* 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
This reverts commit ebb5b909fbb10dad2275acd4fc8ec1d9744a0bf6.
Seeing the following breakage on host build:
```
../../flutter/flow/scene_update_context.cc:205:36: error: non-const lvalue reference to type 'flutter::MutatorsStack' cannot bind to a value of unrelated type 'const flutter::Stopwatch'
frame.context().raster_time(),
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~
../../flutter/flow/scene_update_context.cc:207:36: error: no viable conversion from 'flutter::TextureRegistry' to 'const flutter::Stopwatch'
frame.context().texture_registry(),
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
../../flutter/flow/instrumentation.h:55:32: note: candidate constructor not viable: no known conversion from 'flutter::TextureRegistry' to 'const flutter::Stopwatch &' for 1st argument
FML_DISALLOW_COPY_AND_ASSIGN(Stopwatch);
^
../../flutter/fml/macros.h:28:3: note: expanded from macro 'FML_DISALLOW_COPY_AND_ASSIGN'
TypeName(const TypeName&) = delete; \
^
../../flutter/flow/scene_update_context.cc:208:36: error: non-const lvalue reference to type 'flutter::TextureRegistry' cannot bind to a temporary of type 'flutter::RasterCache *'
&frame.context().raster_cache(),
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
../../flutter/flow/scene_update_context.cc:209:36: error: cannot initialize a member subobject of type 'const flutter::RasterCache *' with an rvalue of type 'bool'
false};
^~~~~
```
For https://github.com/flutter/flutter/issues/33807
We still need to make layers' children immutable for full immutability.
That will require us to change the SceneBuilder API to build the layer
bottom up instead of top down (post-order traversal instead of pre-order
traversal).
This PR replaces the unused `PrerollContext::child_paint_bounds` with `PrerollContext::cull_rect` so we can prune unnecessary preroll tasks (especially cache) based on clips. This PR fixes https://github.com/flutter/flutter/issues/24712
Performance test has been added (https://github.com/flutter/flutter/pull/25381) to make sure that we won't regress again in the future.
Note that the cull_rect here is very similar to those removed in https://github.com/flutter/engine/pull/6352 . We can't compute cull rects in SceneBuilder because of retained layers. But we can still compute and use them to optimize performance in Preroll.
When we visit a PlatformViewLayer during the paint traversal it replaces
the PaintContext's canvas with a new one that is painted ontop of the
embedded view.
We need to make sure that operations applied by parent layers are also
applied to the new canvas.
To achieve this we collect all the canvases in a SkNWayCanvas and use
this canvas by non leaf nodes. Leaf nodes still paint only to the "current"
canvas.
This PR moves the overlay canvas creation from the paint phase to the
preroll phase, collects them into a SkNWayCanvas and set it in
PaintContext.
To keep this PR focused, I only used the internal_nodes_canvas in the
tranform_layer.
Will followup with a PR that changes all internal layers to use the
internal_nodes_canvas.
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.
Instead, make Layer::Paint take a new PaintContext that has just exactly
the state that it needs, mirroring PrerollContext. Also, rename
PaintContext to CompositorContext because it holds the context for the
whole compositor.