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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.
239 lines
6.8 KiB
Dart
239 lines
6.8 KiB
Dart
// Copyright 2014 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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import '../../artifacts.dart';
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import '../../base/file_system.dart';
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import '../../build_info.dart';
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import '../build_system.dart';
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import '../depfile.dart';
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import '../exceptions.dart';
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import 'assets.dart';
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import 'common.dart';
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import 'desktop.dart';
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import 'icon_tree_shaker.dart';
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/// The only files/subdirectories we care about.
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const List<String> _kWindowsArtifacts = <String>[
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'flutter_windows.dll',
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'flutter_windows.dll.exp',
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'flutter_windows.dll.lib',
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'flutter_windows.dll.pdb',
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'flutter_export.h',
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'flutter_messenger.h',
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'flutter_plugin_registrar.h',
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'flutter_texture_registrar.h',
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'flutter_windows.h',
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];
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const String _kWindowsDepfile = 'windows_engine_sources.d';
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/// Copies the Windows desktop embedding files to the copy directory.
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class UnpackWindows extends Target {
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const UnpackWindows(this.targetPlatform);
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final TargetPlatform targetPlatform;
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@override
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String get name => 'unpack_windows';
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@override
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List<Source> get inputs => const <Source>[
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Source.pattern('{FLUTTER_ROOT}/packages/flutter_tools/lib/src/build_system/targets/windows.dart'),
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];
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@override
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List<Source> get outputs => const <Source>[];
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@override
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List<String> get depfiles => const <String>[_kWindowsDepfile];
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@override
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List<Target> get dependencies => const <Target>[];
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@override
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Future<void> build(Environment environment) async {
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final String? buildModeEnvironment = environment.defines[kBuildMode];
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if (buildModeEnvironment == null) {
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throw MissingDefineException(kBuildMode, name);
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}
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final BuildMode buildMode = BuildMode.fromCliName(buildModeEnvironment);
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final String engineSourcePath = environment.artifacts
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.getArtifactPath(
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Artifact.windowsDesktopPath,
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platform: targetPlatform,
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mode: buildMode,
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);
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final String clientSourcePath = environment.artifacts
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.getArtifactPath(
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Artifact.windowsCppClientWrapper,
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platform: targetPlatform,
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mode: buildMode,
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);
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final Directory outputDirectory = environment.fileSystem.directory(
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environment.fileSystem.path.join(
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environment.projectDir.path,
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'windows',
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'flutter',
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'ephemeral',
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),
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);
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final Depfile depfile = unpackDesktopArtifacts(
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fileSystem: environment.fileSystem,
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artifacts: _kWindowsArtifacts,
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engineSourcePath: engineSourcePath,
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outputDirectory: outputDirectory,
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clientSourcePaths: <String>[clientSourcePath],
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icuDataPath: environment.artifacts.getArtifactPath(
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Artifact.icuData,
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platform: targetPlatform,
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)
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);
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environment.depFileService.writeToFile(
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depfile,
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environment.buildDir.childFile(_kWindowsDepfile),
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);
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}
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}
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/// Creates a bundle for the Windows desktop target.
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abstract class BundleWindowsAssets extends Target {
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const BundleWindowsAssets(this.targetPlatform);
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final TargetPlatform targetPlatform;
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@override
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List<Target> get dependencies => <Target>[
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const KernelSnapshot(),
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UnpackWindows(targetPlatform),
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];
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@override
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List<Source> get inputs => const <Source>[
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Source.pattern('{FLUTTER_ROOT}/packages/flutter_tools/lib/src/build_system/targets/windows.dart'),
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Source.pattern('{PROJECT_DIR}/pubspec.yaml'),
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...IconTreeShaker.inputs,
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];
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@override
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List<String> get depfiles => const <String>[
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'flutter_assets.d',
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];
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@override
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Future<void> build(Environment environment) async {
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final String? buildModeEnvironment = environment.defines[kBuildMode];
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if (buildModeEnvironment == null) {
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throw MissingDefineException(kBuildMode, 'bundle_windows_assets');
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}
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final BuildMode buildMode = BuildMode.fromCliName(buildModeEnvironment);
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final Directory outputDirectory = environment.outputDir
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.childDirectory('flutter_assets');
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if (!outputDirectory.existsSync()) {
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outputDirectory.createSync();
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}
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// Only copy the kernel blob in debug mode.
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if (buildMode == BuildMode.debug) {
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environment.buildDir.childFile('app.dill')
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.copySync(outputDirectory.childFile('kernel_blob.bin').path);
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}
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final Depfile depfile = await copyAssets(
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environment,
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outputDirectory,
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targetPlatform: targetPlatform,
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);
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environment.depFileService.writeToFile(
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depfile,
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environment.buildDir.childFile('flutter_assets.d'),
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);
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}
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}
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/// A wrapper for AOT compilation that copies app.so into the output directory.
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class WindowsAotBundle extends Target {
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/// Create a [WindowsAotBundle] wrapper for [aotTarget].
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const WindowsAotBundle(this.aotTarget);
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/// The [AotElfBase] subclass that produces the app.so.
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final AotElfBase aotTarget;
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@override
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String get name => 'windows_aot_bundle';
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@override
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List<Source> get inputs => const <Source>[
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Source.pattern('{BUILD_DIR}/app.so'),
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];
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@override
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List<Source> get outputs =>
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const <Source>[
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Source.pattern('{OUTPUT_DIR}/windows/app.so'),
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];
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@override
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List<Target> get dependencies => <Target>[
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aotTarget,
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];
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@override
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Future<void> build(Environment environment) async {
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final File outputFile = environment.buildDir.childFile('app.so');
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final Directory outputDirectory = environment.outputDir.childDirectory('windows');
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if (!outputDirectory.existsSync()) {
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outputDirectory.createSync(recursive: true);
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}
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outputFile.copySync(outputDirectory.childFile('app.so').path);
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}
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}
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class ReleaseBundleWindowsAssets extends BundleWindowsAssets {
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const ReleaseBundleWindowsAssets(super.targetPlatform);
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@override
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String get name => 'release_bundle_${getNameForTargetPlatform(targetPlatform)}_assets';
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@override
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List<Source> get outputs => const <Source>[];
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@override
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List<Target> get dependencies => <Target>[
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...super.dependencies,
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WindowsAotBundle(AotElfRelease(targetPlatform)),
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];
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}
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class ProfileBundleWindowsAssets extends BundleWindowsAssets {
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const ProfileBundleWindowsAssets(super.targetPlatform);
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@override
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String get name => 'profile_bundle_${getNameForTargetPlatform(targetPlatform)}_assets';
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@override
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List<Source> get outputs => const <Source>[];
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@override
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List<Target> get dependencies => <Target>[
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...super.dependencies,
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WindowsAotBundle(AotElfProfile(targetPlatform)),
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];
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}
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class DebugBundleWindowsAssets extends BundleWindowsAssets {
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const DebugBundleWindowsAssets(super.targetPlatform);
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@override
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String get name => 'debug_bundle_${getNameForTargetPlatform(targetPlatform)}_assets';
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@override
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List<Source> get inputs => <Source>[
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const Source.pattern('{BUILD_DIR}/app.dill'),
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];
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@override
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List<Source> get outputs => <Source>[
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const Source.pattern('{OUTPUT_DIR}/flutter_assets/kernel_blob.bin'),
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];
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}
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