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this chart contains flutter frame information for your application.
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each bar set in the chart represents a single flutter frame.
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the bars are color-coded to highlight the different portions
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of work that occur when rendering a flutter frame: work from
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the UI thread and work from the raster thread (previously known
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as the GPU thread).
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this chart contains flutter frame timing information for your
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application. each pair of bars in the chart represents a single
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flutter frame. selecting a frame from this chart updates the data
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that is displayed below in the frame analysis tab
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or the timeline events tab.
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(as of DevTools 2.23.1, the raster stats
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is a standalone feature without data per frame).
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the flutter frames chart updates when new frames
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are drawn in your app. to pause updates to this chart,
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click the pause button to the right of the chart.
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this chart can be collapsed to provide more viewing space
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for data below by clicking the flutter frames button above the chart.
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the pair of bars representing each flutter frame are color-coded
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to highlight the different portions of work that occur when rendering
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a flutter frame: work from the UI thread and work from the raster thread
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(previously known as the GPU thread).
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<topic_end>
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<topic_start>
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UI
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the UI thread executes dart code in the dart VM. this includes
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code from your application as well as the flutter framework.
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when your app creates and displays a scene, the UI thread creates
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a layer tree, a lightweight object containing device-agnostic
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painting commands, and sends the layer tree to the raster thread
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to be rendered on the device. do not block this thread.
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<topic_end>
|
<topic_start>
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raster
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the raster thread (previously known as the GPU thread)
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executes graphics code from the flutter engine.
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this thread takes the layer tree and displays it by talking to
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the GPU (graphic processing unit). you can’t directly access
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the raster thread or its data, but if this thread is slow,
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it’s a result of something you’ve done in the dart code.
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skia, the graphics library, runs on this thread.
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impeller (in the stable channel for iOS)
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also uses this thread.
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sometimes a scene results in a layer tree that is easy to construct,
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but expensive to render on the raster thread. in this case, you
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need to figure out what your code is doing that is causing
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rendering code to be slow. specific kinds of workloads are more
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difficult for the GPU. they might involve unnecessary calls to
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saveLayer(), intersecting opacities with multiple objects,
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and clips or shadows in specific situations.
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for more information on profiling, check out
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identifying problems in the GPU graph.
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<topic_end>
|
<topic_start>
|
jank (slow frame)
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the frame rendering chart shows jank with a red overlay.
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a frame is considered to be janky if it takes more than
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~16 ms to complete (for 60 FPS devices). to achieve a frame rendering rate of
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60 FPS (frames per second), each frame must render in
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~16 ms or less. when this target is missed, you may
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experience UI jank or dropped frames.
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for more information on how to analyze your app’s performance,
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check out flutter performance profiling.
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<topic_end>
|
<topic_start>
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shader compilation
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shader compilation occurs when a shader is first used in your flutter
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app. frames that perform shader compilation are marked in dark
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red:
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for more information on how to reduce shader compilation jank,
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check out reduce shader compilation jank on mobile.
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<topic_end>
|
<topic_start>
|
frame analysis tab
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selecting a janky frame (slow, colored in red)
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from the flutter frames chart above shows debugging hints
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in the frame analysis tab. these hints help you diagnose
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jank in your app, and notify you of any expensive operations
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that we have detected that might have contributed to the slow frame time.
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<topic_end>
|
<topic_start>
|
raster stats tab
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info note
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for best results, this tool should be used with
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the impeller rendering engine. when using skia,
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the raster stats reported might be inconsistent
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due to the timing of when shaders are compiled.
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if you have flutter frames that are janking with
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slow raster thread times, this tool might be able
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to help you diagnose the source of the slow performance.
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to generate raster stats:
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if you see an expensive layer, find the dart code in your app
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that is producing this layer and investigate further.
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you can make changes to your code, hot reload,
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and take new snapshots to see if the performance of a layer
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was improved by your change.
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<topic_end>
|
<topic_start>
|
timeline events tab
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the timeline events chart shows all event tracing from your application.
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