Compute the necessary texture resolution using more accurate scaling
information provided by Mozart scene node metrics events instead of the
device pixel ratio provided by the Mozart view properties (which we
might remove in the future).
This allows us to allocate smaller textures when a Flutter view is
being scaled down.
* Revert "Revert "Reland "Run Flutter on iOS and Android with color correct Skia" (#3818)" (#3823)"
This reverts commit db8d8a9979901d05b011368226ad5bf61b1da13f.
* Fix test code to match internal API change
* Revert "Revert "Run Flutter on iOS and Android with color correct Skia (#3743)" (#3775)"
This reverts commit cfe70e07d386d6052267fe3772bbd641c8413a54.
* Enable sRGB on IO thread, too
* Add 4444 as a fallback rendering mode
* Use bare ptr to SkColorSpace (not sk_sp) in PrerollContext
* Run Flutter on iOS and Android with color correct Skia (#3716)
***Turns on color correct rendering for Android and iOS
***Communicates dst color space to raster cache
***Turns on color space aware image decoding
Test:
***color_testing_demo on Pixel XL
***flutter_gallery on iPad Mini and iPad Pro (haven't figured out how to run manual_tests on iOS)
TODO:
I needed to split up this CL somewhere. These are follow-up tasks.
***Make desktop backends color correct
***Make debugging tools (ex: encoding frames to png) preserve color space
***Investigate using UIKit API to allow iOS to fine tune color space of rendered content
***Turns on color correct rendering for Android and iOS
***Communicates dst color space to raster cache
***Turns on color space aware image decoding
Test:
***color_testing_demo on Pixel XL
***flutter_gallery on iPad Mini and iPad Pro (haven't figured out how to run manual_tests on iOS)
TODO:
I needed to split up this CL somewhere. These are follow-up tasks.
***Make desktop backends color correct
***Make debugging tools (ex: encoding frames to png) preserve color space
***Investigate using UIKit API to allow iOS to fine tune color space of rendered content
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.
When we pipelined the drawing commands we caused UpdateScene to be called
before Preroll, which isn't allowed. Now we call Preroll, UpdateScene, and
Paint separately.
We could get into a situation where the second time we rasterize a picture for an SKP, the raster cache detects that the same picture is being repeated in subsequent onscreen frames and then proceeds to rasterize the contents to an offscreen texture. This not only causes an unnecessary cache entry, but also shows the cached image in the final SKP trace (which is not what was originally displayed on screen).
This patch introduces a //glue library that isolates our dependency on //base.
This will let us clean up our //base dependencies ahead of actually being able
to fully remove them.
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.
Previously we just dropped child scenes on the floor. Now we upload them
to Mozart. However, we just draw them on top of all the other content
and don't apply any clips or blends.