SingleFrameCodec had been holding a persistent handle to the peer Dart object
while waiting for the decoder callback. However, Dart code could call
Codec.dispose during that interval, which would cause the Dart peer to drop
its reference to the SingleFrameCodec and potentially delete the
SingleFrameCodec.
Fixes https://github.com/flutter/flutter/issues/36631
Previously ParagraphBuilder was concatenating the child's fonts to the
parent's font list, causing the parent's fonts to take precedence.
Fixes https://github.com/flutter/flutter/issues/35992
After the frame is decoded SingleFrameCodec will invoke pending callbacks
from calls to getNextFrame. The callbacks could result in more calls to
getNextFrame. Those calls should receive the frame instead of being added
to the pending list.
The codec will retain a reference to the decoded frame so it can be returned
in repeated calls to getNextFrame.
Also change the compressed image buffer to use an anonymous mapping on Android.
This is a workaround for high consumption of native heap pages by Android's
malloc when buffers are allocated on one thread and freed on another thread.
See https://github.com/flutter/flutter/issues/36079
This converts the libtxt Paragraph and ParagraphBuilder classes into
interfaces with Minikin and SkShaper/SkParagraph based implementations.
Use the --enable-skshaper GN flag to select the Skia shaper implementation
at build time.
This patch reworks image decompression and collection in the following ways
because of misbehavior in the described edge cases.
The current flow for realizing a texture on the GPU from a blob of compressed
bytes is to first pass it to the IO thread for image decompression and then
upload to the GPU. The handle to the texture on the GPU is then passed back to
the UI thread so that it can be included in subsequent layer trees for
rendering. The GPU contexts on the Render & IO threads are in the same
sharegroup so the texture ends up being visible to the Render Thread context
during rendering. This works fine and does not block the UI thread. All
references to the image are owned on UI thread by Dart objects. When the final
reference to the image is dropped, the texture cannot be collected on the UI
thread (because it has not GPU context). Instead, it must be passed to either
the GPU or IO threads. The GPU thread is usually in the middle of a frame
workload so we redirect the same to the IO thread for eventual collection. While
texture collections are usually (comparatively) fast, texture decompression and
upload are slow (order of magnitude of frame intervals).
For application that end up creating (by not necessarily using) numerous large
textures in straight-line execution, it could be the case that texture
collection tasks are pending on the IO task runner after all the image
decompressions (and upload) are done. Put simply, the collection of the first
image could be waiting for the decompression and upload of the last image in the
queue.
This is exacerbated by two other hacks added to workaround unrelated issues.
* First, creating a codec with a single image frame immediately kicks of
decompression and upload of that frame image (even if the frame was never
request from the codec). This hack was added because we wanted to get rid of
the compressed image allocation ASAP. The expectation was codecs would only be
created with the sole purpose of getting the decompressed image bytes.
However, for applications that only create codecs to get image sizes (but
never actually decompress the same), we would end up replacing the compressed
image allocation with a larger allocation (device resident no less) for no
obvious use. This issue is particularly insidious when you consider that the
codec is usually asked for the native image size first before the frame is
requested at a smaller size (usually using a new codec with same data but new
targetsize). This would cause the creation of a whole extra texture (at 1:1)
when the caller was trying to “optimize” for memory use by requesting a
texture of a smaller size.
* Second, all image collections we delayed in by the unref queue by 250ms
because of observations that the calling thread (the UI thread) was being
descheduled unnecessarily when a task with a timeout of zero was posted from
the same (recall that a task has to be posted to the IO thread for the
collection of that texture). 250ms is multiple frame intervals worth of
potentially unnecessary textures.
The net result of these issues is that we may end up creating textures when all
that the application needs is to ask it’s codec for details about the same (but
not necessarily access its bytes). Texture collection could also be delayed
behind other jobs to decompress the textures on the IO thread. Also, all texture
collections are delayed for an arbitrary amount of time.
These issues cause applications to be susceptible to OOM situations. These
situations manifest in various ways. Host memory exhaustion causes the usual OOM
issues. Device memory exhaustion seems to manifest in different ways on iOS and
Android. On Android, allocation of a new texture seems to be causing an
assertion (in the driver). On iOS, the call hangs (presumably waiting for
another thread to release textures which we won’t do because those tasks are
blocked behind the current task completing).
To address peak memory usage, the following changes have been made:
* Image decompression and upload/collection no longer happen on the same thread.
All image decompression will now be handled on a workqueue. The number of
worker threads in this workqueue is equal to the number of processors on the
device. These threads have a lower priority that either the UI or Render
threads. These workers are shared between all Flutter applications in the
process.
* Both the images and their codec now report the correct allocation size to Dart
for GC purposes. The Dart VM uses this to pick objects for collection. Earlier
the image allocation was assumed to 32bpp with no mipmapping overhead
reported. Now, the correct image size is reported and the mipmapping overhead
is accounted for. Image codec sizes were not reported to the VM earlier and
now are. Expect “External” VM allocations to be higher than previously
reported and the numbers in Observatory to line up more closely with actual
memory usage (device and host).
* Decoding images to a specific size used to decode to 1:1 before performing a
resize to the correct dimensions before texture upload. This has now been
reworked so that images are first decompressed to a smaller size supported
natively by the codec before final resizing to the requested target size. The
intermediate copy is now smaller and more promptly collected. Resizing also
happens on the workqueue worker.
* The drain interval of the unref queue is now sub-frame-interval. I am hesitant
to remove the delay entirely because I have not been able to instrument the
performance overhead of the same. That is next on my list. But now, multiple
frame intervals worth of textures no longer stick around.
The following issues have been addressed:
* https://github.com/flutter/flutter/issues/34070 Since this was the first usage
of the concurrent message loops, the number of idle wakes were determined to
be too high and this component has been rewritten to be simpler and not use
the existing task runner and MessageLoopImpl interface.
* Image decoding had no tests. The new `ui_unittests` harness has been added
that sets up a GPU test harness on the host using SwiftShader. Tests have been
added for image decompression, upload and resizing.
* The device memory exhaustion in this benchmark has been addressed. That
benchmark is still not viable for inclusion in any harness however because it
creates 9 million codecs in straight-line execution. Because these codecs are
destroyed in the microtask callbacks, these are referenced till those
callbacks are executed. So now, instead of device memory exhaustion, this will
lead to (slower) exhaustion of host memory. This is expected and working as
intended.
This patch only addresses peak memory use and makes collection of unused images
and textures more prompt. It does NOT address memory use by images referenced
strongly by the application or framework.
To reflect Matt Carroll's recent (02/06/2019) email about promoting
`WidgetsBinding.instance.window` and demoting `ui.window`.
I have to manually search for Matt's email several times when I need
to access the Window object. Having it in the documentation would
help me do that much faster.
Add new optional named oldLayer arguments to all push* methods of the SceneBuilder class.
When not null oldLayer signals to the engine that the intent is to update a layer rendered in a previous frame. The engine may optionally use that signal to reuse the resources allocated for that layer in the previous frame. For example, on the Web we can reuse existing DOM nodes and some of their properties and move fewer nodes around the tree.
The return type of each push method has been tightened up. Instead of having all methods return the same EngineLayer type, each method has its own unique layer type, e.g. OffsetEngineLayer. oldLayer parameters match the returned type. This prevents the framework (and other developers using dart:ui directly) from accidentally supplying an engine layer of the wrong type.
This should satisfy the low-latency need of DevTools.
Test added:
* ReportTimingsIsCalledSoonerInNonReleaseMode
* ReportTimingsIsCalledLaterInReleaseMode
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).
Using it, a Flutter app can monitor missing frames in the release mode, and a custom Flutter runner (e.g., Fuchsia) can add a custom FrameRasterizedCallback.
Related issues:
https://github.com/flutter/flutter/issues/26154https://github.com/flutter/flutter/issues/31444https://github.com/flutter/flutter/issues/32447
Need review as soon as possible so we can merge this before the end of May to catch the milestone.
Tests added:
* NoNeedToReportTimingsByDefault
* NeedsReportTimingsIsSetWithCallback
* ReportTimingsIsCalled
* FrameRasterizedCallbackIsCalled
* FrameTimingSetsAndGetsProperly
* onReportTimings preserves callback zone
* FrameTiming.toString has the correct format
This will need a manual engine roll as the TestWindow defined in the framework needs to implement onReportTimings.
Fix null closure warnings, and a possible race condition where the
handle for the view_holder_token is destroyed on the gpu thread. The
handle's destructor enters the isolate, so it must be destroyed on the
UI thread.
FL-257 #done
FL-269 #done
Corects a bnuch of typeos throughout teh engien codebsae. Also makes
a couple minor Commonwealth -> US spelling adjustments for consistency
with the rest of Flutter's codebase.
Made use of `misspell` tool:
https://github.com/client9/misspell