158 Commits

Author SHA1 Message Date
liyuqian
9675ca2f6b
Reland "Smooth out iOS irregular input events delivery (#12280)" (#12385)
This reverts commit c2879cae2ee3707ad07af1118bf4862dc1d82bb7.

Additionally, we fix https://github.com/flutter/flutter/issues/40863 by adding a secondary VSYNC callback.

Unit tests are updated to provide VSYNC mocking and check the fix of https://github.com/flutter/flutter/issues/40863.

The root cause of having https://github.com/flutter/flutter/issues/40863 is the false assumption that each input event must trigger a new frame. That was true in the framework PR https://github.com/flutter/flutter/pull/36616 because the input events there are all scrolling move events. When the PR was ported to the engine, we can no longer distinguish different types of events, and tap events may no longer trigger a new frame.

Therefore, this PR directly hooks into the `VsyncWaiter` and uses its (newly added) secondary callback to dispatch the pending input event.
2019-09-30 11:25:50 -07:00
liyuqian
7c3dcee2e9
Revert "[fuchsia] Wire up OpacityLayer to Scenic (#11322)" (#12610)
This reverts commit fcc4ab32301396986dd5103d6d444bff35fe0f63.

Fixes https://github.com/flutter/flutter/issues/41394 and other
related correctness issues.

TBR: @arbreng @jason-simmons @mehmetf
2019-09-27 16:50:43 -07:00
David Worsham
fcc4ab3230
[fuchsia] Wire up OpacityLayer to Scenic (#11322)
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
2019-09-25 12:48:42 -04:00
liyuqian
c2879cae2e
Revert "Reland "Smooth out iOS irregular input events delivery (#11817)" (#12280)" (#12364)
This reverts commit aac33d1bced7a9d15e1feb19f73eef6da16470f0.

Reason: flutter/flutter#40863

TBR: chinmaygarde, iskakaushik
2019-09-19 19:39:36 -07:00
liyuqian
aac33d1bce
Reland "Smooth out iOS irregular input events delivery (#11817)" (#12280)
Additionally, we now use the engine directly as a delegate instead of storing potentially dead runtime_controller.

Unit tests have been updated to include an engine restart check which would fail before the fix.

This fixes https://github.com/flutter/flutter/issues/40303
2019-09-16 10:42:44 -07:00
Michael Klimushyn
3c6383f2db
Revert "Smooth out iOS irregular input events delivery (#11817)" (#12251)
This reverts commit b569e8c2fd5a444b6a3f7355a2f8c983c3a23e05.
2019-09-12 11:23:05 -07:00
liyuqian
b569e8c2fd
Smooth out iOS irregular input events delivery (#11817)
Fixes https://github.com/flutter/flutter/issues/31086

This patch is a lower level implementation of
https://github.com/flutter/flutter/pull/36616 that would only impact iOS
engine, and host unittests.
2019-09-10 11:18:01 -07:00
gaaclarke
daf1a27d46
Started logging warnings if we drop platform messages. (#11792) 2019-08-30 12:48:03 -07:00
Kaushik Iska
766125b4f2
Roll fuchsia/clang/linux-amd64 from wGyr4... to -mnHl... (#11790)
* Roll fuchsia/clang/linux-amd64 from wGyr4... to -mnHl...

If this roll has caused a breakage, revert this CL and stop the roller
using the controls here:
https://autoroll.skia.org/r/fuchsia-linux-toolchain-flutter-engine
Please CC  on the revert to ensure that a human
is aware of the problem.

To report a problem with the AutoRoller itself, please file a bug:
https://bugs.chromium.org/p/skia/issues/entry?template=Autoroller+Bug

Documentation for the AutoRoller is here:
https://skia.googlesource.com/buildbot/+/master/autoroll/README.md

* Fix dangling pointer
2019-08-30 11:38:12 -07:00
Jason Simmons
ca1dda0360
Initialize the engine in the running state to match the animator's default state (#11011)
The engine's activity_running flag tracks whether the app is in the paused or
running lifecycle state.  The engine had been defaulting activity_running to
false (meaning paused).  But the animator had been defaulting its paused flag
to false, which allowed frames to render at startup.  If the engine loses and
regains its surface, then frames would stop rendering because activity_running
is false (even though frames had been rendering when the engine initially
acquired its surface).

This change puts the engine and the animator into a consistent state at
startup.  Frames will continue to render until the embedder sends a lifecycle
message that will pause both the engine and the animator.

See https://github.com/flutter/flutter/issues/32624
2019-08-14 16:20:44 -07:00
gaaclarke
78a8ca0f62
Made Picture::toImage happen on the IO thread with no need for an onscreen surface. (#9813)
Made Picture::toImage happen on the IO thread with no need for a surface.
2019-07-15 17:16:20 -07:00
Chinmay Garde
b42450f2b2
Document //flutter/shell/common/engine. (#9769) 2019-07-11 17:08:00 -07:00
Chinmay Garde
ad582b5089
Rework image & texture management to use concurrent message queues. (#9486)
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.
2019-07-09 14:59:34 -07:00
Jason Simmons
ea7ca9804a
Send the isolate service ID from the engine to the embedder (#9324)
Applications can use an embedder API to obtain the isolate ID and then use it
in calls to the Dart service protocol.
2019-06-17 16:02:26 -07:00
Zachary Anderson
0a2e28d797
Revert tracing changes (#9296)
* Revert "[fuchsia] Fix alignment of Fuchsia/non-Fuchsia tracing (#9289)"

This reverts commit f80ac5f571479053b134e60bca77603269b2ce2a.

* Revert "Align fuchsia and non-fuchsia tracing (#9199)"

This reverts commit 78265484623037c6544dfd5380367bca29fa27b0.
2019-06-12 10:25:49 -07:00
Jason Simmons
99e84a9cfa
Update Engine::ReportTimings to use the new FML_TRACE macros (#9215) 2019-06-06 10:58:59 -07:00
liyuqian
9f088c65ee
Add onReportTimings and FrameRasterizedCallback API (#8983)
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/26154
https://github.com/flutter/flutter/issues/31444
https://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.
2019-06-06 10:42:48 -07:00
Dan Field
7826548462
Align fuchsia and non-fuchsia tracing (#9199) 2019-06-05 15:14:27 -07:00
Zachary Anderson
3a29e6a7a7
Plumb arguments from Settings to Dart main() (#8710) 2019-04-25 07:57:54 -07:00
Chinmay Garde
1239df96aa
Allow native bindings in secondary isolates. (#8658)
The callbacks can be wired in via the Settings object. Both runtime and shell unit-tests have been patched to test this.
2019-04-19 17:36:36 -07:00
liyuqian
8ff631f3df
Rename flow namespace to flutter (#8615)
This follows our namespace change from shell to flutter: https://github.com/flutter/engine/pull/8520.
2019-04-17 14:38:45 -07:00
Michael Klimushyn
0e27e0fc38
Pipe Z bounds from ViewportMetrics to Flow (#8583)
This is the first step in making Flutter aware of and responsive to Z
bound overflow. On its own this patch shouldn't result in any changes in
behavior. This will need to be followed up with a patch in Fuchsia's
Flutter runner to set the Z bounds after this lands, and another patch
in the engine actually implementing the desired overflow behavior.

This Z bound info is routed through the engine itself to make sure the
bounds in flow are truly consistent from the Fuchsia runner. However
these values should eventually be exposed to the framework as well.
2019-04-17 09:56:46 -07:00
Kaushik Iska
7292d62ef8
Revert Versions API (#7828)
* Revert "Fix versions implementation (#7726)"

This reverts commit 3c38dd342f53d39603d1c5b138b5e4d36d93720f.

* Revert "Expose the Flutter engine, Dart and Skia versions to Dart. (#7634)"

This reverts commit b94e759b256819fb33cb9d2b41565fc137cac733.

* remove namespace shell stuff

* fix format

* fix licenses
2019-04-12 14:23:13 -07:00
Chinmay Garde
39e1d00f39
Remove redundant specification of the |flutter| namespace in the engine. (#8523) 2019-04-09 17:50:06 -07:00
Chinmay Garde
56052c70af
Rename the shell namespace to flutter. (#8520) 2019-04-09 17:10:46 -07:00
Chinmay Garde
eec74e5c92
Rename the blink namespace to flutter. (#8517)
Some components in the Flutter engine were derived from the forked blink codebase. While the forked components have either been removed or rewritten, the use of the blink namespace has mostly (and inconsistently) remained. This renames the blink namesapce to flutter for consistency. There are no functional changes in this patch.
2019-04-09 12:44:42 -07:00
Chinmay Garde
7e38b0aa23
Revert "Revert "Separate the data required to bootstrap the VM into its own class. (#8397)" (#8406)" (#8414)
This reverts commit f7b4903d7c9913447af3aaebc4308d1a1e2a4dde.
2019-04-03 13:38:12 -07:00
Zachary Anderson
f7b4903d7c
Revert "Separate the data required to bootstrap the VM into its own class. (#8397)" (#8406)
This reverts commit c991647404f8117dab2ca4ed49aa3ba48a634240.
2019-04-02 09:12:56 -07:00
Chinmay Garde
c991647404
Separate the data required to bootstrap the VM into its own class. (#8397)
When attempting to shutdown and subsequently restart the VM, having the
VM own this data introduces lifecycle issues due to circular references.
2019-04-01 14:58:05 -07:00
Gary Qian
3661d5e43b
Re-land "Buffer lifecycle in WindowData" (#8032) 2019-03-06 15:38:34 -08:00
Gary Qian
39c46dea4b
Revert "Buffer lifecycle in WindowData (#7999)" (#8010)
This reverts commit 0b174017143c34629546134601bb6c65becf71a3.
2019-03-01 15:14:20 -08:00
Gary Qian
0b17401714
Buffer lifecycle in WindowData (#7999) 2019-03-01 10:43:09 -08:00
Dan Field
572fea361c
Revert "Shut down and restart the Dart VM as needed. (#7832)" (#7877)
This reverts commit 0d6ff1669c4a765774b91e37353b4392408d112a.
2019-02-19 16:14:18 -08:00
Chinmay Garde
0d6ff1669c
Shut down and restart the Dart VM as needed. (#7832)
The shell was already designed to cleanly shut down the VM but it couldnt
earlier as |Dart_Initialize| could never be called after a |Dart_Cleanup|. This
meant that shutting down an engine instance could not shut down the VM to save
memory because newly created engines in the process after that point couldn't
restart the VM. There can only be one VM running in a process at a time.

This patch separate the previous DartVM object into one that references a
running instance of the DartVM and a set of immutable dependencies that
components can reference even as the VM is shutting down.

Unit tests have been added to assert that non-overlapping engine launches use
difference VM instances.
2019-02-15 14:16:17 -08:00
nathanrogersgoogle
e2394ad77e
Add flow events connecting pointer events to frames (#7807) 2019-02-13 22:27:12 -08:00
Kaushik Iska
b94e759b25
Expose the Flutter engine, Dart and Skia versions to Dart. (#7634)
- Moved versions from shell to common
- versions singleton contains all the required versions.
2019-01-30 16:22:45 -08:00
Dan Field
43fa420b04
Make IOManager own resource context (#7272)
* Make IOManager own resource context
2019-01-14 13:46:38 -08:00
Chinmay Garde
b972f75db5
Allow embedders to add per shell idle notification callbacks. (#7427) 2019-01-09 14:33:56 -08:00
Anthony Bullard
1bc7ccf605
Support real fonts in 'flutter test' (#6913)
* Support real fonts in 'flutter test'

Change the order of font_managers to query in font_collection
so that dynamic_font_manager fonts will be resolved.

Tested with test case in `flutter/flutter` repo:

`packages/flutter/test/rendering/localized_fonts_test.dart`

Ensured:
- A font loaded with FontLoader will be used
- The default 'Ahem' font is still loaded by default

The test above still cannot be fixed because FontLoader and the
underlying mechanisms don't cover Locale-specific font loading
and therefore a CJK font-family won't be able to be loaded as needed
for that test.

Fixes #17700

* Format fixup
2018-12-14 10:05:41 -08:00
liyuqian
2bd75ae8ba
Support querying display refresh rate in engine (#7002)
The current implementation only deals with Android devices and we'll add iOS devices support soon.
2018-12-12 10:28:44 -08:00
Jason Simmons
3978f07530
Keep a copy of each engine's description that can be accessed outside the engine's UI thread (#6885)
The service protocol's ListViews method needs to return description data for
each engine in the process.  Previously ListViews would queue a task to each
UI thread to gather this data.  However, the UI thread might be blocked from
executing tasks (e.g. if the Dart isolate is paused), resulting in a deadlock.

This change provides a copy of the engine's description data to the
ServiceProtocol's global list of engines, allowing ListViews to run without
accessing any UI threads.

Fixes https://github.com/flutter/flutter/issues/24400
2018-11-16 14:47:40 -08:00
Michael Goderbauer
70a1106b50
Unify copyright lines (#6757) 2018-11-07 12:24:35 -08:00
Chinmay Garde
ba8f6aa71c
Handle Windows headers defining ERROR to 0 in log levels. (#6677) 2018-10-26 16:47:14 -07:00
Chinmay Garde
e1e60933b2
Realize kernel asset mappings on a worker thread if one is available. (#6648) 2018-10-24 11:33:46 -07:00
Chinmay Garde
20c805c973
Ensure that Scene::toImage renders texture backed images. (#6636)
TL;DR: Offscreen surface is created on the render thread and device to host
transfer performed there before task completion on the UI thread.

While attempting to snapshot layer trees, the engine was attempting to use the
IO thread context. The reasoning was that this would be safe to do because any
textures uploaded to the GPU as a result of async texture upload would have
originated from this context and hence the handles would be valid in either
context. As it turns out, while the handles are valid, Skia does not support
this use-case because cross-context images transfer ownership of the image from
one context to another. So, when we made the hop from the UI thread to the IO
thread (for snapshotting), if either the UI or GPU threads released the last
reference to the texture backed image, the image would be invalid. This led to
such images being absent from the layer tree snapshot.

Simply referencing the images as they are being used on the IO thread is not
sufficient because accessing images on one context after their ownership has
already been transferred to another is not safe behavior (from Skia's
perspective, the handles are still valid in the sharegroup).

To work around these issues, it was decided that an offscreen render target
would be created on the render thread. The color attachment of this render
target could then be transferred as a cross context image to the IO thread for
the device to host tranfer.

Again, this is currently not quite possible because the only way to create
cross context images is from encoded data. Till Skia exposes the functionality
to create cross-context images from textures in one context, we do a device to
host transfer on the GPU thread. The side effect of this is that this is now
part of the frame workload (image compression, which dominate the wall time,
is still done of the IO thread).

A minor side effect of this patch is that the GPU latch needs to be waited on
before the UI thread tasks can be completed before shell initialization.
2018-10-22 17:40:24 -07:00
Gary Qian
35340ceaf0
Pass full locale list with script and variant codes to framework (#6557)
* Locale Passing

* Pass full locale list and script and variant codes to framework

* Working Android locale list passing and fallback
2018-10-17 10:53:01 -07:00
Gary Qian
61cf4c01fd
Pass scriptcode and variantcode to dart:ui Window. (#6493) 2018-10-10 17:22:59 -07:00
nathanrogersgoogle
37fd43d431
Add deadline_now_delta argument to Engine::NotifyIdle's trace (#6419)
This allows us to figure out from looking at a trace if an
|Engine::NotifyIdle| call went beyond its deadline
2018-10-03 19:55:57 -07:00
Zachary Bush
2c5d0c407f [rapidjson] Fix import statements (#6418) 2018-10-03 17:33:45 -07:00
Dan Field
89516aad94
Engine::Run returns enum: success, failure, or isolate already running (#6324)
* If isolate is already running, return true

* Use shell::Engine::RunStatus as result of Engine::Run
2018-09-24 18:01:22 -04:00