Actually works now, though there is some issue with the default fbo stencil so I've filled https://github.com/flutter/flutter/issues/130048
Other issues:
* ~~Rendering looks wrong~~
* ~~Resizing window hangs~~
* ~~Reactor isn't set up correctly and all blit passes are currently failing.~~
* ~~Needs to handle falling back to sample count of 1 like we do on Android~~.
We'd like to (or already are) using the concurrent message loop for high priority rendering tasks like PSO construction and render pass encoding. The default priority level for the engine managed concurrent message loop is 2, which is a significantly lower priority than the raster thread at -5. This is almost certainly causing priority inversion.
We must move back to dedicated runners so we can adjust thread priorities.
This test sometimes caused assertion failures when running on Windows with ANGLE. The process may be unable to safely clean up global objects if GL commands are pending when the test exits.
This PR removes the methods in `FlutterRenderer` that will never be
used.
These methods allows the engine to get a drawable and present a
drawable, but they will never be called on the macOS embedder. This is
because they go through the `FlutterMetalRendererConfig` struct to
`GPUSurfaceMetalSkia`, which is bypassed if the engine has a non-null
external view embedder, which the macOS always provides.
Removing these methods not only cleans up the code (and the confusion),
but also reduces the methods that might need to be migrated for the
multi-view project.
After this change, `FlutterRenderer` is left with very few
functionalities:
* It hosts `device` and `commandQueue`.
* It creates `FlutterRendererConfig`.
* It implements `FlutterTextureRegistry` and
`FlutterTextureRegistrarDelegate`, linking `FlutterTexture` and
`FlutterTextureRegistrar`.
We might want to refactor this class, but that's for the future.
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responsibilities.
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Objective-C, Java style guides].
- [ ] I listed at least one issue that this PR fixes in the description
above.
- [ ] I added new tests to check the change I am making or feature I am
adding, or Hixie said the PR is test-exempt. See [testing the engine]
for instructions on writing and running engine tests.
- [ ] I updated/added relevant documentation (doc comments with `///`).
- [ ] I signed the [CLA].
- [ ] All existing and new tests are passing.
If you need help, consider asking for advice on the #hackers-new channel
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Fixes https://github.com/flutter/flutter/issues/123307 - for Android, iOS, and Web, for the main display only (https://github.com/flutter/flutter/issues/125938 tracks supporting multiple displays, https://github.com/flutter/flutter/issues/125939 for desktop).
Desktop will need to be implemented for this, but given priority for a couple of our customers targetting foldable devices on Android I'm inclined to get this in before desktop can be finished.
The main concern for this right now is that on some Android foldable devices, setting a preferred orientation will cause letterboxing and the `MediaQuery` will _never_ get the full screen size when unfolded. This causes apps to think the screen is smaller than it is, as they've mainly been using `MediaQueryData.size` to figure this out. Android's recommendation is to not set a preferred orientation, and if you must to use the new method introduced in `ViewUtil.java` to calculate the maximal window size.
These keep turning up, so I did a little bash-fu to find them all.
```bash
grep -lL "#pragma once" $(grep -lL "#ifndef .*_H_" $(find . | grep "\.h$")) | cut -c 3-
```
With this PR we no longer need to hold DisplayLists in GPUObject wrappers and they can be disposed instantly instead of queueing on the Unref thread.
This will definitely be a win for Impeller as none of the objects used in a frame now require queueing, but the performance impact on apps running on top of skia is less clear if they depend on a lot of images inside their DisplayLists that still need to be queued to be freed. After getting further in the work, it looks like only decoded images need to use the protected DlImage wrappers and most of those should survive many frames before they are disposed. That should hopefully leave very few unrefs happening per frame.
~There are 3 unit tests in `shell_unittests.cc` and `embedder_metal_unittests.mm` that are now GSKIP'd as they now invoke code that needs a fully initialized UIDartState in order to protect their images. I will look into fixing the tests and/or making the code they invoke provide protection without relying on UIDartState.~ (This looks to be fixed in the latest commit by simply not creating DlImageGPUs all over the source base and simply catching only those that end up in UI data structures. There is actually existing code in one of the modules that feeds ui.Image with an answer to wrap the image in a DlImageGPU if it has a skia image anyway, so most of these additional uses of DlImageGPU that were having trouble getting the Skia unref queue just didn't need it anyway.)
This introduces `PlatformDispatcher.implicitView`, a low-level primitive for the framework's bootstrapping. Most code, including the framework after bootstrapping, will use `View.of(context)` instead of this new API. This new primitive will let us deprecate the `window` global.
Goals:
1. **Enable multi-window**. The `PlatformDispatcher.implicitView` is nullable. If `null`, the app must create a window to get a view it can draw into.
2. **Backwards compatibility**. For "single window" apps, `PlatformDispatcher.instance.implicitView` should behave as similar to `window` as possible.
1. The `PlatformDispatcher.instance.implicitView.viewId` should be `0`.
1. The `PlatformDispatcher.instance.implicitView` must be available synchronously at root isolate startup. This allows the framework to determine if it can make single window assumptions at startup.
2. The `PlatformDispatcher.instance.implicitView` reference must not change after startup: if it is null at startup, it must always be null; if it is non-null at startup, it must always be non-null. If "single window" app enters headless mode, the implicit view must remain non-null.
In the future, the embedder will control whether an implicit view is created: mobile & legacy desktop apps will have an implicit view, multi-window desktop apps won't have an implicit view. This requires updating the engine's embedder API and is out-of-scope for this change. For now, all apps will have an implicit view.
Part of https://github.com/flutter/flutter/issues/120306
* working commit
* some clean up
* white space fixes
* whitespace
* remove unused import
* Addressing PR comment, fix tests, update touch packet on Andriod
* formatting n whitespace again
* add new field to web ui pointer.dart
* update test
* whitespace
* fix test
* PR comments
* fix test
* whitespace
* fix test by factoring out logic into helper function
* whitespace
* fix malformed string
* pr comments
* fix type issue
* sigh whitespace
* revert test changes :)
* pr comments + separate out tests
* extra space
* change test name