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[Impeller] Allow selectively disabling Metal or Vulkan in the shader bundle template. #44551
[Impeller] Allow selectively disabling Metal or Vulkan in the shader bundle template. #44551
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| if (defined(invoker.enable_vulkan)) { | ||
| enable_vulkan = invoker.enable_vulkan | ||
| } | ||
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Consider asserting (enable_metal || enable_opengles || enable_vulkan)
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Done.
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Not clear to me why the playground is getting included in the fuchsia builds. I need to look into this deeper.
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Not sure, but wondering if the deps here also need an impeller_supports_rendering guard:
https://github.com/flutter/engine/blob/main/BUILD.gn#L184
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I'm not sure I really understand what's goign on here, but maybe just (!impeller_supports_rendering || enable_metal || enable_opengles || enable_vulkan)?
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Closing. Filed flutter/flutter#132793 to address the pain with Fuchsia. |
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This should pass now with #44925 |
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@bdero - consider merging to head somehow, your force push appears to have backed out the commit that fixes the fuchsia failures. |
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The commit I pushed was https://github.com/flutter/engine/commits/0fcf9e99bdcec70a6402399b04c629396a8d4a63, which includes your change and doesn't reverse it in a future diff. (I've since pushed again after rebasing again and removing an unrelated change) I'm wondering if the assert is just bad and this is just due to my poor understanding of GN templates. Like, if the template evaluation happens for all templates eagerly at import time rather than lazily at rule evaluation time, the assert isn't going to work. |
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I think Github was showing me a stale diff at one point when I made that comment. Weird. Something else is causing the playground target to get included here. |
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I think the takeaway from the sync was that we are not going to continue investigating why this was failing as we are no longer blocked. May I close this? |
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Closing this as stale. |
We already have an option for GL to avoid generating compute shaders for GL -- but for the special case of shaders that use GL textures, we don't need to build these for Vulkan or Metal.