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// 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 'package:flutter/rendering.dart';
import 'framework.dart';
/// Displays performance statistics.
///
/// The overlay shows two time series. The first shows how much time was
/// required on this thread to produce each frame. The second shows how much
/// time was required on the raster thread (formerly known as the GPU thread)
/// to produce each frame. Ideally, both these values would be less than
/// the total frame budget for the hardware on which the app is running.
/// For example, if the hardware has a screen that updates at 60 Hz, each
/// thread should ideally spend less than 16ms producing each frame.
/// This ideal condition is indicated by a green vertical line for each thread.
/// Otherwise, the performance overlay shows a red vertical line.
///
/// The simplest way to show the performance overlay is to set
/// [MaterialApp.showPerformanceOverlay] or [WidgetsApp.showPerformanceOverlay]
/// to true.
class PerformanceOverlay extends LeafRenderObjectWidget {
// TODO(abarth): We should have a page on the web site with a screenshot and
// an explanation of all the various readouts.
/// Create a performance overlay that only displays specific statistics. The
/// mask is created by shifting 1 by the index of the specific
/// [PerformanceOverlayOption] to enable.
const PerformanceOverlay({
Key? key,
this.optionsMask = 0,
this.rasterizerThreshold = 0,
this.checkerboardRasterCacheImages = false,
this.checkerboardOffscreenLayers = false,
}) : super(key: key);
/// Create a performance overlay that displays all available statistics.
PerformanceOverlay.allEnabled({
Key? key,
this.rasterizerThreshold = 0,
this.checkerboardRasterCacheImages = false,
this.checkerboardOffscreenLayers = false,
}) : optionsMask =
1 << PerformanceOverlayOption.displayRasterizerStatistics.index |
1 << PerformanceOverlayOption.visualizeRasterizerStatistics.index |
1 << PerformanceOverlayOption.displayEngineStatistics.index |
1 << PerformanceOverlayOption.visualizeEngineStatistics.index,
super(key: key);
/// The mask is created by shifting 1 by the index of the specific
/// [PerformanceOverlayOption] to enable.
final int optionsMask;
/// The rasterizer threshold is an integer specifying the number of frame
/// intervals that the rasterizer must miss before it decides that the frame
/// is suitable for capturing an SkPicture trace for further analysis.
///
/// For example, if you want a trace of all pictures that could not be
/// rendered by the rasterizer within the frame boundary (and hence caused
/// jank), specify 1. Specifying 2 will trace all pictures that took more
/// more than 2 frame intervals to render. Adjust this value to only capture
/// the particularly expensive pictures while skipping the others. Specifying
/// 0 disables all capture.
///
/// Captured traces are placed on your device in the application documents
/// directory in this form "trace_<collection_time>.skp". These can
/// be viewed in the Skia debugger.
///
/// Notes:
/// The rasterizer only takes into account the time it took to render
/// the already constructed picture. This include the Skia calls (which is
/// also why an SkPicture trace is generated) but not any of the time spent in
/// dart to construct that picture. To profile that part of your code, use
/// the instrumentation available in observatory.
///
/// To decide what threshold interval to use, count the number of horizontal
/// lines displayed in the performance overlay for the rasterizer (not the
/// engine). That should give an idea of how often frames are skipped (and by
/// how many frame intervals).
final int rasterizerThreshold;
/// Whether the raster cache should checkerboard cached entries.
///
/// The compositor can sometimes decide to cache certain portions of the
/// widget hierarchy. Such portions typically don't change often from frame to
/// frame and are expensive to render. This can speed up overall rendering. However,
/// there is certain upfront cost to constructing these cache entries. And, if
/// the cache entries are not used very often, this cost may not be worth the
/// speedup in rendering of subsequent frames. If the developer wants to be certain
/// that populating the raster cache is not causing stutters, this option can be
/// set. Depending on the observations made, hints can be provided to the compositor
/// that aid it in making better decisions about caching.
final bool checkerboardRasterCacheImages;
/// Whether the compositor should checkerboard layers that are rendered to offscreen
/// bitmaps. This can be useful for debugging rendering performance.
///
/// Render target switches are caused by using opacity layers (via a [FadeTransition] or
/// [Opacity] widget), clips, shader mask layers, etc. Selecting a new render target
/// and merging it with the rest of the scene has a performance cost. This can sometimes
/// be avoided by using equivalent widgets that do not require these layers (for example,
/// replacing an [Opacity] widget with an [widgets.Image] using a [BlendMode]).
final bool checkerboardOffscreenLayers;
@override
RenderPerformanceOverlay createRenderObject(BuildContext context) => RenderPerformanceOverlay(
optionsMask: optionsMask,
rasterizerThreshold: rasterizerThreshold,
checkerboardRasterCacheImages: checkerboardRasterCacheImages,
checkerboardOffscreenLayers: checkerboardOffscreenLayers,
);
@override
void updateRenderObject(BuildContext context, RenderPerformanceOverlay renderObject) {
renderObject
..optionsMask = optionsMask
..rasterizerThreshold = rasterizerThreshold;
}
}