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<topic_start> |
checking for offscreen layers |
the saveLayer method is one of the most expensive methods in |
the flutter framework. it’s useful when applying post-processing |
to the scene, but it can slow your app and should be avoided if |
you don’t need it. even if you don’t call saveLayer explicitly, |
implicit calls might happen on your behalf. you can check whether |
your scene is using saveLayer with the |
PerformanceOverlayLayer.checkerboardOffscreenLayers switch. |
once the switch is enabled, run the app and look for any images |
that are outlined with a flickering box. the box flickers from |
frame to frame if a new frame is being rendered. for example, |
perhaps you have a group of objects with opacities that are rendered |
using saveLayer. in this case, it’s probably more performant to |
apply an opacity to each individual widget, rather than a parent |
widget higher up in the widget tree. the same goes for |
other potentially expensive operations, such as clipping or shadows. |
info note |
opacity, clipping, and shadows are not, in themselves, |
a bad idea. however, applying them to the top of the |
widget tree might cause extra calls to saveLayer, |
and needless processing. |
when you encounter calls to saveLayer, |
ask yourself these questions: |
<topic_end> |
<topic_start> |
checking for non-cached images |
caching an image with RepaintBoundary is good, |
when it makes sense. |
one of the most expensive operations, |
from a resource perspective, |
is rendering a texture using an image file. |
first, the compressed image |
is fetched from persistent storage. |
the image is decompressed into host memory (gpu memory), |
and transferred to device memory (ram). |
in other words, image I/O can be expensive. |
the cache provides snapshots of complex hierarchies so |
they are easier to render in subsequent frames. |
because raster cache entries are expensive to |
construct and take up loads of GPU memory, |
cache images only where absolutely necessary. |
you can see which images are being cached by enabling the |
PerformanceOverlayLayer.checkerboardRasterCacheImages switch. |
run the app and look for images rendered with a randomly colored |
checkerboard, indicating that the image is cached. |
as you interact with the scene, the checkerboarded images |
should remain constant—you don’t want to see flickering, |
which would indicate that the cached image is being re-cached. |
in most cases, you want to see checkerboards on static images, |
but not on non-static images. if a static image isn’t cached, |
you can cache it by placing it into a RepaintBoundary |
widget. though the engine might still ignore a repaint |
boundary if it thinks the image isn’t complex enough. |
<topic_end> |
<topic_start> |
viewing the widget rebuild profiler |
the flutter framework is designed to make it hard to create |
applications that are not 60fps and smooth. often, if you have jank, |
it’s because there is a simple bug causing more of the UI to be |
rebuilt each frame than required. the widget rebuild profiler |
helps you debug and fix performance problems due to these sorts |
of bugs. |
you can view the widget rebuilt counts for the current screen and |
frame in the flutter plugin for android studio and IntelliJ. |
for details on how to do this, see show performance data |
<topic_end> |
<topic_start> |
benchmarking |
you can measure and track your app’s performance by writing |
benchmark tests. the flutter driver library provides support |
for benchmarking. using this integration test framework, |
you can generate metrics to track the following: |
tracking these benchmarks allows you to be informed when a |
regression is introduced that adversely affects performance. |
for more information, check out integration testing. |
<topic_end> |
<topic_start> |
other resources |
the following resources provide more information on using |
flutter’s tools and debugging in flutter: |
<topic_end> |
<topic_start> |
debugging performance for web apps |
info note |
profiling flutter web apps requires flutter version 3.14 or later. |
the flutter framework emits timeline events as it works to build frames, |
draw scenes, and track other activity such as garbage collections. |
these events are exposed in the |
chrome DevTools performance panel for debugging. |
you can also emit your own timeline events using the dart:developer |
timeline and TimelineTask APIs for further performance analysis. |
<topic_end> |
<topic_start> |
optional flags to enhance tracing |
to configure which timeline events are tracked, set any of the following top-level properties to true |
in your app’s main method. |
<topic_end> |
<topic_start> |
instructions |
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