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abdullh.alsoleman
Front-End
Commits
32c2e2ba
Unverified
Commit
32c2e2ba
authored
Jul 27, 2021
by
Dan Field
Committed by
GitHub
Jul 27, 2021
Browse files
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Plain Diff
Perform no shader warm-up by default (#87126)
parent
05e84254
Changes
7
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7 changed files
with
20 additions
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265 deletions
+20
-265
image_cache_tracing_test.dart
dev/tracing_tests/test/image_cache_tracing_test.dart
+1
-1
shader_warm_up.dart
examples/layers/raw/shader_warm_up.dart
+0
-35
shader_warm_up_test.dart
examples/layers/test/smoketests/raw/shader_warm_up_test.dart
+0
-14
binding.dart
packages/flutter/lib/src/painting/binding.dart
+10
-10
shader_warm_up.dart
packages/flutter/lib/src/painting/shader_warm_up.dart
+5
-144
binding_test.dart
packages/flutter/test/painting/binding_test.dart
+4
-0
shader_warm_up_test.dart
packages/flutter/test/painting/shader_warm_up_test.dart
+0
-61
No files found.
dev/tracing_tests/test/image_cache_tracing_test.dart
View file @
32c2e2ba
...
...
@@ -55,7 +55,7 @@ void main() {
},
<
String
,
dynamic
>{
'name'
:
'listener'
,
'args'
:
<
String
,
dynamic
>{
'parentId'
:
'
1
'
,
'isolateId'
:
isolateId
}
'args'
:
<
String
,
dynamic
>{
'parentId'
:
'
0
'
,
'isolateId'
:
isolateId
}
},
<
String
,
dynamic
>{
'name'
:
'ImageCache.clear'
,
...
...
examples/layers/raw/shader_warm_up.dart
deleted
100644 → 0
View file @
05e84254
// Copyright 2014 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
// This example shows the draw operations to warm up the GPU shaders by default.
import
'dart:ui'
as
ui
;
import
'package:flutter/material.dart'
;
Future
<
void
>
beginFrame
(
Duration
timeStamp
)
async
{
// PAINT
final
ui
.
PictureRecorder
recorder
=
ui
.
PictureRecorder
();
const
ui
.
Rect
paintBounds
=
ui
.
Rect
.
fromLTRB
(
0
,
0
,
1000
,
1000
);
final
ui
.
Canvas
canvas
=
ui
.
Canvas
(
recorder
,
paintBounds
);
final
ui
.
Paint
backgroundPaint
=
ui
.
Paint
()..
color
=
Colors
.
white
;
canvas
.
drawRect
(
paintBounds
,
backgroundPaint
);
await
const
DefaultShaderWarmUp
(
drawCallSpacing:
80.0
,
canvasSize:
ui
.
Size
(
1024
,
1024
),
).
warmUpOnCanvas
(
canvas
);
final
ui
.
Picture
picture
=
recorder
.
endRecording
();
// COMPOSITE
final
ui
.
SceneBuilder
sceneBuilder
=
ui
.
SceneBuilder
()
..
pushClipRect
(
paintBounds
)
..
addPicture
(
ui
.
Offset
.
zero
,
picture
)
..
pop
();
ui
.
window
.
render
(
sceneBuilder
.
build
());
}
Future
<
void
>
main
()
async
{
ui
.
window
.
onBeginFrame
=
beginFrame
;
ui
.
window
.
scheduleFrame
();
}
examples/layers/test/smoketests/raw/shader_warm_up_test.dart
deleted
100644 → 0
View file @
05e84254
// Copyright 2014 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
// ignore: deprecated_member_use
import
'package:test_api/test_api.dart'
hide
TypeMatcher
,
isInstanceOf
;
import
'../../../raw/shader_warm_up.dart'
as
demo
;
void
main
(
)
{
test
(
'layers smoketest for raw/shader_warm_up.dart'
,
()
{
demo
.
main
();
});
}
packages/flutter/lib/src/painting/binding.dart
View file @
32c2e2ba
...
...
@@ -31,17 +31,17 @@ mixin PaintingBinding on BindingBase, ServicesBinding {
/// [ShaderWarmUp] instance to be executed during [initInstances].
///
/// Defaults to an instance of [DefaultShaderWarmUp].
/// Defaults to `null`, meaning no shader warm-up is done. Some platforms may
/// not support shader warm-up before at least one frame has been displayed.
///
/// If the application has scenes that require the compilation of complex
/// shaders that are not covered by [DefaultShaderWarmUp], it may cause jank
/// in the middle of an animation or interaction. In that case, setting
/// [shaderWarmUp] to a custom [ShaderWarmUp] before creating the binding
/// (usually before [runApp] for normal Flutter apps, and before
/// [enableFlutterDriverExtension] for Flutter driver tests) may help if that
/// object paints the difficult scene in its [ShaderWarmUp.warmUpOnCanvas]
/// method, as this allows Flutter to pre-compile and cache the required
/// shaders during startup.
/// shaders, it may cause jank in the middle of an animation or interaction.
/// In that case, setting [shaderWarmUp] to a custom [ShaderWarmUp] before
/// creating the binding (usually before [runApp] for normal Flutter apps, and
/// before [enableFlutterDriverExtension] for Flutter driver tests) may help
/// if that object paints the difficult scene in its
/// [ShaderWarmUp.warmUpOnCanvas] method, as this allows Flutter to
/// pre-compile and cache the required shaders during startup.
///
/// Currently the warm-up happens synchronously on the raster thread which
/// means the rendering of the first frame on the raster thread will be
...
...
@@ -58,7 +58,7 @@ mixin PaintingBinding on BindingBase, ServicesBinding {
///
/// * [ShaderWarmUp], the interface for implementing custom warm-up scenes.
/// * <https://flutter.dev/docs/perf/rendering/shader>
static
ShaderWarmUp
?
shaderWarmUp
=
const
DefaultShaderWarmUp
()
;
static
ShaderWarmUp
?
shaderWarmUp
;
/// The singleton that implements the Flutter framework's image cache.
///
...
...
packages/flutter/lib/src/painting/shader_warm_up.dart
View file @
32c2e2ba
...
...
@@ -17,12 +17,11 @@ import 'debug.dart';
/// jank in the middle of an animation.
///
/// Therefore, we use this during the [PaintingBinding.initInstances] call to
/// move common shader compilations from animation time to startup time. By
/// default, a [DefaultShaderWarmUp] is used. If needed, app developers can
/// create a custom [ShaderWarmUp] subclass and hand it to
/// [PaintingBinding.shaderWarmUp] (so it replaces [DefaultShaderWarmUp])
/// before [PaintingBinding.initInstances] is called. Usually, that can be
/// done before calling [runApp].
/// move common shader compilations from animation time to startup time. If
/// needed, app developers can create a custom [ShaderWarmUp] subclass and
/// hand it to [PaintingBinding.shaderWarmUp] before
/// [PaintingBinding.initInstances] is called. Usually, that can be done before
/// calling [runApp].
///
/// To determine whether a draw operation is useful for warming up shaders,
/// check whether it improves the slowest frame rasterization time. Also,
...
...
@@ -102,141 +101,3 @@ abstract class ShaderWarmUp {
picture
.
dispose
();
}
}
/// Default way of warming up Skia shader compilations.
///
/// The draw operations being warmed up here are decided according to Flutter
/// engineers' observation and experience based on the apps and the performance
/// issues seen so far.
///
/// This is used for the default value of [PaintingBinding.shaderWarmUp].
/// Consider setting that static property to a different value before the
/// binding is initialized to change the warm-up sequence.
///
/// See also:
///
/// * [ShaderWarmUp], the base class for shader warm-up objects.
/// * <https://flutter.dev/docs/perf/rendering/shader>
class
DefaultShaderWarmUp
extends
ShaderWarmUp
{
/// Create an instance of the default shader warm-up logic.
///
/// Since this constructor is `const`, [DefaultShaderWarmUp] can be used as
/// the default value of parameters.
const
DefaultShaderWarmUp
({
this
.
drawCallSpacing
=
0.0
,
this
.
canvasSize
=
const
ui
.
Size
(
100.0
,
100.0
),
});
/// Distance to place between draw calls for visualizing the draws for
/// debugging purposes (e.g. 80.0).
///
/// Defaults to 0.0.
///
/// When changing this value, the [canvasSize] must also be changed to
/// accommodate the bigger canvas.
final
double
drawCallSpacing
;
/// The [size] of the canvas required to paint the shapes in [warmUpOnCanvas].
///
/// When [drawCallSpacing] is 0.0, this should be at least 100.0 by 100.0.
final
ui
.
Size
canvasSize
;
@override
ui
.
Size
get
size
=>
canvasSize
;
/// Trigger common draw operations on a canvas to warm up GPU shader
/// compilation cache.
@override
Future
<
void
>
warmUpOnCanvas
(
ui
.
Canvas
canvas
)
async
{
const
ui
.
RRect
rrect
=
ui
.
RRect
.
fromLTRBXY
(
20.0
,
20.0
,
60.0
,
60.0
,
10.0
,
10.0
);
final
ui
.
Path
rrectPath
=
ui
.
Path
()..
addRRect
(
rrect
);
final
ui
.
Path
circlePath
=
ui
.
Path
()..
addOval
(
ui
.
Rect
.
fromCircle
(
center:
const
ui
.
Offset
(
40.0
,
40.0
),
radius:
20.0
),
);
// The following path is based on
// https://skia.org/user/api/SkCanvas_Reference#SkCanvas_drawPath
final
ui
.
Path
path
=
ui
.
Path
();
path
.
moveTo
(
20.0
,
60.0
);
path
.
quadraticBezierTo
(
60.0
,
20.0
,
60.0
,
60.0
);
path
.
close
();
path
.
moveTo
(
60.0
,
20.0
);
path
.
quadraticBezierTo
(
60.0
,
60.0
,
20.0
,
60.0
);
final
ui
.
Path
convexPath
=
ui
.
Path
();
convexPath
.
moveTo
(
20.0
,
30.0
);
convexPath
.
lineTo
(
40.0
,
20.0
);
convexPath
.
lineTo
(
60.0
,
30.0
);
convexPath
.
lineTo
(
60.0
,
60.0
);
convexPath
.
lineTo
(
20.0
,
60.0
);
convexPath
.
close
();
// Skia uses different shaders based on the kinds of paths being drawn and
// the associated paint configurations. According to our experience and
// tracing, drawing the following paths/paints generates various of
// shaders that are commonly used.
final
List
<
ui
.
Path
>
paths
=
<
ui
.
Path
>[
rrectPath
,
circlePath
,
path
,
convexPath
];
final
List
<
ui
.
Paint
>
paints
=
<
ui
.
Paint
>[
ui
.
Paint
()
..
isAntiAlias
=
true
..
style
=
ui
.
PaintingStyle
.
fill
,
ui
.
Paint
()
..
isAntiAlias
=
false
..
style
=
ui
.
PaintingStyle
.
fill
,
ui
.
Paint
()
..
isAntiAlias
=
true
..
style
=
ui
.
PaintingStyle
.
stroke
..
strokeWidth
=
10
,
ui
.
Paint
()
..
isAntiAlias
=
true
..
style
=
ui
.
PaintingStyle
.
stroke
..
strokeWidth
=
0.1
,
// hairline
];
// Warm up path stroke and fill shaders.
for
(
int
i
=
0
;
i
<
paths
.
length
;
i
+=
1
)
{
canvas
.
save
();
for
(
final
ui
.
Paint
paint
in
paints
)
{
canvas
.
drawPath
(
paths
[
i
],
paint
);
canvas
.
translate
(
drawCallSpacing
,
0.0
);
}
canvas
.
restore
();
canvas
.
translate
(
0.0
,
drawCallSpacing
);
}
// Warm up shadow shaders.
const
ui
.
Color
black
=
ui
.
Color
(
0xFF000000
);
canvas
.
save
();
canvas
.
drawShadow
(
rrectPath
,
black
,
10.0
,
true
);
canvas
.
translate
(
drawCallSpacing
,
0.0
);
canvas
.
drawShadow
(
rrectPath
,
black
,
10.0
,
false
);
canvas
.
restore
();
// Warm up text shaders.
canvas
.
translate
(
0.0
,
drawCallSpacing
);
final
ui
.
ParagraphBuilder
paragraphBuilder
=
ui
.
ParagraphBuilder
(
ui
.
ParagraphStyle
(
textDirection:
ui
.
TextDirection
.
ltr
),
)..
pushStyle
(
ui
.
TextStyle
(
color:
black
))..
addText
(
'_'
);
final
ui
.
Paragraph
paragraph
=
paragraphBuilder
.
build
()
..
layout
(
const
ui
.
ParagraphConstraints
(
width:
60.0
));
canvas
.
drawParagraph
(
paragraph
,
const
ui
.
Offset
(
20.0
,
20.0
));
// Draw a rect inside a rrect with a non-trivial intersection. If the
// intersection is trivial (e.g., equals the rrect clip), Skia will optimize
// the clip out.
//
// Add an integral or fractional translation to trigger Skia's non-AA or AA
// optimizations (as did before in normal FillRectOp in rrect clip cases).
for
(
final
double
fraction
in
<
double
>[
0.0
,
0.5
])
{
canvas
..
save
()
..
translate
(
fraction
,
fraction
)
..
clipRRect
(
ui
.
RRect
.
fromLTRBR
(
8
,
8
,
328
,
248
,
const
ui
.
Radius
.
circular
(
16
)))
..
drawRect
(
const
ui
.
Rect
.
fromLTRB
(
10
,
10
,
320
,
240
),
ui
.
Paint
())
..
restore
();
canvas
.
translate
(
drawCallSpacing
,
0.0
);
}
canvas
.
translate
(
0.0
,
drawCallSpacing
);
}
}
packages/flutter/test/painting/binding_test.dart
View file @
32c2e2ba
...
...
@@ -38,6 +38,10 @@ Future<void> main() async {
expect
(
binding
.
imageCache
.
clearCount
,
1
);
expect
(
binding
.
imageCache
.
liveClearCount
,
1
);
});
test
(
'ShaderWarmUp is null by default'
,
()
{
expect
(
PaintingBinding
.
shaderWarmUp
,
null
);
});
}
class
TestBindingBase
implements
BindingBase
{
...
...
packages/flutter/test/painting/shader_warm_up_test.dart
deleted
100644 → 0
View file @
05e84254
// Copyright 2014 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
import
'dart:ui'
as
ui
;
import
'package:flutter/foundation.dart'
;
import
'package:flutter/painting.dart'
;
import
'package:flutter_test/flutter_test.dart'
;
class
TestCanvas
implements
Canvas
{
TestCanvas
();
final
List
<
Invocation
>
invocations
=
<
Invocation
>[];
@override
void
noSuchMethod
(
Invocation
invocation
)
{
invocations
.
add
(
invocation
);
}
}
void
main
(
)
{
test
(
'DefaultShaderWarmUp has expected canvas invocations'
,
()
{
final
TestCanvas
canvas
=
TestCanvas
();
const
DefaultShaderWarmUp
s
=
DefaultShaderWarmUp
();
s
.
warmUpOnCanvas
(
canvas
);
bool
hasDrawRectAfterClipRRect
=
false
;
for
(
int
i
=
0
;
i
<
canvas
.
invocations
.
length
-
1
;
i
+=
1
)
{
if
(
canvas
.
invocations
[
i
].
memberName
==
#clipRRect
&&
canvas
.
invocations
[
i
+
1
].
memberName
==
#drawRect
)
{
hasDrawRectAfterClipRRect
=
true
;
break
;
}
}
expect
(
hasDrawRectAfterClipRRect
,
true
);
});
test
(
'ShaderWarmUp.execute disposes the image and picture'
,
()
async
{
const
DefaultShaderWarmUp
shaderWarmUp
=
DefaultShaderWarmUp
();
late
ui
.
Picture
capturedPicture
;
late
ui
.
Image
capturedImage
;
debugCaptureShaderWarmUpPicture
=
(
ui
.
Picture
picture
)
{
capturedPicture
=
picture
;
expect
(
picture
.
approximateBytesUsed
,
greaterThan
(
0
));
return
true
;
};
debugCaptureShaderWarmUpImage
=
(
ui
.
Image
image
)
{
capturedImage
=
image
;
expect
(
image
.
width
,
100
);
expect
(
image
.
height
,
100
);
return
true
;
};
await
shaderWarmUp
.
execute
();
expect
(
()
=>
capturedPicture
.
approximateBytesUsed
,
throwsA
(
isA
<
String
>().
having
((
String
message
)
=>
message
,
'message'
,
'Object has been disposed.'
)),
);
expect
(
capturedImage
.
debugDisposed
,
true
);
},
skip:
kIsWeb
);
// Browser doesn't support approximateBytesUsed and doesn't rasterize the picture at this time.
}
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