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[Impeller] Store the root stencil on iOS #41509

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merged 4 commits into from
Apr 26, 2023

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@bdero bdero commented Apr 26, 2023

Switch the root RenderPass stencil from transient to device private, add validation logs, and dry the offscreen stencil setup. Also make the multisample root stencil setup valid in Vulkan (the attachment mismatched the texture -- this didn't matter before since we were always replacing it).

Fixes a bug where the stencil gets erased between root render passes -- this issue was introduced when we removed the root blit on iOS.

Before:

broken.mov

After:

working.mov

@bdero bdero self-assigned this Apr 26, 2023
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It looks like this pull request may not have tests. Please make sure to add tests before merging. If you need an exemption to this rule, contact Hixie on the #hackers channel in Chat (don't just cc him here, he won't see it! He's on Discord!).

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@bdero bdero force-pushed the bdero/store-root-stencil branch from c0b41f0 to 1300ebd Compare April 26, 2023 10:35
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LGTM

@bdero bdero merged commit ff318fd into flutter:main Apr 26, 2023
engine-flutter-autoroll added a commit to engine-flutter-autoroll/flutter that referenced this pull request Apr 26, 2023
jonahwilliams pushed a commit to flutter/flutter that referenced this pull request Apr 26, 2023
…125578)

flutter/engine@f2882af...cf97541

2023-04-26 [email protected] Migrate Windows AOT Engine to Engine
V2. (flutter/engine#41515)
2023-04-26 [email protected] [Impeller] Store the root stencil on iOS
(flutter/engine#41509)
2023-04-26 [email protected] [Impeller] iOS/macOS: Only wait for command
scheduling prior to present (redux) (flutter/engine#41501)
2023-04-26 [email protected] [Impeller]
removed collisions of dead command pools between tests.
(flutter/engine#41490)

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bdero added a commit that referenced this pull request Apr 28, 2023
Moves onscreen stencil management from the surface to EntityPass for
Metal and Vulkan. EntityPass has enough context to set up the stencil
optimally.

Also forces us to fail loudly when the supplied stencil is set up in a
way that can't be used for rendering the pass on GLES.

- On Vulkan, when we're blitting, we don't need to set up a onscreen
stencil attachment at all.
- And on both Vulkan and Metal, the onscreen stencil can be transient
when no pass reads are necessary (fixes the benchmark regressions
introduced by #41509).
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