35 Commits

Author SHA1 Message Date
Zachary Anderson
86de3b6591 Revert "Display Features support (Foldable and Cutout) (#24756)" (flutter/engine#28447)
This reverts commit 53b9a690c5eb8410c561be43964f350f58347366.
2021-09-03 09:01:15 -07:00
Andrei Diaconu
53b9a690c5 Display Features support (Foldable and Cutout) (flutter/engine#24756)
* Add DisplayFeatures and DisplayCutout to viewport metrics

* WindowManager alpha03 and better documentation

* Fixed formatting

* Fixed failing tests

* Replaced API version code P with 28

* Unnecessary import

* Fixed display features parameters missing

* Documentation changes

* First paragraph is a sentence

* Update androidx window library to version 1.0.0-alpha05

* Improve documentation, remove deprecated display feature call

* Write tests and improve documentation

* Migrate to Window Manager alpha08

* Update androidx window to beta01

* Remove unused import

* Remove window_hook_integration_test.dart

* Fix tests

* Update android_embedding_dependencies version to include androidx.window

* Add androidx.window to test_runner build

* Add empty display features arrays to fuchsia platform view

* Fix tests using final class mocking

* Add missing license header

* Update licenses_golden
2021-09-03 04:02:17 -07:00
ColdPaleLight
d8269e81b4 Prevent app from accessing the GPU in the background in MultiFrameCodec (flutter/engine#28159) 2021-08-24 09:19:08 -07:00
Jonah Williams
2cc2854964 Add GestureSettings and configure touch slop from Android ViewConfiguration (flutter/engine#27836) 2021-08-03 12:55:02 -07:00
Jonah Williams
ccae44ffd0 Surface frame number identifier through window (flutter/engine#26785) 2021-06-28 10:16:01 -07:00
Dan Field
3bc015dc10 Remove tech debt related to image disposal and layer GC (flutter/engine#26870)
* remove tech debt

* Fix test
2021-06-25 15:33:08 -07:00
Dan Field
255c177a14 Delete window_hooks_integration_test.dart (flutter/engine#26756) 2021-06-18 12:24:02 -07:00
Dan Field
c32ac6533a Docs, debugDisposed for ImmutableBuffer (flutter/engine#26591) 2021-06-04 16:14:01 -07:00
chunhtai
4f0008101f Reland "Add API to the engine to support attributed text (#25373)" (flutter/engine#26528) 2021-06-02 10:14:02 -07:00
Dan Field
e530f6406c EngineLayer::dispose (flutter/engine#26219) 2021-06-02 10:04:02 -07:00
Kaushik Iska
187c6a3ec2 Revert "Add API to the engine to support attributed text (#25373)" (flutter/engine#26524)
This reverts commit f64abc695eb8badcdb2639a6321ba9575d3c7c3d.
2021-06-01 17:30:58 -07:00
chunhtai
f64abc695e Add API to the engine to support attributed text (flutter/engine#25373) 2021-06-01 11:54:01 -07:00
Dan Field
7c21151e64 SingleFrameCodec GetAllocationSize and ImageDescriptor.dispose (flutter/engine#26435) 2021-05-27 20:54:02 -07:00
Dan Field
e778949043 Reland path vol tracker (flutter/engine#23840)
This time making sure to deref the native object on GC.
2021-01-21 16:03:43 -08:00
Dan Field
cb57183325 revert path volatility tracker (flutter/engine#23822) 2021-01-21 08:34:02 -08:00
Dan Field
dedf9bd1af Reland path volatility tracker, disabling it if deterministic rendering is requested (flutter/engine#23226)
* Reland path volatility tracker (#23063)" (#23220)

This reverts commit b56fc25561417f96e17dacab375e66f474a54c94.

* allow disabling based on whether deterministic rendering is needed
2020-12-22 08:25:20 -08:00
Dan Field
b56fc25561 Revert "Reland path volatility tracker (#23063)" (flutter/engine#23220)
This reverts commit 77c7096efb0b1392acc9793c386561a3c36012ba.
2020-12-21 13:53:18 -08:00
Dan Field
77c7096efb Reland path volatility tracker (flutter/engine#23063)
* Revert "Revert "Set SkPath::setIsVolatile based on whether the path survives at least two frames (#22620)" (#23044)"

This reverts commit feda80cb42f99e2588a9a6b9ab3dd1f812d0f45b.

* Fix tracing
2020-12-14 17:21:55 -08:00
Dan Field
feda80cb42 Revert "Set SkPath::setIsVolatile based on whether the path survives at least two frames (#22620)" (flutter/engine#23044)
This reverts commit 2d52a3c87c97660a050e4bf5559091d0cec262f3.
2020-12-11 15:39:24 -08:00
Dan Field
2d52a3c87c Set SkPath::setIsVolatile based on whether the path survives at least two frames (flutter/engine#22620)
This patch defaults the volatility bit on SkPaths to false, and then flips it to true if the path survives at least two frames.
2020-12-10 13:57:23 -08:00
Dan Field
f83e92cbaf Use hint freed specifically for image disposal (flutter/engine#20754)
* Use hint freed specifically for image disposal
2020-09-02 13:41:58 -07:00
Dan Field
35d014eee7 Revert hint_freed (flutter/engine#20746)
This caused over-aggressive GCs, which vastly increased CPU usage benchmarks.

* Revert "fix build (#20644)"

This reverts commit 5e03f90cdd9392f95b47d08b398c18cab6d16b12.

* Revert "Hint freed (#19842)"

This reverts commit 73490a2ca444c8ca491712cde21a459453af8795.
2020-08-25 11:55:40 -07:00
Dan Field
73490a2ca4 Hint freed (flutter/engine#19842)
* Hint the VM when a layer or picture goes out of scope
2020-08-19 14:04:31 -07:00
Greg Spencer
e994f832d2 Move platform specific information to PlatformConfiguration class (flutter/engine#19652) 2020-07-31 17:21:02 -07:00
Zachary Anderson
e3000379c7 Reland: Avoid a copy in EncodeImage (flutter/engine#20003) 2020-07-31 08:24:08 -07:00
Zachary Anderson
c6313931cb Revert "Avoid a copy in EncodeImage (#19504)" (flutter/engine#19739)
This reverts commit dad9640ddef265e1c62433c0044dde04723b5653.
2020-07-14 10:29:34 -07:00
Zachary Anderson
dad9640dde Avoid a copy in EncodeImage (flutter/engine#19504) 2020-07-10 14:36:13 -07:00
liyuqian
b58ef5144e Add ui_benchmarks (flutter/engine#18945) 2020-06-11 10:55:03 -07:00
Dan Field
0539f91b1e Implement GetAllocationSize for Vertices (flutter/engine#18756)
* Implement GetAllocationSize for Vertices

* Reflect vertex buffer size in pictures
2020-06-03 10:35:14 -07:00
Dan Field
f48784c95b Avoid capturing this unsafely in MultiFrameCodec (flutter/engine#16824) 2020-03-09 21:18:50 -07:00
vsmenon
a605113c25 opt out dart:ui from nnbd (flutter/engine#16473)
* opt out dart:ui from nnbd

* Annotate tests as well
2020-02-20 11:04:00 -08:00
Sebastian Jeltsch
8a1db8726a More efficient decoding for down-sampled Flutter images using cache(Width|Height) (flutter/engine#15372)
When down-scaling images, decode encoded images into smaller images
closer to the target size before finally down-scaling them to their
target size. For very large images this can avoid inflating the image
into its full size first before throwing it away. This can help to
significantly reduce peak memory utilization.

On a tangent, we could be even more efficient, if we'd interpret the
cache(Width|Height) as sizing hints.

I also opportunistically added warnings, I don't think a "caching" API
should support scaling images up or changing their aspect ratio.
2020-01-16 10:13:04 -08:00
Chinmay Garde
054de2f56d Verify accounting for loop counts in Gif and WebP assets is consistent. (flutter/engine#14321)
Asserts that the Skia fix is pulled into Flutter Engine https://skia-review.googlesource.com/c/skia/+/259161. This should have happened in https://github.com/flutter/engine/pull/14315.

Fixes https://github.com/flutter/flutter/issues/46289
Fixes https://github.com/flutter/flutter/issues/45246
2019-12-10 20:04:15 -08:00
Chinmay Garde
215194392d Respect EXIF information while decompressing images. (flutter/engine#9905)
Adds a unit-test asserting this behavior.
2019-07-17 19:14:01 -07:00
Chinmay Garde
a5799c0964 Rework image & texture management to use concurrent message queues. (flutter/engine#9486)
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.
2019-07-09 14:59:34 -07:00