Work towards https://github.com/flutter/flutter/issues/134969.
These are all self-contained, so I bundled them all together.
All fixes are generated by `clang-tidy --fix`, and manual search/replace if that wasn't sufficient.
https://github.com/flutter/flutter/issues/134452
This patch parses the speed of all CPU data out of /proc and constructs a table that allows us to request high level CPU affinities: performance, efficiency, and not performance. These affinties are applied where appropriate during Android thread construction.
- Fix a missing Image close in an error path.
- Ensure we close the Image when the TextureEntry is finalized.
- Fix an inconsistency in the maxImages when running on Android < 33.
- Wrap acquireLatestImage in a try block and return a null image instead
of crashing the application.
Fixes https://github.com/flutter/flutter/issues/133424
The `-[TextInputDelegate selectionDidChange:]` call actually triggers some unwanted keyboard NLP actions that generate a bunch of candidates and automatically accept the first candidate. This causes `-[UITextInput setMarkedText:selection]` to be called with the first candidate and that inserts extraneous characters after the user types certain characters on the iPad software keyboard.
[C++, Objective-C, Java style guides]: https://github.com/flutter/engine/blob/main/CONTRIBUTING.md#style
Reverts flutter/engine#45418
Some google3 tests are hitting the CHECK I added in the DlSkCanvasDispatcher::drawTextFrame, which indicates that the SkParagraph code likely thinks impeller is enabled, whereas other code might be running with Skia.
Perhaps this could happen if its software rendering? It should be a fatal error on startup so we can track this down.
This CL restructures Flatland vsync loop to fire for each vsync instead
of each OnNextFrameBegin. As shown in the traces attached to the bug,
the current implementation of firing callbacks on each OnNextFrameBegin
causes skips when Flutter has longer draw calls. By scheduling frames in
between, we are increasing the chance of sending one before the latch
point. OnNextFrameBegin is now used to keep track of present credits and
future presentation times as well as when to start frame, replacing the
need for max_frames_in_flight and vsync_offset fields.
Bug: b/296272449
These directly copy the iOS APIs, to minimize the branching needed in plugins with shared implementation code, and to facilitate the long-term goal of merging the iOS and macOS plugin headers. This does mean replicating the unfortunately non-idiomatic behavior of having `valuePublishedByPlugin:` sometimes return `nil` and sometimes return `NSNull`, instead of distinguishing between `nil` cases (if that's actually even necessary here) via a more specific API. In isolation I would definitely not design the API with this behavior, but consistency with iOS is the more important factor.
(Eventually I think we'll need a sort of "v2" of iOS plugin APIs since there are a number of strange behaviors that we're currently stuck with, but migrating iOS and macOS together to a new set of APIs won't be any harder than doing just iOS, and in the short to medium term consistency will help the ecosystem more that trying to pre-create better APIs as macOS-only.)
Also fixes `FlutterEngineRegistrar` to have a weak pointer to the engine. This should really already have been the case since plugins can retain the registrar, creating a likely cycle; it's now a guaranteed cycle (and failed unit tests designed to find cycles) without that since the engine itself is now keeping references to them.
Fixes https://github.com/flutter/flutter/issues/124721
[C++, Objective-C, Java style guides]: https://github.com/flutter/engine/blob/main/CONTRIBUTING.md#style
This PR enforces the rules as documented in `FlutterView.Render`, where
calls in illegal situations should be ignored - but have never been
enforced.
```
/// This function must be called within the scope of the
/// [PlatformDispatcher.onBeginFrame] or [PlatformDispatcher.onDrawFrame]
/// callbacks being invoked.
///
/// If this function is called a second time during a single
/// [PlatformDispatcher.onBeginFrame]/[PlatformDispatcher.onDrawFrame]
/// callback sequence or called outside the scope of those callbacks, the call
/// will be ignored.
```
This rule is very important to implementing multi-view without having to
introduce new APIs. However, currently these illegal calls are not
ignored, and historically many tests (especially integration tests) were
unknowingly running based on this fact. @goderbauer did great work by
eliminating these cases in g3, and it's time for us to make sure these
calls are ignored.
Most effort of this PR goes to unit testing the changes. Some part of
`Shell::Create` is extracted into a static function to avoid duplicate
code.
## Pre-launch Checklist
- [ ] I read the [Contributor Guide] and followed the process outlined
there for submitting PRs.
- [ ] I read the [Tree Hygiene] wiki page, which explains my
responsibilities.
- [ ] I read and followed the [Flutter Style Guide] and the [C++,
Objective-C, Java style guides].
- [ ] I listed at least one issue that this PR fixes in the description
above.
- [ ] I added new tests to check the change I am making or feature I am
adding, or Hixie said the PR is test-exempt. See [testing the engine]
for instructions on writing and running engine tests.
- [ ] I updated/added relevant documentation (doc comments with `///`).
- [ ] I signed the [CLA].
- [ ] All existing and new tests are passing.
If you need help, consider asking for advice on the #hackers-new channel
on [Discord].
<!-- Links -->
[Contributor Guide]:
https://github.com/flutter/flutter/wiki/Tree-hygiene#overview
[Tree Hygiene]: https://github.com/flutter/flutter/wiki/Tree-hygiene
[Flutter Style Guide]:
https://github.com/flutter/flutter/wiki/Style-guide-for-Flutter-repo
[C++, Objective-C, Java style guides]:
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[testing the engine]:
https://github.com/flutter/flutter/wiki/Testing-the-engine
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[breaking change policy]:
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Conversion of SkTextBlobs to impeller::TextFrame objects is one of the most expensive operations in display list dispatching. While the rest of the engine and framework makes a reasonable attempt to cache the SkTextBlobs generated during paragraph construction, the design of the dl dispatcher means that these the Impeller backend will always reconstruct all text frames on each frame - even if the display list/picture that contained those text frames was unchanged.
Removing this overhead is one of the goals of https://github.com/flutter/engine/pull/45386 , however this patch is also fairly risky and will be difficult to land. As a more incremental solution, we can instead construct the impeller::TextFrame objects when performing paragraph painting and record them in the display list. This both moves the text frame construction to the UI thread and allows the framework/engine to cache unchanged text frames.
This also does not conflict with the dl_aiks_canvas patch directly, and is fine to land before or after it does. (though I'd argue we should land this first).
To compare the current performance levels, I ran the complex_layout_scroll perf test, since this is fairly text filled. On a Pixel 6 pro. Across several runs this is a fairly consistent ~1ms raster time improvement.
### Skia
```
"average_frame_build_time_millis": 1.497333333333333,
"90th_percentile_frame_build_time_millis": 2.038,
"99th_percentile_frame_build_time_millis": 17.686,
"worst_frame_build_time_millis": 23.095,
"missed_frame_build_budget_count": 3,
"average_frame_rasterizer_time_millis": 5.5078589743589745,
"stddev_frame_rasterizer_time_millis": 2.226343414420338,
"90th_percentile_frame_rasterizer_time_millis": 7.481,
"99th_percentile_frame_rasterizer_time_millis": 19.11,
"worst_frame_rasterizer_time_millis": 79.799,
"missed_frame_rasterizer_budget_count": 7,
"frame_count": 234,
"frame_rasterizer_count": 234,
"new_gen_gc_count": 10,
"old_gen_gc_count": 2,
```
### Impeller (ToT)
```
"average_frame_build_time_millis": 1.431575000000001,
"90th_percentile_frame_build_time_millis": 2.196,
"99th_percentile_frame_build_time_millis": 14.486,
"worst_frame_build_time_millis": 23.728,
"missed_frame_build_budget_count": 2,
"average_frame_rasterizer_time_millis": 6.536087499999999,
"stddev_frame_rasterizer_time_millis": 1.9902712500000004,
"90th_percentile_frame_rasterizer_time_millis": 9.705,
"99th_percentile_frame_rasterizer_time_millis": 14.727,
"worst_frame_rasterizer_time_millis": 17.838,
"missed_frame_rasterizer_budget_count": 1,
"frame_count": 240,
"frame_rasterizer_count": 240,
"new_gen_gc_count": 10,
"old_gen_gc_count": 2,
```
### Impeller (Patched)
```
"average_frame_build_time_millis": 1.4500167364016743,
"90th_percentile_frame_build_time_millis": 2.478,
"99th_percentile_frame_build_time_millis": 14.883,
"worst_frame_build_time_millis": 18.782,
"missed_frame_build_budget_count": 1,
"average_frame_rasterizer_time_millis": 5.023033333333336,
"stddev_frame_rasterizer_time_millis": 1.6445388888888894,
"90th_percentile_frame_rasterizer_time_millis": 7.814,
"99th_percentile_frame_rasterizer_time_millis": 13.497,
"worst_frame_rasterizer_time_millis": 15.008,
"missed_frame_rasterizer_budget_count": 0,
"frame_count": 239,
"frame_rasterizer_count": 240,
"new_gen_gc_count": 8,
"old_gen_gc_count": 0,
```
## Background
If the Windows system compositor is enabled, the Windows embedder disables the swap interval so that presenting to a surface does not block until the v-blank. If the Windows system compositor is disabled (which is possible on Windows 7), the Windows embedder enables swap interval to prevent screen tearing.
Updating the swap interval requires making the GL surface current, which we currently do on the platform thread. However, the raster thread also needs the GL surface for rendering. Our current version of ANGLE allows making a GL surface current on multiple threads. However, the latest version of ANGLE errors if a GL context is made current on multiple threads. This is causing the ANGLE roll to fail ([example](https://ci.chromium.org/ui/p/flutter/builders/try/Windows%20Engine%20Drone/203788/overview)).
## Solution
There's two fixes:
1. The GL context is released once the swap interval is updated. This allows the platform thread to set the initial swap interval at start up, before the raster thread is started. This fixes the ANGLE roll.
3. When the system compositor changes, the Windows embedder now switches to the raster thread before updating the swap interval. This ensures that the GL surface is only made current on the raster thread once the raster thread has started. I updated unit tests to cover this scenario and tested this manually on a Windows 7 machine.
[C++, Objective-C, Java style guides]: https://github.com/flutter/engine/blob/main/CONTRIBUTING.md#style
Update: Blocked on https://github.com/flutter/engine/pull/44912 landing,
and merging into google3.
---
Partial work towards https://github.com/flutter/flutter/issues/112498.
_**tl;dr**: In Impeller's backend we intend to _always_ dither
gradients, and never allow any changes long-term (i.e., write your own
shader if you want different behavior) with the assumption that dithered
gradients look better most of the time, and don't typically hurt
elsewhere._
Note that, at the time of this writing, I couldn't find a single case of
this being set explicitly to `true` inside Google, and there are between
[100 and 200 publicly accessible on
GitHub](https://github.com/search?q=%22Paint.enableDithering%22+language%3ADart&type=code&l=Dart),
of which virtually all are setting it explicitly to `true`.
There are some (valid) concerns this would cause a lot of golden-file
image diffs, so I'm going to seek explicit approval from the Google
testing team as well as someone from the framework team before landing
this commit.