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by passing --enable-impeller to flutter run:
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or, you can add the following setting to your project’s
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AndroidManifest.xml file under the <application> tag:
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<topic_end>
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<topic_start>
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bugs and issues
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for the full list of impeller’s known bugs
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and missing features,
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the most up-to-date information is on the
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impeller project board on GitHub.
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the team continues to improve impeller support.
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if you encounter performance or fidelity issues
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with impeller on any platform,
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file an issue in the GitHub tracker.
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prefix the issue title with [impeller] and
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include a small reproducible test case.
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please include the following information when
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submitting an issue for impeller:
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<topic_end>
|
<topic_start>
|
architecture
|
to learn more details about impeller’s design and architecture,
|
check out the README.md file in the source tree.
|
<topic_end>
|
<topic_start>
|
additional information
|
<topic_end>
|
<topic_start>
|
performance best practices
|
info note
|
to learn how to use the performance view
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(part of flutter DevTools)
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for debugging performance issues,
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see using the performance view.
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generally, flutter applications are performant by default,
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so you only need to avoid common pitfalls to get excellent
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performance. these best practice recommendations will help you
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write the most performant flutter app possible.
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info note
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if you are writing web apps in flutter, you might be interested
|
in a series of articles, written by the flutter material team,
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after they modified the flutter gallery app to make it more
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performant on the web:
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how do you design a flutter app to most efficiently
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render your scenes? in particular, how do you ensure
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that the painting code generated by the
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framework is as efficient as possible?
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some rendering and layout operations are known
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to be slow, but can’t always be avoided.
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they should be used thoughtfully,
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following the guidance below.
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<topic_end>
|
<topic_start>
|
minimize expensive operations
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some operations are more expensive than others,
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meaning that they consume more resources.
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obviously, you want to only use these operations
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when necessary. how you design and implement your
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app’s UI can have a big impact on how efficiently it runs.
|
<topic_end>
|
<topic_start>
|
control build() cost
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here are some things to keep in mind when designing your UI:
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for more information, check out:
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<topic_end>
|
<topic_start>
|
use saveLayer() thoughtfully
|
some flutter code uses saveLayer(), an expensive operation,
|
to implement various visual effects in the UI.
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even if your code doesn’t explicitly call saveLayer(),
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other widgets or packages that you use might call it behind the scenes.
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perhaps your app is calling saveLayer() more than necessary;
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excessive calls to saveLayer() can cause jank.
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<topic_end>
|
<topic_start>
|
why is saveLayer expensive?
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calling saveLayer() allocates an offscreen buffer
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and drawing content into the offscreen buffer might
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trigger a render target switch.
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the GPU wants to run like a firehose,
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and a render target switch forces the GPU
|
to redirect that stream temporarily and then
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direct it back again. on mobile GPUs this is
|
particularly disruptive to rendering throughput.
|
<topic_end>
|
<topic_start>
|
when is saveLayer required?
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at runtime, if you need to dynamically display various shapes
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coming from a server (for example), each with some transparency,
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that might (or might not) overlap,
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then you pretty much have to use saveLayer().
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<topic_end>
|
<topic_start>
|
debugging calls to saveLayer
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how can you tell how often your app calls saveLayer(),
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either directly or indirectly?
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the saveLayer() method triggers
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an event on the DevTools timeline; learn when
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your scene uses saveLayer by checking the
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PerformanceOverlayLayer.checkerboardOffscreenLayers
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