Flutter中如何使用FragmentShader提升应用性能

发布于 1周前 作者 caililin 来自 Flutter

Flutter中如何使用FragmentShader提升应用性能

问题描述

我是一个 Flutter 开发者,主要专注于 iOS 和 Android 平台的开发。最近,我被要求添加一个绘图模块,用户可以用手指在屏幕上移动绘制线条。虽然我已经实现了一个简单的绘图功能,但我发现存在性能问题,特别是在绘制大量线条时。我想了解如何使用 FragmentShader 提升应用性能。

解决方案

初始实现

首先,我创建了一个 LineObject 类来存储线条的主要特性(点的坐标、颜色和笔触宽度),并实现了 CustomPaint 小部件的 FingerPainter 类来定义绘制线条的逻辑。

class LineObject {
  List<Offset> points;
  Color color;
  double strokeWidth;

  LineObject(this.points, this.color, this.strokeWidth);
}

class FingerPainter extends CustomPainter {
  List<LineObject> lines;

  FingerPainter(this.lines);

  [@override](/user/override)
  void paint(Canvas canvas, Size size) {
    Paint paint = Paint();
    for (var line in lines) {
      paint.color = line.color;
      paint.strokeWidth = line.strokeWidth;
      canvas.drawPath(Path().addPolygon(Polygon(line.points.map((offset) => Offset.toFloatPoint(offset)).toList())), paint);
    }
  }

  [@override](/user/override)
  bool shouldRepaint(covariant CustomPainter oldDelegate) {
    return true; // 需要优化
  }
}
存在的问题
  1. 整体重绘:每次都会重绘所有线条。
  2. shouldRepaint 始终返回 true:任何微小的更改都会导致所有线条重绘。
  3. 重绘不是孤立的:Widget 树随着线条数量线性增长,影响性能。
优化步骤
  1. 优化重绘逻辑
    • 只重绘特定线条。
    • shouldRepaint 中添加条件,仅当线条变化时重绘。
class FingerPainter extends CustomPainter {
  List<LineObject> lines;

  FingerPainter(this.lines);

  [@override](/user/override)
  void paint(Canvas canvas, Size size) {
    Paint paint = Paint();
    for (var line in lines) {
      paint.color = line.color;
      paint.strokeWidth = line.strokeWidth;
      Path path = Path().addPolygon(Polygon(line.points.map((offset) => Offset.toFloatPoint(offset)).toList()));
      canvas.drawPath(path, paint);
    }
  }

  [@override](/user/override)
  bool shouldRepaint(covariant CustomPainter oldDelegate) {
    var oldPainter = oldDelegate as FingerPainter;
    return lines != oldPainter.lines;
  }
}
  1. 使 LineObject 不可变
    • 使用 freezed 库或手动创建不可变类。
import 'package:freezed_annotation/freezed_annotation.dart';

part 'line_object.freezed.dart';

@freezed
class LineObject with _$LineObject {
  factory LineObject(List<Offset> points, Color color, double strokeWidth) = _LineObject;
}
  1. 使用 RepaintBoundary 隔离重绘
    • Stack 小部件包装在 RepaintBoundary 中,以减少不必要的重绘。
GlobalKey repaintKey = GlobalKey();

// ...

RepaintBoundary(
  key: repaintKey,
  child: Stack(
    // ...
  ),
)
  1. 将绘制的对象转换为图像
    • 使用 RepaintBoundaryGlobalKey 创建一个图像,并更新 CustomPainter 以绘制该图像。
Future<ImageProvider> captureImage() async {
  RenderRepaintBoundary boundary = repaintKey.currentContext?.findRenderObject() as RenderRepaintBoundary;
  ui.Image image = await boundary.toImage();
  ByteData byteData = await image.toByteData(format: ui.ImageByteFormat.png);
  Uint8List pngBytes = byteData.buffer.asUint8List();
  return MemoryImage(pngBytes);
}

class ImagePainter extends CustomPainter {
  ImageProvider image;

  ImagePainter(this.image);

  [@override](/user/override)
  void paint(Canvas canvas, Size size) {
    canvas.drawImage(image.image, Offset.zero, Paint());
  }

  [@override](/user/override)
  bool shouldRepaint(covariant CustomPainter oldDelegate) {
    var oldPainter = oldDelegate as ImagePainter;
    return image != oldPainter.image;
  }
}
  1. 使用 FragmentShader 优化图像质量
    • 创建一个着色器文件,并编写代码以避免图像像素化。
// shader.glsl
precision mediump float;

uniform vec2 uResolution;
uniform sampler2D uTexture;

out vec4 fragColor;

vec2 st = vec2((gl_FragCoord.xy / uResolution.xy));

vec4 applyAntiAliasing(vec2 coord) {
  // 简单的抗锯齿处理,可以根据需要优化
  vec2 offset = 1.0 / uResolution;
  vec4 sum = texture(uTexture, coord);
  sum += 0.25 * texture(uTexture, coord + offset);
  sum += 0.25 * texture(uTexture, coord - offset);
  sum += 0.25 * texture(uTexture, coord + offset * vec2(1.0, -1.0));
  sum += 0.25 * texture(uTexture, coord - offset * vec2(1.0, -1.0));
  return sum / 1.5;
}

void main() {
  fragColor = applyAntiAliasing(st);
}
// 在 Dart 代码中加载和使用着色器
Shader shader = Shader.fromSkull(
  'assets/shader.glsl',
  uniforms: <String, dynamic>{
    'uResolution': Vector2(widget.size.width, widget.size.height),
    'uTexture': image, // 假设 image 是一个 ui.Image
  },
);

Paint paint = Paint()..shader = shader;
canvas.drawRect(Rect.fromLTWH(0, 0, widget.size.width, widget.size.height), paint);
完整代码总结
// main.dart
import 'package:flutter/material.dart';
import 'package:flutter/rendering.dart' show ui;
import 'dart:typed_data' show Uint8List;
import 'dart:ui' as ui;
import 'line_object.freezed.dart';

void main() {
  runApp(MyApp());
}

class MyApp extends StatelessWidget {
  [@override](/user/override)
  Widget build(BuildContext context) {
    return MaterialApp(
      home: DrawingScreen(),
    );
  }
}

class DrawingScreen extends StatefulWidget {
  [@override](/user/override)
  _DrawingScreenState createState() => _DrawingScreenState();
}

class _DrawingScreenState extends State<DrawingScreen> {
  List<LineObject> lines = [];
  GlobalKey repaintKey = GlobalKey();
  Future<ImageProvider>? capturedImage;

  void _onPanStart(DragStartDetails details) {
    Offset start = details.globalPosition;
    lines.add(LineObject([start], Colors.black, 5.0));
    setState(() {});
  }

  void _onPanUpdate(DragUpdateDetails details) {
    Offset update = details.globalPosition;
    LineObject? lastLine = lines.lastOrNull;
    if (lastLine != null) {
      lines = lines.map((line) => line == lastLine
        ? line.copyWith(points: [...line.points, update])
        : line
      ).toList();
      setState(() {});
    }
  }

  Future<ImageProvider> captureImage() async {
    RenderRepaintBoundary boundary = repaintKey.currentContext?.findRenderObject() as RenderRepaintBoundary;
    ui.Image image = await boundary.toImage();
    ByteData byteData = await image.toByteData(format: ui.ImageByteFormat.png);
    Uint8List pngBytes = byteData.buffer.asUint8List();
    return MemoryImage(pngBytes);
  }

  [@override](/user/override)
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(title: Text('Drawing Screen')),
      body: GestureDetector(
        behavior: HitTestBehavior.opaque,
        onPanStart: _onPanStart,
        onPanUpdate: _onPanUpdate,
        child: Stack(
          children: [
            if (capturedImage != null)
              Positioned.fill(
                child

更多关于Flutter中如何使用FragmentShader提升应用性能的实战系列教程也可以访问 https://www.itying.com/category-92-b0.html

1 回复

更多关于Flutter中如何使用FragmentShader提升应用性能的实战系列教程也可以访问 https://www.itying.com/category-92-b0.html


在Flutter中,利用FragmentShader可以显著提升渲染性能,特别是在处理复杂图形效果时。FragmentShader允许你直接在GPU上运行自定义的着色器代码,从而绕过CPU的额外处理,提高渲染效率。以下是如何在Flutter中使用FragmentShader来提升应用性能的具体步骤和代码示例。

1. 设置环境

首先,确保你的Flutter项目已经配置好对Shader的支持。你需要在pubspec.yaml文件中添加对shaderc的依赖(如果需要从GLSL编译到SPIR-V),但通常Flutter引擎已经内置了对SPIR-V的支持。

2. 编写Fragment Shader代码

创建一个简单的Fragment Shader文件,例如simple_fragment.glsl,内容如下:

#version 310 es
precision mediump float;

in vec4 v_color;
out vec4 fragColor;

void main() {
    fragColor = v_color;
}

这个Shader简单地传递输入颜色到输出颜色。在实际应用中,你可以在这里实现更复杂的图形效果。

3. 在Flutter中加载和使用Fragment Shader

使用Flutter的ShaderImageShader类来加载和使用这个Shader。以下是一个完整的Flutter组件示例,展示如何加载和使用自定义Fragment Shader。

import 'package:flutter/material.dart';
import 'dart:ui' as ui;

void main() {
  runApp(MyApp());
}

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      home: ShaderDemo(),
    );
  }
}

class ShaderDemo extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(
        title: Text('Fragment Shader Demo'),
      ),
      body: CustomPaint(
        size: Size(double.infinity, double.infinity),
        painter: ShaderPainter(),
      ),
    );
  }
}

class ShaderPainter extends CustomPainter {
  @override
  void paint(Canvas canvas, Size size) {
    // Load the shader from GLSL source
    final String shaderSource = """
    #version 310 es
    precision mediump float;
    in vec4 v_color;
    out vec4 fragColor;
    void main() {
      fragColor = v_color;
    }
    """;

    // Compile the shader
    final ui.Shader? shader = ui.fragmentShader(Uint8List.fromList(shaderSource.codeUnits));

    // Create a paint object and set the shader
    final Paint paint = Paint()..shader = ImageShader(shader!, TileMode.clamp, TileMode.clamp, Matrix4.identity());

    // Draw a rectangle with the shader
    canvas.drawRect(Rect.fromLTWH(0, 0, size.width, size.height), paint);
  }

  @override
  bool shouldRepaint(covariant CustomPainter oldDelegate) => false;
}

4. 注意事项

  • 性能优化:确保你的Shader代码尽可能高效,避免不必要的计算和复杂的逻辑。
  • 兼容性:测试你的应用在不同设备和不同版本的Android和iOS上的表现,确保Shader兼容。
  • 调试:利用Flutter的调试工具,如flutter inspectflutter profiler,来监控Shader的性能和内存使用情况。

通过上述步骤,你可以在Flutter应用中有效地使用Fragment Shader来提升渲染性能。记住,Shader编程是一个高级话题,需要对图形学和GPU编程有一定的了解。

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