Introduction
Building on my previous post about Flutter’s architecture (You can read it here), we can now address a key question: How does Flutter render everything on the screen? The answer lies in the renderer, the system that converts Flutter’s code—widgets and their associated RenderObjects—into actual pixels on the screen. This multi-stage process begins with the widget tree, where each widget is associated with a corresponding RenderObject. These RenderObjects define both layout (how elements are positioned) and painting (how they appear). Once the layout is determined, the RenderObjects send instructions to the Flutter Engine, which compiles them into an ordered set of commands known as a display list. However, the engine doesn’t handle rendering alone—it leverages the GPU by setting up optimized render pipelines to process the display list efficiently and ensure smooth performance.
Image 1: The phases of the rendering pipeline. Source: https://docs.flutter.dev/resources/architectural-overview
Let's understand deeply each phase of the process.
The Phases
The User Input Phase
Everything begins with the user interacting with the application, such as tapping, dragging, or typing. These interactions trigger event listeners, which in turn modify the application’s state. Any state changes resulting from user input can lead to UI updates, kicking off the rendering pipeline.
The Animation Phase
If the UI includes animations, this phase ensures seamless transitions and dynamic effects. Flutter’s animation system continuously updates animated properties—such as position, opacity, and size—based on time. It takes into account factors like animation duration, easing curves (e.g., linear, ease-in-out), and the current frame rate to deliver smooth and fluid motion.
The build phase
The build phase involves calling the build() method, after which the framework efficiently compares the resulting widget tree to the previous one, updating only the necessary parts. This method is defined in two key places—within StatelessWidget and State. However, before exploring both, it’s important to first understand what state is in Flutter, as it plays a crucial role in how build() functions work and the differences between them.
The State object holds data that can be accessed synchronously during the build process and may change throughout the widget’s lifetime. Essentially, a widget’s state consists of the values stored in its properties at the time of creation, which can be modified in response to user interactions. For instance, when a user taps a checkbox, its state updates, prompting a rebuild to visually reflect the change.
In a StatelessWidget, the build() method defines the user interface purely based on the widget’s current configuration. The Flutter framework calls build() when the widget is first inserted into the widget tree or when its dependencies change, such as when an InheritedWidget it depends on changes. During this process, the framework replaces the widget’s subtree with the one returned by build(), either updating the existing subtree or recreating it from scratch, depending on the behavior of the canUpdate() method. Typically, StatelessWidget implementations return a composition of widgets, structured using the widget’s constructor and the provided BuildContext.
To optimize performance and minimize unnecessary rebuilds, follow these best practices:
- Reduce widget creation in build() by avoiding excessive nesting of Row, Column, Padding, and SizedBox in order to position a child in a fancy way. Instead, use alternatives like Align or CustomSingleChildLayout. Similarly, replace multiple nested Container layers with a single CustomPaint when feasible.
- Use const widgets: Declare widgets as const whenever possible and provide const constructors for custom widgets. This allows Flutter to reuse widget instances and optimize rendering.
- Favor widgets over helper functions: When building reusable UI components, define them as widgets rather than functions. Widgets offer better rebuild optimization, and marking them as const further enhances performance by preventing unnecessary rebuilds.
The State class’s build() method describes the widget’s user interface and is called at various points in the widget’s lifecycle. These include after initState, didUpdateWidget, setState, when a dependency changes, or when a widget is deactivated and later reinserted into the tree. The build() method returns a new composition of widgets, constructed using the widget’s constructor, the given BuildContext, and the internal state maintained by the State object.
The Layout phase
With the widget tree built (or updated), Flutter moves to the layout phase, where it determines the size and position of each widget.
Flutter follows a constraint-based layout system, traversing the render tree in a depth-first manner. During this process, parent widgets pass constraints (such as minimum and maximum width/height) down to their children. In response, each child calculates its size within those constraints and sends it back to its parent.
This phase is also when layout-specific widgets like Row, Column, and Stack position their children accordingly. By the end of this single tree traversal, every object has a defined size within its parent’s constraints and is ready for the next step—rendering—by calling the paint() method.
The Paint Phase
With the size and position of each widget known, the paint phase takes over. Each RenderObject's paint() method will be invoked, defining the visual appearance of the widgets. The paint() takes a PaintingContext and an Offset, where the first provides methods for drawing while the latter determines where the object should be placed on the screen. During this phase, the RenderObjects generate painting instructions which are sent to the Flutter Engine. The Engine then compiles these instructions into a display list, which is used for rendering.
The Compositing Phase
In this phase, Flutter will organize the painted widget into layers, where different parts of the UI are drawn on separate layers. This is essential for performance, especially when dealing with complex animations or overlapping elements. By compositing these layers efficiently, Flutter can optimize the rendering process and avoid redrawing the entire screen for every small change. For example, if you have an animation that moves a widget over a static background, only the layer containing the moving widget needs to be redrawn.
The Rasterization Phase
In this final stage, the composited layers are converted into pixels that can be displayed on the screen. This process is hardware-accelerated by the GPU which takes the layered rendering information and transforms it into the final image that you see on your device.
Conclusion
Flutter's rendering pipeline is a sophisticated, multi-stage, and highly optimized process that transforms code into the visual experiences users interact with. Each step plays a crucial role. By understanding this pipeline, developers can write more efficient Flutter applications, optimize widget usage, minimize rebuilds, and leverage the framework's capabilities to create smooth and engaging user experiences. This intricate process, working behind the scenes, is what empowers Flutter to deliver its cross-platform, high-fidelity visuals.
Sources
- Flutter Engineering by Majid Hajian
- https://docs.flutter.dev/resources/architectural-overview
- https://api.flutter.dev/flutter/widgets/State/build.html
- https://api.flutter.dev/flutter/rendering/RenderObject/paint.html
- https://api.flutter.dev/flutter/widgets/StatelessWidget-class.html
- https://api.flutter.dev/flutter/dart-ui/Canvas/Canvas.html
Top comments (0)