-
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
--unopt
builds. 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--unopt
flag. - 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-lto
flag. - Android and iOS expect both a
host
andandroid
(orios
) build. It is critical to recompile the host build after upgrading the Dart SDK (e.g. via agclient sync
after 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.
host
orfuchsia
). - Make sure to exclude the
out
directory 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/flutter
directory. - 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-goma
flag to theflutter/tools/gn
wrapper script.-
Flutter Engine requires Fuchsia's Goma RBE (as opposed to Chromium's
goma.chromium.org
RBE) 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-symlinks
argument to theflutter/tools/gn
wrapper script orexport FLUTTER_GOMA_CREATE_XCODE_SYMLINKS=1
to your bash/zsh/whatever rc. -
If you run into
compiler binary hash mismatch
errors 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 master
insrc/flutter
to update the Flutter Engine repo. -
gclient sync
to update dependencies. -
Prepare your build files
-
./flutter/tools/gn --android --unoptimized
for device-side executables. -
./flutter/tools/gn --android --unoptimized --android-cpu=arm64
for newer 64-bit Android devices. -
./flutter/tools/gn --android --android-cpu x86 --unoptimized
for x86 emulators. -
./flutter/tools/gn --android --android-cpu x64 --unoptimized
for x64 emulators. -
./flutter/tools/gn --unoptimized
for host-side executables, needed to compile the code.- On macOS hosts, add the
--xcode-symlinks
argument when using Goma.
- On macOS hosts, add the
-
-
Build your executables
-
ninja -C out/android_debug_unopt
for device-side executables. -
ninja -C out/android_debug_unopt_arm64
for newer 64-bit Android devices. -
ninja -C out/android_debug_unopt_x86
for x86 emulators. -
ninja -C out/android_debug_unopt_x64
for x64 emulators. -
ninja -C out/host_debug_unopt
for 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
--goma
to your gn command, then usingautoninja
to parallelize the build using Goma. Before that, you may need to set upGOMA_DIR
environmental variable, which, depending on where you install Goma, may be in~/goma
ordepot_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 master
insrc/flutter
to update the Flutter Engine repo. -
gclient sync
to update dependencies. -
./flutter/tools/gn --ios --unoptimized
to prepare build files for device-side executables (or--ios --simulator --unoptimized
for 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-symlinks
argument when using goma.
-
./flutter/tools/gn --unoptimized
to prepare the build files for host-side executables.
- Add the
--xcode-symlinks
argument when using goma.
-
ninja -C out/ios_debug_unopt && ninja -C out/host_debug_unopt
to build all artifacts (useout/ios_debug_sim_unopt
for Simulator,out/out/ios_debug_unopt_arm
for iPhone 4s or older).- For Googlers, consider also using the
--goma
flag with gn, then building withautoninja
to 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 master
insrc/flutter
to update the Flutter Engine repo. -
gclient sync
to update your dependencies. -
./flutter/tools/gn --unoptimized
to prepare your build files.-
--unoptimized
disables C++ compiler optimizations. On macOS, binaries are emitted unstripped; on Linux, unstripped binaries are emitted to anexe.unstripped
subdirectory of the build.
-
- Add the
--xcode-symlinks
argument when using goma on macOS.
-
ninja -C out/host_debug_unopt
to build a desktop unoptimized binary.- If you skipped
--unoptimized
, useninja -C out/host_debug
instead. - For Googlers, consider also using the
--goma
flag with gn, then building withautoninja
to 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 master
insrc/flutter
to 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 sync
to update your dependencies. -
switch to
src/
directory. -
python .\flutter\tools\gn --unoptimized
to 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
-
--unoptimized
disables C++ compiler optimizations. On macOS, binaries are emitted unstripped; on Linux, unstripped binaries are emitted - NOTE:
--unoptimized
is broken on Fuchsia at the moment, see: https://github.com/flutter/flutter/issues/74872 to anexe.unstripped
subdirectory of the build. - Add
--fuchsia-cpu=x64
or--fuchsia-cpu=arm64
to target a particular architecture. The default is x64. - Add
--runtime-mode=debug
or--runtime-mode=release
to switch between JIT and AOT builds. These correspond to a vanilla Fuchsia build and a--release
Fuchsia build respectively. The default is debug/JIT builds. - For Googlers, add the
--goma
argument when using goma, and add the--xcode-symlinks
argument when using goma on macOS. - Remove
--no-lto
if 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_unopt
instead. - For Googlers, consider also using the
--goma
flag withgn
, then building withautoninja
to 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/flutter
After deploying any wanted changes to the Fuchsia checkout, update your Fuchsia device with any changes you made:
cd $FUCHSIA_DIR
fx build && fx ota
First 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.far
For --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.far
If 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_x64
Note: 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.far
fx 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 master
insrc/flutter
to update the Flutter Engine repo. -
gclient sync
to 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-sdk
to 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/dart
rungit 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