* 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
Reland #19396 with a fix for improper scale that was affecting internal tests
Tested: Ran all unittests, ran internal tests, and ran workstation on Fuchsia
BUG: 53062, 53063
The fuchsia code around metrics and sizing was just sending this
information through a side-channel, when the engine already had the
information available. So, delete all of it to make future CLs simpler.
Additionally, the SceneUpdateContext has many unneccesary dependencies
re: metrics and PaintTasks. Break those to make future CLs simpler.
Tested: Ran all unittests and ran workstation on Fuchsia
BUG: 53062, 53063
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
* 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 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
The raw pointer isn't a reliable id as the allocator can reuse an
address that's just been released for another layer.
This will fix Fuchsia bug FL-216.
This problem was not affecting non-Fuchsia Flutter probably because
non-Fuchsia Flutter purges the raster cache key much more frequently so
we won't see a key collision. In Fuchsia, as the key has to wait for the
Vulkan surface to render asynchronously, this suddenly becomes an issue.
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)
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.
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.