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#37654Labels
P2Important issues not at the top of the work listImportant issues not at the top of the work liste: impellerImpeller rendering backend issues and features requestsImpeller rendering backend issues and features requests
Description
I've modified the example https://github.com/flutter/flutter/blob/master/examples/layers/raw/spinning_square.dart to include 10'000 spinning squares each with a random color shader, redrawn each frame.
I was surprised at the incredible performance, but noticed that when I enabled --enable-impeller the performance drops significantly (10x roughly). Is this intended?
Here is my code for comparison:
import 'dart:math' as math;
import 'dart:typed_data';
import 'dart:ui' as ui;
void beginFrame(Duration timeStamp) {
// The timeStamp argument to beginFrame indicates the timing information we
// should use to clock our animations. It's important to use timeStamp rather
// than reading the system time because we want all the parts of the system to
// coordinate the timings of their animations. If each component read the
// system clock independently, the animations that we processed later would be
// slightly ahead of the animations we processed earlier.
// PAINT
const double R=3;
final ui.Rect paintBounds = ui.Offset.zero & (ui.window.physicalSize / ui.window.devicePixelRatio);
final ui.PictureRecorder recorder = ui.PictureRecorder();
final ui.Canvas canvas = ui.Canvas(recorder, paintBounds);
var rng = math.Random(213);
for(int i=0;i<100;++i) {
for(int j=0;j<100;++j) {
canvas.save();
canvas.translate(i*7.0, j*7.0);// paintBounds.width / 2.0, paintBounds.height / 2.0);
// Here we determine the rotation according to the timeStamp given to us by
// the engine.
final double t = timeStamp.inMicroseconds / Duration.microsecondsPerMillisecond / 1800.0;
canvas.rotate(2.0 * math.pi * (t % 1.0));
canvas.drawRect(
const ui.Rect.fromLTRB(-R, -R, R, R),
ui.Paint()..shader = ui.Gradient.linear(
const ui.Offset(-R,-R),
const ui.Offset(R,R),
const [
ui.Color.fromARGB(255, rng.nextInt(255),rng.nextInt(255), rng.nextInt(255)),
ui.Color.fromARGB(255, rng.nextInt(255),rng.nextInt(255), rng.nextInt(255))
]
),
//ui.Paint()..color = ui.Color.fromARGB(255, rng.nextInt(255),rng.nextInt(255), rng.nextInt(255)),
);
canvas.restore();
}
}
final ui.Picture picture = recorder.endRecording();
// COMPOSITE
final double devicePixelRatio = ui.window.devicePixelRatio;
final Float64List deviceTransform = Float64List(16)
..[0] = devicePixelRatio
..[5] = devicePixelRatio
..[10] = 1.0
..[15] = 1.0;
final ui.SceneBuilder sceneBuilder = ui.SceneBuilder()
..pushTransform(deviceTransform)
..addPicture(ui.Offset.zero, picture)
..pop();
ui.window.render(sceneBuilder.build());
// After rendering the current frame of the animation, we ask the engine to
// schedule another frame. The engine will call beginFrame again when its time
// to produce the next frame.
ui.PlatformDispatcher.instance.scheduleFrame();
}
void main() {
ui.PlatformDispatcher.instance
..onBeginFrame = beginFrame
..scheduleFrame();
}
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P2Important issues not at the top of the work listImportant issues not at the top of the work liste: impellerImpeller rendering backend issues and features requestsImpeller rendering backend issues and features requests