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Collect unused render targets before asking the embedder to create updated targets. #51229
Yes. This is still an issue. This is a performance optimization that we should enable to reduce churn in render targets that we request the embedder to allocate for the engine.
No. It was harder to achieve in the OpenGL backend. Perhaps we should provide guidance that the embedder use a pool of textures if frequent allocations/deallocations are a concern.
@chinmaygarde maybe a collect_and_create_backing_stores callback for the embedder compositor could work? For example, in my scenario I use an EGL window surface as the backing store, and when flutter requests a new backing store, it's hard to tell if I can fill it with the EGL window surface (so FBO with id 0) again because it hasn't been released before.
This is not a problem with backing store cache enabled or when there's only one view layer. (In the latter case you can just fill it with FBO ID 0 every time, but if there's multiple backing stores to be created you can't do that)
Definitely possible to work around but still, that'd make things easier
Activity
Reland "Lift restriction that embedders may not trample the render th…
Reland "Lift restriction that embedders may not trample the render th…
pedromassangocode commentedon Dec 2, 2020
Is there a way to verify that this was not fixed yet?
chinmaygarde commentedon Dec 2, 2020
Yes. This is still an issue. This is a performance optimization that we should enable to reduce churn in render targets that we request the embedder to allocate for the engine.
ardera commentedon Sep 13, 2022
@chinmaygarde quick ping, has that embedder migrated yet?
chinmaygarde commentedon Sep 13, 2022
No. It was harder to achieve in the OpenGL backend. Perhaps we should provide guidance that the embedder use a pool of textures if frequent allocations/deallocations are a concern.
ardera commentedon Sep 13, 2022
@chinmaygarde maybe a
collect_and_create_backing_storescallback for the embedder compositor could work? For example, in my scenario I use an EGL window surface as the backing store, and when flutter requests a new backing store, it's hard to tell if I can fill it with the EGL window surface (so FBO with id 0) again because it hasn't been released before.This is not a problem with backing store cache enabled or when there's only one view layer. (In the latter case you can just fill it with FBO ID 0 every time, but if there's multiple backing stores to be created you can't do that)
Definitely possible to work around but still, that'd make things easier
5dca50d Reverts "Delete engine v1 android embedding (flutter#51229)" (f…
Roll Flutter Engine from 5a824e2 to 5dca50d (10 revisions) (#146524)
Roll Flutter Engine from 5a824e2 to 5dca50d (10 revisions) (flutter#1…
Reland "Lift restriction that embedders may not trample the render th…