27 Commits

Author SHA1 Message Date
Adlai Holler
c57aff1800
Use the GrDirectContext factories instead of deprecated GrContext ones (#19962)
This is part of a larger effort to expose the difference between GrDirectContext,
which runs on the GPU thread and can directly perform operations like uploading
textures, and GrRecordingContext, which can only queue up work to be delivered
to the GrDirectContext later.
2020-07-28 13:32:09 -07:00
Emmanuel Garcia
933c8b8441
bool SubmitFrame -> void SubmitFrame (#18984) 2020-07-23 16:16:02 -07:00
Emmanuel Garcia
b990ad11bd
Implement external view embedder on Android (#19033)
The external view embedder allows to embed Android views in a Flutter app.
2020-06-20 12:51:55 -07:00
Emmanuel Garcia
243bb59c71
Pass SurfaceFrame to SubmitFrame (#18709) 2020-06-02 21:59:44 -07:00
egdaniel
dba00b2395
Update flutter skia flush calls to new flush and submit api (#18421)
* Update flutter to use new skia flushing/submit api

This has no functional change, just moving to the new api calls.

* Update vulkan_swapchain.cc

* Update embedder_external_view_embedder.cc
2020-05-15 11:40:21 -04:00
Emmanuel Garcia
b716cbba71
Reland unobstructed platform views (#17336) 2020-03-27 16:39:29 -07:00
Emmanuel Garcia
b235233e9d
Revert unobstructed platform views (#17326) 2020-03-25 14:36:10 -07:00
Emmanuel Garcia
f5d25da83c
Reland: Implement unobstructed Platform Views on iOS (#17237) 2020-03-20 18:58:55 -07:00
Emmanuel Garcia
70f6d18bfa
Revert "Implement unobstructed Platform Views on iOS (#17049)" (#17233)
This reverts commit 2627634be807a28f4d56c5d7cd878c3ff6ce07ac.
2020-03-20 14:46:09 -07:00
Emmanuel Garcia
2627634be8
Implement unobstructed Platform Views on iOS (#17049) 2020-03-20 12:38:58 -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
Dan Field
89f3471fa7
the the fix (#15973) 2020-01-24 12:43:32 -08:00
gaaclarke
89e395853c
Refactor to passing functions by const ref (#13975)
Moved our code to passing functions by const ref
2019-11-22 12:20:02 -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
Chinmay Garde
6bab64e6dc
Fix test to account for pixel ratio transformations being framework responsibility. (#13850)
This incorrect assumption led to the introduction of a failure on an external embedder. Also dries up the section that copies the picture to the embedder managed render targets.

Fixes https://github.com/flutter/flutter/issues/43906
Fixes https://b.corp.google.com/issues/143529469
2019-11-14 12:15:33 -08:00
Chinmay Garde
7590336bbc
Create a new picture recorder even when the embedder supplied render target is recycled. (#13744)
The earlier assumption was that the render target would be re-materialized per frame. The render target needs its own picture recorder to be create per frame as well. When render targets are cached in the registry, an existing target will be reused. But submitting the previous frame would have discarded the recorder already. The layer tree paint would then attempt to dererence a null canvas causing a crash at runtime.

Added tests to ensure that this does not happen both with and without a custom compositor specified by the embedder. I am going to rework this code so that the external view embedders thinks of render target access on a per frame basis but that is a larger change. This smaller patchset should unblock broken builds.

Fixes b/144093523
2019-11-07 19:53:51 -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
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
Chinmay Garde
c92613bc49
Re-land "Custom compositor layers must take into account the device pixel ratio."
This reverts commit 6c2381da6070f9e96825841e77e9ffeb376d6aa9 and applies iOS fixes.
2019-10-17 14:07:51 -07:00
Chinmay Garde
6c2381da60
Revert "Custom compositor layers must take into account the device pixel ratio. (#13193)" (#13211)
This reverts commit e53d10c3456ccac1bffabc78a16fd6ce680d0074.
2019-10-17 12:59:27 -07:00
Chinmay Garde
e53d10c345
Custom compositor layers must take into account the device pixel ratio. (#13193)
The contents rendered into the backing stores are already correctly scaled.
The initial implementation assumed this also held true for the metrics obtained
via embedded view parameters.

Fixes b/142699417
2019-10-17 12:04:13 -07:00
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
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