- 19 2月, 2020 14 次提交
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由 skia-flutter-autoroll 提交于
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由 skia-flutter-autoroll 提交于
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由 Chinmay Garde 提交于
Revert "Lift restriction that embedders may not trample the render thread OpenGL context in composition callbacks. (#16653)" (#16674) This reverts commit 110c1c9a.
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由 skia-flutter-autoroll 提交于
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由 Harry Terkelsen 提交于
* URL-encode asset URLs so assets are properly loaded * Add comment
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由 skia-flutter-autoroll 提交于
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由 Chinmay Garde 提交于
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由 skia-flutter-autoroll 提交于
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由 skia-flutter-autoroll 提交于
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由 Chinmay Garde 提交于
Lift restriction that embedders may not trample the render thread OpenGL context in composition callbacks. (#16653) During the implementation of custom compositor integration, the embedder gets callbacks on the render thread to prepare render targets (framebuffers, textures, etc) for the engine to render into, callbacks to present these render targets along with platform managed contents, and, callbacks to collect render targets once they can no longer be recycled by the engine in subsequent frames. During these callbacks, the engine mandates the OpenGL state on the render thread be preserved. This restriction has been the source of hard to isolate issues where the embedder trampled on the OpenGL bindings state in the callback but failed to restore state before control went back to the engine. Due to the nature of the OpenGL API, such errors are easy to make and overlook. This patch lifts the restriction from the embedder. Embedders may now freely work with the OpenGL state in custom compositor callbacks and the engine will make sure to disregard OpenGL bindings when control flows back to it. Disregarding current OpenGL state has a certain performance penalty and the majority of this patch handles refactoring various engine embedder components such that this happens only once per frame. The most trivial version of this patch would reset context bindings on every transition of control flow from the embedder to the engine. However, that naive approach would have necessitated more than 50 binding resets in existing unit-test cases (depending on the number of platform view interleaving levels and render target recycling hit rates). In this implementation, bindings will be reset only once per frame and this does not depend on the number of platform views in the scene. The majority of this patch is a refactoring of engine subsystems used in `ExternalViewEmbedder::SubmitFrame` which is thoroughly documented with each opportunity for the embedder to invalidate OpenGL state tagged. The refactoring also enables the implementation of the following optimizations to engine behavior which should aid in reducing the memory needed for the creation of render targets. These optimization include: * The engine will only ask the embedder for render targets in which it expects to render into. This was a quirk in the way in which root and non-root render targets were handled. The engine could require the embedder to create a render target but then realize it didn’t have anything to render into it. In the presentation callback, it would skip that render target. But the embedder still had to allocate that extra render target. This will no longer be the case and should reduce memory use. * The engine may now skip always realizing (via the embedder render target creation callback) and presenting the root render target. This was also a side effect of the same quirk. Previously, the engine would always ask the embedder to present the root render target even if it was empty. Since this is no longer the case, few render targets should be allocated which will reduce memory consumption. * The engine will now ask the embedder to collect unused render targets before it asks it to create new ones. The previous behavior was to ask the embedder for new targets and then collect old ones. This would cause spikes in memory use when the size of the render targets would change. These memory use spikes should now be troughs. * The previous render target cache also considered the platform view ID in cache viability considerations (instead of just the size of the render target). This was a bug which has been fixed. This should lead to better cache utilization in some situations. These optimizations are now codified in unit-tests and the updated test expectations are a result of these optimizations now being in place. * Fixes https://github.com/flutter/flutter/issues/50751 * Fixes https://github.com/flutter/flutter/issues/46911 * Fixes https://github.com/flutter/flutter/issues/43778 * Fixes b/146142979
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由 Yegor 提交于
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由 Nurhan Turgut 提交于
* making edge default test browser on windows. adding some skips (not all) for methods failing on edge * skip failing tests. make egde default for testing * skip one more test * addressing reviewer comments. removing extra bat file
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由 skia-flutter-autoroll 提交于
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由 skia-flutter-autoroll 提交于
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- 18 2月, 2020 11 次提交
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由 skia-flutter-autoroll 提交于
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由 skia-flutter-autoroll 提交于
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由 skia-flutter-autoroll 提交于
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由 skia-flutter-autoroll 提交于
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由 skia-flutter-autoroll 提交于
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由 skia-flutter-autoroll 提交于
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由 skia-flutter-autoroll 提交于
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由 skia-flutter-autoroll 提交于
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由 skia-flutter-autoroll 提交于
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由 skia-flutter-autoroll 提交于
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由 skia-flutter-autoroll 提交于
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- 17 2月, 2020 7 次提交
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由 skia-flutter-autoroll 提交于
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由 skia-flutter-autoroll 提交于
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由 skia-flutter-autoroll 提交于
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由 skia-flutter-autoroll 提交于
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由 skia-flutter-autoroll 提交于
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由 skia-flutter-autoroll 提交于
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由 skia-flutter-autoroll 提交于
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- 16 2月, 2020 5 次提交
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由 skia-flutter-autoroll 提交于
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由 skia-flutter-autoroll 提交于
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由 skia-flutter-autoroll 提交于
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由 skia-flutter-autoroll 提交于
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由 skia-flutter-autoroll 提交于
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- 15 2月, 2020 3 次提交
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由 skia-flutter-autoroll 提交于
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由 skia-flutter-autoroll 提交于
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由 skia-flutter-autoroll 提交于
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