126 Commits

Author SHA1 Message Date
Dan Field
634e499bcc
Use hint freed specifically for image disposal (#20754)
* Use hint freed specifically for image disposal
2020-09-02 13:41:58 -07:00
Yuqian Li
5585ed9903
Revert "Create root isolate asynchronously (#20142)" (#20937)
This reverts commit 95f2b72728ee7e51800f1784e458e45dac675b3a.
2020-09-01 22:05:53 -07:00
chenjianguang
95f2b72728
Create root isolate asynchronously (#20142)
## Description
As the related issue refer, the application may be doing too much work on its main thread even in a simple hello_world demo.
That is because the creation of `Engine` on the ui thread takes a noticeable time, and it is blocking the platform thread in order to run `Shell::Setup` synchronously.
The cost of `Engine`'s constructor is mainly about the creating of root isolate. Actually, there used to be another time-consuming process, the default font manager setup, which was resolved by https://github.com/flutter/engine/pull/18225. 
Similar to https://github.com/flutter/engine/pull/18225, this pr move the creation of root isolate out from creating `Engine`. After this action, the main thread blocking is quite an acceptable slice.

## Related Issues
https://github.com/flutter/flutter/issues/40563 could be resolved by this pr.
2020-09-01 13:31:00 -07:00
Dan Field
4a88d5e109
Revert hint_freed (#20746)
This caused over-aggressive GCs, which vastly increased CPU usage benchmarks.

* Revert "fix build (#20644)"

This reverts commit b59793ee20be29463fac7a79635bf20253f04107.

* Revert "Hint freed (#19842)"

This reverts commit 3930ac1b25820baee3c67d921a0b009606cb3dae.
2020-08-25 11:55:40 -07:00
Dan Field
3930ac1b25
Hint freed (#19842)
* Hint the VM when a layer or picture goes out of scope
2020-08-19 14:04:31 -07:00
gaaclarke
2ea8396860
Added unit tests to the engine. (#20216) 2020-08-07 15:55:58 -07:00
Greg Spencer
98cfd1db78
Move platform specific information to PlatformConfiguration class (#19652) 2020-07-31 17:21:02 -07:00
gaaclarke
49a40faba1
Enabled linting on engine.cc (#19981) 2020-07-29 13:08:23 -07:00
Kaushik Iska
c8b077fa1a
Revert "Remove pipeline in favor of layer tree holder (#18901)" (#19066)
Reverting for b/158816279
2020-06-16 13:15:57 -07:00
Gary Qian
3a96741247
Platform resolved locale and Android localization refactor (#18645) 2020-06-16 04:29:50 -07:00
Kaushik Iska
28e7b7999f
Remove pipeline in favor of layer tree holder (#18901)
Relanding of a change that was reverted in:
https://github.com/flutter/engine/pull/18427
2020-06-09 12:19:34 -07:00
chenjianguang
89cf074d37
Setup default font manager after engine created, to improve startup performance (#18225) 2020-05-28 17:53:04 -07:00
Kaushik Iska
2494d1ca70
Revert "Remove pipeline in favor of layer tree holder (#18285)" (#18427)
This reverts commit 2cdbc7f92793125d9312138877c05af6ad708683.
2020-05-15 12:27:32 -07:00
Kaushik Iska
2cdbc7f927
Remove pipeline in favor of layer tree holder (#18285)
go/flutter-pipeline-improvements for more details.
2020-05-14 10:46:14 -07:00
Kaushik Iska
4418ce8825
Revert "Remove pipeline in favor of layer tree holder (#17688)" (#18242) 2020-05-08 16:09:02 -07:00
Kaushik Iska
983de2c402
Remove pipeline in favor of layer tree holder (#17688)
go/flutter-pipeline-improvements for more details.
2020-05-08 10:51:10 -07:00
liyuqian
b3075b3091
Rename GPU thread to raster thread in code comments (#17329)
1. Simple "GPU thread" to "raster thread" replacement.

2. Regex replace "GPU([\n\r\s]+//+ thread)" with "raster$1".

3. Regex replace "// gpu$" with "// raster".

4. Simple test change.

5. Run ci/format.sh
2020-03-25 22:49:59 -07:00
Chinmay Garde
a37560a074
Use the standard [[nodiscard]] attribute instead of an FML macro. (#17100) 2020-03-11 13:36:01 -07:00
Dan Field
89f3471fa7
the the fix (#15973) 2020-01-24 12:43:32 -08:00
chunhtai
7a27e75c67
Add shell api to set default for windows data (#14002) 2020-01-08 19:36:10 -08:00
gaaclarke
89e395853c
Refactor to passing functions by const ref (#13975)
Moved our code to passing functions by const ref
2019-11-22 12:20:02 -08:00
gaaclarke
1eb15c12fb
Revert 78a8ca0f62b04fa49030ecdd2d91726c0639401f (#13467)
Put `Picture.toImage` back on the GPU thread.  Left the unit tests intact.
2019-10-31 16:57:52 -07:00
gaaclarke
25fcf531fa
Made restarting the Engine remember the last entrypoint that was used. (#13289) 2019-10-22 14:01:52 -07:00
Ryan Macnak
f6900001eb
Roll Dart to 6a65ea9cad4b014f88d2f1be1b321db493725a1c. (#13294)
Remove dead shared snapshot arguments to Dart_CreateIsolateGroup.

6a65ea9cad4b [vm] Remove shared snapshot and reused instructions features.
db8370e36147 [gardening] Fix frontend-server dartdevc windows test.
4601bd7bffea Modified supertype check error message to be more descriptive.
0449905e2de6 [CFE] Add a serialization-and-unserialization step to strong test
c8b903c2f94f Update CHANGELOG.md
2a12a13d9684 [Test] Skips emit_aot_size_info_flag_test on crossword.
b26127fe01a5 [cfe] Add reachability test skeleton
2019-10-22 13:14:20 -07:00
gaaclarke
0d43469b40
Revert "Made restarting the Engine remember the last entrypoint that was used. (#13264)" (#13287)
This reverts commit 9dd585c463c35950a79471fab80023cfa9ce9c26.
2019-10-22 10:03:10 -07:00
gaaclarke
9dd585c463
Made restarting the Engine remember the last entrypoint that was used. (#13264) 2019-10-22 08:10:57 -07:00
Jason Simmons
4ecfa62735
Hold a reference to the Skia unref queue in UIDartState (#13239)
Obtaining the SkiaUnrefQueue through the IOManager is unsafe because
UIDartState has a weak pointer to the IOManager that can not be dereferenced
on the UI thread.
2019-10-21 14:15:03 -07:00
liyuqian
9675ca2f6b
Reland "Smooth out iOS irregular input events delivery (#12280)" (#12385)
This reverts commit c2879cae2ee3707ad07af1118bf4862dc1d82bb7.

Additionally, we fix https://github.com/flutter/flutter/issues/40863 by adding a secondary VSYNC callback.

Unit tests are updated to provide VSYNC mocking and check the fix of https://github.com/flutter/flutter/issues/40863.

The root cause of having https://github.com/flutter/flutter/issues/40863 is the false assumption that each input event must trigger a new frame. That was true in the framework PR https://github.com/flutter/flutter/pull/36616 because the input events there are all scrolling move events. When the PR was ported to the engine, we can no longer distinguish different types of events, and tap events may no longer trigger a new frame.

Therefore, this PR directly hooks into the `VsyncWaiter` and uses its (newly added) secondary callback to dispatch the pending input event.
2019-09-30 11:25:50 -07:00
liyuqian
c2879cae2e
Revert "Reland "Smooth out iOS irregular input events delivery (#11817)" (#12280)" (#12364)
This reverts commit aac33d1bced7a9d15e1feb19f73eef6da16470f0.

Reason: flutter/flutter#40863

TBR: chinmaygarde, iskakaushik
2019-09-19 19:39:36 -07:00
liyuqian
aac33d1bce
Reland "Smooth out iOS irregular input events delivery (#11817)" (#12280)
Additionally, we now use the engine directly as a delegate instead of storing potentially dead runtime_controller.

Unit tests have been updated to include an engine restart check which would fail before the fix.

This fixes https://github.com/flutter/flutter/issues/40303
2019-09-16 10:42:44 -07:00
Michael Klimushyn
3c6383f2db
Revert "Smooth out iOS irregular input events delivery (#11817)" (#12251)
This reverts commit b569e8c2fd5a444b6a3f7355a2f8c983c3a23e05.
2019-09-12 11:23:05 -07:00
liyuqian
b569e8c2fd
Smooth out iOS irregular input events delivery (#11817)
Fixes https://github.com/flutter/flutter/issues/31086

This patch is a lower level implementation of
https://github.com/flutter/flutter/pull/36616 that would only impact iOS
engine, and host unittests.
2019-09-10 11:18:01 -07:00
gaaclarke
78a8ca0f62
Made Picture::toImage happen on the IO thread with no need for an onscreen surface. (#9813)
Made Picture::toImage happen on the IO thread with no need for a surface.
2019-07-15 17:16:20 -07:00
Chinmay Garde
b42450f2b2
Document //flutter/shell/common/engine. (#9769) 2019-07-11 17:08:00 -07:00
Chinmay Garde
ad582b5089
Rework image & texture management to use concurrent message queues. (#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
gaaclarke
1121fda40a
Added class docstrings for classes inside of shell/common. (#9303)
Added class docstrings for classes inside of shell/common.
2019-06-13 16:15:10 -07:00
liyuqian
9f088c65ee
Add onReportTimings and FrameRasterizedCallback API (#8983)
Using it, a Flutter app can monitor missing frames in the release mode, and a custom Flutter runner (e.g., Fuchsia) can add a custom FrameRasterizedCallback.

Related issues:
https://github.com/flutter/flutter/issues/26154
https://github.com/flutter/flutter/issues/31444
https://github.com/flutter/flutter/issues/32447

Need review as soon as possible so we can merge this before the end of May to catch the milestone.

Tests added:
* NoNeedToReportTimingsByDefault
* NeedsReportTimingsIsSetWithCallback
* ReportTimingsIsCalled
* FrameRasterizedCallbackIsCalled
* FrameTimingSetsAndGetsProperly
* onReportTimings preserves callback zone
* FrameTiming.toString has the correct format

This will need a manual engine roll as the TestWindow defined in the framework needs to implement onReportTimings.
2019-06-06 10:42:48 -07:00
liyuqian
8ff631f3df
Rename flow namespace to flutter (#8615)
This follows our namespace change from shell to flutter: https://github.com/flutter/engine/pull/8520.
2019-04-17 14:38:45 -07:00
Chinmay Garde
39e1d00f39
Remove redundant specification of the |flutter| namespace in the engine. (#8523) 2019-04-09 17:50:06 -07:00
Chinmay Garde
56052c70af
Rename the shell namespace to flutter. (#8520) 2019-04-09 17:10:46 -07:00
Chinmay Garde
eec74e5c92
Rename the blink namespace to flutter. (#8517)
Some components in the Flutter engine were derived from the forked blink codebase. While the forked components have either been removed or rewritten, the use of the blink namespace has mostly (and inconsistently) remained. This renames the blink namesapce to flutter for consistency. There are no functional changes in this patch.
2019-04-09 12:44:42 -07:00
Chinmay Garde
7e38b0aa23
Revert "Revert "Separate the data required to bootstrap the VM into its own class. (#8397)" (#8406)" (#8414)
This reverts commit f7b4903d7c9913447af3aaebc4308d1a1e2a4dde.
2019-04-03 13:38:12 -07:00
Zachary Anderson
f7b4903d7c
Revert "Separate the data required to bootstrap the VM into its own class. (#8397)" (#8406)
This reverts commit c991647404f8117dab2ca4ed49aa3ba48a634240.
2019-04-02 09:12:56 -07:00
Chinmay Garde
c991647404
Separate the data required to bootstrap the VM into its own class. (#8397)
When attempting to shutdown and subsequently restart the VM, having the
VM own this data introduces lifecycle issues due to circular references.
2019-04-01 14:58:05 -07:00
Dan Field
572fea361c
Revert "Shut down and restart the Dart VM as needed. (#7832)" (#7877)
This reverts commit 0d6ff1669c4a765774b91e37353b4392408d112a.
2019-02-19 16:14:18 -08:00
Chinmay Garde
0d6ff1669c
Shut down and restart the Dart VM as needed. (#7832)
The shell was already designed to cleanly shut down the VM but it couldnt
earlier as |Dart_Initialize| could never be called after a |Dart_Cleanup|. This
meant that shutting down an engine instance could not shut down the VM to save
memory because newly created engines in the process after that point couldn't
restart the VM. There can only be one VM running in a process at a time.

This patch separate the previous DartVM object into one that references a
running instance of the DartVM and a set of immutable dependencies that
components can reference even as the VM is shutting down.

Unit tests have been added to assert that non-overlapping engine launches use
difference VM instances.
2019-02-15 14:16:17 -08:00
nathanrogersgoogle
e2394ad77e
Add flow events connecting pointer events to frames (#7807) 2019-02-13 22:27:12 -08:00
Dan Field
43fa420b04
Make IOManager own resource context (#7272)
* Make IOManager own resource context
2019-01-14 13:46:38 -08:00
liyuqian
2bd75ae8ba
Support querying display refresh rate in engine (#7002)
The current implementation only deals with Android devices and we'll add iOS devices support soon.
2018-12-12 10:28:44 -08:00
Jason Simmons
3978f07530
Keep a copy of each engine's description that can be accessed outside the engine's UI thread (#6885)
The service protocol's ListViews method needs to return description data for
each engine in the process.  Previously ListViews would queue a task to each
UI thread to gather this data.  However, the UI thread might be blocked from
executing tasks (e.g. if the Dart isolate is paused), resulting in a deadlock.

This change provides a copy of the engine's description data to the
ServiceProtocol's global list of engines, allowing ListViews to run without
accessing any UI threads.

Fixes https://github.com/flutter/flutter/issues/24400
2018-11-16 14:47:40 -08:00