230 Commits

Author SHA1 Message Date
liyuqian
ba117366ef
Compute cull_rect and optimize in Layer::Preroll (#6923)
This PR replaces the unused `PrerollContext::child_paint_bounds` with `PrerollContext::cull_rect` so we can prune unnecessary preroll tasks (especially cache) based on clips. This PR fixes https://github.com/flutter/flutter/issues/24712

Performance test has been added (https://github.com/flutter/flutter/pull/25381) to make sure that we won't regress again in the future.

Note that the cull_rect here is very similar to those removed in https://github.com/flutter/engine/pull/6352 .     We can't compute cull rects in SceneBuilder because of retained layers. But we can still compute and use them to optimize performance in Preroll.
2018-12-18 09:54:52 -08:00
Brian Salomon
e5195ee479 Remove unnecessary includes of Ganesh headers (#7189) 2018-12-12 10:58:14 -05:00
liyuqian
5c8147450d
Clear layer cache in RasterCache::Clear (#6915)
This fixes https://github.com/flutter/flutter/issues/24216
2018-11-20 16:48:13 -08:00
Michael Goderbauer
09ef73ff6e
Fix code smells reported by chrome's clang plugin (#6833) 2018-11-12 19:59:29 -08:00
liyuqian
b1b58911f6
Respect offset in OpacityLayer's paint bounds (#6826)
This fixes https://github.com/flutter/flutter/issues/23890

I'll add unit tests to flutter/flutter shortly.
2018-11-12 12:52:18 -08:00
Amir Hardon
5646e86a6f
Use the internal_nodes_canvas for all leaf node operations. (#6804)
This also renames the PaintContext's canvas to lead_nodes_canvas so that it
is more explicit on the call sites which canvas is being used.
2018-11-09 12:10:29 -08:00
Amir Hardon
21c265cce4
Synchronize Flutter's rendering with CA. (#6807)
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.
2018-11-09 12:10:09 -08:00
Amir Hardon
099b4eeada
Support platform view overlays with GL rendering (#6769)
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.
2018-11-08 19:52:43 -08:00
Amir Hardon
47ef89ee5c
Include vector in embedded_views.h (#6800) 2018-11-08 12:54:36 -08:00
Amir Hardon
387ca2ef86
Add an internal_nodes_canvas to PaintContext. (#6728)
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.
2018-11-08 09:31:40 -08:00
Mehmet Fidanboylu
94dd7165ef
Skia Cleanup (#6786) 2018-11-07 15:29:52 -08:00
Michael Goderbauer
70a1106b50
Unify copyright lines (#6757) 2018-11-07 12:24:35 -08:00
Amir Hardon
fa4c01ee6a
Add an Info.plist flag to enable the embedded iOS views preview. (#6756)
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'.
2018-11-05 20:08:25 -08:00
Amir Hardon
96f7f344f3
Update scene_update_context to match recent PaintContext changes. (#6736)
This fixes a Fuchsia build breakage cause by #6726 and #6603.
2018-11-02 13:55:24 -07:00
Amir Hardon
9e1f546a85
Add an overlay surface on top of embedded UIViews. (#6726)
The overlay surfaces are going to be the same IOSSurface implementation
with the platform views controller set to null (so these are surfaces
that don't support embedding platform views to them).

  * Adds a FlutterOverlayView which is a UIView that's showing an
    overlay surface.
  * Creates an overlay surface for each embedded UIView (done in
    FlutterPlatformViewsController).
  * Changes CompositeEmbeddedView to return a new canvas.
  * Makes the PlatformViewLayer replace the PaintContext's canvas with
    the canvas for the overlay view.
  * Changed canvas in PaintContext to be a pointer so it can be changed.

TBD in following PRs:
  * Copy the current canvas state when replacing a canvas in PaintContext.
  * Make FlutterOverlayView work with a GL backend (currently it only
    works with software rendering)
2018-11-01 17:45:16 -07:00
liyuqian
a27d2f2bc4
Check needs_painting in RasterCache::Prepare (#6708)
Otherwise, this may trigger `FML_DCHECK(needs_painting())`. We haven't
caused crashes for our users because it probably requires a locally
debug engine build to trigger the assert.
2018-10-31 10:51:13 -07:00
Chinmay Garde
ba8f6aa71c
Handle Windows headers defining ERROR to 0 in log levels. (#6677) 2018-10-26 16:47:14 -07:00
Amir Hardon
6c2a0b3a6d
Undefine ERROR in platform_view_layer.cc (#6675)
On Windows the ERROR macro is defined by some headers which breaks the
FML_LOG(ERROR).
2018-10-26 16:06:39 -07:00
Amir Hardon
f7970048dd
Attach and position embedded UIVIews (#6614) 2018-10-26 14:45:17 -07:00
Amir Hardon
df85722fa0
Plumb the iOS PlatformViewsController into flow. (#6603)
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.
2018-10-26 14:26:59 -07:00
liyuqian
e79d77f6e6
Add offset to engine OpacityLayer (#6594)
See https://github.com/flutter/flutter/pull/22566#discussion_r226082171
for why we add this.
2018-10-19 11:46:12 -07:00
Amir Hardon
a1bbea77cf
Add a no-op platform view layer. (#6505)
This will be used for embedding UIViews on iOS.

Landing a no-op layer as a first incremental step to keep PRs small.
2018-10-12 19:40:21 -07:00
liyuqian
e44c10c962
Reland "Share engine layers with the framework" (#6412) (#6468)
This reverts commit 74662ab695238af0e7402f41c4bf9ad862bd37d2.

This should land after https://github.com/flutter/engine/pull/6442

* Add pragma vm:entry-point

Otherwise, an object may be both null and an instance of EnginieLayer at
the same time in Dart.
2018-10-12 07:45:42 -07:00
liyuqian
daf4447a2e
Reland "Allow raster caching any layer subtree (#6442)" (#6507)
* Revert "Revert "Allow raster caching any layer subtree (#6442)" (#6506)"

This reverts commit c6e6da512a54c1bb33a584b117bcf300ce71b166.

* Use raw pointer for RasterCacheKey

So we won't depend on whether it's a std::unique_ptr or std::shared_ptr.
2018-10-11 15:09:09 -07:00
liyuqian
c6e6da512a
Revert "Allow raster caching any layer subtree (#6442)" (#6506)
Reverts flutter/engine#6442

container_layer.h file is not synced which broke the bots
2018-10-11 14:18:22 -07:00
liyuqian
6447418f76
Allow raster caching any layer subtree (#6442)
We first test this with OpacityLayer. This test alone (without retained rendering) should have ~30% speedup as we'll have fewer render target switches by snapshoting in the Preroll instead of saveLayer in the Paint.

In my local flutter_gallery transition perf tests, the average frame time drops from ~16ms to ~12ms.

https://github.com/flutter/flutter/issues/21756
2018-10-11 13:24:33 -07:00
liyuqian
74662ab695
Revert "Share engine layers with the framework" (#6412)
Reverts flutter/engine#6406

We need to fix the SkiaGPUObject issue of the raster cache SkImage before merging this PR.
2018-10-02 16:51:47 -07:00
liyuqian
9ccc96625f
Share engine layers with the framework (#6406)
To make the PR minimal, we currently only share the engine layer when `pushPhysicalShape` (for Fuchsia) or `pushOffset` (for `RepaintBoundary` and `Opacity`) are called. They should be sufficient for our short-term perf goal. In the future, we can incrementally share more engine layers with the framework.

https://github.com/flutter/flutter/issues/21756
2018-10-02 14:02:10 -07:00
Mehmet Fidanboylu
a8890fdccd
SkImageFilter needs to be imported in the header (#6296) 2018-09-20 16:45:23 -07:00
Jason Simmons
ba7752917f
Ensure that Layer::AutoSaveLayer objects are not immediately destructed (#6264)
Fixes https://github.com/flutter/flutter/issues/20859
2018-09-17 11:43:41 -07:00
liyuqian
b43b3e8702
Remove LayerBuilder and DefaultLayerBuilder (#6256)
This essentially reverts https://github.com/flutter/engine/pull/4197/
as no one is (or soon will be) implementing an alternative LayerBuilder.
Let's just put everything in SceneBuilder to reduce the YAGNI
(you aren't gonna need it) smell. This will also make retained rendering
API changes much easier.
2018-09-14 15:13:00 -07:00
Gary Qian
838eb3d481
Improve performance of performance overlay by caching. (#6225)
Cache a SkSurface with previously drawn shapes so that we do not need to draw them again in future frames.

On Nexus 5X test device, old render time for just the overlay was 1.3ms-3.0ms and this version improves to 0.9ms-1.3ms running flutter gallery in profile mode.
2018-09-11 16:13:23 -07:00
liyuqian
7ac3345c65
Remove root_surface_transformation from PaintContext (#6213)
It should be sufficient to provide the matrix to preroll.
2018-09-11 15:29:08 -07:00
Gary Qian
93dac2a88d
Always save canvas and correctly pass antialias boolean in ClipRects. (#6199) 2018-09-07 14:02:39 -07:00
Eric
e164e83a85 Reset the raster cache when the compositor context is created. (#6150) 2018-09-06 17:11:17 -07:00
Zachary Anderson
bd7593b2ad
[fuchsia] Plumb root_surface_transformation in scene_update_context (#6187)
* [fuchsia] Plumb root_surface_transformation in scene_update_context

To fix the Fuchsia build.

* Update scene_update_context.cc
2018-09-06 12:35:12 -07:00
Gary Qian
aaf98fbfed
Use double multiplication by a scale instead of 3 divides for speed. (#6154) 2018-09-04 10:54:52 -07:00
Gary Qian
593ed59143
Revert "Use Skia normalize again after Skia precision fix. (#6121)" (#6122)
This reverts commit dc7b5eb89da31cddc2abc91aa5b30bcc6d66e70c.
2018-09-04 10:21:30 -07:00
Gary Qian
dc7b5eb89d
Use Skia normalize again after Skia precision fix. (#6121)
* Fix tilt by using custom normalize impl to avoid strange skia normalize behavior

* Use Skia normalize again after Skia fix.
2018-08-30 11:18:01 -07:00
Gary Qian
c765bee59d
Fix tilt by using custom normalize impl to avoid strange skia normalize behavior (#6106) 2018-08-29 10:36:35 -07:00
Chinmay Garde
47a1ce0e62
Allow embedders to set the root surface transformation. (#6085) 2018-08-28 14:13:49 -07:00
liyuqian
b3e866e8a4
Call drawPath without clip if possible (#5952)
It turns out that Skia is much slower at drawing paint inside a clipped
path than directly drawing that path. (Average frame time of 22ms vs
18ms in flutter_galary transition test.)
2018-08-07 14:47:32 -07:00
amirh
7e0bb3bbe8
Allow freezing a texture. (#5938)
This is needed to avoid jank when resizing an embedded Android view.
See
https://github.com/flutter/flutter/issues/19572#issuecomment-410400724
2018-08-07 14:43:19 -07:00
liyuqian
ecbb2b28d4
Call drawPaint instead of drawPath if there's clip (#5937)
If we want to avoid the bleeding edge artifact (flutter/flutter#18057 (comment)) using saveLayer, we have to call drawPaint instead of drawPath as anti-aliased drawPath will always have such artifacts.

This is discovered when I try to add golden tests for such bleeding artifacts using our new Clip enum. Here's the updated golden files: flutter/goldens@cb1fa8a?short_path=57b30ce#diff-57b30cea9b10b7ca689009854e12d70e
2018-08-03 17:00:00 -07:00
Chinmay Garde
33b412313e
Fix sundry Fuchsia build issues after the tonic/fxl migration. (#5920) 2018-08-01 13:29:45 -07:00
Chinmay Garde
9f8285ac6c
Remove all dependencies on Garnet. (#5869) 2018-07-26 12:49:34 -07:00
Chinmay Garde
336c23f846
Remove //flutter/glue and use FML directly. (#5862) 2018-07-25 13:20:48 -07:00
liyuqian
f50e218d99
Rename clip mode to clip behavior (#5853)
* Rename clip mode to clip behavior

So we're consistent across flutter/flutter and flutter/engine

* Clang format
2018-07-25 09:57:10 -07:00
Joshua Seaton
663b4925b8
[fml][fxl] Migrate AutoResetWaitableEvent to fml version. (#5808)
Thanks Jason for the speedy review
2018-07-20 10:12:38 -07:00
liyuqian
e1cf837a20
Add ClipMode to ClipPath/ClipRRect and PhysicalShape layers (#5647)
For flutter/flutter#18057
2018-07-13 12:38:16 -07:00