Performant blur/opacity in Flutter?
I love the blurry frost effect using a BackdropFilter (see this).
However, because the BackdropFilter has Opacity and because the widget I'm blurring also has Opacity, the performance is horrendous. This is also because I redraw my widgets a few times a second, but that shouldn't be an issue given Flutter can go 60fps?
I turned on checkerboardOffscreenLayers and see checkerboards for miles. :O
The checkerboards happen due to blurScreen
, not due to widgetToBlur
but widgetToBlur
does slow down performance probably because (in my real code, not this example) it's calling setState() multiple times a second.
Is there a more performant way to make blurs/opacities? The link above says to apply opacity to widgets individually. I can't do that with the blur though (blurScreen
below), because the BackdropFilter has to be stacked on top of my widget-that-does-the-redrawing.
I removed the blur effect and my performance is way better (no checkerboards, app doesn't crash).
build() code in question:
final widgetToBlur = Container(
child: Opacity(
opacity: 0.3,
// In my actual code, this is a Stateful widget.
child: Text('Spooky blurry semi-transparent text!'),
),
);
final blurScreen = BackdropFilter(
filter: ImageFilter.blur(sigmaX: 3.0, sigmaY: 3.0),
child: Container(
decoration: BoxDecoration(
color: _backgroundColor.withOpacity(0.3),
),
),
);
return Container(
child: Stack(
children: <Widget>[
widgetToBlur,
blurScreen,
Text('This is in front of the blurred background'),
],
),
);
performance flutter opacity blur
add a comment |
I love the blurry frost effect using a BackdropFilter (see this).
However, because the BackdropFilter has Opacity and because the widget I'm blurring also has Opacity, the performance is horrendous. This is also because I redraw my widgets a few times a second, but that shouldn't be an issue given Flutter can go 60fps?
I turned on checkerboardOffscreenLayers and see checkerboards for miles. :O
The checkerboards happen due to blurScreen
, not due to widgetToBlur
but widgetToBlur
does slow down performance probably because (in my real code, not this example) it's calling setState() multiple times a second.
Is there a more performant way to make blurs/opacities? The link above says to apply opacity to widgets individually. I can't do that with the blur though (blurScreen
below), because the BackdropFilter has to be stacked on top of my widget-that-does-the-redrawing.
I removed the blur effect and my performance is way better (no checkerboards, app doesn't crash).
build() code in question:
final widgetToBlur = Container(
child: Opacity(
opacity: 0.3,
// In my actual code, this is a Stateful widget.
child: Text('Spooky blurry semi-transparent text!'),
),
);
final blurScreen = BackdropFilter(
filter: ImageFilter.blur(sigmaX: 3.0, sigmaY: 3.0),
child: Container(
decoration: BoxDecoration(
color: _backgroundColor.withOpacity(0.3),
),
),
);
return Container(
child: Stack(
children: <Widget>[
widgetToBlur,
blurScreen,
Text('This is in front of the blurred background'),
],
),
);
performance flutter opacity blur
add a comment |
I love the blurry frost effect using a BackdropFilter (see this).
However, because the BackdropFilter has Opacity and because the widget I'm blurring also has Opacity, the performance is horrendous. This is also because I redraw my widgets a few times a second, but that shouldn't be an issue given Flutter can go 60fps?
I turned on checkerboardOffscreenLayers and see checkerboards for miles. :O
The checkerboards happen due to blurScreen
, not due to widgetToBlur
but widgetToBlur
does slow down performance probably because (in my real code, not this example) it's calling setState() multiple times a second.
Is there a more performant way to make blurs/opacities? The link above says to apply opacity to widgets individually. I can't do that with the blur though (blurScreen
below), because the BackdropFilter has to be stacked on top of my widget-that-does-the-redrawing.
I removed the blur effect and my performance is way better (no checkerboards, app doesn't crash).
build() code in question:
final widgetToBlur = Container(
child: Opacity(
opacity: 0.3,
// In my actual code, this is a Stateful widget.
child: Text('Spooky blurry semi-transparent text!'),
),
);
final blurScreen = BackdropFilter(
filter: ImageFilter.blur(sigmaX: 3.0, sigmaY: 3.0),
child: Container(
decoration: BoxDecoration(
color: _backgroundColor.withOpacity(0.3),
),
),
);
return Container(
child: Stack(
children: <Widget>[
widgetToBlur,
blurScreen,
Text('This is in front of the blurred background'),
],
),
);
performance flutter opacity blur
I love the blurry frost effect using a BackdropFilter (see this).
However, because the BackdropFilter has Opacity and because the widget I'm blurring also has Opacity, the performance is horrendous. This is also because I redraw my widgets a few times a second, but that shouldn't be an issue given Flutter can go 60fps?
I turned on checkerboardOffscreenLayers and see checkerboards for miles. :O
The checkerboards happen due to blurScreen
, not due to widgetToBlur
but widgetToBlur
does slow down performance probably because (in my real code, not this example) it's calling setState() multiple times a second.
Is there a more performant way to make blurs/opacities? The link above says to apply opacity to widgets individually. I can't do that with the blur though (blurScreen
below), because the BackdropFilter has to be stacked on top of my widget-that-does-the-redrawing.
I removed the blur effect and my performance is way better (no checkerboards, app doesn't crash).
build() code in question:
final widgetToBlur = Container(
child: Opacity(
opacity: 0.3,
// In my actual code, this is a Stateful widget.
child: Text('Spooky blurry semi-transparent text!'),
),
);
final blurScreen = BackdropFilter(
filter: ImageFilter.blur(sigmaX: 3.0, sigmaY: 3.0),
child: Container(
decoration: BoxDecoration(
color: _backgroundColor.withOpacity(0.3),
),
),
);
return Container(
child: Stack(
children: <Widget>[
widgetToBlur,
blurScreen,
Text('This is in front of the blurred background'),
],
),
);
performance flutter opacity blur
performance flutter opacity blur
edited Nov 20 '18 at 23:16
Mary
asked Nov 20 '18 at 22:52
MaryMary
1,11611434
1,11611434
add a comment |
add a comment |
2 Answers
2
active
oldest
votes
I ended up drawing the widgetToBlur once, blurred, with opacity, using Paint and Canvas.
This means it only runs the blur and opacity operations once, in initState()
, and never has to be re-rendered-with-blur throughout the lifecycle of the widget.
If anyone else ends up stuck with this, you can leave a comment and I can help out more.
add a comment |
I have a similar problem and it also boils down to using canvas and paint.
The only problem now is, if I apply a MaskFilter to the image, not much happens despite the enormously high sigma... Only the edge is a little blurred.
Now the question is why is that so? How did you solved this issue?
canvas.drawImageRect(
image,
Offset(0, 0) & srcSize,
Offset(-delta, 0) & dstSize,
Paint()..maskFilter = MaskFilter.blur(
BlurStyle.normal, 100.0
)
);
For those of you who are interested, I have loaded the image in the init function as follows:
rootBundle.load("assets/gift_1.png").then((bd) {
Uint8List lst = new Uint8List.view(bd.buffer);
Ui.instantiateImageCodec(lst).then((codec) {
codec.getNextFrame().then((frameInfo) {
image = frameInfo.image;
});
});
});
P.s. Unfortunately, I can't write any comments yet; therefore here as a contribution, including solution proposal
My sigma was only 3. When I was playing around with MaskFilter it seemed like I needed to give it more space than the object I'm blurring, and the object needs to be centered. E.g. if your image is 100 x 100, try making your canvas size 200 x 200 and starting your image at (50, 50). This will give the outline of the blur some space. Maybe also try without any offsets, or try just drawing and blurring a solid colored rectangle first.
– Mary
Dec 3 '18 at 22:34
add a comment |
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
I ended up drawing the widgetToBlur once, blurred, with opacity, using Paint and Canvas.
This means it only runs the blur and opacity operations once, in initState()
, and never has to be re-rendered-with-blur throughout the lifecycle of the widget.
If anyone else ends up stuck with this, you can leave a comment and I can help out more.
add a comment |
I ended up drawing the widgetToBlur once, blurred, with opacity, using Paint and Canvas.
This means it only runs the blur and opacity operations once, in initState()
, and never has to be re-rendered-with-blur throughout the lifecycle of the widget.
If anyone else ends up stuck with this, you can leave a comment and I can help out more.
add a comment |
I ended up drawing the widgetToBlur once, blurred, with opacity, using Paint and Canvas.
This means it only runs the blur and opacity operations once, in initState()
, and never has to be re-rendered-with-blur throughout the lifecycle of the widget.
If anyone else ends up stuck with this, you can leave a comment and I can help out more.
I ended up drawing the widgetToBlur once, blurred, with opacity, using Paint and Canvas.
This means it only runs the blur and opacity operations once, in initState()
, and never has to be re-rendered-with-blur throughout the lifecycle of the widget.
If anyone else ends up stuck with this, you can leave a comment and I can help out more.
answered Nov 27 '18 at 2:31
MaryMary
1,11611434
1,11611434
add a comment |
add a comment |
I have a similar problem and it also boils down to using canvas and paint.
The only problem now is, if I apply a MaskFilter to the image, not much happens despite the enormously high sigma... Only the edge is a little blurred.
Now the question is why is that so? How did you solved this issue?
canvas.drawImageRect(
image,
Offset(0, 0) & srcSize,
Offset(-delta, 0) & dstSize,
Paint()..maskFilter = MaskFilter.blur(
BlurStyle.normal, 100.0
)
);
For those of you who are interested, I have loaded the image in the init function as follows:
rootBundle.load("assets/gift_1.png").then((bd) {
Uint8List lst = new Uint8List.view(bd.buffer);
Ui.instantiateImageCodec(lst).then((codec) {
codec.getNextFrame().then((frameInfo) {
image = frameInfo.image;
});
});
});
P.s. Unfortunately, I can't write any comments yet; therefore here as a contribution, including solution proposal
My sigma was only 3. When I was playing around with MaskFilter it seemed like I needed to give it more space than the object I'm blurring, and the object needs to be centered. E.g. if your image is 100 x 100, try making your canvas size 200 x 200 and starting your image at (50, 50). This will give the outline of the blur some space. Maybe also try without any offsets, or try just drawing and blurring a solid colored rectangle first.
– Mary
Dec 3 '18 at 22:34
add a comment |
I have a similar problem and it also boils down to using canvas and paint.
The only problem now is, if I apply a MaskFilter to the image, not much happens despite the enormously high sigma... Only the edge is a little blurred.
Now the question is why is that so? How did you solved this issue?
canvas.drawImageRect(
image,
Offset(0, 0) & srcSize,
Offset(-delta, 0) & dstSize,
Paint()..maskFilter = MaskFilter.blur(
BlurStyle.normal, 100.0
)
);
For those of you who are interested, I have loaded the image in the init function as follows:
rootBundle.load("assets/gift_1.png").then((bd) {
Uint8List lst = new Uint8List.view(bd.buffer);
Ui.instantiateImageCodec(lst).then((codec) {
codec.getNextFrame().then((frameInfo) {
image = frameInfo.image;
});
});
});
P.s. Unfortunately, I can't write any comments yet; therefore here as a contribution, including solution proposal
My sigma was only 3. When I was playing around with MaskFilter it seemed like I needed to give it more space than the object I'm blurring, and the object needs to be centered. E.g. if your image is 100 x 100, try making your canvas size 200 x 200 and starting your image at (50, 50). This will give the outline of the blur some space. Maybe also try without any offsets, or try just drawing and blurring a solid colored rectangle first.
– Mary
Dec 3 '18 at 22:34
add a comment |
I have a similar problem and it also boils down to using canvas and paint.
The only problem now is, if I apply a MaskFilter to the image, not much happens despite the enormously high sigma... Only the edge is a little blurred.
Now the question is why is that so? How did you solved this issue?
canvas.drawImageRect(
image,
Offset(0, 0) & srcSize,
Offset(-delta, 0) & dstSize,
Paint()..maskFilter = MaskFilter.blur(
BlurStyle.normal, 100.0
)
);
For those of you who are interested, I have loaded the image in the init function as follows:
rootBundle.load("assets/gift_1.png").then((bd) {
Uint8List lst = new Uint8List.view(bd.buffer);
Ui.instantiateImageCodec(lst).then((codec) {
codec.getNextFrame().then((frameInfo) {
image = frameInfo.image;
});
});
});
P.s. Unfortunately, I can't write any comments yet; therefore here as a contribution, including solution proposal
I have a similar problem and it also boils down to using canvas and paint.
The only problem now is, if I apply a MaskFilter to the image, not much happens despite the enormously high sigma... Only the edge is a little blurred.
Now the question is why is that so? How did you solved this issue?
canvas.drawImageRect(
image,
Offset(0, 0) & srcSize,
Offset(-delta, 0) & dstSize,
Paint()..maskFilter = MaskFilter.blur(
BlurStyle.normal, 100.0
)
);
For those of you who are interested, I have loaded the image in the init function as follows:
rootBundle.load("assets/gift_1.png").then((bd) {
Uint8List lst = new Uint8List.view(bd.buffer);
Ui.instantiateImageCodec(lst).then((codec) {
codec.getNextFrame().then((frameInfo) {
image = frameInfo.image;
});
});
});
P.s. Unfortunately, I can't write any comments yet; therefore here as a contribution, including solution proposal
edited Dec 3 '18 at 12:16
answered Dec 3 '18 at 12:02
SilasSilas
82
82
My sigma was only 3. When I was playing around with MaskFilter it seemed like I needed to give it more space than the object I'm blurring, and the object needs to be centered. E.g. if your image is 100 x 100, try making your canvas size 200 x 200 and starting your image at (50, 50). This will give the outline of the blur some space. Maybe also try without any offsets, or try just drawing and blurring a solid colored rectangle first.
– Mary
Dec 3 '18 at 22:34
add a comment |
My sigma was only 3. When I was playing around with MaskFilter it seemed like I needed to give it more space than the object I'm blurring, and the object needs to be centered. E.g. if your image is 100 x 100, try making your canvas size 200 x 200 and starting your image at (50, 50). This will give the outline of the blur some space. Maybe also try without any offsets, or try just drawing and blurring a solid colored rectangle first.
– Mary
Dec 3 '18 at 22:34
My sigma was only 3. When I was playing around with MaskFilter it seemed like I needed to give it more space than the object I'm blurring, and the object needs to be centered. E.g. if your image is 100 x 100, try making your canvas size 200 x 200 and starting your image at (50, 50). This will give the outline of the blur some space. Maybe also try without any offsets, or try just drawing and blurring a solid colored rectangle first.
– Mary
Dec 3 '18 at 22:34
My sigma was only 3. When I was playing around with MaskFilter it seemed like I needed to give it more space than the object I'm blurring, and the object needs to be centered. E.g. if your image is 100 x 100, try making your canvas size 200 x 200 and starting your image at (50, 50). This will give the outline of the blur some space. Maybe also try without any offsets, or try just drawing and blurring a solid colored rectangle first.
– Mary
Dec 3 '18 at 22:34
add a comment |
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