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Flutter 性能计算之流畅性fps计算

Flutter 性能计算之流畅性fps计算

作者: 小源子2016 | 来源:发表于2021-04-07 19:28 被阅读0次

    看代码注释

    import 'dart:async';
    import 'dart:collection';
    import 'dart:ui';
    import 'package:flutter/material.dart';
    
    void main(){
      runApp(MyApp());
      /**
       * WidgetsFlutterBinding就是一个胶水类,用于初始化其他with的minxin类
       * minxin就是一个普通类,用了解决多继承问题,配合with使用解决多继承
       */
      WidgetsFlutterBinding.ensureInitialized().addTimingsCallback(_onReportTimings);
      // window.onReportTimings = _onReportTimings;
      /**
       * 不能直接window.onReportTimings,否则会报错
       * package:flutter/src/scheduler/binding.dart': Failed assertion: line 232 pos 12:
          I/flutter (  569): 'window.onReportTimings == _executeTimingsCallbacks': is not true
       */
    }
    
    const maxframes = 100; // 100 帧足够了,对于 60 fps 来说
    const _frameInterval = const Duration(microseconds: Duration.microsecondsPerSecond ~/ 60);
    
    final lastFrames = ListQueue<FrameTiming>(maxframes);
    
    void _onReportTimings(List<FrameTiming> timings) {
      //把 Queue 当作堆栈用
      for (FrameTiming timing in timings) {
         //时间从小到大,也就表示老贞在前面小索引位置,新贞在后面的大索引位置
          print(timing.timestampInMicroseconds(FramePhase.buildStart));
          // 时间大的(新贞)被安排在队列头部, 时间小的(老贞)被安排在队列尾部
          lastFrames.addFirst(timing);
      }
    
      // 只保留 maxframes
      while (lastFrames.length > maxframes) {
        //移除队列尾部的老贞
        lastFrames.removeLast();
      }
    
      print('fps:'+ fps.toString());
    }
    
    double get fps {
      var lastFramesSet = <FrameTiming>[];
      for (FrameTiming timing in lastFrames) {
        if (lastFramesSet.isEmpty) {
          lastFramesSet.add(timing);
        } else {
          var lastStart = lastFramesSet.last.timestampInMicroseconds(FramePhase.buildStart);
          // 相邻两帧如果开始结束相差时间过大,比如大于 frameInterval * 2,是不同绘制时间段产生的,放在一起肯定会拉低fps
          // 因为相当于有一段时间fps=0,根本没有产生绘制
          if (lastStart - timing.timestampInMicroseconds(FramePhase.rasterFinish) > ( _frameInterval.inMicroseconds * 2)) {
            // in different set
            print('break...');
            break;
          }
          print('add...');
          lastFramesSet.add(timing);
        }
      }
      var framesCount = lastFramesSet.length;
      var costCount = lastFramesSet.map((t) {
        // 耗时超过 frameInterval 会导致丢帧
        // 下面这个公式算出来的是实际上应该发生的理论总贞数,结合图理解
        return (t.totalSpan.inMicroseconds ~/ _frameInterval.inMicroseconds) + 1;
      }).fold(0, (a, b)=> a + b);
      return framesCount * 60 / costCount;
    }
    
    class MyApp extends StatelessWidget {
      // This widget is the root of your application.
      @override
      Widget build(BuildContext context) {
        return MaterialApp(
          title: 'Flutter Demo',
          theme: ThemeData(
            // This is the theme of your application.
            //
            // Try running your application with "flutter run". You'll see the
            // application has a blue toolbar. Then, without quitting the app, try
            // changing the primarySwatch below to Colors.green and then invoke
            // "hot reload" (press "r" in the console where you ran "flutter run",
            // or simply save your changes to "hot reload" in a Flutter IDE).
            // Notice that the counter didn't reset back to zero; the application
            // is not restarted.
            primarySwatch: Colors.blue,
          ),
          home: MyHomePage(title: 'Flutter Demo Home Page'),
        );
      }
    }
    
    class MyHomePage extends StatefulWidget {
      MyHomePage({Key key, this.title}) : super(key: key);
    
      // This widget is the home page of your application. It is stateful, meaning
      // that it has a State object (defined below) that contains fields that affect
      // how it looks.
    
      // This class is the configuration for the state. It holds the values (in this
      // case the title) provided by the parent (in this case the App widget) and
      // used by the build method of the State. Fields in a Widget subclass are
      // always marked "final".
    
      final String title;
    
      @override
      _MyHomePageState createState() => _MyHomePageState();
    }
    
    class _MyHomePageState extends State<MyHomePage> {
      int _counter = 0;
    
      int frameInterval = const Duration(microseconds: Duration.microsecondsPerSecond ~/ 60).inMilliseconds;
    
      void _incrementCounter() {
        setState(() {
          // This call to setState tells the Flutter framework that something has
          // changed in this State, which causes it to rerun the build method below
          // so that the display can reflect the updated values. If we changed
          // _counter without calling setState(), then the build method would not be
          // called again, and so nothing would appear to happen.
          _counter ++;
        });
      }
    
      @override
      Widget build(BuildContext context) {
        // This method is rerun every time setState is called, for instance as done
        // by the _incrementCounter method above.
        //
        // The Flutter framework has been optimized to make rerunning build methods
        // fast, so that you can just rebuild anything that needs updating rather
        // than having to individually change instances of widgets.
        return Scaffold(
          appBar: AppBar(
            // Here we take the value from the MyHomePage object that was created by
            // the App.build method, and use it to set our appbar title.
            title: Text(widget.title),
          ),
          body: Center(
            // Center is a layout widget. It takes a single child and positions it
            // in the middle of the parent.
            child: Column(
              // Column is also a layout widget. It takes a list of children and
              // arranges them vertically. By default, it sizes itself to fit its
              // children horizontally, and tries to be as tall as its parent.
              //
              // Invoke "debug painting" (press "p" in the console, choose the
              // "Toggle Debug Paint" action from the Flutter Inspector in Android
              // Studio, or the "Toggle Debug Paint" command in Visual Studio Code)
              // to see the wireframe for each widget.
              //
              // Column has various properties to control how it sizes itself and
              // how it positions its children. Here we use mainAxisAlignment to
              // center the children vertically; the main axis here is the vertical
              // axis because Columns are vertical (the cross axis would be
              // horizontal).
              mainAxisAlignment: MainAxisAlignment.center,
              children: <Widget>[
                Text(
                  'You have pushed the button this many times:',
                ),
                Text(
                  '$_counter',
                  style: Theme.of(context).textTheme.display1,
                ),
              ],
            ),
          ),
          floatingActionButton: FloatingActionButton(
            onPressed: _incrementCounter,
            tooltip: 'Increment',
            child: Icon(Icons.add),
          ), // This trailing comma makes auto-formatting nicer for build methods.
        );
      }
    }
    
    
    计算公司可以结合注释和下面的草图理解
    image.png

    重点

    分母是理论上应该绘制的贞数,也叫成本数量,分子则是实际绘制了多少贞,
    取比值则代表实际的绘制能力,再*60则表示fps

    代码给你看,真的
    因为上面的 duration 其实算的不对。
    前面提到,flutter 是按 frameInterval 计划绘制的,所以 duration 算出来偏小,进而导致计算结果超过 60。
    换个思路,遵循之前的按计划绘制的逻辑,如果一帧绘制时长超过 frameInterval ,那么它必然会占用下一个帧的绘制计划,这个被挤占的帧即为 丢帧 ,显然,一秒内总绘制的帧数加上总丢掉帧数应该约等于 60。
    所以, FPS ≈ 60 * framesCount / (framesCount + droppedCount) = 60 * framesCount / costCount
    修改之前的代码,套入公式即为:

    参考资料

    Dart之Mixin详解
    Flutter完整开发实战详解(五、 深入探索)
    Dart集合Queue
    如何代码获取 Flutter APP 的 FPS
    闲鱼Flutter电子书

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