1. 12 7月, 2019 1 次提交
  2. 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
  3. 14 6月, 2019 1 次提交
  4. 07 6月, 2019 1 次提交
  5. 18 4月, 2019 1 次提交
  6. 10 4月, 2019 3 次提交
  7. 04 4月, 2019 1 次提交
  8. 03 4月, 2019 1 次提交
  9. 02 4月, 2019 1 次提交
  10. 20 2月, 2019 1 次提交
  11. 16 2月, 2019 1 次提交
    • C
      Shut down and restart the Dart VM as needed. (#7832) · 0d6ff166
      Chinmay Garde 提交于
      The shell was already designed to cleanly shut down the VM but it couldnt
      earlier as |Dart_Initialize| could never be called after a |Dart_Cleanup|. This
      meant that shutting down an engine instance could not shut down the VM to save
      memory because newly created engines in the process after that point couldn't
      restart the VM. There can only be one VM running in a process at a time.
      
      This patch separate the previous DartVM object into one that references a
      running instance of the DartVM and a set of immutable dependencies that
      components can reference even as the VM is shutting down.
      
      Unit tests have been added to assert that non-overlapping engine launches use
      difference VM instances.
      0d6ff166
  12. 14 2月, 2019 1 次提交
  13. 15 1月, 2019 1 次提交
  14. 13 12月, 2018 1 次提交
  15. 17 11月, 2018 1 次提交
    • J
      Keep a copy of each engine's description that can be accessed outside the... · 3978f075
      Jason Simmons 提交于
      Keep a copy of each engine's description that can be accessed outside the engine's UI thread (#6885)
      
      The service protocol's ListViews method needs to return description data for
      each engine in the process.  Previously ListViews would queue a task to each
      UI thread to gather this data.  However, the UI thread might be blocked from
      executing tasks (e.g. if the Dart isolate is paused), resulting in a deadlock.
      
      This change provides a copy of the engine's description data to the
      ServiceProtocol's global list of engines, allowing ListViews to run without
      accessing any UI threads.
      
      Fixes https://github.com/flutter/flutter/issues/24400
      3978f075
  16. 08 11月, 2018 1 次提交
  17. 25 10月, 2018 1 次提交
  18. 23 10月, 2018 1 次提交
    • C
      Ensure that Scene::toImage renders texture backed images. (#6636) · 20c805c9
      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.
      20c805c9
  19. 25 9月, 2018 2 次提交
  20. 15 9月, 2018 1 次提交
  21. 12 9月, 2018 1 次提交
  22. 11 9月, 2018 1 次提交
  23. 08 9月, 2018 2 次提交
  24. 14 8月, 2018 1 次提交
    • C
      Remove unused argument on Animator, Engine and PlatformView delegates. (#6007) · 89176ee0
      Chinmay Garde 提交于
      When these delegate methods were initially added, it was expected that a single
      shell would be able to own mutliple platform views, engines and animators. This
      plan was abandoned in favor of creating multiple shells with their own platform
      views, engines, etc.. The arguments were meant to ease the disambiguate the
      instances of the variaous objects managed by the shell. This is no longer
      necessary.
      89176ee0
  25. 03 8月, 2018 1 次提交
    • A
      Flush all embedded Android views on hot restart. (#5929) · ffbafc85
      amirh 提交于
      * Flush all embedded Android view on hot restart.
      
      Adds an OnEngineRestarted method to PlatformView, this is currently only
      implemented for Android where we need to use it for embedded views.
      
      * review comments followup
      
      * rename to OnPreEngineRestart, call before Clone
      ffbafc85
  26. 01 8月, 2018 1 次提交
  27. 27 7月, 2018 1 次提交
  28. 17 7月, 2018 1 次提交
  29. 14 7月, 2018 2 次提交
  30. 12 7月, 2018 1 次提交
  31. 21 6月, 2018 1 次提交
  32. 14 6月, 2018 2 次提交
  33. 13 6月, 2018 2 次提交