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Therefore, a compilation could cause tens of frames
to be missed, and drop the fps from 60 to 6.
This is compilation jank.
After the compilation is complete,
the animation should be smooth.On the other hand, Impeller generates and compiles all
necessary shaders when we build the Flutter Engine.
Therefore apps running on Impeller already have
all the shaders they need, and the shaders can be used
without introducing jank into animations.Definitive evidence for the presence of shader compilation jank
is to set GrGLProgramBuilder::finalize in the tracing
with --trace-skia enabled.
The following screenshot shows an example timeline tracing.<topic_end>
<topic_start>
What do we mean by “first run”?
On iOS, “first run” means that the user might see
jank when an animation first occurs every time
the user opens the app from scratch.<topic_end>
<topic_start>
How to use SkSL warmup
Flutter provides command line tools
for app developers to collect shaders that might be needed
for end-users in the SkSL (Skia Shader Language) format.
The SkSL shaders can then be packaged into the app,
and get warmed up (pre-compiled) when an end-user first
opens the app, thereby reducing the compilation
jank in later animations.
Use the following instructions to collect
and package the SkSL shaders:Run the app with --cache-sksl turned on
to capture shaders in SkSL:If the same app has been previously run
without --cache-sksl, then the
--purge-persistent-cache flag might be needed:This flag removes older non-SkSL shader caches that
could interfere with SkSL shader capturing.
It also purges the SkSL shaders so use it only on the first
--cache-sksl run.Play with the app to trigger as many animations
as needed; particularly those with compilation jank.Press M at the command line of flutter run to
write the captured SkSL shaders into a file named something like
flutter_01.sksl.json.
For best results,
capture SkSL shaders on an actual iOS device.
A shader captured on a simulator isn’t likely to work correctly
on actual hardware.Build the app with SkSL warm-up using the following,
as appropriate:If it’s built for a driver test like test_driver/app.dart,
make sure to also specify --target=test_driver/app.dart
(for example, flutter build ios --bundle-sksl-path
flutter_01.sksl.json --target=test_driver/app.dart).Test the newly built app.Alternatively, you can write some integration tests to
automate the first three steps using a single command.
For example:With such integration tests,
you can easily and reliably get the
new SkSLs when the app code changes,
or when Flutter upgrades.
Such tests can also be used to verify the performance change
before and after the SkSL warm-up.
Even better, you can put those tests into a
CI (continuous integration) system so the
SkSLs are generated and tested automatically over the lifetime of an app.info Note
The integration_test package is now the recommended way
to write integration tests. Refer to the
Integration testing
page for details.Take the original version of Flutter Gallery as an example.
The CI system is set up to generate SkSLs for every Flutter commit,
and verifies the performance, in the transitions_perf_test.dart test.
For more details,
check out the flutter_gallery_sksl_warmup__transition_perf and
flutter_gallery_sksl_warmup__transition_perf_e2e_ios32 tasks.The worst frame rasterization time is a useful metric from
such integration tests to indicate the severity of shader
compilation jank.
For instance,
the steps above reduce Flutter gallery’s shader compilation
jank and speeds up its worst frame rasterization time on a
Moto G4 from ~90 ms to ~40 ms. On iPhone 4s,
it’s reduced from ~300 ms to ~80 ms. That leads to the visual
difference as illustrated in the beginning of this article.
<topic_end>
<topic_start>Performance metrics
For a complete list of performance metrics Flutter measures per commit, visit
the following sites, click Query, and filter the test and
sub_result fields:
<topic_end>
<topic_start>Concurrency and isolates
All Dart code runs in isolates,
which are similar to threads,
but differ in that isolates have their own isolated memory.
They do not share state in any way,
and can only communicate by messaging.
By default,
Flutter apps do all of their work on a single isolate –
the main isolate.
In most cases, this model allows for simpler programming and
is fast enough that the application’s UI doesn’t become unresponsive.Sometimes though,
applications need to perform exceptionally large computations
that can cause “UI jank” (jerky motion).
If your app is experiencing jank for this reason,
you can move these computations to a helper isolate.
This allows the underlying runtime environment
to run the computation concurrently
with the main UI isolate’s work
and takes advantage of multi-core devices.Each isolate has its own memory
and its own event loop.
The event loop processes
events in the order that they’re added to an event queue.