* Support real fonts in 'flutter test'
Change the order of font_managers to query in font_collection
so that dynamic_font_manager fonts will be resolved.
Tested with test case in `flutter/flutter` repo:
`packages/flutter/test/rendering/localized_fonts_test.dart`
Ensured:
- A font loaded with FontLoader will be used
- The default 'Ahem' font is still loaded by default
The test above still cannot be fixed because FontLoader and the
underlying mechanisms don't cover Locale-specific font loading
and therefore a CJK font-family won't be able to be loaded as needed
for that test.
Fixes#17700
* Format fixup
In Dart 2, runtime checked mode has been eliminated. Many of these type
checks have been moved to static compile-time checks, the remainder are
enforced at runtime, and are no longer optional.
Pushes the check up front so that we don't always land on the
application_kernel_list_asset error message, which may be misleading to
readers.
Also switches the empty check to only emit in debug builds, since this
is almost certainly not a runtime error but a programmer error.
Adds a check/error message for the case where running from kernel list,
but application_kernel_list_asset is left unset (or empty).
Adds a check/error message for the case where we fail to load the
application_kernel_list_asset specified in the settings.
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
Right now we do it whenever the platform views preview flag is on.
This is less efficient, filed
https://github.com/flutter/flutter/issues/24133 to only do this when
there's a platform view in the tree.
Moved the frame buffer specific logic from IOSGLContext to IOSGLRenderTarget.
use recording canvases for overlays
Support platform view overlays with gl rendering.
This also changes the overlay canvases (for both software and gl
rendering) be recording canvases, and only rasterize them after
finishing the paint traversal.
Handing a UIView refererence directly to the engine makes it challenging
for plugin authors to retain a controller for that UIView (e.g the
controller that talks over the platform channel) for as long as the
embedded view is needed.
We instead make the factory return a FlutterPlatformView which is a
wrapper around the UIView that the engine retains as long as the
platform view instance is needed. This allows plugin authors to keep
their control logic in the FlutterPlatformView and know that the engine
is responsible for retaining the reference.
When we visit a PlatformViewLayer during the paint traversal it replaces
the PaintContext's canvas with a new one that is painted ontop of the
embedded view.
We need to make sure that operations applied by parent layers are also
applied to the new canvas.
To achieve this we collect all the canvases in a SkNWayCanvas and use
this canvas by non leaf nodes. Leaf nodes still paint only to the "current"
canvas.
This PR moves the overlay canvas creation from the paint phase to the
preroll phase, collects them into a SkNWayCanvas and set it in
PaintContext.
To keep this PR focused, I only used the internal_nodes_canvas in the
tranform_layer.
Will followup with a PR that changes all internal layers to use the
internal_nodes_canvas.
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'.
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.
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.
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.
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.
- 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.