1. 24 8月, 2019 2 次提交
  2. 23 8月, 2019 1 次提交
  3. 22 8月, 2019 1 次提交
  4. 21 8月, 2019 4 次提交
  5. 20 8月, 2019 1 次提交
  6. 14 8月, 2019 1 次提交
    • C
      Allow embedder controlled composition of Flutter layers. (#10195) · e8f95440
      Chinmay Garde 提交于
      This patch allows embedders to split the Flutter layer tree into multiple
      chunks. These chunks are meant to be composed one on top of another. This gives
      embedders a chance to interleave their own contents between these chunks.
      
      The Flutter embedder API already provides hooks for the specification of
      textures for the Flutter engine to compose within its own hierarchy (for camera
      feeds, video, etc..). However, not all embedders can render the contents of such
      sources into textures the Flutter engine can accept. Moreover, this composition
      model may have overheads that are non-trivial for certain use cases. In such
      cases, the embedder may choose to specify multiple render target for Flutter to
      render into instead of just one.
      
      The use of this API allows embedders to perform composition very similar to the
      iOS embedder. This composition model is used on that platform for the embedding
      of UIKit view such and web view and map views within the Flutter hierarchy.
      However, do note that iOS also has threading configurations that are currently
      not available to custom embedders.
      
      The embedder API updates in this patch are ABI stable and existing embedders
      will continue to work are normal. For embedders that want to enable this
      composition mode, the API is designed to make it easy to opt into the same in an
      incremental manner.
      
      Rendering of contents into the “root” rendering surface remains unchanged.
      However, now the application can push “platform views” via a scene builder.
      These platform views need to handled by a FlutterCompositor specified in a new
      field at the end of the FlutterProjectArgs struct.
      
      When a new platform view in introduced within the layer tree, the compositor
      will ask the embedder to create a new render target for that platform view.
      Render targets can currently be OpenGL framebuffers, OpenGL textures or software
      buffers. The type of the render target returned by the embedder must be
      compatible with the root render surface. That is, if the root render surface is
      an OpenGL framebuffer, the render target for each platform view must either be a
      texture or a framebuffer in the same OpenGL context. New render target types as
      well as root renderers for newer APIs like Metal & Vulkan can and will be added
      in the future. The addition of these APIs will be done in an ABI & API stable
      manner.
      
      As Flutter renders frames, it gives the embedder a callback with information
      about the position of the various platform views in the effective hierarchy.
      The embedder is then meant to put the contents of the render targets that it
      setup and had previously given to the engine onto the screen (of course
      interleaving the contents of the platform views).
      
      Unit-tests have been added that test not only the structure and properties of
      layer hierarchy given to the compositor, but also the contents of the texels
      rendered by a test compositor using both the OpenGL and software rendering
      backends.
      
      Fixes b/132812775
      Fixes flutter/flutter#35410
      e8f95440
  7. 09 8月, 2019 1 次提交
  8. 07 8月, 2019 1 次提交
    • C
      Allow embedders to control Dart VM lifecycle on engine shutdown. (#10652) · b769353c
      Chinmay Garde 提交于
      This exposes the `Settings::leak_vm` flag to custom embedders. All embedder
      unit-tests now shut down the VM on the shutdown of the last engine in the
      process. The mechanics of VM shutdown are already tested in the Shell unit-tests
      harness in the DartLifecycleUnittests set of of assertions. This just exposes
      that functionality to custom embedders. Since it is part of the public stable
      API, I also switched the name of the field to be something less snarky than the
      field in private shell settings.
      b769353c
  9. 31 7月, 2019 1 次提交
  10. 23 7月, 2019 2 次提交
    • S
      Add a macro for prefixing embedder.h symbols (#9851) · 7d320c45
      stuartmorgan 提交于
      embedder.h is a C API, so has no namespace, and only uses 'Flutter' as a
      prefix for most symbol names. This creates potential collisions with
      other code; for instance, FlutterEngine is the name of a type in
      embedder.h, but also an ObjC class in the iOS Flutter API.
      
      This adds a macro that can be set to prefix symbol names, allowing
      clients (notably, the macOS embedding) to adjust the names used by the
      embedding API internally without breaking ABI or API compatibility for
      the standard engine build.
      
      Currently the macro is only applied to FlutterEngine, since that's the
      symbol that is currently at issue, but it can be expanded to other
      symbols in the future.
      7d320c45
    • J
      Declare a copy of the enable_bitcode flag within the Flutter build scripts for... · be8819e2
      Jason Simmons 提交于
      Declare a copy of the enable_bitcode flag within the Flutter build scripts for use in Fuchsia builds (#10003)
      
      enable_bitcode is defined in build/toolchain/clang.gni, which exists in the
      Flutter buildroot but not in the Fuchsia source tree.
      be8819e2
  11. 19 7月, 2019 1 次提交
    • S
      Don't try to use unset assets_dir setting (#9924) · eaf1f33e
      stuartmorgan 提交于
      Debug builds log invalid file errors on launch of anything using the
      embedding API due to an unconditional use of assets_dir, even though
      only one of assets_dir or assets_path needs to be set (and the embedding
      API currently uses the latter). This checks that the FD has been set
      before trying to use it to create an asset resolver.
      
      Also eliminates a duplicate code path in embedder.cc, where it was
      calling RunConfiguration::InferFromSettings, then running exactly the
      same asset manager creation code again locally.
      eaf1f33e
  12. 18 7月, 2019 1 次提交
  13. 17 7月, 2019 3 次提交
  14. 12 7月, 2019 1 次提交
  15. 10 7月, 2019 1 次提交
    • C
      Rework image & texture management to use concurrent message queues. (#9486) · ad582b50
      Chinmay Garde 提交于
      This patch reworks image decompression and collection in the following ways
      because of misbehavior in the described edge cases.
      
      The current flow for realizing a texture on the GPU from a blob of compressed
      bytes is to first pass it to the IO thread for image decompression and then
      upload to the GPU. The handle to the texture on the GPU is then passed back to
      the UI thread so that it can be included in subsequent layer trees for
      rendering. The GPU contexts on the Render & IO threads are in the same
      sharegroup so the texture ends up being visible to the Render Thread context
      during rendering. This works fine and does not block the UI thread. All
      references to the image are owned on UI thread by Dart objects. When the final
      reference to the image is dropped, the texture cannot be collected on the UI
      thread (because it has not GPU context). Instead, it must be passed to either
      the GPU or IO threads. The GPU thread is usually in the middle of a frame
      workload so we redirect the same to the IO thread for eventual collection. While
      texture collections are usually (comparatively) fast, texture decompression and
      upload are slow (order of magnitude of frame intervals).
      
      For application that end up creating (by not necessarily using) numerous large
      textures in straight-line execution, it could be the case that texture
      collection tasks are pending on the IO task runner after all the image
      decompressions (and upload) are done. Put simply, the collection of the first
      image could be waiting for the decompression and upload of the last image in the
      queue.
      
      This is exacerbated by two other hacks added to workaround unrelated issues.
      * First, creating a codec with a single image frame immediately kicks of
        decompression and upload of that frame image (even if the frame was never
        request from the codec). This hack was added because we wanted to get rid of
        the compressed image allocation ASAP. The expectation was codecs would only be
        created with the sole purpose of getting the decompressed image bytes.
        However, for applications that only create codecs to get image sizes (but
        never actually decompress the same), we would end up replacing the compressed
        image allocation with a larger allocation (device resident no less) for no
        obvious use. This issue is particularly insidious when you consider that the
        codec is usually asked for the native image size first before the frame is
        requested at a smaller size (usually using a new codec with same data but new
        targetsize). This would cause the creation of a whole extra texture (at 1:1)
        when the caller was trying to “optimize” for memory use by requesting a
        texture of a smaller size.
      * Second, all image collections we delayed in by the unref queue by 250ms
        because of observations that the calling thread (the UI thread) was being
        descheduled unnecessarily when a task with a timeout of zero was posted from
        the same (recall that a task has to be posted to the IO thread for the
        collection of that texture). 250ms is multiple frame intervals worth of
        potentially unnecessary textures.
      
      The net result of these issues is that we may end up creating textures when all
      that the application needs is to ask it’s codec for details about the same (but
      not necessarily access its bytes). Texture collection could also be delayed
      behind other jobs to decompress the textures on the IO thread. Also, all texture
      collections are delayed for an arbitrary amount of time.
      
      These issues cause applications to be susceptible to OOM situations. These
      situations manifest in various ways. Host memory exhaustion causes the usual OOM
      issues. Device memory exhaustion seems to manifest in different ways on iOS and
      Android. On Android, allocation of a new texture seems to be causing an
      assertion (in the driver). On iOS, the call hangs (presumably waiting for
      another thread to release textures which we won’t do because those tasks are
      blocked behind the current task completing).
      
      To address peak memory usage, the following changes have been made:
      * Image decompression and upload/collection no longer happen on the same thread.
        All image decompression will now be handled on a workqueue. The number of
        worker threads in this workqueue is equal to the number of processors on the
        device. These threads have a lower priority that either the UI or Render
        threads. These workers are shared between all Flutter applications in the
        process.
      * Both the images and their codec now report the correct allocation size to Dart
        for GC purposes. The Dart VM uses this to pick objects for collection. Earlier
        the image allocation was assumed to 32bpp with no mipmapping overhead
        reported. Now, the correct image size is reported and the mipmapping overhead
        is accounted for. Image codec sizes were not reported to the VM earlier and
        now are. Expect “External” VM allocations to be higher than previously
        reported and the numbers in Observatory to line up more closely with actual
        memory usage (device and host).
      * Decoding images to a specific size used to decode to 1:1 before performing a
        resize to the correct dimensions before texture upload. This has now been
        reworked so that images are first decompressed to a smaller size supported
        natively by the codec before final resizing to the requested target size. The
        intermediate copy is now smaller and more promptly collected. Resizing also
        happens on the workqueue worker.
      * The drain interval of the unref queue is now sub-frame-interval. I am hesitant
        to remove the delay entirely because I have not been able to instrument the
        performance overhead of the same. That is next on my list. But now, multiple
        frame intervals worth of textures no longer stick around.
      
      The following issues have been addressed:
      * https://github.com/flutter/flutter/issues/34070 Since this was the first usage
        of the concurrent message loops, the number of idle wakes were determined to
        be too high and this component has been rewritten to be simpler and not use
        the existing task runner and MessageLoopImpl interface.
      * Image decoding had no tests. The new `ui_unittests` harness has been added
        that sets up a GPU test harness on the host using SwiftShader. Tests have been
        added for image decompression, upload and resizing.
      * The device memory exhaustion in this benchmark has been addressed. That
        benchmark is still not viable for inclusion in any harness however because it
        creates 9 million codecs in straight-line execution. Because these codecs are
        destroyed in the microtask callbacks, these are referenced till those
        callbacks are executed. So now, instead of device memory exhaustion, this will
        lead to (slower) exhaustion of host memory. This is expected and working as
        intended.
      
      This patch only addresses peak memory use and makes collection of unused images
      and textures more prompt. It does NOT address memory use by images referenced
      strongly by the application or framework.
      ad582b50
  16. 07 7月, 2019 1 次提交
  17. 04 7月, 2019 1 次提交
  18. 01 7月, 2019 1 次提交
  19. 28 6月, 2019 1 次提交
  20. 20 6月, 2019 1 次提交
  21. 18 6月, 2019 2 次提交
  22. 15 6月, 2019 1 次提交
    • J
      Handle one-way platform messages in the embedder library (#9331) · 7283ae3a
      Jason Simmons 提交于
      Messages sent to the embedder host may be one-way messages with no response
      handler.  If the host calls FlutterEngineSendPlatformMessageResponse on a
      one-way message, then just delete the message response handle.
      
      Also update the documentation to indicate that
      FlutterEngineSendPlatformMessageResponse must be called for all messages.
      Previously the docs implied that some FlutterPlatformMessage objects may
      have a null response_handle.  The embedder will now set a response_handle for
      every message (even if the sender does not expect a response).
      7283ae3a
  23. 14 6月, 2019 1 次提交
  24. 13 6月, 2019 2 次提交
    • C
      Wire up Swiftshader based OpenGL ES unit-tests on hosts. (#9264) · 7bb5b9ae
      Chinmay Garde 提交于
      Currently, all our host unit-tests that have rendering concerns use the software backend because of OpenGL ES availability and stability issues on the various platforms where we run host tests. Unfortunately, entire subsystems are disabled (and not tested) when rendering with the software backend. This patch pulls in SwiftShader and via pending patches in the buildroot, configures the host unit-tests to optionally use OpenGL ES in a stable manner without relying on the OpenGL drivers being present (and functional).
      
      I have wired up the embedder test fixture in this patch to use the SwiftShader based OpenGL ES driver. I will update the shell and runtime unittests in a subsequent patch as well. The on and offscreen surfaces are configured as 1x1 pbuffer surface because we should be able to write pixel tests using OpenGL directly wihout having to deal with surfaces.
      7bb5b9ae
    • Z
      Revert tracing changes (#9296) · 0a2e28d7
      Zachary Anderson 提交于
      * Revert "[fuchsia] Fix alignment of Fuchsia/non-Fuchsia tracing (#9289)"
      
      This reverts commit f80ac5f5.
      
      * Revert "Align fuchsia and non-fuchsia tracing (#9199)"
      
      This reverts commit 78265484.
      0a2e28d7
  25. 07 6月, 2019 1 次提交
  26. 06 6月, 2019 1 次提交
  27. 29 5月, 2019 1 次提交
    • C
      Allow specifying both Dart and non-Dart fixtures in engine unit-tests. (#9113) · 37b367e4
      Chinmay Garde 提交于
      * Allow specifying both Dart and non-Dart fixtures in engine unittests.
      
      This fixes numerous issues in the way in which fixtures were managed
      in the engine unit-tests.
      
      * Instead of only being able to specify Dart fixtures, unit-tests may specify
        non-Dart fixtures as well. These are simply copied over to the fixtures
        directory known to the unit-test at runtime.
      * An issue where numerous Dart files could be given to the kernel snapshotter
        has been addressed. It was anticipated that such a (legal) invocation to the
        kernel snapshotter would produce a snapshot with the contents of all the Dart
        files added to the root library. This is incorrect and the behavior in this
        case is undefined.
      * Dart files referenced by the main Dart file are correctly tracked via a
        depfile.
      * The snapshotter arguments have been cleaned up to get rid of unused
        arguments (`—strong`) and  the use of the VM product mode argument has been
        corrected to no longer depend on the Flutter product mode.
      37b367e4
  28. 26 5月, 2019 1 次提交
  29. 22 5月, 2019 1 次提交
    • S
      Expose pointer type and buttons in embedder.h (#9034) · 4dbb9ba3
      stuartmorgan 提交于
      Rather than hard-coding the type of incoming events to mouse, and
      synthesizing a primary button press for kDown/kUp, expose device kind
      and buttons in the API.
      
      For backwards compatibility, if the type is not set, the old behavior is
      used. If an embedder sets the type to mouse explicitly, however, they
      must also set correct button information.
      
      For the touch type, the API abstracts away the framework's internal
      expectation that a button is set for touch down/move for simplicity.
      
      Fixes flutter/flutter#32854
      4dbb9ba3
  30. 21 5月, 2019 1 次提交
  31. 14 5月, 2019 1 次提交