Perform no shader warm-up by default (#87126)
diff --git a/dev/tracing_tests/test/image_cache_tracing_test.dart b/dev/tracing_tests/test/image_cache_tracing_test.dart
index 0ef752d..835b81f 100644
--- a/dev/tracing_tests/test/image_cache_tracing_test.dart
+++ b/dev/tracing_tests/test/image_cache_tracing_test.dart
@@ -55,7 +55,7 @@
},
<String, dynamic>{
'name': 'listener',
- 'args': <String, dynamic>{'parentId': '1', 'isolateId': isolateId}
+ 'args': <String, dynamic>{'parentId': '0', 'isolateId': isolateId}
},
<String, dynamic>{
'name': 'ImageCache.clear',
diff --git a/examples/layers/raw/shader_warm_up.dart b/examples/layers/raw/shader_warm_up.dart
deleted file mode 100644
index 35ac5bc..0000000
--- a/examples/layers/raw/shader_warm_up.dart
+++ /dev/null
@@ -1,35 +0,0 @@
-// 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();
-}
diff --git a/examples/layers/test/smoketests/raw/shader_warm_up_test.dart b/examples/layers/test/smoketests/raw/shader_warm_up_test.dart
deleted file mode 100644
index 2a9152e..0000000
--- a/examples/layers/test/smoketests/raw/shader_warm_up_test.dart
+++ /dev/null
@@ -1,14 +0,0 @@
-// 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();
- });
-}
diff --git a/packages/flutter/lib/src/painting/binding.dart b/packages/flutter/lib/src/painting/binding.dart
index 905dbc9..8f56306 100644
--- a/packages/flutter/lib/src/painting/binding.dart
+++ b/packages/flutter/lib/src/painting/binding.dart
@@ -31,17 +31,17 @@
/// [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 @@
///
/// * [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.
///
diff --git a/packages/flutter/lib/src/painting/shader_warm_up.dart b/packages/flutter/lib/src/painting/shader_warm_up.dart
index 57ce493..890a375 100644
--- a/packages/flutter/lib/src/painting/shader_warm_up.dart
+++ b/packages/flutter/lib/src/painting/shader_warm_up.dart
@@ -17,12 +17,11 @@
/// 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 @@
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);
- }
-}
diff --git a/packages/flutter/test/painting/binding_test.dart b/packages/flutter/test/painting/binding_test.dart
index 3c3f0fa..337591d 100644
--- a/packages/flutter/test/painting/binding_test.dart
+++ b/packages/flutter/test/painting/binding_test.dart
@@ -38,6 +38,10 @@
expect(binding.imageCache.clearCount, 1);
expect(binding.imageCache.liveClearCount, 1);
});
+
+ test('ShaderWarmUp is null by default', () {
+ expect(PaintingBinding.shaderWarmUp, null);
+ });
}
class TestBindingBase implements BindingBase {
diff --git a/packages/flutter/test/painting/shader_warm_up_test.dart b/packages/flutter/test/painting/shader_warm_up_test.dart
deleted file mode 100644
index 54e2d7b..0000000
--- a/packages/flutter/test/painting/shader_warm_up_test.dart
+++ /dev/null
@@ -1,61 +0,0 @@
-// 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.
-}