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This relands https://github.com/flutter/engine/pull/50931. The crash that caused the 4th revert has been fixed by https://github.com/flutter/flutter/pull/144212. [There has been discussion](https://github.com/flutter/engine/pull/51019) on why the benchmark in previous attempts show significant drop in build time. This PR addresses it using option a as described in [this comment](https://github.com/flutter/engine/pull/51186#issuecomment-1977820525). This PR also addresses https://github.com/flutter/flutter/issues/144584 with option 1. A test is added. [C++, Objective-C, Java style guides]: https://github.com/flutter/engine/blob/main/CONTRIBUTING.md#style
161 lines
6.0 KiB
C++
161 lines
6.0 KiB
C++
// Copyright 2013 The Flutter 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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#ifndef FLUTTER_SHELL_COMMON_ANIMATOR_H_
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#define FLUTTER_SHELL_COMMON_ANIMATOR_H_
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#include <deque>
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#include "flutter/common/task_runners.h"
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#include "flutter/flow/frame_timings.h"
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#include "flutter/fml/memory/ref_ptr.h"
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#include "flutter/fml/memory/weak_ptr.h"
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#include "flutter/fml/synchronization/semaphore.h"
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#include "flutter/fml/time/time_point.h"
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#include "flutter/shell/common/pipeline.h"
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#include "flutter/shell/common/rasterizer.h"
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#include "flutter/shell/common/vsync_waiter.h"
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namespace flutter {
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namespace testing {
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class ShellTest;
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}
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/// Executor of animations.
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///
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/// In conjunction with the |VsyncWaiter| it allows callers (typically Dart
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/// code) to schedule work that ends up generating a |LayerTree|.
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class Animator final {
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public:
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class Delegate {
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public:
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virtual void OnAnimatorBeginFrame(fml::TimePoint frame_target_time,
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uint64_t frame_number) = 0;
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virtual void OnAnimatorNotifyIdle(fml::TimeDelta deadline) = 0;
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virtual void OnAnimatorUpdateLatestFrameTargetTime(
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fml::TimePoint frame_target_time) = 0;
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virtual void OnAnimatorDraw(std::shared_ptr<FramePipeline> pipeline) = 0;
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virtual void OnAnimatorDrawLastLayerTrees(
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std::unique_ptr<FrameTimingsRecorder> frame_timings_recorder) = 0;
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};
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Animator(Delegate& delegate,
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const TaskRunners& task_runners,
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std::unique_ptr<VsyncWaiter> waiter);
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~Animator();
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void RequestFrame(bool regenerate_layer_trees = true);
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//--------------------------------------------------------------------------
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/// @brief Tells the Animator that all views that should render for this
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/// frame have been rendered.
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///
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/// In regular frames, since all `Render` calls must take place
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/// during a vsync task, the Animator knows that all views have
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/// been rendered at the end of the vsync task, therefore calling
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/// this method is not needed.
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///
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/// However, the engine might decide to start it a bit earlier, for
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/// example, if the engine decides that no more views can be
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/// rendered, so that the rasterization can start a bit earlier.
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///
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/// This method is also useful in warm-up frames. In a warm up
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/// frame, `Animator::Render` is called out of vsync tasks, and
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/// Animator requires an explicit end-of-frame call to know when to
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/// send the layer trees to the pipeline.
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///
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/// For more about warm up frames, see
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/// `PlatformDispatcher.scheduleWarmUpFrame`.
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///
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void OnAllViewsRendered();
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//--------------------------------------------------------------------------
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/// @brief Tells the Animator that this frame needs to render another view.
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///
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/// This method must be called during a vsync callback, or
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/// technically, between Animator::BeginFrame and Animator::EndFrame
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/// (both private methods). Otherwise, this call will be ignored.
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///
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void Render(int64_t view_id,
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std::unique_ptr<flutter::LayerTree> layer_tree,
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float device_pixel_ratio);
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const std::weak_ptr<VsyncWaiter> GetVsyncWaiter() const;
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//--------------------------------------------------------------------------
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/// @brief Schedule a secondary callback to be executed right after the
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/// main `VsyncWaiter::AsyncWaitForVsync` callback (which is added
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/// by `Animator::RequestFrame`).
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///
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/// Like the callback in `AsyncWaitForVsync`, this callback is
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/// only scheduled to be called once, and it's supposed to be
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/// called in the UI thread. If there is no AsyncWaitForVsync
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/// callback (`Animator::RequestFrame` is not called), this
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/// secondary callback will still be executed at vsync.
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///
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/// This callback is used to provide the vsync signal needed by
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/// `SmoothPointerDataDispatcher`, and for our own flow events.
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///
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/// @see `PointerDataDispatcher::ScheduleSecondaryVsyncCallback`.
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void ScheduleSecondaryVsyncCallback(uintptr_t id,
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const fml::closure& callback);
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// Enqueue |trace_flow_id| into |trace_flow_ids_|. The flow event will be
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// ended at either the next frame, or the next vsync interval with no active
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// rendering.
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void EnqueueTraceFlowId(uint64_t trace_flow_id);
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private:
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// Animator's work during a vsync is split into two methods, BeginFrame and
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// EndFrame. The two methods should be called synchronously back-to-back to
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// avoid being interrupted by a regular vsync. The reason to split them is to
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// allow ShellTest::PumpOneFrame to insert a Render in between.
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void BeginFrame(std::unique_ptr<FrameTimingsRecorder> frame_timings_recorder);
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void EndFrame();
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bool CanReuseLastLayerTrees();
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void DrawLastLayerTrees(
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std::unique_ptr<FrameTimingsRecorder> frame_timings_recorder);
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void AwaitVSync();
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// Clear |trace_flow_ids_| if |frame_scheduled_| is false.
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void ScheduleMaybeClearTraceFlowIds();
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Delegate& delegate_;
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TaskRunners task_runners_;
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std::shared_ptr<VsyncWaiter> waiter_;
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std::unique_ptr<FrameTimingsRecorder> frame_timings_recorder_;
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std::unordered_map<int64_t, std::unique_ptr<LayerTreeTask>>
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layer_trees_tasks_;
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uint64_t frame_request_number_ = 1;
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fml::TimeDelta dart_frame_deadline_;
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std::shared_ptr<FramePipeline> layer_tree_pipeline_;
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fml::Semaphore pending_frame_semaphore_;
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FramePipeline::ProducerContinuation producer_continuation_;
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bool regenerate_layer_trees_ = false;
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bool frame_scheduled_ = false;
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std::deque<uint64_t> trace_flow_ids_;
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bool has_rendered_ = false;
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fml::WeakPtrFactory<Animator> weak_factory_;
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friend class testing::ShellTest;
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FML_DISALLOW_COPY_AND_ASSIGN(Animator);
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};
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} // namespace flutter
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#endif // FLUTTER_SHELL_COMMON_ANIMATOR_H_
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