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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. |
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