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