- 06 2月, 2019 1 次提交
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由 Jonah Williams 提交于
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- 05 2月, 2019 1 次提交
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由 Matt Carroll 提交于
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- 01 2月, 2019 1 次提交
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由 stuartmorgan 提交于
Merges the current flutter-desktop-embedding macOS framework into the engine. Notable changes: - All channel/codec related code is eliminated in favor of using the existing iOS implementations. - All .m files renamed to .mm for consistency with the iOS code. - Some minor code changes to fix new warnings in Objective-C++ mode. - License headers, basic format (e.g., clang-format changes) updated to use repo style. - Xcode project is not included; instead adds GN build rules to create an integrated framework that combines what was the FDE library with what is present in FlutterEmbedder.framework. Other changes are left as follow-ups, including: - Moving shared code out of ios/ into common/. - Potentially improving sharing between iOS and macOS BUILD.gn. - Class renaming; the FLE prefix will be eliminated, but that API surface isn't stable yet, so that can be changed later.
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- 31 1月, 2019 2 次提交
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由 Kaushik Iska 提交于
- Moved versions from shell to common - versions singleton contains all the required versions.
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由 Jason Simmons 提交于
Prior to this the Android embedder code would extract the icudtl.dat asset out of the APK and write it to local disk during the first startup of the app. This change will make that work unnecessary and eliminate the risk of ICU failures due to errors in the extraction process.
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- 29 1月, 2019 1 次提交
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由 Michael Thomsen 提交于
Update license to sync with flutter/flutter
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- 15 1月, 2019 2 次提交
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由 Dan Field 提交于
* Make IOManager own resource context
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- 10 1月, 2019 1 次提交
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由 Chinmay Garde 提交于
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- 09 1月, 2019 1 次提交
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由 Dan Field 提交于
* Remove unused files
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- 08 1月, 2019 1 次提交
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由 Dan Field 提交于
* Support in/out of list announcements on Android
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- 21 12月, 2018 1 次提交
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由 matthew-carroll 提交于
Android embedding refactor: JNI Extraction to FlutterJNI.java
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- 15 12月, 2018 1 次提交
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由 Craig Stout 提交于
Stub out VulkanSwapchain. Test:Fuchsia release *and* debug builds
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- 14 12月, 2018 1 次提交
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由 Stanislav Baranov 提交于
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- 11 12月, 2018 1 次提交
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由 Craig Stout 提交于
The Vulkan surface extension as used here is meant for testing only. Since this isn't used, remove it so we don't have to maintain it. Also remove the attempt to locate all related Vulkan entry points. Test: pixelbook:build topaz, launch a spinning cube
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- 19 11月, 2018 2 次提交
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由 Alexander Aprelev 提交于
* Revert "Revert "Guard the service protocol's global handlers list with a reader/writer lock (#6888) #6895" (#6899)" This reverts commit b6e93759 and applies fix for tests on Windows. * Reland guard the service protocol's global handlers list with a reader/writer lock. * Remove blank line
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由 Todd Volkert 提交于
Revert "Guard the service protocol's global handlers list with a reader/writer lock (#6888) #6895" (#6899)
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- 18 11月, 2018 3 次提交
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由 Jason Simmons 提交于
The service protocol holds the lock while waiting for completion of service RPC tasks. These tasks (specifically hot restart/RunInView) may need to modify a handler's description data. Task execution and ServiceProtocol::SetHandlerDescription will obtain a shared lock to make this possible. AddHandler and RemoveHandler will obtain an exclusive lock in order to guard against a handler being deleted while a service task is running.
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由 Jason Simmons 提交于
Revert "Guard the service protocol's global handlers list with a reader/writer lock (#6888)" (#6893) This reverts commit 9352360c. (shared_timed_mutex is unavailable in the iOS build)
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由 Jason Simmons 提交于
The service protocol holds the lock while waiting for completion of service RPC tasks. These tasks (specifically hot restart/RunInView) may need to modify a handler's description data. Task execution and ServiceProtocol::SetHandlerDescription will obtain a shared lock to make this possible. AddHandler and RemoveHandler will obtain an exclusive lock in order to guard against a handler being deleted while a service task is running.
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- 16 11月, 2018 1 次提交
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由 Michael Goderbauer 提交于
These sneaked in between https://github.com/flutter/engine/pull/6757 and https://github.com/flutter/engine/pull/6759.
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- 13 11月, 2018 1 次提交
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由 Michael Goderbauer 提交于
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- 09 11月, 2018 1 次提交
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由 Amir Hardon 提交于
Moved the frame buffer specific logic from IOSGLContext to IOSGLRenderTarget. use recording canvases for overlays Support platform view overlays with gl rendering. This also changes the overlay canvases (for both software and gl rendering) be recording canvases, and only rasterize them after finishing the paint traversal.
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- 08 11月, 2018 1 次提交
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由 Michael Goderbauer 提交于
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- 02 11月, 2018 1 次提交
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由 Amir Hardon 提交于
The overlay surfaces are going to be the same IOSSurface implementation with the platform views controller set to null (so these are surfaces that don't support embedding platform views to them). * Adds a FlutterOverlayView which is a UIView that's showing an overlay surface. * Creates an overlay surface for each embedded UIView (done in FlutterPlatformViewsController). * Changes CompositeEmbeddedView to return a new canvas. * Makes the PlatformViewLayer replace the PaintContext's canvas with the canvas for the overlay view. * Changed canvas in PaintContext to be a pointer so it can be changed. TBD in following PRs: * Copy the current canvas state when replacing a canvas in PaintContext. * Make FlutterOverlayView work with a GL backend (currently it only works with software rendering)
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- 27 10月, 2018 2 次提交
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由 Amir Hardon 提交于
For flow to manipulate the embedded UIViews during the paint traversal it needs some hook in PaintContext. This PR introduces a ViewEmbeder interface that is implemented by the iOS PlatformViewsController and plumbs it into PaintContext. The ViewEmbedder interface is mainly a place holder at this point, as this PR is focused on just the plumbing.
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由 Dan Field 提交于
* Create FlutterEngine to manage a Shell to support maintaining execution state across instances of FlutterViewControllers * Refactor PlatformViewIOS to support adding or removing a FlutterViewController dynamically * Refactor FlutterDartHeadlessCodeRunner to implement FlutterEngine * Refactor FlutterViewController to accept a FlutterEngine at initialization or to create one for backwards compatibility; any Shell related responsibilities are now passed through to the Engine instance * Remove FlutterNavigationController (unused) * Update all public Objective C doc comments to be consistent and formatable * Add public documentation to all public headers
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- 25 10月, 2018 1 次提交
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由 Amir Hardon 提交于
Adds a FlutterPlatformViewFactory protocol - a simple factory protocol to be implemented by plugins that exposes a UIView for embedding in Flutter apps. * Adds a FlutterPlatformView protocol, which is used to associate a dispose callback with a `UIView` created by a FlutterPlatformViewFactory. * Exposes a registerViewFactory method in FlutterPluginRegistrar. * Implements the `flutter/platform_views` system channel on iOS, allowing Dart code to ask for creation/destruction of UIViews.
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- 23 10月, 2018 1 次提交
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由 Chinmay Garde 提交于
TL;DR: Offscreen surface is created on the render thread and device to host transfer performed there before task completion on the UI thread. While attempting to snapshot layer trees, the engine was attempting to use the IO thread context. The reasoning was that this would be safe to do because any textures uploaded to the GPU as a result of async texture upload would have originated from this context and hence the handles would be valid in either context. As it turns out, while the handles are valid, Skia does not support this use-case because cross-context images transfer ownership of the image from one context to another. So, when we made the hop from the UI thread to the IO thread (for snapshotting), if either the UI or GPU threads released the last reference to the texture backed image, the image would be invalid. This led to such images being absent from the layer tree snapshot. Simply referencing the images as they are being used on the IO thread is not sufficient because accessing images on one context after their ownership has already been transferred to another is not safe behavior (from Skia's perspective, the handles are still valid in the sharegroup). To work around these issues, it was decided that an offscreen render target would be created on the render thread. The color attachment of this render target could then be transferred as a cross context image to the IO thread for the device to host tranfer. Again, this is currently not quite possible because the only way to create cross context images is from encoded data. Till Skia exposes the functionality to create cross-context images from textures in one context, we do a device to host transfer on the GPU thread. The side effect of this is that this is now part of the frame workload (image compression, which dominate the wall time, is still done of the IO thread). A minor side effect of this patch is that the GPU latch needs to be waited on before the UI thread tasks can be completed before shell initialization.
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- 18 10月, 2018 1 次提交
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由 Chinmay Garde 提交于
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- 16 10月, 2018 1 次提交
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由 Dan Field 提交于
* Publish port of observatory over mDNS
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- 13 10月, 2018 3 次提交
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由 Amir Hardon 提交于
This will be used for embedding UIViews on iOS. Landing a no-op layer as a first incremental step to keep PRs small.
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由 Jason Simmons 提交于
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由 Gary Qian 提交于
Text shadows can now be added to a TextStyle by providing a List<Shadow>. The dart:ui Shadow class is now the base class to flutter BoxShadow.
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- 12 10月, 2018 1 次提交
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由 liyuqian 提交于
This reverts commit 74662ab6. This should land after https://github.com/flutter/engine/pull/6442 * Add pragma vm:entry-point Otherwise, an object may be both null and an instance of EnginieLayer at the same time in Dart.
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- 05 10月, 2018 1 次提交
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由 Chinmay Garde 提交于
Remove touch mapper and respect the UITouch phase when calculating the pointer data change type. (#6430) The touch mapper was a relic of a time when the pointer IDs had to be less than 16. Not respecting the touch phase is getting in the way of clients that fake their own touches. Turns out the AppDelegate also like to fake touches to simulate status bar events. Now, except in cases where there is a specific override in place, the UI touch phase is respected.
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- 04 10月, 2018 1 次提交
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由 Chinmay Garde 提交于
Also adds //flutter/benchmarking which, similar to //flutter/testing, allows for the creation of a benchmarking executable. This is also the target that contains benchmarking utilities.
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- 03 10月, 2018 2 次提交
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由 liyuqian 提交于
Reverts flutter/engine#6406 We need to fix the SkiaGPUObject issue of the raster cache SkImage before merging this PR.
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由 liyuqian 提交于
To make the PR minimal, we currently only share the engine layer when `pushPhysicalShape` (for Fuchsia) or `pushOffset` (for `RepaintBoundary` and `Opacity`) are called. They should be sufficient for our short-term perf goal. In the future, we can incrementally share more engine layers with the framework. https://github.com/flutter/flutter/issues/21756
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- 27 9月, 2018 1 次提交
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由 Chinmay Garde 提交于
Also teaches FML to create files and directories.
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