1. 27 6月, 2020 1 次提交
    • D
      Move fuchsia/scenic integration behind #define (#19003) · 220a8310
      David Worsham 提交于
      Additionally create "_next" permutations for all of the test binaries
      on Fuchsia, in order to test both code-paths.
      
      Using the #define follow-up CLs can also create a flutter_runner_next
      binary that does not contain any legacy integration code.
      
      BUG: 53847
      220a8310
  2. 29 5月, 2020 1 次提交
  3. 08 5月, 2020 1 次提交
    • L
      Reland again "Remove layer integral offset snapping #17112" (#18160) · 28d99854
      liyuqian 提交于
      This reverts commit a7a25d3b and relands our reland https://github.com/flutter/engine/pull/17915.
      
      Additionally, we fixed the cull rect logic in `OpacityLayer::Preroll` which is  the root cause of https://github.com/flutter/flutter/issues/56298. We've always had that root problem before but it did not trigger performance issues because we were using the OpacityLayer's `paint_bounds`, instead of its child's `paint_bounds` for preparing the layer raster cache. A correct handling of the cull rect should allow us to cull at any level.
      
      It also turns out that our ios32 (iPhone4s) performacne can regress a lot
      without snapping. My theory is that although the picture has a
      fractional top left corner, many drawing operations inside the picture
      have integral coordinations. In older hardwares, keeping those
      coordinates integral seems to be performance critical.
      
      To avoid flutter/flutter#41654, the snapping
      will still be disabled if the matrix has non-scale-translation
      transformations.
      28d99854
  4. 05 5月, 2020 1 次提交
  5. 02 5月, 2020 1 次提交
    • L
      Reland "Remove layer integral offset snapping" (#17915) · 4e297363
      liyuqian 提交于
      This reverts commit b5aedb30 and relands #17712.
      
      Fixes flutter/flutter#53288 and flutter/flutter#41654.
      
      Together with #17791, this reland addresses some of Jim's concerns in the original PR #17712.
      
      The major part of this PR is still the same as the original PR, and the performance / golden image impacts should be the same.
      4e297363
  6. 24 4月, 2020 1 次提交
  7. 17 4月, 2020 2 次提交
  8. 03 3月, 2020 1 次提交
  9. 29 2月, 2020 1 次提交
    • S
      Try rasterizing images and layers only once, even when their rasterization... · 01a52b99
      Sebastian Jeltsch 提交于
      Try rasterizing images and layers only once, even when their rasterization fails. Further enforce the same access threshold on layers as on Pictures. Previously layers would always be cached. The latter is a semantic change. (#16545)
      
      If Rasterization fails, i.e. image.is_valid() is false, the cache might try rasterizing the image again on the next frame. Not only is this wasteful put might also prevent other pictures to be cached within the current frame budget.
      01a52b99
  10. 07 2月, 2020 1 次提交
  11. 09 11月, 2019 1 次提交
    • M
      Turn on RasterCache based on view hierarchy (#13762) · 8a99d107
      Michael Klimushyn 提交于
      This is a duplicate of flutter/engine#13360 with the test switched to use the software backend instead of the GL backend.
      
      After some debugging and testing on another GL embedder I think the issue with the test is some bug having to do with the GL implementation in the test harness specifically. 
      
      Fixes flutter/flutter#38903
      8a99d107
  12. 31 10月, 2019 2 次提交
  13. 18 4月, 2019 1 次提交
  14. 29 3月, 2019 1 次提交
  15. 14 3月, 2019 1 次提交
  16. 12 3月, 2019 2 次提交
  17. 09 2月, 2019 1 次提交
    • L
      Throttle picture raster cache (#7759) · 68396ae3
      liyuqian 提交于
      This decreases worst_frame_rasterizer_time_millis from 30ms to 10ms when
      we enabled picture raster cache in tiles_scroll (i.e., lower the
      threshold from 10 to 5).
      68396ae3
  18. 13 11月, 2018 1 次提交
  19. 08 11月, 2018 1 次提交
  20. 12 10月, 2018 3 次提交
  21. 12 9月, 2018 1 次提交
  22. 29 8月, 2018 1 次提交
  23. 27 7月, 2018 1 次提交
  24. 24 5月, 2018 1 次提交
  25. 14 4月, 2018 1 次提交
  26. 13 4月, 2018 1 次提交
  27. 12 4月, 2018 1 次提交
  28. 11 4月, 2018 2 次提交
    • C
      Revert "Support multiple shells in a single process. (#4932)" (#4964) · 9199b40f
      Chinmay Garde 提交于
      This reverts commit 6baff4c8.
      9199b40f
    • C
      Support multiple shells in a single process. (#4932) · 6baff4c8
      Chinmay Garde 提交于
      * Support multiple shells in a single process.
      
      The Flutter Engine currently works by initializing a singleton shell
      instance. This shell has to be created on the platform thread. The shell
      is responsible for creating the 3 main threads used by Flutter (UI, IO,
      GPU) as well as initializing the Dart VM. The shell, references to task
      runners of the main threads as well as all snapshots used for VM
      initialization are stored in singleton objects. The Flutter shell only
      creates the threads, rasterizers, contexts, etc. to fully support a
      single Flutter application. Current support for multiple Flutter
      applications is achieved by making multiple applications share the same
      resources (via the platform views mechanism).
      
      This scheme has the following limitations:
      
      * The shell is a singleton and there is no way to tear it down. Once you
        run a Flutter application in a process, all resources managed by it
        will remain referenced till process termination.
      * The threads on which the shell performs its operations are all
        singletons. These threads are never torn down and multiple Flutter
        applications (if present) have to compete with one another on these
        threads.
      * Resources referenced by the Dart VM are leaked because the VM isn't
        shutdown even when there are no more Flutter views.
      * The shell as a target does not compile on Fuchsia. The Fuchsia content
        handler uses specific dependencies of the shell to rebuild all the
        shell dependencies on its own. This leads to differences in frame
        scheduling, VM setup, service protocol endpoint setup, tracing, etc..
        Fuchsia is very much a second class citizen in this world.
      * Since threads and message loops are managed by the engine, the engine
        has to know about threading and platform message loop interop on each
        supported platform.
      
      Specific updates in this patch:
      
      * The shell is no longer a singleton and the embedder holds the unique
        reference to the shell.
      * Shell setup and teardown is deterministic.
      * Threads are no longer managed by the shell. Instead, the shell is
        given a task runner configuration by the embedder.
      * Since the shell does not own its threads, the embedder can control
        threads and the message loops operating on these threads. The shell is
        only given references to the task runners that execute tasks on these
        threads.
      * The shell only needs task runner references. These references can be
        to the same task runner. So, if the embedder thinks that a particular
        Flutter application would not need all the threads, it can pass
        references to the same task runner. This effectively makes Flutter
        application run in single threaded mode. There are some places in the
        shell that make synchronous calls, these sites have been updated to
        ensure that they don’t deadlock.
      * The test runner and the headless Dart code runner are now Flutter
        applications that are effectively single threaded (since they don’t
        have rendering concerns of big-boy Flutter application).
      * The embedder has to guarantee that the threads and outlive the shell.
        It is easy for the embedder to make that guarantee because shell
        termination is deterministic.
      * The embedder can create as many shell as it wants. Typically it
        creates a shell per Flutter application with its own task runner
        configuration. Most embedders obtain these task runners from threads
        dedicated to the shell. But, it is entirely possible that the embedder
        can obtain these task runners from a thread pool.
      * There can only be one Dart VM in the process. The numerous shell
        interact with one another to manage the VM lifecycle. Once the last
        shell goes away, the VM does as well and hence all resources
        associated with the VM are collected.
      * The shell as a target can now compile and run on Fuchsia. The current
        content handler has been removed from the Flutter engine source tree
        and a new implementation has been written that uses the new shell
        target.
      * Isolate management has been significantly overhauled. There are no
        owning references to Dart isolates within the shell. The VM owns the
        only strong reference to the Dart isolate. The isolate that has window
        bindings is now called the root isolate. Child isolates can now be
        created from the root isolate and their bindings and thread
        configurations are now inherited from the root isolate.
      * Terminating the shell terminates its root isolates as well as all the
        isolates spawned by this isolate. This is necessary be shell shutdown
        is deterministic and the embedder is free to collect the threads on
        which the isolates execute their tasks (and listen for mircrotasks
        flushes on).
      * Launching the root isolate is now significantly overhauled. The shell
        side (non-owning) reference to an isolate is now a little state
        machine and illegal state transitions should be impossible (barring
        construction issues). This is the only way to manage Dart isolates in
        the shell (the shell does not use the C API is dart_api.h anymore).
      * Once an isolate is launched, it must be prepared (and hence move to
        the ready phase) by associating a snapshot with the same. This
        snapshot can either be a precompiled snapshot, kernel snapshot, script
        snapshot or source file. Depending on the kind of data specified as a
        snapshot as well as the capabilities of the VM running in the process,
        isolate preparation can fail preparation with the right message.
      * Asset management has been significantly overhauled. All asset
        resolution goes through an abstract asset resolver interface. An asset
        manager implements this interface and manages one or more child asset
        resolvers. These asset resolvers typically resolve assets from
        directories, ZIP files (legacy FLX assets if provided), APK bundles,
        FDIO namespaces, etc…
      * Each launch of the shell requires a separate and fully configured
        asset resolver. This is necessary because launching isolates for the
        engine may require resolving snapshots as assets from the asset
        resolver. Asset resolvers can be shared by multiple launch instances
        in multiple shells and need to be thread safe.
      * References to the command line object have been removed from the
        shell. Instead, the shell only takes a settings object that may be
        configured from the command line. This makes it easy for embedders and
        platforms that don’t have a command line (Fuchsia) to configure the
        shell. Consequently, there is only one spot where the various switches
        are read from the command line (by the embedder and not the shell) to
        form the settings object.
      * All platform now respect the log tag (this was done only by Android
        till now) and each shell instance have its own log tag. This makes
        logs from multiple Flutter application in the same process (mainly
        Fuchsia) more easily decipherable.
      * The per shell IO task runner now has a new component that is
        unfortunately named the IOManager. This component manages the IO
        GrContext (used for asynchronous texture uploads) that cooperates with
        the GrContext on the GPU task runner associated with the shell. The
        IOManager is also responsible for flushing tasks that collect Skia
        objects that reference GPU resources during deterministic shell
        shutdown.
      * The embedder now has to be careful to only enable Blink on a single
        instance of the shell. Launching the legacy text layout and rendering
        engine multiple times is will trip assertions. The entirety of this
        runtime has been separated out into a separate object and can be
        removed in one go when the migration to libtxt is complete.
      * There is a new test target for the various C++ objects that the shell
        uses to interact with the Dart VM (the shell no longer use the C API
        in dart_api.h). This allows engine developers to test VM/Isolate
        initialization and teardown without having the setup a full shell
        instance.
      * There is a new test target for the testing a single shell instances
        without having to configure and launch an entire VM and associated
        root isolate.
      * Mac, Linux & Windows used to have different target that created the
        flutter_tester referenced by the tool. This has now been converted
        into a single target that compiles on all platforms.
      * WeakPointers vended by the fml::WeakPtrFactory(notice the difference
        between the same class in the fxl namespace) add threading checks on
        each use. This is enabled by getting rid of the “re-origination”
        feature of the WeakPtrFactory in the fxl namespace. The side effect of
        this is that all non-thread safe components have to be created, used
        and destroyed on the same thread. Numerous thread safety issues were
        caught by this extra assertion and have now been fixed.
        * Glossary of components that are only safe on a specific thread (and
          have the fml variants of the WeakPtrFactory):
          * Platform Thread: Shell
          * UI Thread: Engine, RuntimeDelegate, DartIsolate, Animator
          * GPU Thread: Rasterizer, Surface
          * IO Thread: IOManager
      
      This patch was reviewed in smaller chunks in the following pull
      requests. All comments from the pulls requests has been incorporated
      into this patch:
      
      * flutter/assets: https://github.com/flutter/engine/pull/4829
      * flutter/common: https://github.com/flutter/engine/pull/4830
      * flutter/content_handler: https://github.com/flutter/engine/pull/4831
      * flutter/flow: https://github.com/flutter/engine/pull/4832
      * flutter/fml: https://github.com/flutter/engine/pull/4833
      * flutter/lib/snapshot: https://github.com/flutter/engine/pull/4834
      * flutter/lib/ui: https://github.com/flutter/engine/pull/4835
      * flutter/runtime: https://github.com/flutter/engine/pull/4836
      * flutter/shell: https://github.com/flutter/engine/pull/4837
      * flutter/synchronization: https://github.com/flutter/engine/pull/4838
      * flutter/testing: https://github.com/flutter/engine/pull/4839
      6baff4c8
  29. 30 3月, 2018 1 次提交
  30. 17 3月, 2018 1 次提交
  31. 09 11月, 2017 1 次提交
  32. 12 9月, 2017 1 次提交
  33. 19 7月, 2017 1 次提交
  34. 14 7月, 2017 1 次提交