- 11 12月, 2020 1 次提交
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由 Dan Field 提交于
This patch defaults the volatility bit on SkPaths to false, and then flips it to true if the path survives at least two frames.
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- 09 12月, 2020 1 次提交
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由 Gary Qian 提交于
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- 04 12月, 2020 1 次提交
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由 zljj0818 提交于
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- 03 12月, 2020 1 次提交
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由 Gary Qian 提交于
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- 20 11月, 2020 1 次提交
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由 Gary Qian 提交于
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- 11 11月, 2020 1 次提交
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由 Kaushik Iska 提交于
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- 07 11月, 2020 1 次提交
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由 Gary Qian 提交于
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- 13 10月, 2020 1 次提交
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由 Yuqian Li 提交于
This reverts commit 5585ed99. Additionally, the following _flutter.runInView deadlock is fixed. Previously, a deadlock would occur when service protocol _flutter.runInView is used to restart the engine wihtout tearing down the shell: the shared mutex of the service protocol will be locked during the restart as it's in the middle of handling a service protocol message; if ServiceProtocol::AddHandler is also called during the restart, the deadlock happens as AddHandler also requires such lock. test/integration.shard/background_isolate_test.dart would fail without this fix.
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- 03 10月, 2020 1 次提交
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由 Jonah Williams 提交于
Always add the asset resolver from the configuration settings directory when restarting or recreating the asset manager
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- 29 9月, 2020 2 次提交
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由 Kaushik Iska 提交于
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由 Kaushik Iska 提交于
This reverts commits - 67fdd7ed. - 854943d5. See: https://github.com/flutter/flutter/issues/66829
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- 26 9月, 2020 1 次提交
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由 Kaushik Iska 提交于
Embedders can now notify shell during startup about the various displays and their corresponding settings. Adds a notion of Display update type which can later include chages to displays during runtime such as addition / removal / reconfiguration of displays. We also remove the responsibility of providing the refresh rate from `vsync_waiter` to `DisplayManager`. Rewires existing platform implementations of the said API to use `Shell::OnDisplayUpdate` to notify the display manager of the startup configuration. DisplayManager is also thread-safe to account for rasterizer and UI thread accesses.
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- 19 9月, 2020 1 次提交
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由 Matej Knopp 提交于
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- 04 9月, 2020 1 次提交
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由 0xZero 提交于
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- 03 9月, 2020 1 次提交
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由 Dan Field 提交于
* Use hint freed specifically for image disposal
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- 02 9月, 2020 2 次提交
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由 chenjianguang 提交于
## Description As the related issue refer, the application may be doing too much work on its main thread even in a simple hello_world demo. That is because the creation of `Engine` on the ui thread takes a noticeable time, and it is blocking the platform thread in order to run `Shell::Setup` synchronously. The cost of `Engine`'s constructor is mainly about the creating of root isolate. Actually, there used to be another time-consuming process, the default font manager setup, which was resolved by https://github.com/flutter/engine/pull/18225. Similar to https://github.com/flutter/engine/pull/18225, this pr move the creation of root isolate out from creating `Engine`. After this action, the main thread blocking is quite an acceptable slice. ## Related Issues https://github.com/flutter/flutter/issues/40563 could be resolved by this pr.
- 26 8月, 2020 1 次提交
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- 20 8月, 2020 1 次提交
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由 Dan Field 提交于
* Hint the VM when a layer or picture goes out of scope
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- 14 8月, 2020 2 次提交
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由 Yuqian Li 提交于
Related issue: https://github.com/flutter/flutter/issues/56719
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由 Dan Field 提交于
Remove the dummy rasterizer delegate now that flutter_runner is in tree, and cleanup ctor params (#20486)
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- 01 8月, 2020 2 次提交
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由 Zachary Anderson 提交于
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由 Greg Spencer 提交于
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- 17 6月, 2020 1 次提交
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由 Kaushik Iska 提交于
Reverting for b/158816279
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- 16 6月, 2020 1 次提交
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由 Gary Qian 提交于
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- 10 6月, 2020 2 次提交
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由 David Worsham 提交于
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由 Kaushik Iska 提交于
Relanding of a change that was reverted in: https://github.com/flutter/engine/pull/18427
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- 20 5月, 2020 1 次提交
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由 Chris Yang 提交于
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- 16 5月, 2020 1 次提交
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由 Kaushik Iska 提交于
This reverts commit 2cdbc7f9.
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- 15 5月, 2020 1 次提交
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由 Kaushik Iska 提交于
go/flutter-pipeline-improvements for more details.
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- 12 5月, 2020 1 次提交
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由 Kaushik Iska 提交于
There are some cases where onAnimatorDraw gets called before onAnimatorBeginFrame, in these cases we need to update the latest_frame_target_time to be the target time for the current frame. This manifested as an issue in release mode Android builds: https://firebase.corp.google.com/project/flutter-infra/testlab/histories/bh.27c33c672e9b01f2/matrices/4903344583855476919/executions/bs.ee4f6f7ad8671a34
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- 09 5月, 2020 2 次提交
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由 Kaushik Iska 提交于
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由 Kaushik Iska 提交于
go/flutter-pipeline-improvements for more details.
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- 02 5月, 2020 1 次提交
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由 Chris Yang 提交于
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- 04 4月, 2020 1 次提交
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由 Jason Simmons 提交于
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- 03 4月, 2020 1 次提交
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由 Kaushik Iska 提交于
This change also adds TimeRecorder which records time at the start of each frame to capture the latest vsync target display time and wires it in to the rasterizer to add trace events when there is a lag.
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- 26 3月, 2020 1 次提交
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由 liyuqian 提交于
1. Simple "GPU thread" to "raster thread" replacement. 2. Regex replace "GPU([\n\r\s]+//+ thread)" with "raster$1". 3. Regex replace "// gpu$" with "// raster". 4. Simple test change. 5. Run ci/format.sh
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- 25 3月, 2020 1 次提交
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- 28 1月, 2020 1 次提交
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由 Chinmay Garde 提交于
`FlutterEnginePostCallbackOnAllNativeThreads` schedule a callback to be run on all engine managed threads. The engine will attempt to service this callback the next time the message loops for each managed thread is idle. Since the engine manages the entire lifecycle of multiple threads, there is no opportunity for the embedders to finely tune the priorities of threads directly, or, perform other thread specific configuration (for example, setting thread names for tracing). This callback gives embedders a chance to affect such tuning. Fixes flutter/flutter#49551 Fixes b/143774406 Fixes b/148278215 Fixes b/148278931
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- 09 1月, 2020 1 次提交
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由 chunhtai 提交于
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