In current implementation, external texture data flow is a
producer-consumer model. When painting external texture, it always asks
registered external texture object to produce new CVPixelBuffer, then
transforms it to texture. `MarkNewFrameAvailable` function is ignored.
This commit changes the dataflow. Now ios_external_texture_gl caches
previous opengl texture, if no new frame are available, it do not
`copyPixelBuffer` method, just uses cached opengl texture to draw.
This is a re-land of flutter/engine#9806, which was previously reverted
in flutter/engine#11522.
Broke iOS builds:
../../flutter/shell/platform/darwin/ios/ios_external_texture_gl.mm:56:28: error: out-of-line definition of 'NeedUpdateTexture' does not match any declaration in 'flutter::IOSExternalTextureGL'
bool IOSExternalTextureGL::NeedUpdateTexture(bool freeze) {
^~~~~~~~~~~~~~~~~
This reverts commit 5dfdb4ac99547b4f01c19fcd4e4e80238b91854b.
In current implementation, external texture data flow is a producer-consumer model. When painting external texture, it always asks registered external texture object to produce new CVPixelBuffer, then transforms it to texture. `MarkNewFrameAvailable` function is ignored. This commit changes the dataflow. Now ios_external_texture_gl caches previous opengl texture, if no new frame are available, it do not `copyPixelBuffer` method, just uses cached opengl texture to draw.
In generated text fixture location lookup code:
When the second argument to write_file() is a list, it is written one
item per line to the path specified by the first argument. This ensures
that we emit a trailing newline at EOF to comply with -Wnewline-eof.
Elsewhere:
Lack of a newline at EOF was undefined behaviour prior to C++11. The
Fuchsia tree sets -Wnewline-eof in its buildroot, so we plan to do the
same. This cleans up remaining first-party C++ sources that don't
include a trailing newline.
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.
Adds a flag to create non-resizeable windows.
Since the number of parameters is getting awkward, extracts
window-related parameters and engine-related parameters into structs for
clarity. This also removes some duplication in method signatures.
The window parameters struct change is also made to the C++ wrapper,
making this a breaking change for the runners.
Fixes https://github.com/flutter/flutter/issues/37623
Rather than running the runloop forever, have the API expose an incremental runloop. This allows clients to do other processing if they need it.
This allows for removing the odd construction of having knowledge of GTK event handling built into the library even though nothing in the library uses it; instead runner applications that use GTK plugins (such as FDE's testbed) can do that processing at the application level instead.
Adds initial use of App.framework in the macOS project configuration,
using that rather than the main bundle as the default Dart bundle, and
expecting flutter_resources to be located there.
This is an incremental step toward aligning with the behvaior of the iOS
version of this class.
Fixes https://github.com/flutter/flutter/issues/38363
No functional change. Just makes testing with fixture images easier. Adding a
whole lot more tests that use this path for the embedder surface rotation
patches. Want to land stuff in smaller chunks.
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
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.
This test queues tasks to a custom task runner that runs the tasks on the
platform thread. After shutting down the engine, the test must wait until
these tasks are drained before the test exits.
This issue would only manifest when a custom task runner was being used with
a custom compositor. Both were tested separately but not together. A new
test has been added for this. We still create the GPU thread merger
unnecessarily but I can patch that later. I also cleaned up the existing
custom task runner test to not submit tasks on a dead engine as they just
log errors unnecessarily.
Filed new: https://github.com/flutter/flutter/issues/38844
Previously the test wasn't correctly re-building the engine when its
files changed on multiple runs of `testing/run_tests.py`. It looks like
this is because the test build target wasn't depending on the entire
engine Android dependency, so some code changes were being ignored.
Update the build.