-
Notifications
You must be signed in to change notification settings - Fork 1
Compiling the engine
If you've never built the engine before, first see Setting up the Engine development environment.
Depending on the platform you are making changes for, you may be interested in all or only some of the sections below:
- General Compilation Tips
- Using a pre-built Dart SDK
- Using a custom Dart SDK
- Compiling for Android
- Compiling for iOS (from macOS)
- Compiling for macOS or Linux
- Compiling for Windows
- Compiling for Fuchsia
- Compiling for the Web
- For local development and testing, it's generally preferable to use
--unoptbuilds. These builds will have additional logging and checks enabled, and generally use build and link flags that lead to faster compilation and better debugging symbols. If you are trying to do performance testing with a local build, do not use the--unoptflag. - Link Time Optimization: Optimized builds also perform Link Time Optimization of all
binaries. This makes the linker take a lot of time and memory to produce binaries. If
you need optimized binaries but don't want to perform LTO, add the
--no-ltoflag. - Android and iOS expect both a
hostandandroid(orios) build. It is critical to recompile the host build after upgrading the Dart SDK (e.g. via agclient syncafter merging up to head), since artifacts from the host build need to be version matched to artifacts in the Android/iOS build. - Web, Desktop, and Fuchsia builds have only one build target (i.e.
hostorfuchsia). - Make sure to exclude the
outdirectory from any backup scripts, as many large binary artifacts are generated. This is also generally true for all of the directories outside of theengine/src/flutterdirectory. - For Googlers: Goma (go/ma) is a distributed compiler service that can vastly speed up build
times. The variables to use Goma compilation are set by default if goma-related
environment variables are detected, and can be explicitly set via the
--goma/--no-gomaflag to theflutter/tools/gnwrapper script.-
Flutter Engine requires Fuchsia's Goma RBE (as opposed to Chromium's
goma.chromium.orgRBE) for remote building. This is due to Flutter Engine building with the same versions of Clang that Fuchsia uses.The following idempotent script can be used to fetche and run a Goma client which is preconfigured to use the correct RBE for building Flutter Engine:
#!/bin/bash # Customize this to where you would like Goma to be installed. export GOMA_DIR="$HOME/flutter_goma" # Download client. Assumes cipd from depot_tools is on path. echo 'fuchsia/third_party/goma/client/${platform} release' | cipd ensure -ensure-file - -root "$GOMA_DIR" # Authenticate "$GOMA_DIR/goma_auth" login --browser # Start Goma GOMA_LOCAL_OUTPUT_CACHE_DIR="$GOMA_DIR/.goma_cache" "$GOMA_DIR/goma_ctl.py" ensure_start
-
Goma will fail remotely if it tries to access files that reside outside of the build root. When building configurations for macOS or iOS (i.e. configurations that require an Xcode-vended SDK or toolchain) locally, you can have the build create and use symlinks by adding the
--xcode-symlinksargument to theflutter/tools/gnwrapper script orexport FLUTTER_GOMA_CREATE_XCODE_SYMLINKS=1to your bash/zsh/whatever rc. -
If you run into
compiler binary hash mismatcherrors and local fallback builds while trying to build using Goma, then Goma is most likely using an RBE that doesn't host the compiler binaries that Flutter Engine supports building with. Try setting the following environment variables to use Fuchsia's RBE and then restart Goma:export GOMA_SERVER_HOST=rbe-prod1.endpoints.fuchsia-infra-goma-prod.cloud.goog export GOMA_SERVER_PORT=443
-
When targeting the host and desktop, on CI we use a pre-built Dart SDK vended by the Dart team.
To use the same setup locally, define the environment variable FLUTTER_PREBUILT_DART_SDK=1,
do a gclient sync, and pass the flag --prebuilt-dart-sdk to //flutter/tools/gn.
gclient sync downloads Dart SDK sources in engine/src/third_party/dart. Files in this directory can be edited. For those changes to be visible, pass the flag --no-prebuilt-dart-sdk to //flutter/tools/gn.
These steps build the engine used by flutter run for Android devices.
Run the following steps, from the src directory created in Setting up the Engine development environment:
-
git pull upstream masterinsrc/flutterto update the Flutter Engine repo. -
gclient syncto update dependencies. -
Prepare your build files
-
./flutter/tools/gn --android --unoptimizedfor device-side executables. -
./flutter/tools/gn --android --unoptimized --android-cpu=arm64for newer 64-bit Android devices. -
./flutter/tools/gn --android --android-cpu x86 --unoptimizedfor x86 emulators. -
./flutter/tools/gn --android --android-cpu x64 --unoptimizedfor x64 emulators. -
./flutter/tools/gn --unoptimizedfor host-side executables, needed to compile the code.- On macOS hosts, add the
--xcode-symlinksargument when using Goma.
- On macOS hosts, add the
-
-
Build your executables
-
ninja -C out/android_debug_unoptfor device-side executables. -
ninja -C out/android_debug_unopt_arm64for newer 64-bit Android devices. -
ninja -C out/android_debug_unopt_x86for x86 emulators. -
ninja -C out/android_debug_unopt_x64for x64 emulators. -
ninja -C out/host_debug_unoptfor host-side executables. - These commands can be combined. Ex:
ninja -C out/android_debug_unopt && ninja -C out/host_debug_unopt - For MacOS, you will need older version of XCode(9.4 or below) to compile android_debug_unopt and android_debug_unopt_x86. If you only care about x64, you can ignore this
- For Googlers, consider also adding the flag
--gomato your gn command, then usingautoninjato parallelize the build using Goma. Before that, you may need to set upGOMA_DIRenvironmental variable, which, depending on where you install Goma, may be in~/gomaordepot_tools/.cipd_bin.
-
This builds a debug-enabled ("unoptimized") binary configured to run Dart in checked mode ("debug"). There are other versions, see Flutter's modes.
If you're going to be debugging crashes in the engine, make sure you add
android:debuggable="true" to the <application> element in the
android/AndroidManifest.xml file for the Flutter app you are using
to test the engine.
See The flutter tool for instructions on how to use the flutter tool with a local engine.
You will typically use the android_debug_unopt build to debug the engine on a device, and
android_debug_unopt_x64 to debug in on a simulator. Modifying dart sources in the engine will
require adding a dependency_override section in you app's pubspec.yaml as detailed
here.
Note that if you use particular android or ios engine build, you will need to have corresponding
host build available next to it: if you use android_debug_unopt, you should have built host_debug_unopt,
android_profile -> host_profile, etc. One caveat concerns cpu-flavored builds like android_debug_unopt_x86: you won't be able to build host_debug_unopt_x86 as that configuration is not supported. What you are expected to do is to build host_debug_unopt and symlink host_debug_unopt_x86 to it.
The following script will update all the builds that matter if you're developing on Linux and testing on Android and created the .gclient file in ~/dev/engine:
set -ex
cd ~/dev/engine/src/flutter
git fetch upstream
git rebase upstream/master
gclient sync
cd ..
flutter/tools/gn --unoptimized --runtime-mode=debug
flutter/tools/gn --android --unoptimized --runtime-mode=debug
flutter/tools/gn --android --runtime-mode=profile
flutter/tools/gn --android --runtime-mode=release
cd out
find . -mindepth 1 -maxdepth 1 -type d | xargs -n 1 sh -c 'ninja -C $0 || exit 255'For --runtime-mode=profile build, please also consider adding --no-lto option to the gn command. It will make linking much faster with a small sacrifice on the binary size and memory usage (which probably doesn't matter for debugging or performance benchmark purposes.)
These steps build the engine used by flutter run for iOS devices.
Run the following steps, from the src directory created in the steps above:
-
git pull upstream masterinsrc/flutterto update the Flutter Engine repo. -
gclient syncto update dependencies. -
./flutter/tools/gn --ios --unoptimizedto prepare build files for device-side executables (or--ios --simulator --unoptimizedfor simulator, and if working on iPhone 4s or older,--ios --ios-cpu=arm --unoptimized).
- This also produces an Xcode project for working with the engine source code at
out/ios_debug_unopt - For a discussion on the various flags and modes, see Flutter's modes.
- Add the
--xcode-symlinksargument when using goma.
-
./flutter/tools/gn --unoptimizedto prepare the build files for host-side executables.
- Add the
--xcode-symlinksargument when using goma.
-
ninja -C out/ios_debug_unopt && ninja -C out/host_debug_unoptto build all artifacts (useout/ios_debug_sim_unoptfor Simulator,out/out/ios_debug_unopt_armfor iPhone 4s or older).- For Googlers, consider also using the
--gomaflag with gn, then building withautoninjato parallelize the build using Goma.
- For Googlers, consider also using the
See The flutter tool for instructions on how to use the flutter tool with a local engine.
You will typically use the ios_debug_unopt build to debug the engine on a device, and
ios_debug_sim_unopt to debug in on a simulator. Modifying dart sources in the engine will
require adding a dependency_override section in you app's pubspec.yaml as detailed
here.
See also instructions for debugging the engine in a Flutter app in Xcode.
These steps build the desktop embedding, and the engine used by flutter test on a host workstation.
-
git pull upstream masterinsrc/flutterto update the Flutter Engine repo. -
gclient syncto update your dependencies. -
./flutter/tools/gn --unoptimizedto prepare your build files.-
--unoptimizeddisables C++ compiler optimizations. On macOS, binaries are emitted unstripped; on Linux, unstripped binaries are emitted to anexe.unstrippedsubdirectory of the build.
-
- Add the
--xcode-symlinksargument when using goma on macOS.
-
ninja -C out/host_debug_unoptto build a desktop unoptimized binary.- If you skipped
--unoptimized, useninja -C out/host_debuginstead. - For Googlers, consider also using the
--gomaflag with gn, then building withautoninjato parallelize the build using Goma.
- If you skipped
See The flutter tool for instructions on how to use the flutter tool with a local engine.
You will typically use the host_debug_unopt build in this setup. Modifying dart sources in the engine will
require adding a dependency_override section in you app's pubspec.yaml as detailed
here.
You can only build selected binaries on Windows (mainly gen_snapshot and the desktop embedding).
On Windows, ensure that the engine checkout is not deeply nested. This avoid the issue of the build scripts working with excessively long paths.
-
Make sure you have Visual Studio installed (non-Googlers only). Debugging Tools for Windows 10 must be installed.
-
git pull upstream masterinsrc/flutterto update the Flutter Engine repo. -
Ensure long path support is enabled on your machine. Launch PowerShell as an administrator and run:
Set-ItemProperty -Path "HKLM:\SYSTEM\CurrentControlSet\Control\FileSystem" -Name "LongPathsEnabled" -Value 1 -Force
- If you are not a Google employee, you must set the following environment variables to point the depot tools at Visual Studio:
DEPOT_TOOLS_WIN_TOOLCHAIN=0
GYP_MSVS_OVERRIDE_PATH="C:\Program Files (x86)/Microsoft Visual Studio/2019/Community" (or your location for Visual Studio)
WINDOWSSDKDIR="C:\Program Files (x86)\Windows Kits\10" (or your location for Windows Kits)
Also, be sure that Python27 is before any other python in your Path.
-
gclient syncto update your dependencies. -
switch to
src/directory. -
python .\flutter\tools\gn --unoptimizedto prepare your build files.- If you are only building
gen_snapshot:python .\flutter\tools\gn [--unoptimized] --runtime-mode=[debug|profile|release] [--android].
- If you are only building
-
ninja -C .\out\<dir created by previous step>to build.- If you used a non-debug configuration, use
ninja -C .\out\<dir created by previous step> gen_snapshot. Release and profile are not yet supported for the desktop shell.
- If you used a non-debug configuration, use
These steps build the Fuchsia embedding (flutter_runner) and test FAR files that can be deployed to a Fuchsia device.
Note these instructions assume use of x64, if arm64 is needed then just substitute as appropriate.
Note these instructions assume the use of the $FUCHSIA_DIR and $ENGINE_DIR environment variables. These point to the root of your Fuchsia source tree and the root of the Flutter engine source tree (src/ in your Flutter gclient checkout) respectively.
Testing the Fuchsia embedding requires a Fuchsia source checkout. To get one, go to https://fuchsia.dev/fuchsia-src/get-started and follow the instructions to sync and build a Fuchsia checkout. The workstation (e.x. fx set workstation.nuc) product uses Flutter as its primary shell and is the primary way of testing Flutter on Fuchsia changes.
The Fuchsia tree consumes the flutter_runner and associated Dart SDK as a set of prebuilts. Flutter apps within the Fuchsia tree are built against the version of the Dart SDK in these prebuilts. Because of this fact, developers must be careful to avoid any skew between the version of Dart VM built into the flutter_runner binary and the version of the Dart SDK & VM used by the Flutter toolchain (to compile Flutter apps from Dart code). If there is any mismatch at all between the runner and toolchain, a runtime error results and Flutter won't work at all.
To retrieve the version of Flutter engine in your Fuchsia source tree, run:
cat $FUCHSIA_DIR/integration/jiri.lock | grep -A 1 "\"package\": \"flutter/fuchsia\""Then use that git hash in step 2 under "Build the engine".
- Update the Flutter Engine repo:
git -C $ENGINE_DIR/flutter pull upstream master- If you want to checkout a specific git revision:
git -C $ENGINE_DIR/flutter checkout <hash>If there are local changes to the Flutter engine that you want to test, you will then need to rebase them on top of this revision.
git -C $ENGINE_DIR/flutter rebase <branch_with_local_changes>- Update your dependencies:
cd $ENGINE_DIR
gclient sync- Prepare your build files:
$ENGINE_DIR/flutter/tools/gn --fuchsia --no-lto-
--unoptimizeddisables C++ compiler optimizations. On macOS, binaries are emitted unstripped; on Linux, unstripped binaries are emitted - NOTE:
--unoptimizedis broken on Fuchsia at the moment, see: https://github.com/flutter/flutter/issues/74872 to anexe.unstrippedsubdirectory of the build. - Add
--fuchsia-cpu=x64or--fuchsia-cpu=arm64to target a particular architecture. The default is x64. - Add
--runtime-mode=debugor--runtime-mode=releaseto switch between JIT and AOT builds. These correspond to a vanilla Fuchsia build and a--releaseFuchsia build respectively. The default is debug/JIT builds. - For Googlers, add the
--gomaargument when using goma, and add the--xcode-symlinksargument when using goma on macOS. - Remove
--no-ltoif you care about performance or binary size; unfortunately it results in a much slower build.
- Build a Fuchsia binary:
ninja -C $ENGINE_DIR/out/fuchsia_debug_x64- If you used
--unoptimized, useninja -C out/fuchsia_debug_x64_unoptinstead. - For Googlers, consider also using the
--gomaflag withgn, then building withautoninjato parallelize the build with Goma.
To test changes, you will first want to make all of the Flutter prebuilts writable:
chmod -R +w $FUCHSIA_DIR/prebuilt/third_party/flutterAfter deploying any wanted changes to the Fuchsia checkout, update your Fuchsia device with any changes you made:
cd $FUCHSIA_DIR
fx build && fx otaFirst copy the flutter_runner binary itself to your Fuchsia checkout. For standard debug builds:
cp $ENGINE_DIR/out/fuchsia_debug_x64/flutter_jit_runner-0.far $FUCHSIA_DIR/prebuilt/third_party/flutter/x64/debug/jit/flutter_jit_runner-0.farFor --release builds (you must build Flutter with --runtime-mode=release):
cp $ENGINE_DIR/out/fuchsia_debug_x64/flutter_aot_runner-0.far $FUCHSIA_DIR/prebuilt/third_party/flutter/x64/release/aot/flutter_aot_runner.farIf you are changing the native hooks in dart:ui, dart:zircon, or dart:fuchsia you'll also want to update the flutter_runner_patched_sdk that is used in your fuchsia checkout (note the use of AOT/release in the destination, that is intentional). Run:
cp -ra $ENGINE_DIR/out/fuchsia_debug_x64/flutter_runner_patched_sdk/* $FUCHSIA_DIR/prebuilt/third_party/flutter/x64/release/aot/flutter_runner_patched_sdk/Now register debug symbols for all engine artifacts to your Fuchsia checkout:
$ENGINE_DIR/fuchsia/sdk/linux/tools/symbol-index add $ENGINE_DIR/out/fuchsia_debug_x64/.build-id $ENGINE_DIR/out/fuchsia_debug_x64Note: Because of fxbug.dev/45484, fx log may have issues symbolize logs on other machines. It is recommended to run fx log from the same machine that you build from.
For any test FAR files, you may publish them to your device using pm publish (flow_tests.far used as an example; same note as above about the custom out/ folder applies):
$ENGINE_DIR/fuchsia/sdk/linux/tools/pm publish -a -r $FUCHSIA_DIR/$(cat $FUCHSIA_DIR/.fx-build-dir)/amber-files -f $ENGINE_DIR/out/fuchsia_debug_x64/flow_tests-0.farfx shell run-test-component "fuchsia-pkg://fuchsia.com/flow_tests#meta/flow_tests.cmx"Make sure to replace both instances of the test name in the "run-test-component" command above with your own.
You can also copy test debug symbols by using the copy_debug_symbols.py script and substituting the test binary (such as flow_unittests) for the runner binary.
For building the engine for the Web we use the felt tool.
To test Flutter with a local build of the Web engine, add --local-engine=host_debug_unopt to your flutter command, e.g.:
flutter run --local-engine=host_debug_unopt -d chrome
flutter test --local-engine=host_debug_unopt test/path/to/your_test.dart
Compiling the web engine might take a few extra steps on Windows. Use cmd.exe and "run as administrator".
- Make sure you have Visual Studio installed. Set the following environment variables. For Visual Studio use the path of the version you installed.
GYP_MSVS_OVERRIDE_PATH = "C:\Program Files (x86)\Microsoft Visual Studio\2019\Community"GYP_MSVS_VERSION = 2017
- Make sure, depot_tools, ninja and python are installed and added to the path. Also set the following environment variable for depot tools:
DEPOT_TOOLS_WIN_TOOLCHAIN = 0- Tip: if you get a python error try to use Python 2 instead of 3
-
git pull upstream masterinsrc/flutterto update the Flutter Engine repo. -
gclient syncto update your dependencies.- Tip: If you get a git authentication errors on this step try Git Bash instead
-
python .\flutter\tools\gn --unoptimized --full-dart-sdkto prepare your build files. -
ninja -C .\out\<dir created by previous step>to build.
To test Flutter with a local build of the Web engine, add --local-engine=host_debug_unopt to your flutter command, e.g.:
flutter run --local-engine=host_debug_unopt -d chrome
flutter test --local-engine=host_debug_unopt test/path/to/your_test.dart
For testing the engine again use felt tool this time with felt_windows.bat.
felt_windows.bat test
From time to time, as the Dart versions increase, you might see dependency errors such as:
The current Dart SDK version is 2.7.0-dev.0.0.flutter-1ef444139c.
Because ui depends on <a pub package> 1.0.0 which requires SDK version >=2.7.0 <3.0.0, version solving failed.
Running gclient sync does not update the tags, there are two solutions:
- under
engine/src/third_party/dartrungit fetch --tags origin - or run gclient sync with with tags parameter:
gclient sync --with_tags
See also: Debugging the engine, which includes instructions on running a Flutter app with a local engine.
- Home of the Wiki
- Roadmap
- API Reference (stable)
- API Reference (master)
- Glossary
- Contributor Guide
- Chat on Discord
- Code of Conduct
- Issue triage reports
- Our Values
- Tree hygiene
- Issue hygiene and Triage
- Style guide for Flutter repo
- Project teams
- Contributor access
- What should I work on?
- Running and writing tests
- Release process
- Rolling Dart
- Manual Engine Roll with Breaking Commits
- Updating Material Design Fonts & Icons
- Postmortems
- Setting up the Framework development environment
- The Framework architecture
- The flutter tool
- API Docs code block generation
- Running examples
- Using the Dart analyzer
- The flutter run variants
- Test coverage for package:flutter
- Writing a golden-file test for package:flutter
- Setting up the Engine development environment
- Compiling the engine
- Debugging the engine
- Using Sanitizers with the Flutter Engine
- Testing the engine
- The Engine architecture
- Flutter's modes
- Engine disk footprint
- Comparing AOT Snapshot Sizes
- Custom Flutter engine embedders
- Custom Flutter Engine Embedding in AOT Mode
- Flutter engine operation in AOT Mode
- Engine-specific Service Protocol extensions
- Crashes
- Supporting legacy platforms
- Metal on iOS FAQ
- Engine Clang Tidy Linter
- Why we have a separate engine repo
- Reduce Flutter engine size with MLGO
- Setting up the Plugins development environment
- Setting up the Packages development environment
- Plugins and Packages repository structure
- Plugin Tests
- Contributing to Plugins and Packages
- Releasing a Plugin or Package
- Unexpected Plugins and Packages failures
