* Reland fuchsia external view embedder will be shared with platform view
This reverts commit 9b752790f4d25ab238576c719208d7a38c6293f3.
* wait for the external view embedder to be initialized before creating
shell
Additionally create "_next" permutations for all of the test binaries
on Fuchsia, in order to test both code-paths.
Using the #define follow-up CLs can also create a flutter_runner_next
binary that does not contain any legacy integration code.
BUG: 53847
* Revert "Add flow test fixtures and tests (#13986)"
This reverts commit 620f5281b819f304e8e9e945222e26b17b087cc3.
* Revert "Dynamically determine whether to use offscreen surface based on need (#13976)"
This reverts commit a86ef946563b020108320bbfb974bf7343284fd3.
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
For https://github.com/flutter/flutter/issues/33807
We still need to make layers' children immutable for full immutability.
That will require us to change the SceneBuilder API to build the layer
bottom up instead of top down (post-order traversal instead of pre-order
traversal).
We push a bit up the tree during preroll to learn whether there system
composited layers below each layer. During update scene, we squash down
to paint tasks, which we execute after publishing the new scene.
Instead, make Layer::Paint take a new PaintContext that has just exactly
the state that it needs, mirroring PrerollContext. Also, rename
PaintContext to CompositorContext because it holds the context for the
whole compositor.