Does two things:
- Exposes a string about the GPU model on `impeller::Context`
- passes that string on to Skia gold when we add a test image.
This should help reduce noise/flakiness in golden images.
fixes https://github.com/flutter/flutter/issues/124996
This is the best I could come up with easily. It doesn't give as good of a result as I'd hoped. I measured it with a simple microbenchmark derived from one of the unit tests and it gave a 6% decrease in time ( 241.314us vs 257.626us) on macos release builds (run with rosetta).
Improvements:
1) Removed the copying of the std::set to an std::vector
1) Uses references instead of copying FontGlyphPairs out of collections in a few places
1) Holds new glyphs as a vector of references to the set instead of copying all the FontGlyphPairs
1) Deletes more lines of code than it adds
## the benchmark
```diff
diff --git a/impeller/typographer/typographer_unittests.cc b/impeller/typographer/typographer_unittests.cc
index 01a11d494c..1b99afa699 100644
--- a/impeller/typographer/typographer_unittests.cc
+++ b/impeller/typographer/typographer_unittests.cc
@@ -2,6 +2,7 @@
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
+#include <chrono>
#include "flutter/testing/testing.h"
#include "impeller/playground/playground_test.h"
#include "impeller/typographer/backends/skia/text_frame_skia.h"
@@ -149,23 +150,29 @@ TEST_P(TypographerTest, GlyphAtlasWithLotsOfdUniqueGlyphSize) {
sk_font);
ASSERT_TRUE(blob);
- TextFrame frame;
- size_t count = 0;
- TextRenderContext::FrameIterator iterator = [&]() -> const TextFrame* {
- if (count < 8) {
- count++;
- frame = TextFrameFromTextBlob(blob, 0.6 * count);
- return &frame;
- }
- return nullptr;
- };
- auto atlas = context->CreateGlyphAtlas(GlyphAtlas::Type::kAlphaBitmap,
- atlas_context, iterator);
- ASSERT_NE(atlas, nullptr);
- ASSERT_NE(atlas->GetTexture(), nullptr);
-
- ASSERT_EQ(atlas->GetTexture()->GetSize().width * 2,
- atlas->GetTexture()->GetSize().height);
+ auto beg = std::chrono::high_resolution_clock::now();
+ int count = 10000;
+ for (int i = 0; i < count; ++i) {
+ TextFrame frame;
+ size_t count = 0;
+ TextRenderContext::FrameIterator iterator = [&]() -> const TextFrame* {
+ if (count < 8) {
+ count++;
+ frame = TextFrameFromTextBlob(blob, 0.6 * count);
+ return &frame;
+ }
+ return nullptr;
+ };
+ auto atlas = context->CreateGlyphAtlas(GlyphAtlas::Type::kAlphaBitmap,
+ atlas_context, iterator);
+ ASSERT_NE(atlas, nullptr);
+ ASSERT_NE(atlas->GetTexture(), nullptr);
+ ASSERT_EQ(atlas->GetTexture()->GetSize().width * 2,
+ atlas->GetTexture()->GetSize().height);
+ }
+ auto end = std::chrono::high_resolution_clock::now();
+ auto duration = std::chrono::duration_cast<std::chrono::microseconds>(end - beg);
+ FML_LOG(ERROR) << "Elapsed Time: " << static_cast<double>(duration.count())/count << "us";
}
```
[C++, Objective-C, Java style guides]: https://github.com/flutter/engine/blob/main/CONTRIBUTING.md#style
The artifacts have been used in prod for a few weeks already and this change is just migrating the generation of the artifacts to engine_v2 builds and moving the legacy recipe to staging.
[C++, Objective-C, Java style guides]: https://github.com/flutter/engine/blob/main/CONTRIBUTING.md#style
After having run a memory audit on Flutter Gallery I believe we can turn
on wide gamut support by default for impeller. Here are the
ramifications of this change:
1) If an opaque surface is used and no transparent wide gamut images are
used, there should be no change in performance or memory usage.
1) If a transparent surface is used; the surface will take up 2x memory
(ex 4MB on iPhone 7) and will have a runtime performance cost.
1) If wide gamut **transparent** images are used, they will take up 2x
memory. Opaque wide-gamut images will take up the same amount of memory.
## Flutter gallery test results
### Test 1
Steps:
* Tap "Material"
* Scroll down and back to "Cards"
* Tap "Cards"
* Scroll to bottom of "Cards" example
Notice that the card images are wide gamut, AdobeRGB.
**Memory increase:** 10.401 MB (+8.7%)
### Test 2
Steps:
* Just launch the gallery
Notice that there shouldn't be any wide gamut images.
**Memory Increase:** 1.22 MB (+1%, this is probably a fluke of
measurement)
## Pre-launch Checklist
- [x] I read the [Contributor Guide] and followed the process outlined
there for submitting PRs.
- [x] I read the [Tree Hygiene] wiki page, which explains my
responsibilities.
- [x] I read and followed the [Flutter Style Guide] and the [C++,
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.
- [x] I updated/added relevant documentation (doc comments with `///`).
- [x] I signed the [CLA].
- [x] All existing and new tests are passing.
If you need help, consider asking for advice on the #hackers-new channel
on [Discord].
<!-- Links -->
[Contributor Guide]:
https://github.com/flutter/flutter/wiki/Tree-hygiene#overview
[Tree Hygiene]: https://github.com/flutter/flutter/wiki/Tree-hygiene
[Flutter Style Guide]:
https://github.com/flutter/flutter/wiki/Style-guide-for-Flutter-repo
[C++, Objective-C, Java style guides]:
https://github.com/flutter/engine/blob/main/CONTRIBUTING.md#style
[testing the engine]:
https://github.com/flutter/flutter/wiki/Testing-the-engine
[CLA]: https://cla.developers.google.com/
[flutter/tests]: https://github.com/flutter/tests
[breaking change policy]:
https://github.com/flutter/flutter/wiki/Tree-hygiene#handling-breaking-changes
[Discord]: https://github.com/flutter/flutter/wiki/Chat
This change migrates `touch-input` integration tests from the
`gfx-root-presenter-test-ui-stack` UI test realm variant to run
parameterized tests of two types: `gfx-scene-manager-test-ui-stack` and
`flatland-scene-manager-test-ui-stack`. Both are exercised for the
generic tap test, and only GFX is exercised for embedded view cases.
This will enable fuchsia.git to remove the
`gfx-root-presenter-test-ui-stack` variant, which will no longer be
supported.
This change also:
- removes or updates all remaining references of root presenter, which
manifested in the form of inline code comments
- adds a TODO to update the child view app for the embedded touch input
test cases
Note that this change does _not_ modify the `embedder` integration
tests, which use a generic `test-ui-stack` variant as defined by the
fuchsia pkg url:
`fuchsia-pkg://fuchsia.com/test-ui-stack#meta/test-ui-stack.cm`. Since
the contents of this package is defined in fuchsia.git, the realm under
test can adapt to changes in fuchsia.git so long as they update the
test-ui-stack build target (which they do in https://fxrev.dev/831359,
the change that relies on the touch changes in this repo described
above.)
Fixes https://fxbug.dev/125304
## Pre-launch Checklist
- [x] I read the [Contributor Guide] and followed the process outlined
there for submitting PRs.
- [x] I read the [Tree Hygiene] wiki page, which explains my
responsibilities.
- [x] I read and followed the [Flutter Style Guide] and the [C++,
Objective-C, Java style guides].
- [x] I listed at least one issue that this PR fixes in the description
above.
- [x] 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.
- [x] I updated/added relevant documentation (doc comments with `///`).
- [x] I signed the [CLA].
- [x] All existing and new tests are passing.
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.)
Previous attempt was here: https://github.com/flutter/engine/pull/40846
I was including un-rewritten source files, which caused breakage. Now we run out `ui_web` files through the sdk_rewriter script before putting them into sky_engine
The "size interpolation" solution didn't go well (more context [here](https://github.com/flutter/engine/pull/40412#issuecomment-1485938933)). Then a new solution came to my mind, and I call it **"delayed swap"**:
In the originally behavior, we swap the width/height immediately before the rotation, resulting in roughly ~4x distortion in the beginning. With "delayed swap" solution, we **swap the width/height right in the middle of the rotation** (i.e. delay the swap for half of the transition duration).
This new "delayed swap" solution gives us the same benefit as the "snapshot" solution:
- reducing ~4x distortion to ~2x
- most distorted frames occur in the middle of rotation when it's moving the fastest, making it hard to notice
And it fixes the drawback of "snapshot" solution:
- it works well with dynamic content like animation or video
- it doesn't have a ~0.5 second penalty when taking the snapshot
Looks pretty good on flutter gallery:
https://user-images.githubusercontent.com/41930132/228383137-7cd09982-89a9-4c83-bf55-9431de708278.mp4
*List which issues are fixed by this PR. You must list at least one issue.*
Fixes https://github.com/flutter/flutter/issues/16322
*If you had to change anything in the [flutter/tests] repo, include a link to the migration guide as per the [breaking change policy].*
[C++, Objective-C, Java style guides]: https://github.com/flutter/engine/blob/main/CONTRIBUTING.md#style
Issue fixed by this PR: https://github.com/flutter/flutter/issues/110138
This PR fixes an issue which is causing app crash when User tries to navigate to a new instance **FlutterFragment** (whose old instance is already present in the fragment backstack) in an Activity (which was restored to saved state after being killed in background due to memory pressure).
Detailed case to reproduce the crash and identify its' root cause:
Setup: Let's say we've an Activity1 which has a bottom nav bar with 3 tabs. Each of this 3 tabs are **FlutterFragment** i.e. Fragment1, Fragment2 & Fragment3 and all of them are using separate **FlutterEngine** but all of them will be cached. e.g. Multiple instances of **Fragment1** will be going to use same cached **FlutterEngine1**.
1. When User opens the app, Fragment1 gets added to fragment backstack
2. Then User navigates to Fragment2 (gets added to backstack as well)
3. Then User navigates to Fragment3 (gets added to backstack as well)
4. Then User puts the app in background. Due to memory pressure OS/platform kills the Activity1 and all 3 FlutterFragments while the app is in background.
5. Then after sometime User tries to bring the app to foreground from the app stack. Since Activity1 was killed by the OS/platform the app process will try to restore the Activity1 in the same state it was before it got killed. This leads to all 3 fragments present in backstack to get instantiated and then the **onAttach()** gets called for all 3, but only Fragment3 gets **onCreateView()** lifecycle event as it was the top most visible Fragment before the FragmentManager saved the state and app went into background. All 3 FlutterFragment goes through following function calls.
FlutterFragment.onAttach() -> FlutterActivityAndFragmentDelegate.onAttach(). There is a one-to-one mapping between **FlutterFragment <-> FlutterActivityAndFragmentDelegate**
<img width="977" alt="1" src="https://user-images.githubusercontent.com/8373036/231222642-1596c77c-d127-476b-9bce-8ad2e9cd3639.png">
FlutterActivityAndFragmentDelegate.onAttach() -> FlutterEngineConnectionRegistry.attachToActivity(). There is a one-to-one mapping between **FlutterEngine <-> FlutterEngineConnectionRegistry**. _**NOTE**: THIS IS VERY IMPORTANT POINT TO KEEP IN MIND TO UNDERSTAND THE ROOT CAAUSE OF THIS CRASH._
<img width="962" alt="2" src="https://user-images.githubusercontent.com/8373036/231222672-016ee708-c310-49c8-8016-070b6057af7b.png">
Since all the 3 **FlutterFragment** were just instantiated on activity restore **exclusiveActivity** will be null and exclusiveActivity will be assigned the host **FlutterActivityAndFragmentDelegate**.
<img width="880" alt="3" src="https://user-images.githubusercontent.com/8373036/231241491-c47f5aa6-96e9-4c1f-b92e-7cfed67381e2.png">
6. Then FlutterFragment.onCreateView() will be called only for Fragment3 and it will be visible without an issue as its' state gets restored properly.
7. Then if User tries to navigate to Fragment2 via instantiating new instance of it (this means that now there will be two instances of Fragment2 in the backstack), then there will be crash as it'll go through following function calls.
FlutterFragment.onAttach() -> FlutterActivityAndFragmentDelegate.onAttach().
<img width="977" alt="1" src="https://user-images.githubusercontent.com/8373036/231222642-1596c77c-d127-476b-9bce-8ad2e9cd3639.png">
FlutterActivityAndFragmentDelegate.onAttach() -> FlutterEngineConnectionRegistry.attachToActivity().
<img width="962" alt="2" src="https://user-images.githubusercontent.com/8373036/231222672-016ee708-c310-49c8-8016-070b6057af7b.png">
THIS IS WHERE THE CRASH STARTS. Since this is the second instance of Fragment2 and both instances are going to use the same cached **FlutterEngine** and hence same **FlutterEngineConnectionRegistry**, this time around **exclusiveActivity** will be non-null as it was assigned during step 5. And since exclusiveActivity will be be non null it'll try to detach from the old **ExclusiveAppComponent** via calling **exclusiveActivity.detachFromFlutterEngine()**.
<img width="878" alt="7" src="https://user-images.githubusercontent.com/8373036/231241550-09908108-1747-4ec3-bc70-145446b86eae.png">
FlutterActivityAndFragmentDelegate.detachFromFlutterEngine() -> FlutterFragment.detachFromFlutterEngine()
<img width="905" alt="4" src="https://user-images.githubusercontent.com/8373036/231222702-5ee739f2-fd71-4e20-807d-e3786e6f27fc.png">
FlutterFragment.detachFromFlutterEngine() -> FlutterActivityAndFragmentDelegate.onDestroyView(). This ideally should not be called if the hosts' **FlutterFragments.onCreateView()** was not called in the first place. Also since the previous author has added **// Redundant calls are ok.** comment, I'm guessing that this is just a fallback cleanup.
<img width="902" alt="5" src="https://user-images.githubusercontent.com/8373036/231222719-2ea28157-bd62-45fe-89ef-dd41ee7b3cca.png">
THIS IS WHERE THE CRASH HAPPENS. FlutterActivityAndFragmentDelegate.onDestroyView() -> FlutterView.detachFromFlutterEngine(). Since the lifecycle of older instance of this FlutterFragment2 was capped at onAttach(), it's **FlutterView** property will be null and calling FlutterView.detachFromFlutterEngine() will throw NPE.
<img width="902" alt="6" src="https://user-images.githubusercontent.com/8373036/231222735-55b63911-6a2d-4967-8043-298f4d413f2a.png">
[C++, Objective-C, Java style guides]: https://github.com/flutter/engine/blob/main/CONTRIBUTING.md#style
In Skia, there is such a timeline event in `SnapshotControllerSkia::DoMakeRasterSnapshot`. Therefore, since Impeller wants to mimic Skia and this event does take a long time sometimes, it seems reasonable to add this.
[C++, Objective-C, Java style guides]: https://github.com/flutter/engine/blob/main/CONTRIBUTING.md#style
Migrate Paint API to `UniqueRef`. This includes `Paint`, `ImageFilter` (and all subtypes), `ColorFilter` (and all subtypes).
Also fix the following memory leaks:
* `CkPaint` is frequently used by layers where a one-off paint object is created, used, and immediately dropped. `CkPaint` now has a `dispose` method, and all one-off usages now dispose of the paint after they are done.
* `CkColorFilter.initRawImageFilter` was leaking the `SkColorFilter` created by `_initRawColorFilter` inside the expression.
* `CkManagedSkImageFilterConvertible.imageFilter` now takes a closure, which allows the implementation decide on the lifetime of the `SkImageFilter` vended to the caller. Because `CkColorFilter` is a const class it cannot store C++ instances inside its own fields, so it creates a temporary `SkImageFilter` class to be used by the caller and then it needs to delete it. Now it does.
Part of: https://github.com/flutter/flutter/issues/124819.
Adds an offscreen texture checkerboarding feature with an overridable
color picker. By default, it should look the same as our current
checkerboarding for Skia. It can be turned on/off at any time while
recording commands.
FlutterMutatorViewTest.TransformedFrameIsCorrect and
FlutterMutatorViewTest.RoundRectClipsToPath both apply transforms then
do exact comparisons on the resulting 4x4 matrices of CGFloat values.
There are very small differences between the elements in the resulting
matrices, on the order of 1e-15, depending on the CPU architecture on
which the floating point operations were run.
Similar to elsewhere in the framework and engine, we now perform
floating point equality tests within some small error bound -- I've
arbitrarily selected 1e-10.
Issue: https://github.com/flutter/flutter/issues/124840
`mac_unopt` orchestrator kicks off Mac swarming tasks, but don't seem to need to run on a Mac. Swap Linux bots which are more plentiful and have a shorter queue time.
Start by adding new `bringup` builder to see if it passes in staging. If it passes I will remove the Mac variant ASAP.
Led run: 49f579a163/+/build.proto
Keep `mac_ios_engine` and `mac_host_engine` as Macs since they need to run Xcodes on Macs to create the xcframeworks.
See also https://github.com/flutter/engine/pull/41181 and https://github.com/flutter/engine/pull/41210
GN+Ninja artifacts have been validated manually. The number of files and their content is the same and presubmit tests are passing correctly in the engine and flutter.
[C++, Objective-C, Java style guides]: https://github.com/flutter/engine/blob/main/CONTRIBUTING.md#style
Follow up to #41183. Remove the `cores` dimensions so this builder can run on any arm machine which currently all have 8 cores but there's no reason to specify now that the arch is arm.
Introduced in #38261 to avoid 4-core Intel machines.
From the logs reported in https://github.com/flutter/flutter/issues/124864 I noticed we are making multiple calls to `goldctl init` which could be causing some race conditions with the `goldctl imgtest add` calls.
This PR makes sure we only call `goldctl init` once.
Reverts flutter/engine#40746
Googler bug: b/278174021
Failing on
```
shell/platform/android/io/flutter/plugin/editing/TextInputPlugin.java:239: Error: This method should only be accessed from tests or within private scope [VisibleForTests]
imeSyncCallback.remove();
```