Prerolling a layer can have side effects. In particular, PlatformViewLayer::Preroll
will call view_embedder->PrerollCompositeEmbeddedView.
Clip layers will check whether the layer's children are all clipped and if so
will skip calling Preroll on the children. However, the Paint implementation in
these layers was always calling Paint on their children.
This could result in a call to PlatformViewLayer::Paint without a corresponding
call to PlatformViewLayer::Preroll. This translates to a CompositeEmbeddedView
call without a PrerollCompositeEmbeddedView call on the affected view_id.
The EmbedderExternalViewEmbedder implementation does not allow that.
With this change, clip layers will only call PaintChildren if the preroll
called PrerollChildren.
See https://github.com/flutter/flutter/issues/46111
* Revert "Add flow test fixtures and tests (#13986)"
This reverts commit 620f5281b8.
* Revert "Dynamically determine whether to use offscreen surface based on need (#13976)"
This reverts commit a86ef94656.
On Fuchsia, add a build flag for compositing OpacityLayers using the system
compositor vs Skia, which exposes a fastpath for opacity via Scenic.
This will only work under certain circumstances, in particular nested
OpacityLayers will not render correctly!
On Fuchsia, add a build flag for compositing PhysicalShapeLayers using
the system compositor vs Skia. Set to off by default, which restores
performant shadows on Fuchsia.
Remove the opacity exposed from ChildView, as that was added mistakenly.
Finally, we centralize the logic for switching between the
system-composited and in-process-composited paths inside of
ContainerLayer. We also centralize the logic for computing elevation
there. This allows the removal of many OS_FUCHSIA-specific code-paths.
Test: Ran workstation on Fuchsia; benchmarked before and after
Bug: 23711
Bug: 24163
* Fix broken tests
Scenic has now fully transitioned to clipping by adding lists
of planes to Nodes; the old approach of adding a ShapeNode
"part" is now a no-op, and is safe to remove.
For https://github.com/flutter/flutter/issues/33807
We still need to make layers' children immutable for full immutability.
That will require us to change the SceneBuilder API to build the layer
bottom up instead of top down (post-order traversal instead of pre-order
traversal).
This will further guard that the framework won't forget to set the
clip behavior.
This has been tested with the flutter/flutter framework
`flutter test --local-engine=host_debug_unopt`
to ensure a successful engine roll.
This PR replaces the unused `PrerollContext::child_paint_bounds` with `PrerollContext::cull_rect` so we can prune unnecessary preroll tasks (especially cache) based on clips. This PR fixes https://github.com/flutter/flutter/issues/24712
Performance test has been added (https://github.com/flutter/flutter/pull/25381) to make sure that we won't regress again in the future.
Note that the cull_rect here is very similar to those removed in https://github.com/flutter/engine/pull/6352 . We can't compute cull rects in SceneBuilder because of retained layers. But we can still compute and use them to optimize performance in Preroll.
The overlay surfaces are going to be the same IOSSurface implementation
with the platform views controller set to null (so these are surfaces
that don't support embedding platform views to them).
* Adds a FlutterOverlayView which is a UIView that's showing an
overlay surface.
* Creates an overlay surface for each embedded UIView (done in
FlutterPlatformViewsController).
* Changes CompositeEmbeddedView to return a new canvas.
* Makes the PlatformViewLayer replace the PaintContext's canvas with
the canvas for the overlay view.
* Changed canvas in PaintContext to be a pointer so it can be changed.
TBD in following PRs:
* Copy the current canvas state when replacing a canvas in PaintContext.
* Make FlutterOverlayView work with a GL backend (currently it only
works with software rendering)