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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. |
<topic_end> |
<topic_start> |
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. |
<topic_end> |
<topic_start> |
displaying the performance overlay |
you can toggle display of the performance overlay as follows: |
<topic_end> |
<topic_start> |
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. |
<topic_end> |
<topic_start> |
from the command line |
toggle the performance overlay using the p key from |
the command line. |
<topic_end> |
<topic_start> |
programmatically |
to enable the overlay programmatically, see |
performance overlay, a section in the |
debugging flutter apps programmatically page. |
<topic_end> |
<topic_start> |
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. |
<topic_end> |
<topic_start> |
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. |
<topic_end> |
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