The simpler version I committed last week doesn't work correctly when
the texture has been transformed. This CL restores the old painting code
that properly handles this case.
Fixes internal b/296916021
## Description
This PR updates the Android engine in order to provide a more efficient implementation for `BasicMessageChannel.resizeChannelBuffer` (helper to call the `resize` control command).
It also adds a new helper called`BasicMessageChannel.allowChannelBufferOverflow` to call the `overflow` control command.
## Related Issue
Fixes https://github.com/flutter/flutter/issues/132048
Android implementation for https://github.com/flutter/flutter/issues/132386
## Tests
Adds 2 tests.
- Fix a bug in the SDK < 33 ImageReader construction code path.
- Fix a bug that resulted in references to Images produced by a closed
ImageReader.
- Fix an order of operations bug in ImageReaderPlatformViewRenderTarget
release/finalizer code path.
- Enable HardwareBuffer backed Android Platform Views on SDK >= 29
Manually tested on device rotating and shutting down the app.
In the add-to-app scenario where multiple FlutterViews share the same FlutterEngine, the host application desires to determine the timing of attaching the FlutterView to the engine, for example, during the `onResume` instead of the `onCreateView`.
As an example, consider the following scenario: A native page contains multiple tabs, and each tab is a FlutterFragment. During initialization, FlutterFragments of different tabs are created almost simultaneously, but only the one that needs to be displayed currently requires attachment to the engine, while the others need to be attached only when they receive the |onResume| callback.
Partial fix: https://github.com/flutter/flutter/issues/130235
[C++, Objective-C, Java style guides]: https://github.com/flutter/engine/blob/main/CONTRIBUTING.md#style
- Refactor AndroidExternalTextureGL into SurfaceTextureExternalTexture
base class with two specialized implementations:
- Add SurfaceTextureExternalTextureGL for legacy GL rendering.
- Add SurfaceTextureExternalTextureImpellerGL for Impeller GLES
rendering.
NOTE: There is still no support for SurfaceTextures under Vulkan
rendering.
For Google3, this makes it easier since we only need to make one source transform (from `#include "flutter` -> `#include "third_party` instead of requiring a source transform for every root directory in this repo.
*List which issues are fixed by this PR. You must list at least one issue.*
*If you had to change anything in the [flutter/tests] repo, include a link to the migration guide as per the [breaking change policy].*
[C++, Objective-C, Java style guides]: https://github.com/flutter/engine/blob/main/CONTRIBUTING.md#style
Fix issue 129765 and Add test case, see issue
Fixes https://github.com/flutter/flutter/issues/129765
- [â] I read the [Contributor Guide] and followed the process outlined there for submitting PRs.
- [â] I read the [Tree Hygiene] wiki page, which explains my responsibilities.
- [â] I read and followed the [Flutter Style Guide] and the [C++, Objective-C, Java style guides].
- [â] I listed at least one issue that this PR fixes in the description above.
- [â] 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.
- [â] I updated/added relevant documentation (doc comments with `///`).
- [â] I signed the [CLA].
- [ â] All existing and new tests are passing.
[C++, Objective-C, Java style guides]: https://github.com/flutter/engine/blob/main/CONTRIBUTING.md#style
- Introduce AndroidHardwareBufferTextureSourceVK.
- Enable the necessary Vulkan extensions to support
AndroidHardwareBufferTextureSourceVK.
- Refactor HardwareBufferExternalTextureGL into a base class and a GL
and VK specializations.
- Switch ImageReaderPlatformView to use the PRIVATE image format
(enables DRM'd content to be captured in the texture).
- Add a AHardwareBuffer_describe to NDKHelpers.
- Misc cleanups.
Fixes https://github.com/flutter/flutter/issues/130141
The primary goal of this patch is to move dispatching of `dart:ui` `Canvas` commands to the UI thread.
Before this patch, the architecture is something like:
## UI Thread
- `dart:ui` talks to `DisplayListBuilder`, a `DlCanvas` implementation.
- `DisplayListBuilder` does some clip/bounds tracking and creates a `DisplayList` object that is held by `dart:ui`'s `Picture` objects.
- `DisplayList`s are added to `DisplayListLayer`s in `flow`.
## Raster Thread
- `flow` flattens the various operations into a single `DisplayList` via another `DisplayListBuilder`.
- A `DlOpReceiver`implementation converts that `DisplayList` into an `Aiks` `Canvas`/`Picture`.
After this patch, the architecture instead looks like:
## UI Thread
- No change for Skia.
- If Impeller, use a new `DlCanvasImplementation` that talks to `Aiks`'s `Canvas`.
- If Impeller, `dart:ui` Picture's now hold an `Aiks` `Picture`, which get shared into `AiksLayer`s in `flow`.
## Raster thread
- No change for Skia, but some light refactoring for places that assumed a `DisplayListBuilder` where they really just needed a `DlCanvas`.
- The `Aiks` `Picture`s are combined using new API on `DlCanvas` and still backed by `Aiks`.
These changes show significant improvement on raster times on Android and only very small regressions on UI times in local testing, see https://gist.github.com/dnfield/26528090194c9f5abdbac13cdcbf4f79 for old gallery transition perf numbers.
Many of the other changes in this patch are related to the following:
- Making `DlRTree` usable for Impeller.
- It would be nice to have a version of DlRTree that speaks `impeller::Rect`.
- Creating the requisite classes to support `EmbeddedViews` so that Desktop works.
This patch does not remove the `impeller::DlDispatcher`, which now would only be used in tests.
Introduce TextureRegistry.ImageTexture and related machinery.
Introduce ImageReaderPlatformViewRenderTarget.
Introduce HardwareBufferExternalTextureGL and related machinery.
NOTE: ImageReaderPlatformViewRenderTarget requires Android 26.
NOTE: This CL does not enable using ImageReaderPlatformViewRenderTarget
yet.
Related https://github.com/flutter/flutter/issues/130892
---------
Co-authored-by: Jason Simmons <jsimmons@google.com>
Introduce TextureRegistry.ImageTexture and
HardwareBufferExternalTextureGL
- Introduce TextureRegistry.ImageTexture and related machinery.
- Introduce HardwareBufferExternalTextureGL and related machinery.
- Introduce ImageReaderPlatformViewRenderTarget.
NOTE: ImageReaderPlatformViewRenderTarget requires Android 26.
NOTE: This CL does not enable using ImageReaderPlatformViewRenderTarget
yet.
Additional fixes:
- Relax JNI lookup for classes and methods that aren't available in API
22
- Add @Keep annotations on code that is only referenced by JNI
- Introduce TextureRegistry.ImageTexture and related machinery.
- Introduce ImageReaderPlatformViewRenderTarget.
- Introduce HardwareBufferExternalTextureGL and related machinery.
NOTE: ImageReaderPlatformViewRenderTarget requires Android 26.
NOTE: This CL does not enable using ImageReaderPlatformViewRenderTarget
yet.
Related https://github.com/flutter/flutter/issues/130892
In https://github.com/flutter/engine/pull/41059 the Android context and surface were changed to share one impeller::ContextVK across all instances of AndroidSurfaceVulkanImpeller. However, the ContextVK holds a reference to the current swapchain. If an app uses multiple AndroidSurfaceVulkanImpeller instances (e.g. for platform views), then one surface may overwrite the ContextVK's swapchain while another surface is trying to render.
This patch allows each surface to get its own impeller::Context instance holding a swapchain tied to that surface. The per-surface contexts will delegate most operations to the shared parent ContextVK.
This PR is to add support for the expanded/collapsed-state semantics flag to the engine. After adding another PR to Flutter, we will be able to support the expanded/collapsed state in semantics for submenu buttons.
Related to [#127617](https://github.com/flutter/flutter/issues/127617) in flutter
- Introduce PlatformViewRenderTarget interface.
- Refactor VirtualDisplayController and PlatformViewWrapper to extract
SurfaceTexturePlatformViewRenderTarget into a separate class.
In a future CL I will add an ImageReaderPlatformViewRenderTarget which
will enable Platform Views on Impeller/Vulkan.
Tracking issue: https://github.com/flutter/flutter/issues/130892
These sources have long been obsolete for most of the engine, except for the Fuchsia sources. They do not need to be built for any other platform so this PR moves them into a Fuchsia platform-specific build directory so that they are only present in the Fuchsia binaries.
Addresses most of https://github.com/flutter/flutter/issues/128060
Most of the uses of SkPicture and Recorder are removed from the engine sources. The few that remain are:
- DisplayList <-> Skia consistency testing code
- Legacy code only used from Fuchsia
- Dart CanvasKit uses which aren't actually using the local Skia sources or libraries
These are all comment and include file changes and so the testing is in the building.
Eagerly remove the PlatformView from the view hierarchy on Android.
Fixes [#107297](https://github.com/flutter/flutter/issues/107297)
## Pre-launch Checklist
- [x] I read the [Contributor Guide] and followed the process outlined
there for submitting PRs.
- [x] I read the [Tree Hygiene] wiki page, which explains my
responsibilities.
- [x] I read and followed the [Flutter Style Guide] and the [C++,
Objective-C, Java style guides].
- [x] I listed at least one issue that this PR fixes in the description
above.
- [x] 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.
- [x] I updated/added relevant documentation (doc comments with `///`).
- [x] I signed the [CLA].
- [x] All existing and new tests are passing.
We'd like to (or already are) using the concurrent message loop for high priority rendering tasks like PSO construction and render pass encoding. The default priority level for the engine managed concurrent message loop is 2, which is a significantly lower priority than the raster thread at -5. This is almost certainly causing priority inversion.
We must move back to dedicated runners so we can adjust thread priorities.