- 11 5月, 2020 1 次提交
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由 Marcus Tomlinson 提交于
Added a new `FlutterEngineAOTData` argument to `FlutterProjectArgs`. Embedders can instantiate and destroy this object via the new `FlutterEngineCreateAOTData` and `FlutterEngineCollectAOTData` methods provided. If an embedder provides more than one source of AOT data to `FlutterEngineInitialize` or `FlutterEngineRun` (e.g. snapshots as well as `FlutterEngineAOTData`), the engine will error out. Resolves: https://github.com/flutter/flutter/issues/50778
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- 23 11月, 2019 1 次提交
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由 gaaclarke 提交于
Moved our code to passing functions by const ref
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- 16 10月, 2019 1 次提交
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由 Chinmay Garde 提交于
Embedders may use this to specify a thread whose event loop is managed by them instead of the engine. In addition, specifying the same task runner for both the platform and render task runners allows embedders to effectively perform GPU rendering operations on the platform thread. To affect this change, the following non breaking changes to the API have been made: * The `FlutterCustomTaskRunners` struct now has a new field `render_task_runner` for the specification of a custom render task runner. * The `FlutterTaskRunnerDescription` has a new field `identifier`. Embedders must supply a unique identifier for each task runner they specify. In addition, when describing multiple task runners that run their tasks on the same thread, their identifiers must match. * The embedder may need to process tasks during `FlutterEngineRun` and `FlutterEngineShutdown`. However, the embedder doesn't have the Flutter engine handle before `FlutterEngineRun` and is supposed to relinquish handle right before `FlutterEngineShutdown`. Since the embedder needs the Flutter engine handle to service tasks on other threads while these calls are underway, there exist opportunities for deadlock. To work around this scenario, three new calls have been added that allow more deliberate management of the Flutter engine instance. * `FlutterEngineRun` can be replaced with `FlutterEngineInitialize` and `FlutterEngineRunInitialized`. The embedder can obtain a handle to the engine after the first call but the engine will not post any tasks to custom task runners specified by the embedder till the `FlutterEngineRunInitialized` call. Embedders can guard the Flutter engine handle behind a mutex for safe task runner interop. * `FlutterEngineShutdown` can be preceded by the `FlutterEngineDeinitialize` call. After this call the Flutter engine will no longer post tasks onto embedder managed task runners. It is still embedder responsibility to collect the Flutter engine handle via `FlutterEngineShutdown`. * To maintain backwards compatibility with the old APIs, `FlutterEngineRun` is now just a convenience for `FlutterEngineInitialize` and `FlutterEngineRunInitilaized`. `FlutterEngineShutdown` now implicitly calls `FlutterEngineDeinitialize` as well. This allows existing users who don't care are custom task runner interop to keep using the old APIs. * Adds complete test coverage for both old and new paths. Fixes https://github.com/flutter/flutter/issues/42460 Prerequisite for https://github.com/flutter/flutter/issues/17579
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- 18 9月, 2019 1 次提交
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由 Chinmay Garde 提交于
Account for root surface transformation on the surfaces managed by the external view embedder. (#11384) The earlier design speculated that embedders could affect the same transformations on the layers post engine compositor presentation but before final composition. However, the linked issue points out that this design is not suitable for use with hardware overlay planes. When rendering to the same, to affect the transformation before composition, embedders would have to render to an off-screen render target and then apply the transformation before presentation. This patch negates the need for that off-screen render pass. To be clear, the previous architecture is still fully viable. Embedders still have full control over layer transformations before composition. This is an optimization for the hardware overlay planes use-case. Fixes b/139758641
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- 10 9月, 2019 1 次提交
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由 Chinmay Garde 提交于
There is no test to assert this and it unnecessarily slows down the test harness and opens tons of port on the host.
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- 24 8月, 2019 1 次提交
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由 Chinmay Garde 提交于
Uses the same technique used during OpenGL composition to elide root surface access. The refactoring of this approach is tracked in https://github.com/flutter/flutter/issues/38466 Fixes https://github.com/flutter/flutter/issues/39009.
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- 14 8月, 2019 1 次提交
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由 Chinmay Garde 提交于
This patch allows embedders to split the Flutter layer tree into multiple chunks. These chunks are meant to be composed one on top of another. This gives embedders a chance to interleave their own contents between these chunks. The Flutter embedder API already provides hooks for the specification of textures for the Flutter engine to compose within its own hierarchy (for camera feeds, video, etc..). However, not all embedders can render the contents of such sources into textures the Flutter engine can accept. Moreover, this composition model may have overheads that are non-trivial for certain use cases. In such cases, the embedder may choose to specify multiple render target for Flutter to render into instead of just one. The use of this API allows embedders to perform composition very similar to the iOS embedder. This composition model is used on that platform for the embedding of UIKit view such and web view and map views within the Flutter hierarchy. However, do note that iOS also has threading configurations that are currently not available to custom embedders. The embedder API updates in this patch are ABI stable and existing embedders will continue to work are normal. For embedders that want to enable this composition mode, the API is designed to make it easy to opt into the same in an incremental manner. Rendering of contents into the “root” rendering surface remains unchanged. However, now the application can push “platform views” via a scene builder. These platform views need to handled by a FlutterCompositor specified in a new field at the end of the FlutterProjectArgs struct. When a new platform view in introduced within the layer tree, the compositor will ask the embedder to create a new render target for that platform view. Render targets can currently be OpenGL framebuffers, OpenGL textures or software buffers. The type of the render target returned by the embedder must be compatible with the root render surface. That is, if the root render surface is an OpenGL framebuffer, the render target for each platform view must either be a texture or a framebuffer in the same OpenGL context. New render target types as well as root renderers for newer APIs like Metal & Vulkan can and will be added in the future. The addition of these APIs will be done in an ABI & API stable manner. As Flutter renders frames, it gives the embedder a callback with information about the position of the various platform views in the effective hierarchy. The embedder is then meant to put the contents of the render targets that it setup and had previously given to the engine onto the screen (of course interleaving the contents of the platform views). Unit-tests have been added that test not only the structure and properties of layer hierarchy given to the compositor, but also the contents of the texels rendered by a test compositor using both the OpenGL and software rendering backends. Fixes b/132812775 Fixes flutter/flutter#35410
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- 09 8月, 2019 1 次提交
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由 Chinmay Garde 提交于
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- 07 8月, 2019 1 次提交
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由 Chinmay Garde 提交于
This exposes the `Settings::leak_vm` flag to custom embedders. All embedder unit-tests now shut down the VM on the shutdown of the last engine in the process. The mechanics of VM shutdown are already tested in the Shell unit-tests harness in the DartLifecycleUnittests set of of assertions. This just exposes that functionality to custom embedders. Since it is part of the public stable API, I also switched the name of the field to be something less snarky than the field in private shell settings.
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- 18 6月, 2019 1 次提交
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由 Jason Simmons 提交于
Applications can use an embedder API to obtain the isolate ID and then use it in calls to the Dart service protocol.
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- 13 6月, 2019 1 次提交
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由 Chinmay Garde 提交于
Currently, all our host unit-tests that have rendering concerns use the software backend because of OpenGL ES availability and stability issues on the various platforms where we run host tests. Unfortunately, entire subsystems are disabled (and not tested) when rendering with the software backend. This patch pulls in SwiftShader and via pending patches in the buildroot, configures the host unit-tests to optionally use OpenGL ES in a stable manner without relying on the OpenGL drivers being present (and functional). I have wired up the embedder test fixture in this patch to use the SwiftShader based OpenGL ES driver. I will update the shell and runtime unittests in a subsequent patch as well. The on and offscreen surfaces are configured as 1x1 pbuffer surface because we should be able to write pixel tests using OpenGL directly wihout having to deal with surfaces.
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- 10 4月, 2019 1 次提交
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由 Chinmay Garde 提交于
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- 29 3月, 2019 1 次提交
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由 Chinmay Garde 提交于
Also cleans up the a11y unittests to use the new builder API and avoids polluting the global namespace with state for assertions.
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- 28 3月, 2019 1 次提交
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由 Chinmay Garde 提交于
Currently, all Flutter threads are managed by the engine itself. This works for all threads except the platform thread. On this thread, the engine cannot see the underlying event multiplexing mechanism. Using the new task runner interfaces, the engine can relinquish the task of setting up the event multiplexing mechanism and instead have the embedder provide one for it during setup. This scheme is only wired up for the platform thread. But, the eventual goal is to expose this message loop interoperability for all threads.
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- 27 3月, 2019 1 次提交
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由 Chinmay Garde 提交于
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- 26 3月, 2019 2 次提交
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由 Chinmay Garde 提交于
Also allows tests to specify their own embedder contexts.
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由 Chinmay Garde 提交于
All embedder unit-tests have to setup the Flutter project arguments from scratch before launching the engine. The boilerplate and having to deal with the low level C API during each engine launch is a hinderance to writing tests. This patch introduces an EmbedderTest fixture that sets up all the embedder side snapshots before allowing the unit test to create a FlutterConfigBuilder` that the test can use to incrementally build and edit the Flutter project configuration. From the given state state of a configuration, multiple engines can be launched with their lifecylces managed by appropriate RAII wrappers. This allows the a fully configured Flutter engine to be launched using 4 lines of code in a fixture. ``` EmbedderConfigBuilder builder; builder.SetSoftwareRendererConfig(); builder.SetAssetsPathFromFixture(this); builder.SetSnapshotsFromFixture(this); auto engine = builder.LaunchEngine(); ```
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