- 03 9月, 2019 1 次提交
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由 James Clarke 提交于
* Begin API evolution to a more native win32 API * Child-window based hosting * Plumb through an initial size for child window to avoid reallocated surface on start * Windows API cleanup part 1 * Fix wrapper tests * Ensure flutter's HWND resources are destroyed * Final API cleanup * Fix dynamic DPI handling * Cleanup * Fix a bug that was causing engine to not be shutdown correctly * CR feedback * auto format * CR feedback: combine FlutterView and FlutterViewController * The one that clang-format seems to always get wrong * expletive * fix sources for licesnse file * CR Feedback * cleanup * Update GetNativeWindow() to return an HWND rather than a long * fix formatting
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- 31 8月, 2019 1 次提交
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由 Harry Terkelsen 提交于
* WIP on web plugin registry * WIP on web plugins * More WIP on registering web plugins * remove flutter_web_plugins * add license header * Update year of license header to 2013 * Update the license goldens file
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- 27 8月, 2019 2 次提交
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由 Gary Qian 提交于
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由 Amir Hardon 提交于
This change sets up a "spying canvas" to try and detect empty canvases. When using platform views with a custom embedder, if a platform view overlay canvas is known to be empty we skip creating a compositor layer for that overlay.
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- 24 8月, 2019 1 次提交
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由 Dan Field 提交于
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- 23 8月, 2019 4 次提交
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由 Kaushik Iska 提交于
The core underlying issue is that vector push_back could re-allocate and cause us to segfault. I have switched the backing queues to a map per @jason-simmons suggestion in flutter/flutter#38778. I've also added a test to capture the aforementioned bug. I've run internal tests several times to validate that this is fixed. General threading note for this class is that only the following operations take a write lock on the meta mutex: 1. Create 2. Dispose The rest of the operations take read lock on the meta mutex and acquire finer grained locks for the duration of the operation. We can not grab read lock for the entire duration of NotifyObservers for example because observer can in-turn create other queues -- Which we should not block. Additional changes: 1. Make as many methods as possible const. Unlocked methods are all const. 2. Migrate all the queue members to a struct, and have a map. 3. Get rid of the un-used Swap functionality.
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由 Chinmay Garde 提交于
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由 Yegor 提交于
sync web engine; run web engine tests
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由 Gary Qian 提交于
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- 21 8月, 2019 2 次提交
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由 Jonah Williams 提交于
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由 Chinmay Garde 提交于
The root canvas is managed by the external view embedder when using a custom compositor. Due to this, frame submission on the surface will not end up flushing the same (because the surface doesn’t have it to begin with). Fixed with tests.
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- 16 8月, 2019 1 次提交
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由 Jason Simmons 提交于
ParagraphImpl was used to switch between libtxt and Blink implementations of text rendering and is now obsolete.
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- 15 8月, 2019 2 次提交
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由 stuartmorgan 提交于
Renames all FLE* classes in the macOS embedding to Flutter*. With the exception of -[FlutterDartProject engineSwitches], which is very clearly called out in the comment, the APIs should be stable at this point, so the marker prefix is no longer needed. This is a breaking change for macOS embedders, but going forward breaking changes at the source level for the macOS API should now be rare. Some of these classes will likely merge with the iOS versions in the future (e.g., FlutterDartProject), but that will be an implementation detail that will not affect clients. Fixes flutter/flutter#31735
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由 James Clarke 提交于
Start work on flutter/flutter#30726 by adding an alternative win32 shell platform implementation for Windows that is not based on GLFW and that uses LIBANGLE for rendering and native win32 windowing and input. This change does not replace the GLFW implementation but rather runs side by side with it producing a secondary flutter_windows_win32.dll artifact. The following items must be added to attain parity with the GLFW implementation: - Custom task scheduling - Support for keyboard modifier keys - Async texture uploads - Correct high DPI handling on Windows versions < 1703 and will be added in subsequent changes.
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- 14 8月, 2019 2 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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- 13 8月, 2019 1 次提交
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由 Kaushik Iska 提交于
After pre-roll we know if there have been any mutations made to the IOS embedded UIViews. If there are any mutations and the thread configuration is such chat the mutations will be committed on an illegal thread (GPU thread), we merge the threads and keep them merged until the lease expires. The lease is currently set to expire after 10 frames of no mutations. If there are any mutations in the interim we extend the lease. TaskRunnerMerger will ultimately be responsible for enforcing the correct thread configurations. This configuration will be inactive even after this change since still use the same thread when we create the iOS engine. That is slated to change in the coming PRs.
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- 10 8月, 2019 4 次提交
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由 Jonah Williams 提交于
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由 Jonah Williams 提交于
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由 Yegor 提交于
* rename stub_ui to web_ui * update licenses
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由 Konstantin Pozin 提交于
Use Skia's own implementation of SkFontMgr for Fuchsia, for consistency with other Skia clients on Fuchsia. FL-290
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- 09 8月, 2019 1 次提交
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- 07 8月, 2019 1 次提交
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由 Matt Carroll 提交于
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- 06 8月, 2019 1 次提交
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由 sjindel-google 提交于
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- 03 8月, 2019 1 次提交
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由 Gary Qian 提交于
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- 01 8月, 2019 1 次提交
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由 Kaushik Iska 提交于
Also fixes the architecture of the bundled SO files.
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- 30 7月, 2019 1 次提交
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由 Matt Carroll 提交于
Android Embedding PR37: Separated FlutterActivity and FlutterFragment via FlutterActivityAndFragmentDelegate (#9895)
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- 27 7月, 2019 1 次提交
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由 Kaushik Iska 提交于
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- 23 7月, 2019 1 次提交
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由 Matt Carroll 提交于
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- 20 7月, 2019 1 次提交
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由 gaaclarke 提交于
Removed logic from FlutterAppDelegate into FlutterPluginAppLifeCycleDelegate. This is a better place for add-to-app since it doesn't require them to use our app delegate.
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- 18 7月, 2019 1 次提交
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由 Chinmay Garde 提交于
Adds a unit-test asserting this behavior.
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- 16 7月, 2019 1 次提交
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由 gaaclarke 提交于
Made Picture::toImage happen on the IO thread with no need for a surface.
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- 13 7月, 2019 1 次提交
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由 Kaushik Iska 提交于
- Add the functionality to merge and unmerge MessageLoopTaskQueues This introduces a notion of a "owning" and "subsumed" queue ids. Owning queue will take care of the tasks submitted to both that and it's subsumed queue. - The tasks submitted still maintain the queue affinity - Same for the task observers - Also adds MergedQueuesRunner which grabs both the locks owner and subsumed queues in RAII fashion. - Also use task queue id to verify if we are running in the same thread. - This is to enable merging the backed message loop task queues to enable dynamic thread merging in IOS.
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- 12 7月, 2019 2 次提交
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由 Jonah Williams 提交于
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由 gaaclarke 提交于
Un-deprecated FlutterViewController's binaryMessenger. Leaving it as a valid convenience method and to help minimize a breaking change.
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- 11 7月, 2019 4 次提交
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由 Jason Simmons 提交于
This converts the libtxt Paragraph and ParagraphBuilder classes into interfaces with Minikin and SkShaper/SkParagraph based implementations. Use the --enable-skshaper GN flag to select the Skia shaper implementation at build time.
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由 stuartmorgan 提交于
Rather than clients needing to create an appropriate view in a XIB and attach it to an FLEViewController, which is error-prone, have FLEViewController create its own view programatically. The view is now an internal detail, so calling setView: on an FLEViewController will no longer work. As a result of the view being internal, the public API surface is simplified. This is a breaking change for macOS Runners.
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由 gaaclarke 提交于
Got rid of the black frame by synchronizing the main thread with the gpu thread to make sure a frame is rendered before presenting the view.
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由 Chinmay Garde 提交于
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- 10 7月, 2019 1 次提交
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由 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.
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