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P1High-priority issues at the top of the work listHigh-priority issues at the top of the work listc: performanceRelates to speed or footprint issues (see "perf:" labels)Relates to speed or footprint issues (see "perf:" labels)engineflutter/engine related. See also e: labels.flutter/engine related. See also e: labels.frameworkflutter/packages/flutter repository. See also f: labels.flutter/packages/flutter repository. See also f: labels.perf: speedPerformance issues related to (mostly rendering) speedPerformance issues related to (mostly rendering) speed
Description
We currently raster cache anything under an opacity layer always, and other things only if they appear for so many frames, and use an acknowledged bad measure for whether a picture is complex enough to care about caching or not.
This is an umbrella bug to track investigation into other options and alternatives. In particular, I suspect the following:
- The framework could be doing more to hint whether or not it will draw the same picture, or even reuse the same picture instance, to the rasterizer.
- The raster cache could have a prospective rather than a retrospective heuristic (e.g. if it had the right hints from the framework, it wouldn't need to check whether the picture had been rasterized 3 times or not).
- Hints could probably be propagated up the layer tree to fast-path layer caching and avoid re-rasterization of children.
- Some better metric could be used for sub-pictures that are some combination of
- expensive to append to a display list
- expensive to rasterize
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P1High-priority issues at the top of the work listHigh-priority issues at the top of the work listc: performanceRelates to speed or footprint issues (see "perf:" labels)Relates to speed or footprint issues (see "perf:" labels)engineflutter/engine related. See also e: labels.flutter/engine related. See also e: labels.frameworkflutter/packages/flutter repository. See also f: labels.flutter/packages/flutter repository. See also f: labels.perf: speedPerformance issues related to (mostly rendering) speedPerformance issues related to (mostly rendering) speed
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