This is a duplicate of flutter/engine#13360 with the test switched to use the software backend instead of the GL backend.
After some debugging and testing on another GL embedder I think the issue with the test is some bug having to do with the GL implementation in the test harness specifically.
Fixesflutter/flutter#38903
Previously the cache was disabled on whether or not PlatformViews were
globally enabled. Instead track their existence in the view hierarchy
and only disable RasterCache if a PlatformView is actually present.
This used to only be handled correctly for non-root layer backing stores. This
was mostly a side effect of the fact that we used recording canvases instead of
rendering directly into the backing store. We now use recording canvases
consistently.
Fixes b/143464703
Fixes https://github.com/flutter/flutter/issues/43732
Make flutter_tester support multithreaded testing, and run all Dart tests in both single and multithreaded configurations
This also modifies Shell::GetUIIsolateLastError() and Shell::EngineHasLivePorts() so that they must be called from the UI task runner.
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
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.
This re-enables thread safety checks for WeakPtr. WeakPtrs can't be used on a thread other than the one the WeakPtrFactory was created on.
This fixes the unit tests and adds a getUnsafe() method to WeakPtr to work around the remaining unresolved locations where we are using WeakPtr unsafely.
The contents rendered into the backing stores are already correctly scaled.
The initial implementation assumed this also held true for the metrics obtained
via embedded view parameters.
Fixes b/142699417
So it's the same with the GPU thread.
Otherwise, some shaders may be cached in binary on the IO thread, and we will lose them when we do the SkSL precompile.
For b/140174804
Since this is currently only meant to be used by the embedding internally, the setter in Objective-C is only exposed via the FlutterDartProject private class extension. Unit tests have been added to the shell_unittests harness.
Fixes https://github.com/flutter/flutter/issues/37641
Texture unregistration is finished on the GPU thread. The FlutterTexture implementation might not know when it is finished which leads to a race condition. Adding this callback so the FlutterTexture is aware of end of the unregistration process.
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.
This reverts commit fcc4ab32301396986dd5103d6d444bff35fe0f63.
Fixes https://github.com/flutter/flutter/issues/41394 and other
related correctness issues.
TBR: @arbreng @jason-simmons @mehmetf
On Fuchsia, add a build flag for compositing OpacityLayers using the system
compositor vs Skia, which exposes a fastpath for opacity via Scenic.
This will only work under certain circumstances, in particular nested
OpacityLayers will not render correctly!
On Fuchsia, add a build flag for compositing PhysicalShapeLayers using
the system compositor vs Skia. Set to off by default, which restores
performant shadows on Fuchsia.
Remove the opacity exposed from ChildView, as that was added mistakenly.
Finally, we centralize the logic for switching between the
system-composited and in-process-composited paths inside of
ContainerLayer. We also centralize the logic for computing elevation
there. This allows the removal of many OS_FUCHSIA-specific code-paths.
Test: Ran workstation on Fuchsia; benchmarked before and after
Bug: 23711
Bug: 24163
* Fix broken tests