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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.
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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.
the platform’s main thread. plugin code runs here.
for more information, see the UIKit documentation for iOS,
or the MainThread documentation for android.
this thread is not shown in the performance overlay.
the UI thread executes dart code in the dart VM.
this thread includes code that you wrote, and code executed by
flutter’s framework on your app’s behalf.
when your app creates and displays a scene, the UI thread creates
a layer tree, a lightweight object containing device-agnostic
painting commands, and sends the layer tree to the raster thread to
be rendered on the device. don’t block this thread!
shown in the bottom row of the performance overlay.
the raster thread takes the layer tree and displays
it by talking to the GPU (graphic processing unit).
you cannot directly access the raster thread or its data but,
if this thread is slow, it’s a result of something you’ve done
in the dart code. skia and impeller, the graphics libraries,
run on this thread.
shown in the top row of the performance overlay.
this thread was previously known as the “gpu thread” because it
rasterizes for the GPU. but it is running on the CPU.
we renamed it to “raster thread” because many developers wrongly
(but understandably)
assumed the thread runs on the GPU unit.
performs expensive tasks (mostly I/O) that would
otherwise block either the UI or raster threads.
this thread is not shown in the performance overlay.
for links to more information and videos,
see the framework architecture on the
GitHub wiki, and the community article,
the layer cake.
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displaying the performance overlay
you can toggle display of the performance overlay as follows:
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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.
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from the command line
toggle the performance overlay using the p key from
the command line.
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programmatically
to enable the overlay programmatically, see
performance overlay, a section in the
debugging flutter apps programmatically page.
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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.
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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.
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