* 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
Cleans up header order/grouping for consistency: associated header, C/C++ system/standard library headers, library headers, platform-specific #includes.
Adds <cstring> where strlen, memcpy are being used: there are a bunch of places we use them transitively.
Applies linter-required cleanups. Disables linter on one file due to included RapidJson header. See https://github.com/flutter/flutter/issues/65676
This patch does not cover flutter/shell/platform/darwin. There's a separate, slightly more intensive cleanup for those in progress.
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
This reverts commit a7a25d3b57f2066798ef8cd43600588e4697c9cd and relands our reland https://github.com/flutter/engine/pull/17915.
Additionally, we fixed the cull rect logic in `OpacityLayer::Preroll` which is the root cause of https://github.com/flutter/flutter/issues/56298. We've always had that root problem before but it did not trigger performance issues because we were using the OpacityLayer's `paint_bounds`, instead of its child's `paint_bounds` for preparing the layer raster cache. A correct handling of the cull rect should allow us to cull at any level.
It also turns out that our ios32 (iPhone4s) performacne can regress a lot
without snapping. My theory is that although the picture has a
fractional top left corner, many drawing operations inside the picture
have integral coordinations. In older hardwares, keeping those
coordinates integral seems to be performance critical.
To avoid flutter/flutter#41654, the snapping
will still be disabled if the matrix has non-scale-translation
transformations.
* Fixed ChildSceneLayer elevation issue on Fuchsia.
ChildSceneLayers would draw on top of stacked Flutter content on
Fuchsia if not wrapped up in a Material widget, i.e. a
PhysicalShapeLayer. This patch pushes the logic from there to all
types of Layers.
This reverts commit b5aedb3 and relands #17712.
Fixesflutter/flutter#53288 and flutter/flutter#41654.
Together with #17791, this reland addresses some of Jim's concerns in the original PR #17712.
The major part of this PR is still the same as the original PR, and the performance / golden image impacts should be the same.
This reverts commit 6ea69a0d4339dd153899bb6c299689f1dd43329d.
On top of the revert, it reverted a commit in the PR:
https://github.com/flutter/engine/pull/14024
This reverts commit ea67e5b0b930ebf552bc7dbd678a35ee6a129c39.
* 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
It ensures that every OpacityLayer can be optimized by retained
rendering.
Tested with `flutter test --local-engine=host_debug_unopt` in
flutter/flutter/packages/flutter.
Related issues: #21756#23535
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.
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
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.
Previously we just dropped child scenes on the floor. Now we upload them
to Mozart. However, we just draw them on top of all the other content
and don't apply any clips or blends.