text stringlengths 1 474 |
|---|
and needless processing.When you encounter calls to saveLayer, |
ask yourself these questions:<topic_end> |
<topic_start>Checking for non-cached images |
Caching an image with RepaintBoundary is good, |
when it makes sense.One of the most expensive operations, |
from a resource perspective, |
is rendering a texture using an image file. |
First, the compressed image |
is fetched from persistent storage. |
The image is decompressed into host memory (GPU memory), |
and transferred to device memory (RAM).In other words, image I/O can be expensive. |
The cache provides snapshots of complex hierarchies so |
they are easier to render in subsequent frames. |
Because raster cache entries are expensive to |
construct and take up loads of GPU memory, |
cache images only where absolutely necessary.You can see which images are being cached by enabling the |
PerformanceOverlayLayer.checkerboardRasterCacheImages switch.Run the app and look for images rendered with a randomly colored |
checkerboard, indicating that the image is cached. |
As you interact with the scene, the checkerboarded images |
should remain constant—you don’t want to see flickering, |
which would indicate that the cached image is being re-cached.In most cases, you want to see checkerboards on static images, |
but not on non-static images. If a static image isn’t cached, |
you can cache it by placing it into a RepaintBoundary |
widget. Though the engine might still ignore a repaint |
boundary if it thinks the image isn’t complex enough.<topic_end> |
<topic_start> |
Viewing the widget rebuild profiler |
The Flutter framework is designed to make it hard to create |
applications that are not 60fps and smooth. Often, if you have jank, |
it’s because there is a simple bug causing more of the UI to be |
rebuilt each frame than required. The Widget rebuild profiler |
helps you debug and fix performance problems due to these sorts |
of bugs.You can view the widget rebuilt counts for the current screen and |
frame in the Flutter plugin for Android Studio and IntelliJ. |
For details on how to do this, see Show performance data<topic_end> |
<topic_start> |
Benchmarking |
You can measure and track your app’s performance by writing |
benchmark tests. The Flutter Driver library provides support |
for benchmarking. Using this integration test framework, |
you can generate metrics to track the following:Tracking these benchmarks allows you to be informed when a |
regression is introduced that adversely affects performance.For more information, check out Integration testing.<topic_end> |
<topic_start> |
Other resources |
The following resources provide more information on using |
Flutter’s tools and debugging in Flutter: |
<topic_end> |
<topic_start>Debugging performance for web apps |
info Note |
Profiling Flutter web apps requires Flutter version 3.14 or later.The Flutter framework emits timeline events as it works to build frames, |
draw scenes, and track other activity such as garbage collections. |
These events are exposed in the |
Chrome DevTools performance panel for debugging.You can also emit your own timeline events using the dart:developer |
Timeline and TimelineTask APIs for further performance analysis.<topic_end> |
<topic_start> |
Optional flags to enhance tracing |
To configure which timeline events are tracked, set any of the following top-level properties to true |
in your app’s main method.<topic_end> |
<topic_start> |
Instructions |
<topic_end> |
<topic_start>Shader compilation jank |
info Note |
To learn how to use the Performance View |
(part of Flutter DevTools) |
for debugging performance issues, |
see Using the Performance view.If the animations on your mobile app appear to be janky, |
but only on the first run, |
this is likely due to shader compilation. |
Flutter’s long term solution to |
shader compilation jank is Impeller, |
which is in the stable release for iOS |
and in preview behind a flag on Android.While we work on making Impeller fully production ready, |
you can mitigate shader compilation jank by bundling |
precompiled shaders with an iOS app. |
Unfortunately, this approach doesn’t work well on Android |
due to precompiled shaders being device or GPU-specific. |
The Android hardware ecosystem is large enough that the |
GPU-specific precompiled shaders bundled with an application |
will work on only a small subset of devices, |
and will likely make jank worse on the other devices, |
or even create rendering errors.Also, note that we aren’t planning to make |
improvements to the developer experience for creating |
precompiled shaders described below. Instead, |
we are focusing our energies on the more robust |
solution to this problem that Impeller offers.<topic_end> |
<topic_start> |
What is shader compilation jank? |
A shader is a piece of code that runs on a |
GPU (graphics processing unit). |
When the Skia graphics backend that Flutter uses for rendering |
sees a new sequence of draw commands for the first time, |
it sometimes generates and compiles a |
custom GPU shader for that sequence of commands. |
This allows that sequence and potentially similar sequences |
to render as fast as possible.Unfortunately, Skia’s shader generation and compilation |
happens in sequence with the frame workload. |
The compilation could cost up to a few hundred milliseconds |
whereas a smooth frame needs to be drawn within 16 milliseconds |
for a 60 fps (frame-per-second) display. |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.