- 06 11月, 2018 1 次提交
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由 Amir Hardon 提交于
When the flag is true, we currently use a single thread configuration, and disabled the raster cache for opacity layers. The flag's name is 'io.flutter_embedded_views_preview'.
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- 30 10月, 2018 1 次提交
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由 Amir Hardon 提交于
The platform views embedding is still WIP, and until we dynamically merge the gpu and platform threads based on the presence of an embedded view in the scene fetching the view embedder is not thread safe. This PR essentially disables iOS platform views embedding, we will re-enable once dynamic thread merging is supported.
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- 27 10月, 2018 2 次提交
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由 Chinmay Garde 提交于
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由 Amir Hardon 提交于
For flow to manipulate the embedded UIViews during the paint traversal it needs some hook in PaintContext. This PR introduces a ViewEmbeder interface that is implemented by the iOS PlatformViewsController and plumbs it into PaintContext. The ViewEmbedder interface is mainly a place holder at this point, as this PR is focused on just the plumbing.
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- 25 10月, 2018 1 次提交
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由 Chinmay Garde 提交于
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- 23 10月, 2018 1 次提交
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由 Chinmay Garde 提交于
TL;DR: Offscreen surface is created on the render thread and device to host transfer performed there before task completion on the UI thread. While attempting to snapshot layer trees, the engine was attempting to use the IO thread context. The reasoning was that this would be safe to do because any textures uploaded to the GPU as a result of async texture upload would have originated from this context and hence the handles would be valid in either context. As it turns out, while the handles are valid, Skia does not support this use-case because cross-context images transfer ownership of the image from one context to another. So, when we made the hop from the UI thread to the IO thread (for snapshotting), if either the UI or GPU threads released the last reference to the texture backed image, the image would be invalid. This led to such images being absent from the layer tree snapshot. Simply referencing the images as they are being used on the IO thread is not sufficient because accessing images on one context after their ownership has already been transferred to another is not safe behavior (from Skia's perspective, the handles are still valid in the sharegroup). To work around these issues, it was decided that an offscreen render target would be created on the render thread. The color attachment of this render target could then be transferred as a cross context image to the IO thread for the device to host tranfer. Again, this is currently not quite possible because the only way to create cross context images is from encoded data. Till Skia exposes the functionality to create cross-context images from textures in one context, we do a device to host transfer on the GPU thread. The side effect of this is that this is now part of the frame workload (image compression, which dominate the wall time, is still done of the IO thread). A minor side effect of this patch is that the GPU latch needs to be waited on before the UI thread tasks can be completed before shell initialization.
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- 18 10月, 2018 1 次提交
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由 Gary Qian 提交于
* Locale Passing * Pass full locale list and script and variant codes to framework * Working Android locale list passing and fallback
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- 17 10月, 2018 1 次提交
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由 Chinmay Garde 提交于
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- 11 10月, 2018 1 次提交
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由 Gary Qian 提交于
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- 04 10月, 2018 3 次提交
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由 nathanrogersgoogle 提交于
This allows us to figure out from looking at a trace if an |Engine::NotifyIdle| call went beyond its deadline
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由 Zachary Bush 提交于
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由 Chinmay Garde 提交于
Also adds //flutter/benchmarking which, similar to //flutter/testing, allows for the creation of a benchmarking executable. This is also the target that contains benchmarking utilities.
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- 28 9月, 2018 2 次提交
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由 Chinmay Garde 提交于
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由 liyuqian 提交于
So tool_tests-windows won't fail.
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- 27 9月, 2018 2 次提交
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由 Chinmay Garde 提交于
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由 Chinmay Garde 提交于
Also teaches FML to create files and directories.
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- 25 9月, 2018 2 次提交
- 15 9月, 2018 1 次提交
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由 Ryan Macnak 提交于
Following fixes in dart-lang/sdk@91cbb57cd5cd012d5aa66bfb6eb3a1306271f431
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- 12 9月, 2018 1 次提交
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由 Michael Goderbauer 提交于
This reverts commit e3133e0e.
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- 11 9月, 2018 1 次提交
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由 Ryan Macnak 提交于
- Add missing Dart 2 flags to gen_snapshot invocation. - Disable brittle service test.
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- 08 9月, 2018 3 次提交
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由 Ryan Macnak 提交于
This reverts commit 4c2448d1.
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由 Ryan Macnak 提交于
- Switch core snapshot to Dart 2 and remove support for loading platform.dill. - Remove support for loading script snapshots. - Remove support for loading source. - Remove settings and fix names to reflect the above. - Remove support for loading the service isolate from source.
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- 07 9月, 2018 1 次提交
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由 liyuqian 提交于
This fixes flutter/flutter#20788
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- 06 9月, 2018 2 次提交
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由 Chinmay Garde 提交于
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由 Michael Klimushyn 提交于
- Changes rasterizer to clear the canvas with `SkColor_TRANSPARENT` - Removes the unused `backgroundColor` param from `FlutterView.java`
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- 05 9月, 2018 2 次提交
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由 Chinmay Garde 提交于
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- 29 8月, 2018 1 次提交
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由 Chinmay Garde 提交于
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- 21 8月, 2018 1 次提交
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由 Chinmay Garde 提交于
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- 16 8月, 2018 1 次提交
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由 Chinmay Garde 提交于
This reverts commit d0389701 and updates the tonic SHA.
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- 15 8月, 2018 3 次提交
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由 Chinmay Garde 提交于
Reverts flutter/engine#6015 This is causing the Windows bots to fail.
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由 Jason Simmons 提交于
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由 Jason Simmons 提交于
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- 14 8月, 2018 1 次提交
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由 Chinmay Garde 提交于
When these delegate methods were initially added, it was expected that a single shell would be able to own mutliple platform views, engines and animators. This plan was abandoned in favor of creating multiple shells with their own platform views, engines, etc.. The arguments were meant to ease the disambiguate the instances of the variaous objects managed by the shell. This is no longer necessary.
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- 11 8月, 2018 2 次提交
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由 Chinmay Garde 提交于
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由 nathanrogersgoogle 提交于
This change adds a delay before Animator::BeginFrame calls its delegate's OnAnimatorNotifyIdle. This is because under certain workloads, such as our parent view resizing us, which is communicated via viewport change events, we won't have a frame scheduled yet in the animator, despite the fact that we will go on to schedule a frame once the viewport event arrives. In Fuchsia's resizing performance test, on our reference high end x86-64 hardware, the previous logic was resulting in a ~45ms garbage collection right after the first frame of an animation.
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- 03 8月, 2018 1 次提交
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由 amirh 提交于
* Flush all embedded Android view on hot restart. Adds an OnEngineRestarted method to PlatformView, this is currently only implemented for Android where we need to use it for embedded views. * review comments followup * rename to OnPreEngineRestart, call before Clone
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- 01 8月, 2018 1 次提交
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由 Jonah Williams 提交于
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