214 Commits

Author SHA1 Message Date
Chinmay Garde
605e76a154 [Impeller] Patch up sundry issues in the Vulkan backend. (flutter/engine#39905)
Kaushik already did most of the great work. This patch gets us to a point where
all the playgrounds tests pass and the common performance optimizations are in
place. All known non-compute Impeller features should be implemented. There are
iOS only performance optimizations that haven’t been opted into because these
are behind define guards. These need to be generalized. Without that, the
performance of this backend will lag behind that of the Metal backend but only
because it is not an apples to apples comparison.

The general rubric was to keep the code and concepts as similar to the Metal
backend as possible.

The list of updates, all to the Vulkan Impeller backend:

* MSAA is wired up.
* Depth and stencil attachments and pipeline states are wired up.
* Got rid of Vulkan specific hacks in the inline pass context that were
  preventing clips from working.
* Storage modes for both device buffer and texture allocation are respected.
  This includes optimal usage of tile memory for device transient attachments.
* Host coherent memory for textures is no longer a requirement with explicit
  mapping management and write flushes.
* Texture uploads should be optimized for the UMA case without needing a staging
  buffer. That entire pipeline has been reworked.
* Textures track their current layout and ensure they get to the right layout
  based on usage without redundant transitions.
* Cube textures are now supported.
* Mipmapping has been reworked to correct image layout errors. With the new
  texture layout transition management, blit passes should be a whole lot easier
  to read and reason about.
* Allocator allocations are named using Vulkan debug utilities and the allocator
  (VMA). Comes in handy when chasing leaks. All of which are chased down.
* Left some handy utilities in there to debug resource leaks after context
  shutdown.  These are validation errors.
* Debug groups are pushed around render pass command encoding as well as the
  entire pass contents. This mimics the behavior of the Metal backend and it
  should be easy to map traces using both backends in Xcode and RenderDoc.
* Command buffer submission allows for tracking the life cycles of all resources
  referenced in the command stream and ensuring that the objects stay alive till
  past the submission of the command buffer. All use-after-free issues due to
  this class of issue have been chased down.
* Command pools are now context global instead of being created per pass.
* Descriptor pool are now context global instead of being created per pass.
  Individual descriptor types are now reference counted and returned to the pool
  when not needed. The pool is still fixed size though (and hence relatively
  large).
* All instances of global waitIdle on the device are removed during normal
  operation. The only times a waitIdle may happen is during swapchain recreation
  and context destruction.
* Swapchain adapt to them going out of date with the underlying surface and
  seamlessly resize as necessary on the next drawable acquisition.
* Playgrounds are resizable.
* Pipeline front face and cull modes are respected.
* Clears for all attachments are respected.
* Maximum textures sizes supported on the device are respected instead of
  hardcoding the minimum Vulkan requirement.

Fixes https://github.com/flutter/flutter/issues/112388
Fixes https://github.com/flutter/flutter/issues/112648
Fixes https://github.com/flutter/flutter/issues/112647 and a few other issues...
2023-02-27 21:14:06 -08:00
Jim Graham
0fa8cbec8a Create DlCanvas interface and implement with DisplayListBuilder and SkCanvasAdapter (flutter/engine#39762)
* Create DlCanvas interface and implement with DisplayListBuilder and SkCanvasAdapter
2023-02-23 22:09:35 -08:00
gaaclarke
f51ea3b01f [Impeller] Adds wide gamut support for iOS. (flutter/engine#39111)
* Implemented wide gamut images for iOS

Moved the surface to an extended range color format.

* wrong gamma but default pixel format set to bgra10_xr

* BGR10_XR add

* format

* updated todos

* updated todo with information about pixel formats

* switched logic for determining if we have a wide gamut image

* cleaned up gamut math to match style and linked source

* made the color attachment pixel format match the surface

* updated vulkan format switch

* removed comment

* added enable disable switch

* moved default to bgr10 for now since there is a bug where someone is still reading this, msaa?

* fixed the decoder settings to make sure we don't lose wide gamut colors

* fixed stored srgb gamut variable

* fixed false lint

* updated test

* added ability to grab the surface data for tests

* made the screenshot utility return the format

* added width and height to the platform channel payload

* fixed a couple of broken targets

* moved back the default pixel buffer format

* cleanup and add docstrings

* made the surfacedata feature only available in debug builds

* added decoding unit test

* fixed objc tests

* turned off by default

* bdero feedback1

* bdero2

* bdero3

* fixed merge issue

* removed using std::shared_ptr
2023-02-11 00:08:20 +00:00
Brandon DeRosier
841758cc6c Add SkSurface include to every file where it's used (flutter/engine#39304) 2023-02-01 00:50:58 +00:00
Jim Graham
eb615c6cc4 delete include of private GrMtlTypes header (flutter/engine#38783) 2023-01-11 19:57:47 +00:00
Chris Bracken
d260fc82cd [embedder] Ensure FlutterMetalTexture cleanup call (flutter/engine#38038)
This ensures FlutterMetalTexture.destruction_callback gets called.

FlutterRendererConfig.get_next_drawable_callback holds a callback used by the embedder API to request a drawable; in the case of Metal, this drawable is a FlutterMetalTexture.

FlutterMetalTexture.destruction_callback should be called when it's safe to release resources associated with the FlutterMetalTexture. This callback is not currently invoked for textures returned via FlutterRendererConfig.get_next_drawable_callback; instead we unpack the returned struct and pass it on.

In the compositor codepath, we do create an SkSurface that triggers the destruction callback, here:
bbdb5d6a3e/shell/platform/embedder/embedder.cc (L868-L881)

Issue: https://github.com/flutter/flutter/issues/116381
2022-12-03 01:30:23 -08:00
Brandon DeRosier
0a11bb12d7 Add more raster traces (flutter/engine#37510) 2022-11-11 17:05:25 -08:00
Kaushik Iska
b85721b43d [Impeller] Implement GPU Surface Vulkan for Impeller (flutter/engine#37215) 2022-11-01 21:48:17 +00:00
Kaushik Iska
1941c2ca48 [Impeller] Wire Flutter's own VulkanMemoryAllocator implementation (flutter/engine#37018) 2022-10-27 20:57:54 +00:00
gaaclarke
cb4c9f4727 Clang-tidy: made verbose print out commands and fixed quoting problem for warnings as errors (flutter/engine#37015) 2022-10-26 08:19:12 +00:00
gaaclarke
e41c775200 Removed instances of unnecessary values (flutter/engine#36221) 2022-09-26 21:28:04 +00:00
Dan Field
4f14c3d127 Use the frame size to cull (flutter/engine#35973) 2022-09-07 23:18:10 +00:00
ColdPaleLight
e9ad8e2454 [Impeller] Implement ui.Picture.toImage() (flutter/engine#35633) 2022-09-01 22:59:41 +00:00
Kaushik Iska
7cdcb0f837 Do not override partial repaint support globally (flutter/engine#35539) 2022-08-19 18:41:46 +00:00
Bernardo Eilert Trevisan
d9da8e0d2e Enable dirty region management within the Embedder API (flutter/engine#35022) 2022-08-12 10:52:54 -07:00
Kaushik Iska
fa17e34df7 Expose a iOS plist setting to disable partial repaint. (flutter/engine#34328)
If the following is added to Info.plist of the application,
it will disable partial repaint:

```
  <key>FLTDisablePartialRepaint</key>
  <true/>
```

The primary intended usecase for this is to enable applications to see if disabling partial repaint resolves:
https://github.com/flutter/flutter/issues/100522.
2022-06-27 16:47:17 -04:00
Dan Field
f7163f555c Roll SwiftShader, ANGLE, use SwANGLE in test harnesses (flutter/engine#33814)
Roll Swiftshader, ANGLE, and Vulkan deps.

Updates license bot for new locations of licenses and new files
in roll.

Converts unit test harnesses to use SwANGLE, which is the
supported way of using SwiftShader as a software backend for GLES.

Updates goldens due to swiftshader changes.

Fixes up include paths to avoid directly including third_party
code by that name, which is unlikely to work in other build
environments.

Includes upstream patches to ANGLE and SwiftShader to build in our
windows environments, as well as patches to Skia to support
defining the location of VulkanMemoryAllocator and a patch to ANGLE
to support opting into a newer version of VMA.
2022-06-23 16:43:39 -07:00
Chris Bracken
53a9648da9 [lint] Merge impeller .clang-tidy into main config (flutter/engine#33692)
Merges most (but not all) of the impeller .clang-tidy rules into the
main .clang-tidy config. Merges:

readability-identifier-naming.PrivateMemberSuffix (_)
readability-identifier-naming.EnumConstantPrefix (k)
modernize-use-default-member-init.UseAssignment
Does not merge:

readability-identifier-naming.PublicMethodCase (CamelCase)
readability-identifier-naming.PrivateMethodCase (CamelCase)
These last two are not merged due to the non-trivial number of existing
field accessors that use field_name() methods to directly return
field_name_. While these are permitted by the C++ style guide, we may
want to move to a single, simple rule and name everything in CamelCase.
These can be enabled in a followup patch.

No new tests added, since this change is style-only.
2022-06-21 11:52:42 -07:00
Chinmay Garde
16731be1a7 [Impeller] Allow for the specification of pipeline stage information at runtime. (flutter/engine#33882)
Towards implementing the FragmentProgram API in Impeller.

Specifies an Impeller specific format for data the renderer can use to create
pipelines with user supplied shader stages at runtime.

The data is in the form of a flatbuffer with a known schema.

This patch implements the wire format, creating and loading the program
payloads, and creating pipeline state objects using these payloads.

If the user supplied SPIRV intended for the older API, the loader will reject
this invalid payload. This is probably not going to be too much of an issue
because the FragmentProgram API will probably be modified to only allow buffers
loaded from asset managers. But still, in the meantime, I am using the old API
to pass these new buffers.

Fixes https://github.com/flutter/flutter/issues/104750
Fixes https://github.com/flutter/flutter/issues/105542
Towards resolving https://github.com/flutter/flutter/issues/102853
2022-06-13 18:33:00 -07:00
Kaushik Iska
7a71b8cbb3 [android] set presentation time via eglPresentationTimeANDROID (flutter/engine#33881)
Attempt to reland: https://github.com/flutter/engine/pull/29727/ with some fixes.
2022-06-08 12:49:58 -04:00
Kaushik Iska
af6bbe756d Move the args for GLContextPresent into a struct (flutter/engine#33758)
This refactor enables easier additions to the method
for fields that can be optionally consumed by various
platforms.
2022-06-01 23:11:37 -04:00
Dan Field
a73d5b5fbe Reland Enable MSAA behind a flag for iOS (flutter/engine#33505) 2022-05-19 23:58:05 -07:00
Dan Field
fd6330c745 Revert "Enable MSAA behind a command line flag for iOS (#33461)" (flutter/engine#33481)
This reverts commit ce9f6b2e43e2d88934345ac96bcb366a144b3408.
2022-05-19 09:23:58 -07:00
Dan Field
ce9f6b2e43 Enable MSAA behind a command line flag for iOS (flutter/engine#33461) 2022-05-18 17:07:05 -07:00
Chinmay Garde
7df5e81ea8 [impeller] Wire up the OpenGL ES Backend. (flutter/engine#33405) 2022-05-17 13:16:25 -07:00
Brandon DeRosier
08295d23f7 [Impeller] Change Renderer utility to pass RenderTarget to callback; render non-pipeline blend modes (flutter/engine#32982) 2022-05-09 23:49:06 -07:00
Dan Field
ec99c09baf Soft revert of 3a0d0b6e36deebc6d477daee9a3cc4dbd09a7900 (flutter/engine#32465) 2022-04-07 09:22:08 -07:00
Kevin Lubick
f7b0a59a84 [skia] Fix more transitive includes (flutter/engine#32430) 2022-04-07 08:53:54 -04:00
Kevin Lubick
cdd2946003 Fix includes of SkColorSpace et al (flutter/engine#32382) 2022-04-01 10:59:23 -07:00
Chinmay Garde
351494f717 Add support for images in display lists. (flutter/engine#32268) 2022-03-30 13:31:37 -07:00
Chinmay Garde
3088a62e29 Allow surface implementations to control when the raster cache may be enabled. (flutter/engine#32213) 2022-03-23 10:23:14 -07:00
Dan Field
f396ea98b7 Enable MSAA behind a flag for Android GL, add TODOs for other platforms (flutter/engine#32128) 2022-03-21 11:10:05 -07:00
eggfly
f3efac3388 [windows] Support win_debug_x86 compilation target in engine (flutter/engine#30417) 2022-03-15 20:10:10 -07:00
Dan Field
3a0d0b6e36 Support stencil buffers on OpenGL for Windows and Android (flutter/engine#31967) 2022-03-15 16:50:07 -07:00
Chinmay Garde
34f3581a3c Switch the renderer to impeller based on the presence of a command line flag. (flutter/engine#31959)
Specifying the `--enable-impeller` flag will switch the renderer to using
Impeller instead of Skia. On platforms where Impeller is not supported, this
flag is ignored.

The notion of the `flutter::SurfaceFrame` has been augmented. Now, in the
absence of a Skia surface to render to, the surface frame will render into a
display list instead.

Impeller variants of the context and surface variants have been added to
`shell/gpu` and `shell/platform`. The variants prepare surface frames that
don’t/can’t specify a Skia surface thus forcing the surface frame to render to a
display list instead. Then, in the submit callback, they forward the display
list ops to the Impeller display list dispatcher.

This scheme has been chosen as it requires the fewest updates to engine
internals which all depend on Skia data structures. Instead of updating all
call-sites to be Skia neutral, the display list interface itself is being made
graphics package agnostic.
2022-03-15 14:12:53 -07:00
ColdPaleLight
aa63b8f801 Migrate the API of GrDirectContext about resource memory limit (flutter/engine#31977) 2022-03-14 16:50:10 -07:00
Brandon DeRosier
d683f9a0c7 Vulkan support in the Embedder API (flutter/engine#29391) 2022-02-02 00:55:21 -08:00
Matej Knopp
549e82fec6 Enable partial repaint for Android/OpenGL (flutter/engine#29591) 2022-01-20 18:22:18 +01:00
ColdPaleLight
af5e4cf7f4 Add a trace to GpuSurfaceMetal around canvas flushing (flutter/engine#30667) 2022-01-13 09:31:42 -08:00
Matej Knopp
59414a9cd2 Only provide frame damage to rasterizer if partial repaint is enabled (flutter/engine#30704) 2022-01-12 15:19:01 +01:00
Dan Field
b38b90c039 Revert "Fix eglPresentationTimeANDROID is no effective" (flutter/engine#30310)
* Revert "Fix eglPresentationTimeANDROID is no effective (#30182)"

This reverts commit 0d7ba05d3456807e7e24353fe911738952a02888.

* Revert "Use eglPresentationTimeANDROID to avoid bogging down the GPU (#29727)"

This reverts commit edb87942de0404a2802351c050a4f1b6de239bd7.
2021-12-13 20:02:20 -08:00
Dan Field
edb87942de Use eglPresentationTimeANDROID to avoid bogging down the GPU (flutter/engine#29727)
Fixes flutter/flutter#93352

Improves Android benchmarks on both Pixel 4 and a lower end Android Go device for 99th percentile and average raster times.

This works by telling the system compositor what timestamp we intended to show this frame for. This way, if we end up with a frame that gets submitted right at the beginning of a vsync and then a second frame submitted on the same vsync, the compositor will only try to show the second frame on the screen and save the GPU some work.

Without this, a situation like that results in an "avalanche" of calls where the GPU is behind the CPU and keeps delaying CPU work until we finally stop submitting frames. This can be observed as a lengthy dequeuBuffer in a systrace enabled trace, as shown in the linked issue. This avalanche is often triggered by a frame that does a shader compile through a couple vsyncs and then is followed by a bunch of very fast frames that take less than a vsync to render - the first of those fast frames gets delivered before the end of the vsync that the slow frame ended in.

We cannot implement this ourselves because we don't know how long the swap buffers call will take on the system side, and if we try to guess we can very well get it wrong.

I've filed issues to look into adding this for Vulkan and Metal, although we should also first take traces there to make sure it's warranted.

See also: https://android-developers.googleblog.com/2020/04/high-refresh-rate-rendering-on-android.html
2021-11-19 09:29:51 -08:00
Zachary Anderson
78d9e276e2 Fix some clang-tidy lints for Linux host_debug (flutter/engine#29734) 2021-11-18 13:08:01 -08:00
Rulong Chen(陈汝龙)
d0e356a496 WeakPtrFactory should be destroyed before any other members. (flutter/engine#29402) 2021-11-11 06:08:01 -08:00
Matej Knopp
66a708c874 Enable partial repaint for iOS/Metal (flutter/engine#28801) 2021-11-02 07:20:01 -07:00
ColdPaleLight
4a74166097 Started providing the GPU sync switch to Rasterizer.DrawToSurface() (flutter/engine#28383)
Co-authored-by: Aaron Clarke <gaaclarke>
2021-09-01 11:37:22 -07:00
Chinmay Garde
7cfb375a5e Configure contexts to reduce shader variations. (flutter/engine#27016)
Context creation options for each backend were spread across multiple
translation units. This makes setting options common across all backends hard to
configure. I have moved the creation of such common options into a separate
translation unit.

Fixes https://github.com/flutter/flutter/issues/84213
2021-06-28 15:37:14 -07:00
Adlai Holler
3aaa10d762 Disable Skia reduceOpsTaskSplitting option (flutter/engine#26568)
This option will be the default in Skia soon. Per discussion in #26067, let’s be explicit about disabling it for the time being, and we can revisit the flag in the future if desirable.
2021-06-17 13:11:40 -07:00
George Wright
6978395603 Add Metal to the FlutterCompositor struct in the Embedder API (flutter/engine#25612) 2021-04-23 15:52:54 -07:00
Chinmay Garde
a0a8fb04d8 Wire up Metal shader precompilation from offline training runs. (flutter/engine#25644) 2021-04-19 16:24:02 -07:00