83 Commits

Author SHA1 Message Date
Siva
b955e15ee9
Manual roll of Dart from 24c7666def...40fd1c456e (#20092)
* Manual roll of Dart from 24c7666def...40fd1c456e

dart-lang/sdk@40fd1c456e Revert "[dart:io] Add Abort() on HttpClientRequest"
dart-lang/sdk@17d7296a42 [vm/nnbd/bytecode] Fix reuse of type arguments in bytecode
dart-lang/sdk@58b6f40c73 Issue 42797. Understand in legacy libraries that a function returning Never (in Null Safety library) never returns. (reland)
dart-lang/sdk@fc8a6d9f9b [VM/compiler] Dereference TypeRef literal when propagating constants.
dart-lang/sdk@0689ec527a Move "test.dart" (well, most of its contents) into pkg/test_runner.
dart-lang/sdk@1094b3c61d Prepare static error test updater tool to handle web tests.
dart-lang/sdk@b258585f2f [observatory] Migrate from deprecated isInstanceOf to isA.
dart-lang/sdk@dfe1d9b682 Disable OverrideContributor for Cider.
dart-lang/sdk@aea99b2f5c scope debug property assist to Diagnosticables
dart-lang/sdk@4b96f20a79 [dart:io] Add Abort() on HttpClientRequest
dart-lang/sdk@1b1a39708c [build] Use frameworks instead of libs
dart-lang/sdk@3fef522496 Revert "Reland "[vm] Replaces fuchsia.deprecatedtimezone""
dart-lang/sdk@8c664d4f3f Revert "Issue 42797. Understand in legacy libraries that a function returning Never (in Null Safety library) never returns."
dart-lang/sdk@2efb5bebc7 [ dart:_http ] Fix typo in HTTP response timeline event
dart-lang/sdk@0884dae36c Revert "Fix the #include path for ICU headers"
dart-lang/sdk@5171534e81 Scope tweaks. Report REFERENCED_BEFORE_DECLARATION in more places.
dart-lang/sdk@6bba75079a Issue 42797. Understand in legacy libraries that a function returning Never (in Null Safety library) never returns.
dart-lang/sdk@b4ebbb7f5c [build] Update gn to match Fuchsia
dart-lang/sdk@cb428a7a02 [dart2js] Remove old bug work around in collector.
dart-lang/sdk@08663c20ab Change flutter patch to match existing DEPS on master branch
dart-lang/sdk@146ad014d9 update js/meta for the 2.10 dev sdk
dart-lang/sdk@488c718793 [co19] Roll co19 to d79951e06e443213243e54c2c32694b79a221b65
dart-lang/sdk@ba20edd7be Add patch for flutter-engine when changing to version 2.10

* Rev buildroot to latest version.

* Update license.

* update.

* Update gn revision.

* Format BUILD.gn files as the gn revision has been updated.
2020-07-29 13:10:15 -07:00
David Worsham
fef0fccb79
Fix Mac / iOS builds (#19728) 2020-07-13 18:34:49 -07:00
David Worsham
9353692cdb
fuchsia: Enable most unittests (#19583)
Tweak the primary flutter build rule so that fuchsia is more similar to
other platforms in how tests and the shell are built.

Only embedder_unittests and GLFW tests are disabled on Fuchsia now.

TEST: Ran unittests on host/fuchsia; workstation on fuchsia
BUG: fxb/53847, fxb/54056
2020-07-13 17:36:19 -07:00
stuartmorgan
a95882ba70
Don't export embedder API in desktop embeddings (#18735)
The embedder.h API layer is an implementation detail of the desktop
embeddings, not part of the public API surface, so should not be part of
the public symbol list for those libraries.
2020-06-03 18:13:59 -07:00
Robert Ancell
e39301f23f
Add tests for FlBinaryMessenger, FlBasicMessageChannel, FlMethodChannel (#18638) 2020-06-02 09:39:37 +12:00
Robert Ancell
c86dcac156 Revert "Add tests for FlBinaryMessenger, FlBasicMessageChannel, FlMethodChannel (#18597)"
This reverts commit a095cc23d8d5a539fd6179846875d7218c60bdff.
2020-05-28 13:32:26 +12:00
Robert Ancell
a095cc23d8
Add tests for FlBinaryMessenger, FlBasicMessageChannel, FlMethodChannel (#18597)
* Add mock implementations of the Flutter embedding API and EGL
* Add tests for FlBinaryMessenger, FlBasicMessageChannel, FlMethodChannel
2020-05-28 13:13:32 +12:00
Marcus Tomlinson
d96f962ca2
Add new FlutterEngineAOTData argument to FlutterProjectArgs (#18146)
Added a new `FlutterEngineAOTData` argument to `FlutterProjectArgs`. Embedders can instantiate and destroy this object via the new `FlutterEngineCreateAOTData` and `FlutterEngineCollectAOTData` methods provided.

If an embedder provides more than one source of AOT data to `FlutterEngineInitialize` or `FlutterEngineRun` (e.g. snapshots as well as `FlutterEngineAOTData`), the engine will error out.

Resolves: https://github.com/flutter/flutter/issues/50778
2020-05-10 10:24:56 -07:00
Chinmay Garde
bcefcdb880
Use the ELF loader to setup AOT symbols in benchmark runner. (#17051)
We no longer package AOT artifacts as discrete blobs. The portable ELF loader
from the testing library may be used instead.

Fixes https://github.com/flutter/flutter/issues/52263
2020-03-10 12:28:24 -07:00
Chinmay Garde
92abb22c64
Reland "Lift restriction that embedders may not trample the render thread OpenGL context in composition callbacks." (#16711)
This reverts commit ef9e7b1a1365c07ab0df2e2016c4442c3963c2c7 with the following changes to accommodate an embedder for whom the original optimizations caused issues:

* Ensure stable order in the backing stores presented to the embedder. This is a pessimization that will be reverted when the embedder migrates. Tracked in  https://github.com/flutter/flutter/issues/51228
* Forego the optimization where the unused layers would be collected before allocation of new layers needs to happen. This is a pessimization that will be reverted when the embedder migrates. Tracked in  https://github.com/flutter/flutter/issues/51229

More context in b/146142979.
2020-02-24 11:48:32 -08:00
Chinmay Garde
ef9e7b1a13
Revert "Lift restriction that embedders may not trample the render thread OpenGL context in composition callbacks. (#16653)" (#16674)
This reverts commit 110c1c9adf0f580d16c8252e3b37992af93e9cea.
2020-02-18 18:59:21 -08:00
Chinmay Garde
110c1c9adf
Lift restriction that embedders may not trample the render thread OpenGL context in composition callbacks. (#16653)
During the implementation of custom compositor integration, the embedder gets
callbacks on the render thread to prepare render targets (framebuffers,
textures, etc) for the engine to render into, callbacks to present these render
targets along with platform managed contents, and, callbacks to collect render
targets once they can no longer be recycled by the engine in subsequent frames.
During these callbacks, the engine mandates the OpenGL state on the render
thread be preserved. This restriction has been the source of hard to isolate
issues where the embedder trampled on the OpenGL bindings state in the callback
but failed to restore state before control went back to the engine. Due to the
nature of the OpenGL API, such errors are easy to make and overlook. This patch
lifts the restriction from the embedder. Embedders may now freely work with the
OpenGL state in custom compositor callbacks and the engine will make sure to
disregard OpenGL bindings when control flows back to it.

Disregarding current OpenGL state has a certain performance penalty and the
majority of this patch handles refactoring various engine embedder components
such that this happens only once per frame. The most trivial version of this
patch would reset context bindings on every transition of control flow from the
embedder to the engine. However, that naive approach would have necessitated
more than 50 binding resets in existing unit-test cases (depending on the number
of platform view interleaving levels and render target recycling hit rates). In
this implementation, bindings will be reset only once per frame and this does
not depend on the number of platform views in the scene.

The majority of this patch is a refactoring of engine subsystems used in
`ExternalViewEmbedder::SubmitFrame` which is thoroughly documented with each
opportunity for the embedder to invalidate OpenGL state tagged.

The refactoring also enables the implementation of the following optimizations
to engine behavior which should aid in reducing the memory needed for the
creation of render targets. These optimization include:
* The engine will only ask the embedder for render targets in which it expects
  to render into. This was a quirk in the way in which root and non-root render
  targets were handled. The engine could require the embedder to create a render
  target but then realize it didn’t have anything to render into it. In the
  presentation callback, it would skip that render target. But the embedder
  still had to allocate that extra render target. This will no longer be the
  case and should reduce memory use.
* The engine may now skip always realizing (via the embedder render target
  creation callback) and presenting the root render target. This was also a side
  effect of the same quirk. Previously, the engine would always ask the embedder
  to present the root render target even if it was empty. Since this is no
  longer the case, few render targets should be allocated which will reduce
  memory consumption.
* The engine will now ask the embedder to collect unused render targets before
  it asks it to create new ones. The previous behavior was to ask the embedder
  for new targets and then collect old ones. This would cause spikes in memory
  use when the size of the render targets would change. These memory use spikes
  should now be troughs.
* The previous render target cache also considered the platform view ID in cache
  viability considerations (instead of just the size of the render target). This
  was a bug which has been fixed. This should lead to better cache utilization
  in some situations.

These optimizations are now codified in unit-tests and the updated test
expectations are a result of these optimizations now being in place.

* Fixes https://github.com/flutter/flutter/issues/50751
* Fixes https://github.com/flutter/flutter/issues/46911
* Fixes https://github.com/flutter/flutter/issues/43778
* Fixes b/146142979
2020-02-18 12:51:49 -08:00
Chinmay Garde
f7b78e001d
Remove all uses of the redundant flutter_root variable. (#16311)
This was only necessary when the Engine had to build in multiple buildroots
where the sources where checked out at different paths relative to the
buildroot. This is no longer the case and there are already cases GN rules
have been written that mix and match variable usage with the direct
specification of the path to the Flutter sources relative to the sole buildroot.
2020-01-31 21:49:48 -08:00
Chinmay Garde
dffe3fb276
Isolate and move common portable ELF loading from fixtures into //flutter/testing. (#16305)
Also update all known test harnesses to use this and fixes the broken shell_unittests harness.

Fixes https://github.com/flutter/flutter/issues/49853
2020-01-31 12:52:00 -08:00
Chinmay Garde
276481c4d3
Move tonic into //flutter/third_party. (#15895)
Tonic used to be used by multiple consumers outside of Flutter Engine. Due to
this, it has an unnecessary abstraction layer as well as utilities duplicated in
FML and other engine subsystems. The sole user of Tonic is now the Flutter
Engine. It is intended that the Flutter Engine team now owns this subsystem,
remove unnecessary utilities and document the headers. This is the first step in
the transition. No history is being imported as the initial history was already
lost in the transition of this component to fuchsia.googlesource. As this
component was unmaintained there, I could see no additional value in importing
the history of the patches there.

No functional change. Just moved the repo from //third_party to
//flutter/third_party and updates GN refs.
2020-01-25 17:01:56 -08:00
Chinmay Garde
0a40f3d784
Assert that arc end caps on canvases with root surface transformations are drawn correctly. (#14359)
Verifies that the Skia commit https://skia-review.googlesource.com/c/skia/+/259174 has been pulled into the engine. This should have happened in the roll https://github.com/flutter/engine/pull/14345.

Fixes https://github.com/flutter/flutter/issues/46691
Fixes b/142280381
2019-12-11 15:17:34 -08:00
Chinmay Garde
75ea3e2445
Expose the platform view mutator stack to custom compositors. (#13731)
This allows custom compositors to affect scene builder modifications made
to the platform view.

Fixes https://github.com/flutter/flutter/issues/44211
Fixes b/143612326
2019-11-19 10:35:41 -08:00
Michael Klimushyn
8a99d10748
Turn on RasterCache based on view hierarchy (#13762)
This is a duplicate of flutter/engine#13360 with the test switched to use the software backend instead of the GL backend.

After some debugging and testing on another GL embedder I think the issue with the test is some bug having to do with the GL implementation in the test harness specifically. 

Fixes flutter/flutter#38903
2019-11-08 17:14:50 -08:00
Chinmay Garde
d59b1583b0
Ensure that the device pixel ratio is taken into account with window metrics in physical pixels. (#13708)
This was originally patched in https://github.com/flutter/engine/pull/13193 but
the unit-tests were written under the mistaken assumption (that has been
documented already) that the Flutter window metrics used logical pixel
coordinates. That mistake has been corrected and additional tests to verify
rendering intent has been added.

Fixes https://github.com/flutter/flutter/issues/43906
Fixes https://b.corp.google.com/issues/143529469
2019-11-06 11:16:18 -08:00
Michael Klimushyn
e609577d12
Revert "Turn on RasterCache based on view hierarchy (#13360)" (#13442)
This caused EmbedderTest.VerifyB143464703 to fail after merging into
master.

```
../../flutter/shell/platform/embedder/tests/embedder_unittests.cc:3111: Failure
Value of: ImageMatchesFixture("verifyb143464703.png", renderered_scene)
  Actual: false
Expected: true
[  FAILED  ] EmbedderTest.VerifyB143464703 (2507 ms)
```

This reverts commit 3ad3bc76a5825210603d4afd12013de8ba7d7668.
2019-10-30 11:25:29 -07:00
Michael Klimushyn
3ad3bc76a5
Turn on RasterCache based on view hierarchy (#13360)
Previously the cache was disabled on whether or not PlatformViews were
globally enabled. Instead track their existence in the view hierarchy
and only disable RasterCache if a PlatformView is actually present.
2019-10-30 10:45:15 -07:00
Dan Field
90771188f8
Set the install name at link time for darwin dylibs (#13428) 2019-10-29 20:30:13 -07:00
Chinmay Garde
e3aff2c982
Make sure root surface transformations survive resetting the matrix directly in Flow. (#13405)
This used to only be handled correctly for non-root layer backing stores. This
was mostly a side effect of the fact that we used recording canvases instead of
rendering directly into the backing store. We now use recording canvases
consistently.

Fixes b/143464703
Fixes https://github.com/flutter/flutter/issues/43732
2019-10-29 17:44:57 -07:00
Jason Simmons
7069025a32
Reformat BUILD.gn files to comply with the format checker presubmit script (#13401) 2019-10-29 09:49:16 -07:00
sjindel-google
d9080029af
Remove use of the blobs snapshot format from unittests (#12563)
* Remove uses of the "blobs" snapshot format in Engine tests.

* Comments

* Rebasing against updated ELF loader API.
2019-10-10 14:03:42 +02:00
Chinmay Garde
1c7300ed1e
Account for root surface transformation on the surfaces managed by the external view embedder. (#11384)
The earlier design speculated that embedders could affect the same
transformations on the layers post engine compositor presentation but before
final composition.

However, the linked issue points out that this design is not suitable for use
with hardware overlay planes. When rendering to the same, to affect the
transformation before composition, embedders would have to render to an
off-screen render target and then apply the transformation before presentation.
This patch negates the need for that off-screen render pass.

To be clear, the previous architecture is still fully viable. Embedders still
have full control over layer transformations before composition. This is an
optimization for the hardware overlay planes use-case.

Fixes b/139758641
2019-09-17 15:16:59 -07:00
Amir Hardon
a34f9a811c
Skip empty platform view overlays. (#11427)
This change sets up a "spying canvas" to try and detect empty canvases.
When using platform views with a custom embedder, if a platform view
overlay canvas is known to be empty we skip creating a compositor layer
for that overlay.
2019-08-26 11:40:49 -07:00
Chinmay Garde
fcc158fd3f
Wire up software rendering in the test compositor. (#11392) 2019-08-22 20:27:34 -07:00
stuartmorgan
a9b47638a7
Fix change_install_name.py to be GN-friendly (#11309)
change_install_name.py was operating on framework library files
in-place, which breaks GN's timestamp analysis handling since a file
can't be both an input and output of an action. As a result no-op builds
on macOS were not actually no-ops.

This changes the script to operate on an output copy, both fixing the
no-op build issue, and simplifying the GN framework construction scripts
by combining the copy step and the install-name step.

Fixes https://github.com/flutter/flutter/issues/33465
2019-08-20 21:15:42 -07:00
Chinmay Garde
9b1f6d37a7
When using a custom compositor, ensure the root canvas is flushed. (#11310)
The root canvas is managed by the external view embedder when using a custom
compositor. Due to this, frame submission on the surface will not end up
flushing the same (because the surface doesn’t have it to begin with). Fixed
with tests.
2019-08-20 17:06:57 -07:00
Chinmay Garde
e8f954409d
Allow embedder controlled composition of Flutter layers. (#10195)
This patch allows embedders to split the Flutter layer tree into multiple
chunks. These chunks are meant to be composed one on top of another. This gives
embedders a chance to interleave their own contents between these chunks.

The Flutter embedder API already provides hooks for the specification of
textures for the Flutter engine to compose within its own hierarchy (for camera
feeds, video, etc..). However, not all embedders can render the contents of such
sources into textures the Flutter engine can accept. Moreover, this composition
model may have overheads that are non-trivial for certain use cases. In such
cases, the embedder may choose to specify multiple render target for Flutter to
render into instead of just one.

The use of this API allows embedders to perform composition very similar to the
iOS embedder. This composition model is used on that platform for the embedding
of UIKit view such and web view and map views within the Flutter hierarchy.
However, do note that iOS also has threading configurations that are currently
not available to custom embedders.

The embedder API updates in this patch are ABI stable and existing embedders
will continue to work are normal. For embedders that want to enable this
composition mode, the API is designed to make it easy to opt into the same in an
incremental manner.

Rendering of contents into the “root” rendering surface remains unchanged.
However, now the application can push “platform views” via a scene builder.
These platform views need to handled by a FlutterCompositor specified in a new
field at the end of the FlutterProjectArgs struct.

When a new platform view in introduced within the layer tree, the compositor
will ask the embedder to create a new render target for that platform view.
Render targets can currently be OpenGL framebuffers, OpenGL textures or software
buffers. The type of the render target returned by the embedder must be
compatible with the root render surface. That is, if the root render surface is
an OpenGL framebuffer, the render target for each platform view must either be a
texture or a framebuffer in the same OpenGL context. New render target types as
well as root renderers for newer APIs like Metal & Vulkan can and will be added
in the future. The addition of these APIs will be done in an ABI & API stable
manner.

As Flutter renders frames, it gives the embedder a callback with information
about the position of the various platform views in the effective hierarchy.
The embedder is then meant to put the contents of the render targets that it
setup and had previously given to the engine onto the screen (of course
interleaving the contents of the platform views).

Unit-tests have been added that test not only the structure and properties of
layer hierarchy given to the compositor, but also the contents of the texels
rendered by a test compositor using both the OpenGL and software rendering
backends.

Fixes b/132812775
Fixes flutter/flutter#35410
2019-08-13 14:53:19 -07:00
stuartmorgan
7d320c45ab
Add a macro for prefixing embedder.h symbols (#9851)
embedder.h is a C API, so has no namespace, and only uses 'Flutter' as a
prefix for most symbol names. This creates potential collisions with
other code; for instance, FlutterEngine is the name of a type in
embedder.h, but also an ObjC class in the iOS Flutter API.

This adds a macro that can be set to prefix symbol names, allowing
clients (notably, the macOS embedding) to adjust the names used by the
embedding API internally without breaking ABI or API compatibility for
the standard engine build.

Currently the macro is only applied to FlutterEngine, since that's the
symbol that is currently at issue, but it can be expanded to other
symbols in the future.
2019-07-23 05:48:48 -07:00
Jason Simmons
be8819e2dc
Declare a copy of the enable_bitcode flag within the Flutter build scripts for use in Fuchsia builds (#10003)
enable_bitcode is defined in build/toolchain/clang.gni, which exists in the
Flutter buildroot but not in the Fuchsia source tree.
2019-07-22 12:06:16 -07:00
Dan Field
8f060b9954
Add clang version to Info.plist (#9873) 2019-07-17 12:14:07 -07:00
gaaclarke
b7e5940e3b
Started adding the engine hash to frameworks' Info.plist. (#9847)
Started adding the engine hash to Flutter.framework's Info.plist.
2019-07-16 15:54:26 -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
Chinmay Garde
b84f89b44b
Allow embedders to add callbacks for responses to platform messages from the framework. (#9655)
Fixes https://github.com/flutter/flutter/issues/18852
2019-07-03 15:44:39 -07:00
Jason Simmons
031c2dc987
Only build embedder unit tests for host builds (#9315)
Linux target builds for non-x86/x64 platforms were failing due to the
dependency on SwiftShader
2019-06-13 12:49:10 -07:00
Chinmay Garde
7bb5b9aea5
Wire up Swiftshader based OpenGL ES unit-tests on hosts. (#9264)
Currently, all our host unit-tests that have rendering concerns use the software backend because of OpenGL ES availability and stability issues on the various platforms where we run host tests. Unfortunately, entire subsystems are disabled (and not tested) when rendering with the software backend. This patch pulls in SwiftShader and via pending patches in the buildroot, configures the host unit-tests to optionally use OpenGL ES in a stable manner without relying on the OpenGL drivers being present (and functional).

I have wired up the embedder test fixture in this patch to use the SwiftShader based OpenGL ES driver. I will update the shell and runtime unittests in a subsequent patch as well. The on and offscreen surfaces are configured as 1x1 pbuffer surface because we should be able to write pixel tests using OpenGL directly wihout having to deal with surfaces.
2019-06-12 12:32:09 -07:00
Chinmay Garde
37b367e4d2
Allow specifying both Dart and non-Dart fixtures in engine unit-tests. (#9113)
* Allow specifying both Dart and non-Dart fixtures in engine unittests.

This fixes numerous issues in the way in which fixtures were managed
in the engine unit-tests.

* Instead of only being able to specify Dart fixtures, unit-tests may specify
  non-Dart fixtures as well. These are simply copied over to the fixtures
  directory known to the unit-test at runtime.
* An issue where numerous Dart files could be given to the kernel snapshotter
  has been addressed. It was anticipated that such a (legal) invocation to the
  kernel snapshotter would produce a snapshot with the contents of all the Dart
  files added to the root library. This is incorrect and the behavior in this
  case is undefined.
* Dart files referenced by the main Dart file are correctly tracked via a
  depfile.
* The snapshotter arguments have been cleaned up to get rid of unused
  arguments (`—strong`) and  the use of the VM product mode argument has been
  corrected to no longer depend on the Flutter product mode.
2019-05-28 19:11:47 -07:00
Jason Simmons
b3b817a9b3
Add a minimal set of symbols to the dynamic symbol table for Linux executables (#8937)
This will reduce executable size.
2019-05-13 16:12:58 -07:00
Chinmay Garde
5526884e78
Wire up the Skia Metal backend on iOS. (#8936) 2019-05-11 15:21:26 -07:00
Chinmay Garde
131cc625a1
Allow native entrypoint registration for runtime unittests. (#8379) 2019-03-29 17:53:49 -07:00
Chinmay Garde
86f4b741b8
Move libdart selection into its own target in //flutter/runtime. (#8373)
Cleanup repeated rules.
2019-03-29 14:29:09 -07:00
Chinmay Garde
8d56284cda
Remove the standalone a11y test runners and merge its tests into embedder_unittests. (#8338)
Also cleans up the a11y unittests to use the new builder API and avoids polluting the global namespace with state for assertions.
2019-03-28 11:22:06 -07:00
Chinmay Garde
cb8eb801a4
Allow embedders to specify their own task runner interfaces. (#8273)
Currently, all Flutter threads are managed by the engine itself. This works for
all threads except the platform thread. On this thread, the engine cannot see
the underlying event multiplexing mechanism. Using the new task runner
interfaces, the engine can relinquish the task of setting up the event
multiplexing mechanism and instead have the embedder provide one for it during
setup.

This scheme is only wired up for the platform thread. But, the eventual goal
is to expose this message loop interoperability for all threads.
2019-03-27 16:16:59 -07:00
Chinmay Garde
78de8dcb42
Enable lambda like native callbacks in tests and add support for custom entrypoints. (#8299) 2019-03-26 11:29:08 -07:00
Chinmay Garde
22ee8ee08f
Migrate existing embedder unit tests to use the fixture. (#8296)
Also allows tests to specify their own embedder contexts.
2019-03-25 15:10:24 -07:00
Chinmay Garde
d6ead18f43
Make it easy to write embedder unit tests by creating a fixture and config builder. (#8276)
All embedder unit-tests have to setup the Flutter project arguments from scratch
before launching the engine. The boilerplate and having to deal with the low
level C API during each engine launch is a hinderance to writing tests.

This patch introduces an EmbedderTest fixture that sets up all the embedder side snapshots before allowing the unit test to create a FlutterConfigBuilder` that
the test can use to incrementally build and edit the Flutter project
configuration. From the given state state of a configuration, multiple engines
can be launched with their lifecylces managed by appropriate RAII wrappers.

This allows the a fully configured Flutter engine to be launched using 4 lines
of code in a fixture.

```
EmbedderConfigBuilder builder;
builder.SetSoftwareRendererConfig();
builder.SetAssetsPathFromFixture(this);
builder.SetSnapshotsFromFixture(this);
auto engine = builder.LaunchEngine();
```
2019-03-25 11:58:38 -07:00
Chinmay Garde
33bb91cc15
Allow embedders to specify a vsync waiter. (#7914)
Fixes https://github.com/flutter/flutter/issues/28240
2019-02-21 23:02:32 -08:00