flutter_flutter/shell/common/platform_view.cc
Brian Osman 0a7155d4e1
Disable linear blending, use SkColorSpaceXformCanvas instead (#4355)
This retains gamut correction (adjusting colors for screens with different capabilities), but does all blending and interpolation with sRGB-encoded values. That matches the behavior expected by most users, as well as the behavior of nearly all other systems. It also greatly simplifies the EGL code.

A future Skia change will make this behavior more of a first-class citizen, so some of these implementation details will change again, but the behavior will not. The bulk of this change (elimination of complication from the GL surface code) is permanent - it's just the SkColorSpaceXformCanvas that will be replaced.
2017-11-14 13:33:26 -05:00

207 lines
6.4 KiB
C++

// Copyright 2015 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "flutter/shell/common/platform_view.h"
#include <utility>
#include "flutter/common/threads.h"
#include "flutter/lib/ui/painting/resource_context.h"
#include "flutter/shell/common/rasterizer.h"
#include "flutter/shell/common/vsync_waiter_fallback.h"
#include "lib/fxl/functional/make_copyable.h"
#include "third_party/skia/include/gpu/GrContextOptions.h"
#include "third_party/skia/include/gpu/gl/GrGLInterface.h"
namespace shell {
PlatformView::PlatformView(std::unique_ptr<Rasterizer> rasterizer)
: rasterizer_(std::move(rasterizer)), size_(SkISize::Make(0, 0)) {
Shell::Shared().AddPlatformView(this);
}
PlatformView::~PlatformView() {
Shell::Shared().RemovePlatformView(this);
Rasterizer* rasterizer = rasterizer_.release();
blink::Threads::Gpu()->PostTask([rasterizer]() { delete rasterizer; });
Engine* engine = engine_.release();
blink::Threads::UI()->PostTask([engine]() { delete engine; });
}
void PlatformView::SetRasterizer(std::unique_ptr<Rasterizer> rasterizer) {
Rasterizer* r = rasterizer_.release();
blink::Threads::Gpu()->PostTask([r]() { delete r; });
rasterizer_ = std::move(rasterizer);
engine_->set_rasterizer(rasterizer_->GetWeakRasterizerPtr());
}
void PlatformView::CreateEngine() {
engine_.reset(new Engine(this));
}
void PlatformView::DispatchPlatformMessage(
fxl::RefPtr<blink::PlatformMessage> message) {
blink::Threads::UI()->PostTask(
[ engine = engine_->GetWeakPtr(), message = std::move(message) ] {
if (engine) {
engine->DispatchPlatformMessage(message);
}
});
}
void PlatformView::DispatchSemanticsAction(int32_t id,
blink::SemanticsAction action) {
blink::Threads::UI()->PostTask(
[ engine = engine_->GetWeakPtr(), id, action ] {
if (engine) {
engine->DispatchSemanticsAction(
id, static_cast<blink::SemanticsAction>(action));
}
});
}
void PlatformView::SetSemanticsEnabled(bool enabled) {
blink::Threads::UI()->PostTask([ engine = engine_->GetWeakPtr(), enabled ] {
if (engine)
engine->SetSemanticsEnabled(enabled);
});
}
void PlatformView::NotifyCreated(std::unique_ptr<Surface> surface) {
NotifyCreated(std::move(surface), []() {});
}
void PlatformView::NotifyCreated(std::unique_ptr<Surface> surface,
fxl::Closure caller_continuation) {
fxl::AutoResetWaitableEvent latch;
auto ui_continuation = fxl::MakeCopyable([
this, //
surface = std::move(surface), //
caller_continuation, //
&latch
]() mutable {
auto gpu_continuation = fxl::MakeCopyable([
this, //
surface = std::move(surface), //
caller_continuation, //
&latch
]() mutable {
// Runs on the GPU Thread. So does the Caller Continuation.
rasterizer_->Setup(std::move(surface), caller_continuation, &latch);
});
// Runs on the UI Thread.
engine_->OnOutputSurfaceCreated(std::move(gpu_continuation));
});
// Runs on the Platform Thread.
blink::Threads::UI()->PostTask(std::move(ui_continuation));
latch.Wait();
}
void PlatformView::NotifyDestroyed() {
fxl::AutoResetWaitableEvent latch;
auto engine_continuation = [this, &latch]() {
rasterizer_->Teardown(&latch);
};
blink::Threads::UI()->PostTask([this, engine_continuation]() {
engine_->OnOutputSurfaceDestroyed(engine_continuation);
});
latch.Wait();
}
std::weak_ptr<PlatformView> PlatformView::GetWeakPtr() {
return shared_from_this();
}
VsyncWaiter* PlatformView::GetVsyncWaiter() {
if (!vsync_waiter_)
vsync_waiter_ = std::make_unique<VsyncWaiterFallback>();
return vsync_waiter_.get();
}
void PlatformView::UpdateSemantics(std::vector<blink::SemanticsNode> update) {}
void PlatformView::HandlePlatformMessage(
fxl::RefPtr<blink::PlatformMessage> message) {
if (auto response = message->response())
response->CompleteEmpty();
}
void PlatformView::RegisterTexture(std::shared_ptr<flow::Texture> texture) {
ASSERT_IS_PLATFORM_THREAD
blink::Threads::Gpu()->PostTask([this, texture]() {
rasterizer_->GetTextureRegistry().RegisterTexture(texture);
});
}
void PlatformView::UnregisterTexture(int64_t texture_id) {
ASSERT_IS_PLATFORM_THREAD
blink::Threads::Gpu()->PostTask([this, texture_id]() {
rasterizer_->GetTextureRegistry().UnregisterTexture(texture_id);
});
}
void PlatformView::MarkTextureFrameAvailable(int64_t texture_id) {
ASSERT_IS_PLATFORM_THREAD
blink::Threads::UI()->PostTask([this]() { engine_->ScheduleFrame(false); });
}
void PlatformView::SetupResourceContextOnIOThread() {
fxl::AutoResetWaitableEvent latch;
blink::Threads::IO()->PostTask(
[this, &latch]() { SetupResourceContextOnIOThreadPerform(&latch); });
latch.Wait();
}
void PlatformView::SetupResourceContextOnIOThreadPerform(
fxl::AutoResetWaitableEvent* latch) {
if (blink::ResourceContext::Get() != nullptr) {
// The resource context was already setup. This could happen if platforms
// try to setup a context multiple times, or, if there are multiple platform
// views. In any case, there is nothing else to do. So just signal the
// latch.
latch->Signal();
return;
}
bool current = ResourceContextMakeCurrent();
if (!current) {
FXL_DLOG(WARNING)
<< "WARNING: Could not setup a context on the resource loader.";
latch->Signal();
return;
}
GrContextOptions options;
// There is currently a bug with doing GPU YUV to RGB conversions on the IO
// thread. The necessary work isn't being flushed or synchronized with the
// other threads correctly, so the textures end up blank. For now, suppress
// that feature, which will cause texture uploads to do CPU YUV conversion.
options.fDisableGpuYUVConversion = true;
blink::ResourceContext::Set(GrContext::Create(
GrBackend::kOpenGL_GrBackend,
reinterpret_cast<GrBackendContext>(GrGLCreateNativeInterface()),
options));
// Do not cache textures created by the image decoder. These textures should
// be deleted when they are no longer referenced by an SkImage.
if (blink::ResourceContext::Get())
blink::ResourceContext::Get()->setResourceCacheLimits(0, 0);
latch->Signal();
}
} // namespace shell