see The Framework architecture on the
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GitHub wiki, and the community article,
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The Layer Cake.<topic_end>
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<topic_start>
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Displaying the performance overlay
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You can toggle display of the performance overlay as follows:<topic_end>
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<topic_start>Using the Flutter inspector
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The easiest way to enable the PerformanceOverlay widget is
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from the Flutter inspector, which is available in the
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Inspector view in DevTools. Simply click the
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Performance Overlay button to toggle the overlay
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on your running app.<topic_end>
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<topic_start>From the command line
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Toggle the performance overlay using the P key from
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the command line.<topic_end>
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<topic_start>Programmatically
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To enable the overlay programmatically, see
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Performance overlay, a section in the
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Debugging Flutter apps programmatically page.<topic_end>
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<topic_start>
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Identifying problems in the UI graph
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If the performance overlay shows red in the UI graph,
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start by profiling the Dart VM, even if the GPU graph
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also shows red.<topic_end>
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<topic_start>
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Identifying problems in the GPU graph
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Sometimes a scene results in a layer tree that is easy to construct,
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but expensive to render on the raster thread. When this happens,
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the UI graph has no red, but the GPU graph shows red.
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In this case, you’ll need to figure out what your code is doing
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that is causing rendering code to be slow. Specific kinds of workloads
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are more difficult for the GPU. They might involve unnecessary calls
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to saveLayer, intersecting opacities with multiple objects,
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and clips or shadows in specific situations.If you suspect that the source of the slowness is during an animation,
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click the Slow Animations button in the Flutter inspector
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to slow animations down by 5x.
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If you want more control on the speed, you can also do this
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programmatically.Is the slowness on the first frame, or on the whole animation?
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If it’s the whole animation, is clipping causing the slow down?
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Maybe there’s an alternative way of drawing the scene that doesn’t
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use clipping. For example, overlay opaque corners onto a square
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instead of clipping to a rounded rectangle.
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If it’s a static scene that’s being faded, rotated, or otherwise
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manipulated, a RepaintBoundary might help.<topic_end>
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<topic_start>Checking for offscreen layers
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The saveLayer method is one of the most expensive methods in
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the Flutter framework. It’s useful when applying post-processing
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to the scene, but it can slow your app and should be avoided if
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you don’t need it. Even if you don’t call saveLayer explicitly,
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implicit calls might happen on your behalf. You can check whether
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your scene is using saveLayer with the
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PerformanceOverlayLayer.checkerboardOffscreenLayers switch.Once the switch is enabled, run the app and look for any images
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that are outlined with a flickering box. The box flickers from
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frame to frame if a new frame is being rendered. For example,
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perhaps you have a group of objects with opacities that are rendered
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using saveLayer. In this case, it’s probably more performant to
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apply an opacity to each individual widget, rather than a parent
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widget higher up in the widget tree. The same goes for
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other potentially expensive operations, such as clipping or shadows.info Note
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Opacity, clipping, and shadows are not, in themselves,
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a bad idea. However, applying them to the top of the
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widget tree might cause extra calls to saveLayer,
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