You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Shader compilation only happens on a cold app start. Which means, comparing framedata from a cold start vs a warm start could give some indication? But that comparison is also just meaningful if the user of the app does the same thing after both app starts. Maybe some clever heuristic paired with the navigation observer does the trick?
Lets see how Impeller is going to play out before working on this, I do agree it makes sense, but if working on this means deprecating it soonish, it does not make much sense.
The idea is to detect shader compilation jank and then tell users, that they can improve it by following https://docs.flutter.dev/perf/shader.
Shader compilation only happens on a cold app start. Which means, comparing framedata from a cold start vs a warm start could give some indication? But that comparison is also just meaningful if the user of the app does the same thing after both app starts. Maybe some clever heuristic paired with the navigation observer does the trick?
There's https://api.flutter.dev/flutter/dart-ui/FrameTiming-class.html but only on newer Flutter versions (> 2.5 or 2.8 I believe. Also properties of that class are less on older versions). That can be used to do the calculation.
You can do some assumption regarding which framephases (https://api.flutter.dev/flutter/dart-ui/FramePhase.html) take too much time.
Since manual shader compilation is quite some work, there should be a way to opt-in/out, depending on the default.
The text was updated successfully, but these errors were encountered: