- 04 4月, 2020 2 次提交
- 03 4月, 2020 3 次提交
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由 Chinmay Garde 提交于
There is no ability to compile shaders online and cache those binaries when using the Metal backend. SkSL caching must always be used.
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由 Dan Field 提交于
* Initialize locale from FlutterEngine
- 02 4月, 2020 1 次提交
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由 gaaclarke 提交于
Started clearing out the semantics information in Dart as well as deleting the AccessibilityBridge. (#17433)
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- 01 4月, 2020 4 次提交
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由 Chinmay Garde 提交于
Fixes https://github.com/flutter/flutter/issues/18208. All Metal for iOS related work items described in https://github.com/orgs/flutter/projects/5 have been completed.
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由 Chinmay Garde 提交于
If the application says there is a new texture but does not provide one, reuse the last texture. (#17437) This matches the behavior of the OpenGL backend.
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由 Chinmay Garde 提交于
The following issues have been filed to track the handling of these enum values: * Handle the UITouchTypeIndirectPointer enum value. https://github.com/flutter/flutter/issues/53696 * Handle the UITouchPhaseRegion enum values. https://github.com/flutter/flutter/issues/53695 No change in functionality. Only makes the iOS engine build on the latest versions of Xcode and iOS SDK. The enum values cannot be used with the API_AVAILABLE macro because the buildbots have not been updated yet.
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由 liyuqian 提交于
This PR touches variable names, class names, and file names so it's significantly more risky than its predecessor https://github.com/flutter/engine/pull/17329 Due to file name changes, this PR is expected to change the license files. We haven't rename `shell/gpu` to `shell/raster` yet. It should be optional but I think it's better to have `raster_surface_software.cc` than `gpu_surface_software.cc`.
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- 31 3月, 2020 1 次提交
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由 wqyfavor 提交于
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- 28 3月, 2020 1 次提交
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由 Emmanuel Garcia 提交于
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- 27 3月, 2020 1 次提交
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由 wqyfavor 提交于
Fix problem that using multi-engines, sometimes OpenGL would crash be cause of invalid EAGLContext (#17366)
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- 26 3月, 2020 2 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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由 Emmanuel Garcia 提交于
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- 25 3月, 2020 1 次提交
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由 Emmanuel Garcia 提交于
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- 24 3月, 2020 3 次提交
- 23 3月, 2020 1 次提交
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由 Chinmay Garde 提交于
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- 21 3月, 2020 3 次提交
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由 Emmanuel Garcia 提交于
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由 Emmanuel Garcia 提交于
This reverts commit 2627634b.
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由 Emmanuel Garcia 提交于
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- 18 3月, 2020 1 次提交
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由 Wu Zhong 提交于
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- 16 3月, 2020 1 次提交
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- 11 3月, 2020 2 次提交
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由 Chinmay Garde 提交于
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由 Chinmay Garde 提交于
This moves the Metal `GrContext` creation utilities from `GPUSurfaceMetal` into a separate `IOSContext` object subclass. An analogue of this object was used in the GL regime for the management of onscreen and offscreen contexts that were not tied to the lifecycle of the `GPUSurface`. This pattern has now been generalized for use with all backends that need a resource context (`IOSContextGL` and `IOContextMetal`). The platform views controller management in the `ExternalViewEmbedder` interface implementation was repeated three times for [Metal][metal], [OpenGL](opengl) and [Software](software) rendering. This repetition has been removed and a single implementation present in the base `IOSSurface` and used on all platforms. Addition of new client rendering APIs should not affect how the engine renders into the platform view interleaving levels. All rendering API selection logic has been moved into a single set of utilities in `rendering_api_selection.h`. This enables the removal of a lot of code blocks guarded by `FLUTTER_SHELL_ENABLE_METAL`. The remaining uses of this will be removed when unified builds are enabled. The Metal backend now also adds traces similar to the GL backend. The `IOGLContext` has been renamed to `IOContextGL` to be more in line with the convention used in this library. Fixes https://github.com/flutter/flutter/issues/41827 Adds https://github.com/flutter/flutter/issues/52150 [metal]: https://github.com/flutter/engine/blob/1194ba2b218706a201c5d2c5325b55a5932546c5/shell/platform/darwin/ios/ios_surface_metal.mm#L55 [opengl]: https://github.com/flutter/engine/blob/1194ba2b218706a201c5d2c5325b55a5932546c5/shell/platform/darwin/ios/ios_surface_gl.mm#L95 [software]: https://github.com/flutter/engine/blob/1194ba2b218706a201c5d2c5325b55a5932546c5/shell/platform/darwin/ios/ios_surface_software.mm#L146
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- 07 3月, 2020 1 次提交
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由 Duong Nguyen 提交于
Co-authored-by: NAaron Clarke <aaclarke@google.com>
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- 06 3月, 2020 1 次提交
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由 gaaclarke 提交于
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- 05 3月, 2020 3 次提交
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由 Kirill Nikolaev 提交于
Chrome Trace viewer treats events labeled "VSYNC" as special and highlights them (when the "Highlight Vsync" checkbox is enabled). Ideally VSYNC events are generated by the host system at their source. System VSYNC events are indeed present in full-system systraces. Flutter-level traces (as seen in Observatory/Flutter devtools) do not contain the system VSYNC events, so we rely on the engine to generate them (as close to where they would be generated by the system ideally). Currently the common (platform-independent code) generates VSYNC events at the time when the UI thread starts processing a frame. This has two drawbacks: 1. The traces are generated with a delay (we wait for the callback to be have been scheduled on the UI thread instead of tracing as soon as the system notified us. 2. When inspecting system-wide traces we'll have both the system and the Flutter app (or potentially multiple Flutter apps) generate VSYNC events at the same time. This confuses both the developers and the trace viewer. This change moves the VSYNC event generation to the platform-specific embedder implementations: 1. On Android/iOS we always generate the VSYNC event since Android/iOS developers use Flutter tools to debug the apps. 2. On Fuchsia we do not generate VSYNC events since the systraces always contain them. 3. In the Embedder wrapper we don not generate VSYNC events and rely on the actual embedder to do this in a way appropriate for the target system.
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由 gaaclarke 提交于
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由 Flutter GitHub Bot 提交于
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- 25 2月, 2020 1 次提交
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由 Chris Bracken 提交于
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- 23 2月, 2020 1 次提交
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由 Miguel Beltran 提交于
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- 20 2月, 2020 1 次提交
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由 xster 提交于
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- 12 2月, 2020 1 次提交
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由 Chris Yang 提交于
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- 08 2月, 2020 1 次提交
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由 Dan Field 提交于
Make sure that a text range at the end of the string is still valid.
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- 06 2月, 2020 2 次提交
- 01 2月, 2020 1 次提交
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由 Chinmay Garde 提交于
This was only necessary when the Engine had to build in multiple buildroots where the sources where checked out at different paths relative to the buildroot. This is no longer the case and there are already cases GN rules have been written that mix and match variable usage with the direct specification of the path to the Flutter sources relative to the sole buildroot.
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