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