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This patch adds a default shader warm up process which moves shader compilation from the animation time to the startup time. This also provides an extension for `runApp` so developers can customize the warm up process. This should reduce our worst_frame_rasterizer_time_millis from ~100ms to ~20-30ms for both flutter_gallery and complex_layout benchmarks. Besides, this should also have a significant improvement on 90th and 99th percentile time (50%-100% speedup in some cases, but I haven't tested them thoroughly; I'll let our device lab collect the data afterwards). The tradeoff the is the startup time (time to first frame). Our `flutter run --profile --trace-startup` seems to be a little noisy and I see about 100ms-200ms increase in that measurement for complex_layout and flutter_gallery. Note that this only happens on the first run after install or data wipe. Later the Skia persistent cache will remove the overhead. This also adds a cubic_bezier benchmark to test the custom shader warm up process. This should fix https://github.com/flutter/flutter/issues/813 (either by `defaultShaderWarmUp`, or a `customShaderWarmUp`).
34 lines
1.1 KiB
Dart
34 lines
1.1 KiB
Dart
// Copyright 2015 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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// This example shows the draw operations to warm up the GPU shaders by default.
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import 'dart:ui' as ui;
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import 'package:flutter/material.dart';
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import 'package:flutter/painting.dart' show DefaultShaderWarmUp;
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void beginFrame(Duration timeStamp) {
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// PAINT
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final ui.PictureRecorder recorder = ui.PictureRecorder();
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final ui.Rect paintBounds = ui.Rect.fromLTRB(0, 0, 1000, 1000);
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final ui.Canvas canvas = ui.Canvas(recorder, paintBounds);
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final ui.Paint backgroundPaint = ui.Paint()..color = Colors.white;
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canvas.drawRect(paintBounds, backgroundPaint);
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const DefaultShaderWarmUp().warmUpOnCanvas(canvas);
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final ui.Picture picture = recorder.endRecording();
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// COMPOSITE
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final ui.SceneBuilder sceneBuilder = ui.SceneBuilder()
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..pushClipRect(paintBounds)
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..addPicture(ui.Offset.zero, picture)
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..pop();
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ui.window.render(sceneBuilder.build());
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}
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void main() {
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ui.window.onBeginFrame = beginFrame;
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ui.window.scheduleFrame();
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}
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