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The platform views embedding is still WIP, and until we dynamically merge the gpu and platform threads based on the presence of an embedded view in the scene fetching the view embedder is not thread safe. This PR essentially disables iOS platform views embedding, we will re-enable once dynamic thread merging is supported.
354 lines
11 KiB
C++
354 lines
11 KiB
C++
// Copyright 2015 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#include "flutter/shell/common/rasterizer.h"
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#include <utility>
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#include "third_party/skia/include/core/SkEncodedImageFormat.h"
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#include "third_party/skia/include/core/SkImageEncoder.h"
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#include "third_party/skia/include/core/SkPictureRecorder.h"
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#include "third_party/skia/include/core/SkSerialProcs.h"
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#include "third_party/skia/include/core/SkSurface.h"
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#include "third_party/skia/include/core/SkSurfaceCharacterization.h"
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#include "third_party/skia/include/utils/SkBase64.h"
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namespace shell {
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Rasterizer::Rasterizer(blink::TaskRunners task_runners)
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: Rasterizer(std::move(task_runners),
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std::make_unique<flow::CompositorContext>()) {}
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Rasterizer::Rasterizer(
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blink::TaskRunners task_runners,
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std::unique_ptr<flow::CompositorContext> compositor_context)
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: task_runners_(std::move(task_runners)),
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compositor_context_(std::move(compositor_context)),
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weak_factory_(this) {
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FML_DCHECK(compositor_context_);
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}
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Rasterizer::~Rasterizer() = default;
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fml::WeakPtr<Rasterizer> Rasterizer::GetWeakPtr() const {
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return weak_factory_.GetWeakPtr();
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}
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fml::WeakPtr<blink::SnapshotDelegate> Rasterizer::GetSnapshotDelegate() const {
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return weak_factory_.GetWeakPtr();
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}
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void Rasterizer::Setup(std::unique_ptr<Surface> surface) {
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surface_ = std::move(surface);
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compositor_context_->OnGrContextCreated();
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}
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void Rasterizer::Teardown() {
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compositor_context_->OnGrContextDestroyed();
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surface_.reset();
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last_layer_tree_.reset();
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}
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flow::TextureRegistry* Rasterizer::GetTextureRegistry() {
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return &compositor_context_->texture_registry();
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}
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flow::LayerTree* Rasterizer::GetLastLayerTree() {
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return last_layer_tree_.get();
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}
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void Rasterizer::DrawLastLayerTree() {
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if (!last_layer_tree_ || !surface_) {
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return;
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}
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DrawToSurface(*last_layer_tree_);
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}
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void Rasterizer::Draw(
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fml::RefPtr<flutter::Pipeline<flow::LayerTree>> pipeline) {
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TRACE_EVENT0("flutter", "GPURasterizer::Draw");
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flutter::Pipeline<flow::LayerTree>::Consumer consumer =
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std::bind(&Rasterizer::DoDraw, this, std::placeholders::_1);
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// Consume as many pipeline items as possible. But yield the event loop
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// between successive tries.
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switch (pipeline->Consume(consumer)) {
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case flutter::PipelineConsumeResult::MoreAvailable: {
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task_runners_.GetGPUTaskRunner()->PostTask(
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[weak_this = weak_factory_.GetWeakPtr(), pipeline]() {
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if (weak_this) {
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weak_this->Draw(pipeline);
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}
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});
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break;
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}
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default:
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break;
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}
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}
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sk_sp<SkImage> Rasterizer::MakeRasterSnapshot(sk_sp<SkPicture> picture,
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SkISize picture_size) {
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TRACE_EVENT0("flutter", __FUNCTION__);
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sk_sp<SkSurface> surface;
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if (surface_ == nullptr || surface_->GetContext() == nullptr) {
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// Raster surface is fine if there is no on screen surface. This might
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// happen in case of software rendering.
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surface = SkSurface::MakeRaster(SkImageInfo::MakeN32Premul(picture_size));
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} else {
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// When there is an on screen surface, we need a render target SkSurface
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// because we want to access texture backed images.
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surface = SkSurface::MakeRenderTarget(
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surface_->GetContext(), // context
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SkBudgeted::kNo, // budgeted
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SkImageInfo::MakeN32Premul(picture_size) // image info
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);
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}
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if (surface == nullptr || surface->getCanvas() == nullptr) {
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return nullptr;
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}
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surface->getCanvas()->drawPicture(picture.get());
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surface->getCanvas()->flush();
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sk_sp<SkImage> device_snapshot;
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{
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TRACE_EVENT0("flutter", "MakeDeviceSnpashot");
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device_snapshot = surface->makeImageSnapshot();
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}
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if (device_snapshot == nullptr) {
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return nullptr;
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}
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{
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TRACE_EVENT0("flutter", "DeviceHostTransfer");
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if (auto raster_image = device_snapshot->makeRasterImage()) {
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return raster_image;
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}
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}
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return nullptr;
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}
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void Rasterizer::DoDraw(std::unique_ptr<flow::LayerTree> layer_tree) {
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if (!layer_tree || !surface_) {
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return;
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}
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if (DrawToSurface(*layer_tree)) {
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last_layer_tree_ = std::move(layer_tree);
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}
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}
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bool Rasterizer::DrawToSurface(flow::LayerTree& layer_tree) {
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FML_DCHECK(surface_);
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auto frame = surface_->AcquireFrame(layer_tree.frame_size());
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if (frame == nullptr) {
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return false;
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}
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// There is no way for the compositor to know how long the layer tree
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// construction took. Fortunately, the layer tree does. Grab that time
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// for instrumentation.
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compositor_context_->engine_time().SetLapTime(layer_tree.construction_time());
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auto canvas = frame->SkiaCanvas();
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// External view embedding required that the gpu and platform threads are the
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// same. The dynamic merging of these threads is WIP so for now we don't
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// populate the view embedder. Once we can merge the threads, we should
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// populate the view embedded here with surface_->GetExternalViewEmbedder() if
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// the scene contains an external view (and we can probably assert that the
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// gpu and platform threads are the same).
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//
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// TODO(amirh): populate the view embedder once we dynamically merge the
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// threads for embedded platform views.
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auto external_view_embedder = nullptr;
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auto compositor_frame = compositor_context_->AcquireFrame(
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surface_->GetContext(), canvas, external_view_embedder,
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surface_->GetRootTransformation(), true);
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if (canvas) {
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canvas->clear(SK_ColorTRANSPARENT);
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}
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if (compositor_frame && compositor_frame->Raster(layer_tree, false)) {
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frame->Submit();
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FireNextFrameCallbackIfPresent();
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return true;
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}
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return false;
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}
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static sk_sp<SkData> SerializeTypeface(SkTypeface* typeface, void* ctx) {
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return typeface->serialize(SkTypeface::SerializeBehavior::kDoIncludeData);
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}
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static sk_sp<SkData> ScreenshotLayerTreeAsPicture(
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flow::LayerTree* tree,
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flow::CompositorContext& compositor_context) {
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FML_DCHECK(tree != nullptr);
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SkPictureRecorder recorder;
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recorder.beginRecording(
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SkRect::MakeWH(tree->frame_size().width(), tree->frame_size().height()));
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SkMatrix root_surface_transformation;
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root_surface_transformation.reset();
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// TODO(amirh): figure out how to take a screenshot with embedded UIView.
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// https://github.com/flutter/flutter/issues/23435
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auto frame = compositor_context.AcquireFrame(
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nullptr, recorder.getRecordingCanvas(), nullptr,
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root_surface_transformation, false);
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frame->Raster(*tree, true);
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SkSerialProcs procs = {0};
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procs.fTypefaceProc = SerializeTypeface;
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return recorder.finishRecordingAsPicture()->serialize(&procs);
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}
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static sk_sp<SkSurface> CreateSnapshotSurface(GrContext* surface_context,
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const SkISize& size) {
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const auto image_info = SkImageInfo::MakeN32Premul(size);
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if (surface_context) {
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// There is a rendering surface that may contain textures that are going to
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// be referenced in the layer tree about to be drawn.
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return SkSurface::MakeRenderTarget(surface_context, //
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SkBudgeted::kNo, //
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image_info //
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);
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}
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// There is no rendering surface, assume no GPU textures are present and
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// create a raster surface.
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return SkSurface::MakeRaster(image_info);
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}
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static sk_sp<SkData> ScreenshotLayerTreeAsImage(
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flow::LayerTree* tree,
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flow::CompositorContext& compositor_context,
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GrContext* surface_context,
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bool compressed) {
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// Attempt to create a snapshot surface depending on whether we have access to
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// a valid GPU rendering context.
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auto snapshot_surface =
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CreateSnapshotSurface(surface_context, tree->frame_size());
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if (snapshot_surface == nullptr) {
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FML_LOG(ERROR) << "Screenshot: unable to create snapshot surface";
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return nullptr;
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}
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// Draw the current layer tree into the snapshot surface.
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auto canvas = snapshot_surface->getCanvas();
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// There is no root surface transformation for the screenshot layer. Reset the
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// matrix to identity.
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SkMatrix root_surface_transformation;
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root_surface_transformation.reset();
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auto frame = compositor_context.AcquireFrame(
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surface_context, canvas, nullptr, root_surface_transformation, false);
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canvas->clear(SK_ColorTRANSPARENT);
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frame->Raster(*tree, true);
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canvas->flush();
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// Prepare an image from the surface, this image may potentially be on th GPU.
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auto potentially_gpu_snapshot = snapshot_surface->makeImageSnapshot();
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if (!potentially_gpu_snapshot) {
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FML_LOG(ERROR) << "Screenshot: unable to make image screenshot";
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return nullptr;
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}
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// Copy the GPU image snapshot into CPU memory.
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auto cpu_snapshot = potentially_gpu_snapshot->makeRasterImage();
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if (!cpu_snapshot) {
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FML_LOG(ERROR) << "Screenshot: unable to make raster image";
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return nullptr;
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}
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// If the caller want the pixels to be compressed, there is a Skia utility to
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// compress to PNG. Use that.
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if (compressed) {
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return cpu_snapshot->encodeToData();
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}
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// Copy it into a bitmap and return the same.
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SkPixmap pixmap;
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if (!cpu_snapshot->peekPixels(&pixmap)) {
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FML_LOG(ERROR) << "Screenshot: unable to obtain bitmap pixels";
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return nullptr;
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}
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return SkData::MakeWithCopy(pixmap.addr32(), pixmap.computeByteSize());
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}
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Rasterizer::Screenshot Rasterizer::ScreenshotLastLayerTree(
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Rasterizer::ScreenshotType type,
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bool base64_encode) {
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auto layer_tree = GetLastLayerTree();
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if (layer_tree == nullptr) {
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FML_LOG(ERROR) << "Last layer tree was null when screenshotting.";
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return {};
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}
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sk_sp<SkData> data = nullptr;
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GrContext* surface_context = surface_ ? surface_->GetContext() : nullptr;
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switch (type) {
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case ScreenshotType::SkiaPicture:
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data = ScreenshotLayerTreeAsPicture(layer_tree, *compositor_context_);
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break;
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case ScreenshotType::UncompressedImage:
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data = ScreenshotLayerTreeAsImage(layer_tree, *compositor_context_,
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surface_context, false);
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break;
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case ScreenshotType::CompressedImage:
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data = ScreenshotLayerTreeAsImage(layer_tree, *compositor_context_,
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surface_context, true);
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break;
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}
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if (data == nullptr) {
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FML_LOG(ERROR) << "Screenshot data was null.";
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return {};
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}
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if (base64_encode) {
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size_t b64_size = SkBase64::Encode(data->data(), data->size(), nullptr);
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auto b64_data = SkData::MakeUninitialized(b64_size);
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SkBase64::Encode(data->data(), data->size(), b64_data->writable_data());
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return Rasterizer::Screenshot{b64_data, layer_tree->frame_size()};
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}
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return Rasterizer::Screenshot{data, layer_tree->frame_size()};
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}
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void Rasterizer::SetNextFrameCallback(fml::closure callback) {
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next_frame_callback_ = callback;
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}
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void Rasterizer::FireNextFrameCallbackIfPresent() {
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if (!next_frame_callback_) {
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return;
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}
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// It is safe for the callback to set a new callback.
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auto callback = next_frame_callback_;
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next_frame_callback_ = nullptr;
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callback();
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}
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} // namespace shell
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