flutter/packages/flutter_tools/lib/src/build_system/targets/assets.dart
Dan Field c417c4623c
Refactor ShaderTarget to not explicitly mention impeller or Skia (#141460)
Refactors `ShaderTarget` to make it opaque as to whether it's using Impeller or SkSL and instead has it focus on the target platform it's generating for.

ImpellerC includes SkSL right now whether you ask for it or not. 

The tester target also might need SkSL or Vulkan depending on whether `--enable-impeller` is passed.
2024-01-31 21:30:02 +00:00

337 lines
12 KiB
Dart

// Copyright 2014 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
import 'package:pool/pool.dart';
import '../../asset.dart';
import '../../base/file_system.dart';
import '../../base/logger.dart';
import '../../build_info.dart';
import '../../convert.dart';
import '../../devfs.dart';
import '../build_system.dart';
import '../depfile.dart';
import 'common.dart';
import 'icon_tree_shaker.dart';
import 'scene_importer.dart';
import 'shader_compiler.dart';
/// A helper function to copy an asset bundle into an [environment]'s output
/// directory.
///
/// Throws [Exception] if [AssetBundle.build] returns a non-zero exit code.
///
/// [additionalContent] may contain additional DevFS entries that will be
/// included in the final bundle, but not the AssetManifest.json file.
///
/// Returns a [Depfile] containing all assets used in the build.
Future<Depfile> copyAssets(
Environment environment,
Directory outputDirectory, {
Map<String, DevFSContent> additionalContent = const <String, DevFSContent>{},
required TargetPlatform targetPlatform,
BuildMode? buildMode,
List<File> additionalInputs = const <File>[],
String? flavor,
}) async {
// Check for an SkSL bundle.
final String? shaderBundlePath = environment.defines[kBundleSkSLPath] ?? environment.inputs[kBundleSkSLPath];
final DevFSContent? skslBundle = processSkSLBundle(
shaderBundlePath,
engineVersion: environment.engineVersion,
fileSystem: environment.fileSystem,
logger: environment.logger,
targetPlatform: targetPlatform,
);
final File pubspecFile = environment.projectDir.childFile('pubspec.yaml');
// Only the default asset bundle style is supported in assemble.
final AssetBundle assetBundle = AssetBundleFactory.defaultInstance(
logger: environment.logger,
fileSystem: environment.fileSystem,
platform: environment.platform,
splitDeferredAssets: buildMode != BuildMode.debug && buildMode != BuildMode.jitRelease,
).createBundle();
final int resultCode = await assetBundle.build(
manifestPath: pubspecFile.path,
packagesPath: environment.projectDir.childFile('.packages').path,
deferredComponentsEnabled: environment.defines[kDeferredComponents] == 'true',
targetPlatform: targetPlatform,
flavor: flavor,
);
if (resultCode != 0) {
throw Exception('Failed to bundle asset files.');
}
final Pool pool = Pool(kMaxOpenFiles);
final List<File> inputs = <File>[
// An asset manifest with no assets would have zero inputs if not
// for this pubspec file.
pubspecFile,
...additionalInputs,
];
final List<File> outputs = <File>[];
final IconTreeShaker iconTreeShaker = IconTreeShaker(
environment,
assetBundle.entries[kFontManifestJson]?.content as DevFSStringContent?,
processManager: environment.processManager,
logger: environment.logger,
fileSystem: environment.fileSystem,
artifacts: environment.artifacts,
targetPlatform: targetPlatform,
);
final ShaderCompiler shaderCompiler = ShaderCompiler(
processManager: environment.processManager,
logger: environment.logger,
fileSystem: environment.fileSystem,
artifacts: environment.artifacts,
);
final SceneImporter sceneImporter = SceneImporter(
processManager: environment.processManager,
logger: environment.logger,
fileSystem: environment.fileSystem,
artifacts: environment.artifacts,
);
final Map<String, AssetBundleEntry> assetEntries = <String, AssetBundleEntry>{
...assetBundle.entries,
...additionalContent.map((String key, DevFSContent value) {
return MapEntry<String, AssetBundleEntry>(
key,
AssetBundleEntry(value, kind: AssetKind.regular),
);
}),
if (skslBundle != null)
kSkSLShaderBundlePath: AssetBundleEntry(
skslBundle,
kind: AssetKind.regular,
),
};
await Future.wait<void>(
assetEntries.entries.map<Future<void>>((MapEntry<String, AssetBundleEntry> entry) async {
final PoolResource resource = await pool.request();
try {
// This will result in strange looking files, for example files with `/`
// on Windows or files that end up getting URI encoded such as `#.ext`
// to `%23.ext`. However, we have to keep it this way since the
// platform channels in the framework will URI encode these values,
// and the native APIs will look for files this way.
final File file = environment.fileSystem.file(
environment.fileSystem.path.join(outputDirectory.path, entry.key));
outputs.add(file);
file.parent.createSync(recursive: true);
final DevFSContent content = entry.value.content;
if (content is DevFSFileContent && content.file is File) {
inputs.add(content.file as File);
bool doCopy = true;
switch (entry.value.kind) {
case AssetKind.regular:
break;
case AssetKind.font:
doCopy = !await iconTreeShaker.subsetFont(
input: content.file as File,
outputPath: file.path,
relativePath: entry.key,
);
case AssetKind.shader:
doCopy = !await shaderCompiler.compileShader(
input: content.file as File,
outputPath: file.path,
targetPlatform: targetPlatform,
);
case AssetKind.model:
doCopy = !await sceneImporter.importScene(
input: content.file as File,
outputPath: file.path,
);
}
if (doCopy) {
await (content.file as File).copy(file.path);
}
} else {
await file.writeAsBytes(await entry.value.content.contentsAsBytes());
}
} finally {
resource.release();
}
}));
// Copy deferred components assets only for release or profile builds.
// The assets are included in assetBundle.entries as a normal asset when
// building as debug.
if (environment.defines[kDeferredComponents] == 'true' && buildMode != null) {
await Future.wait<void>(assetBundle.deferredComponentsEntries.entries.map<Future<void>>(
(MapEntry<String, Map<String, AssetBundleEntry>> componentEntries) async {
final Directory componentOutputDir =
environment.projectDir
.childDirectory('build')
.childDirectory(componentEntries.key)
.childDirectory('intermediates')
.childDirectory('flutter');
await Future.wait<void>(
componentEntries.value.entries.map<Future<void>>((MapEntry<String, AssetBundleEntry> entry) async {
final PoolResource resource = await pool.request();
try {
// This will result in strange looking files, for example files with `/`
// on Windows or files that end up getting URI encoded such as `#.ext`
// to `%23.ext`. However, we have to keep it this way since the
// platform channels in the framework will URI encode these values,
// and the native APIs will look for files this way.
// If deferred components are disabled, then copy assets to regular location.
final File file = environment.defines[kDeferredComponents] == 'true'
? environment.fileSystem.file(
environment.fileSystem.path.join(componentOutputDir.path, buildMode.cliName, 'deferred_assets', 'flutter_assets', entry.key))
: environment.fileSystem.file(
environment.fileSystem.path.join(outputDirectory.path, entry.key));
outputs.add(file);
file.parent.createSync(recursive: true);
final DevFSContent content = entry.value.content;
if (content is DevFSFileContent && content.file is File) {
inputs.add(content.file as File);
if (!await iconTreeShaker.subsetFont(
input: content.file as File,
outputPath: file.path,
relativePath: entry.key,
)) {
await (content.file as File).copy(file.path);
}
} else {
await file.writeAsBytes(await entry.value.contentsAsBytes());
}
} finally {
resource.release();
}
}));
}));
}
final Depfile depfile = Depfile(inputs + assetBundle.additionalDependencies, outputs);
if (shaderBundlePath != null) {
final File skSLBundleFile = environment.fileSystem
.file(shaderBundlePath).absolute;
depfile.inputs.add(skSLBundleFile);
}
return depfile;
}
/// The path of the SkSL JSON bundle included in flutter_assets.
const String kSkSLShaderBundlePath = 'io.flutter.shaders.json';
/// Validate and process an SkSL asset bundle in a [DevFSContent].
///
/// Returns `null` if the bundle was not provided, otherwise attempts to
/// validate the bundle.
///
/// Throws [Exception] if the bundle is invalid due to formatting issues.
///
/// If the current target platform is different than the platform constructed
/// for the bundle, a warning will be printed.
DevFSContent? processSkSLBundle(String? bundlePath, {
required TargetPlatform targetPlatform,
required FileSystem fileSystem,
required Logger logger,
String? engineVersion,
}) {
if (bundlePath == null) {
return null;
}
// Step 1: check that file exists.
final File skSLBundleFile = fileSystem.file(bundlePath);
if (!skSLBundleFile.existsSync()) {
logger.printError('$bundlePath does not exist.');
throw Exception('SkSL bundle was invalid.');
}
// Step 2: validate top level bundle structure.
Map<String, Object?>? bundle;
try {
final Object? rawBundle = json.decode(skSLBundleFile.readAsStringSync());
if (rawBundle is Map<String, Object?>) {
bundle = rawBundle;
} else {
logger.printError('"$bundle" was not a JSON object: $rawBundle');
throw Exception('SkSL bundle was invalid.');
}
} on FormatException catch (err) {
logger.printError('"$bundle" was not a JSON object: $err');
throw Exception('SkSL bundle was invalid.');
}
// Step 3: Validate that:
// * The engine revision the bundle was compiled with
// is the same as the current revision.
// * The target platform is the same (this one is a warning only).
final String? bundleEngineRevision = bundle['engineRevision'] as String?;
if (bundleEngineRevision != engineVersion) {
logger.printError(
'Expected Flutter $bundleEngineRevision, but found $engineVersion\n'
'The SkSL bundle was produced with a different engine version. It must '
'be recreated for the current Flutter version.'
);
throw Exception('SkSL bundle was invalid');
}
final String? parsedPlatform = bundle['platform'] as String?;
TargetPlatform? bundleTargetPlatform;
if (parsedPlatform != null) {
bundleTargetPlatform = getTargetPlatformForName(parsedPlatform);
}
if (bundleTargetPlatform == null || bundleTargetPlatform != targetPlatform) {
logger.printError(
'The SkSL bundle was created for $bundleTargetPlatform, but the current '
'platform is $targetPlatform. This may lead to less efficient shader '
'caching.'
);
}
return DevFSStringContent(json.encode(<String, Object?>{
'data': bundle['data'],
}));
}
/// Copy the assets defined in the flutter manifest into a build directory.
class CopyAssets extends Target {
const CopyAssets();
@override
String get name => 'copy_assets';
@override
List<Target> get dependencies => const <Target>[
KernelSnapshot(),
];
@override
List<Source> get inputs => const <Source>[
Source.pattern('{FLUTTER_ROOT}/packages/flutter_tools/lib/src/build_system/targets/assets.dart'),
...IconTreeShaker.inputs,
...ShaderCompiler.inputs,
];
@override
List<Source> get outputs => const <Source>[];
@override
List<String> get depfiles => const <String>[
'flutter_assets.d',
];
@override
Future<void> build(Environment environment) async {
final Directory output = environment
.buildDir
.childDirectory('flutter_assets');
output.createSync(recursive: true);
final Depfile depfile = await copyAssets(
environment,
output,
targetPlatform: TargetPlatform.android,
flavor: environment.defines[kFlavor],
);
environment.depFileService.writeToFile(
depfile,
environment.buildDir.childFile('flutter_assets.d'),
);
}
}