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<topic_end>
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<topic_start>
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shader compilation jank
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info note
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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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if the animations on your mobile app appear to be janky,
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but only on the first run,
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this is likely due to shader compilation.
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flutter’s long term solution to
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shader compilation jank is impeller,
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which is in the stable release for iOS
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and in preview behind a flag on android.
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while we work on making impeller fully production ready,
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you can mitigate shader compilation jank by bundling
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precompiled shaders with an iOS app.
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unfortunately, this approach doesn’t work well on android
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due to precompiled shaders being device or GPU-specific.
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the android hardware ecosystem is large enough that the
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GPU-specific precompiled shaders bundled with an application
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will work on only a small subset of devices,
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and will likely make jank worse on the other devices,
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or even create rendering errors.
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also, note that we aren’t planning to make
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improvements to the developer experience for creating
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precompiled shaders described below. instead,
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we are focusing our energies on the more robust
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solution to this problem that impeller offers.
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<topic_end>
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<topic_start>
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what is shader compilation jank?
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a shader is a piece of code that runs on a
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GPU (graphics processing unit).
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when the skia graphics backend that flutter uses for rendering
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sees a new sequence of draw commands for the first time,
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it sometimes generates and compiles a
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custom GPU shader for that sequence of commands.
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this allows that sequence and potentially similar sequences
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to render as fast as possible.
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unfortunately, skia’s shader generation and compilation
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happens in sequence with the frame workload.
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the compilation could cost up to a few hundred milliseconds
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whereas a smooth frame needs to be drawn within 16 milliseconds
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for a 60 fps (frame-per-second) display.
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therefore, a compilation could cause tens of frames
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to be missed, and drop the fps from 60 to 6.
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this is compilation jank.
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after the compilation is complete,
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the animation should be smooth.
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on the other hand, impeller generates and compiles all
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necessary shaders when we build the flutter engine.
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therefore apps running on impeller already have
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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
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with --trace-skia enabled.
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the following screenshot shows an example timeline tracing.
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<topic_end>
|
<topic_start>
|
what do we mean by “first run”?
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on iOS, “first run” means that the user might see
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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
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could interfere with SkSL shader capturing.
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it also purges the SkSL shaders so use it only on the first
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--cache-sksl run.
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play with the app to trigger as many animations
|
as needed; particularly those with compilation jank.
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press m at the command line of flutter run to
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write the captured SkSL shaders into a file named something like
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flutter_01.sksl.json.
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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
|
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