See also: Flutter's code of conduct
This guide introduces you to building and contributing to the Flutter engine. For an introduction to contributing to the Flutter framework, see the equivalent document in the framework's repository.
If you have previously built the engine (i.e. your environment is already setup) and just want a refresher, then feel free to skip to one of the following sections:
Otherwise, begin from the next section, which will help you prepare your environment.
- Linux, Mac OS X, or Windows
- Windows doesn't support cross-compiling artifacts for Android or iOS
- Linux doesn't support cross-compiling artifacts for iOS
- git (used for source version control).
- An IDE. We recommend IntelliJ with the Flutter plugin or Xcode.
- An ssh client (used to authenticate with GitHub).
- Chromium's depot_tools (make sure it's in your path). We use the
gclient
tool from depot_tools. - Python (used by many of our tools, including 'gclient').
- On Mac OS X and Linux: curl and unzip (used by
gclient sync
). - On Windows: Visual Studio (required for non-Googlers only).
- Recommended for Googlers: Goma for distributed builds.
You do not need Dart installed, as a Dart tool chain is automatically downloaded as part of the "getting the code" step. Similarly for the Android SDK, it's downloaded by the gclient sync
step below.
- Ensure all the dependencies described in the previous section, in particular git, ssh, depot_tools, python, and curl, are installed.
- Fork
https://github.com/flutter/engine
into your own GitHub account. If you already have a fork, and are now installing a development environment on a new machine, make sure you've updated your fork so that you don't use stale configuration options from long ago. Do not usegit clone
to check out this repository;gclient
will do it for you. - If you haven't configured your machine with an SSH key that's known to github then follow the directions here: https://help.github.com/articles/generating-ssh-keys/.
- Create an empty directory for your copy of the repository. For best results, call it
engine
: some of the tools assume this name when working across repositories. (They can be configured to use other names too, so this isn't a strict requirement.) - Create a
.gclient
file in theengine
directory with the following contents, replacing<your_name_here>
with your GitHub account name:
solutions = [
{
"managed": False,
"name": "src/flutter",
"url": "git@github.com:<your_name_here>/engine.git",
"custom_deps": {},
"deps_file": "DEPS",
"safesync_url": "",
},
]
cd engine
(Change to the directory in which you put the.gclient
file.)gclient sync
This will fetch all the source code that Flutter depends on. Avoid interrupting this script, it can leave your repository in an inconsistent state that is tedious to clean up. (This step automatically runsgit clone
, among other things.)cd src/flutter
(Change to theflutter
directory of thesrc
directory thatgclient sync
created in yourengine
directory.)git remote add upstream git@github.com:flutter/engine.git
(So that you fetch from the masterflutter/engine
repository, not your clone, when runninggit fetch
et al.)cd ..
(Return to thesrc
directory thatgclient sync
created in yourengine
directory.)- If you're on Linux, run
sudo ./build/install-build-deps-android.sh
- If you're on Linux, run
sudo ./build/install-build-deps.sh
- If you're on Mac, install Oracle's Java JDK, version 1.7 or later.
- If you're on Mac, install
ant
:brew install ant
- If you're on Windows, install Visual Studio (non-Google developers only)
- If you're planning on working on the buildroot repository as well, and have a local checkout of that repository, run the following commands in the
src
directory to update your git remotes accordingly:
git remote rename origin upstream
git remote add origin git@github.com:<your_name_here>/buildroot.git
Most developers will use the flutter
tool in the main Flutter repository for interacting with their built flutter/engine. To do so, the flutter
tool accepts two global parameters local-engine-src-path
and local-engine
, a typical invocation would be: --local-engine-src-path /path/to/engine/src --local-engine=android_debug_unopt
.
Additionally if you've modified dart sources in flutter/engine
, you'll need to add a dependency_overrides
section to point to your modified package:sky_engine
and package:sky_services
to the pubspec.yaml
for the flutter app you're using the custom engine with. A typical example would be:
dependency_overrides:
sky_engine:
path: /path/to/flutter/engine/out/host_debug/gen/dart-pkg/sky_engine
sky_services:
path: /path/to/flutter/engine/out/host_debug/gen/dart-pkg/sky_services
Depending on the platform you choose below, you will need to replace host_debug
with the appropriate directory.
Run the following steps, from the src
directory created in the steps above:
- Update the Flutter Engine repo.
git pull upstream master
insrc/flutter
- Update your dependencies
gclient sync
- Prepare your build files
./flutter/tools/gn --android --unoptimized
for device-side executables./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
- Build your executables
ninja -C out/android_debug_unopt
for device-side executablesninja -C out/android_debug_unopt_x86
for x86 emulatorsninja -C out/android_debug_unopt_x64
for x64 emulatorsninja -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 Googlers, consider also using the option
-j 1000
to parallelize the build using Goma.
This builds a debug-enabled ("unoptimized") binary configured to run Dart in checked mode ("debug"). There are other versions, discussed on the wiki.
To run an example with your locally built binary, you'll also need to clone
the main Flutter repository. See
the instructions for contributing
to the main Flutter repository for detailed instructions. For your convenience,
the engine
and flutter
directories should be in the same parent directory.
Once you've got everything set up, you can run an example using your locally
built engine by switching to that example's directory, running pub get
to make
sure its dependencies have been downloaded, and using flutter run
with an
explicit --local-engine-src-path
pointing at the engine/src
directory. Make
sure you have a device connected over USB and debugging enabled on that device:
cd /path/to/flutter/examples/hello_world
../../bin/flutter run --local-engine-src-path /path/to/engine/src --local-engine=android_debug_unopt
or--local-engine=android_debug_unopt_x64
If you put the engine
and flutter
directories side-by-side, you can skip the
tedious --local-engine-src-path
option and the flutter
tool will
automatically determine the path.
You can also specify a particular Dart file to run if you want to run an example
that doesn't have a lib/main.dart
file using the -t
command-line option. For
example, to run the tabs.dart
example in the examples/widgets
directory on a
connected Android device, from that directory you would run:
flutter run --local-engine=android_debug_unopt -t tabs.dart
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.
- Make sure you have Xcode 9.0+ installed.
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).- For a discussion on the various flags and modes, read this discussion.
- This also produces an Xcode project for working with the engine source code at
out/ios_debug_unopt
./flutter/tools/gn --unoptimized
to prepare the build files for host-side executables.ninja -C out/ios_debug_unopt && ninja -C out/host_debug_unopt
to build all artifacts (useout/ios_debug_sim_unopt
for Simulator).- For Googlers, consider also using the option
-j 1000
to parallelize the build using Goma.
- For Googlers, consider also using the option
Once the artifacts are built, you can start using them in your application by following these steps:
cd /path/to/flutter/examples/hello_world
../../bin/flutter run --local-engine-src-path /path/to/engine/src --local-engine=ios_debug_unopt
or--local-engine=ios_debug_sim_unopt
for simulator- If you are debugging crashes in the engine, you can connect the
LLDB
debugger fromXcode
by openingios/Runner.xcworkspace
and starting the application by clicking the Run button (CMD + R). - To debug non crashing code, open Xcode with
ios/Runner.xcworkspace
, expand Flutter->Runner->Supporting Files->main.m in the Runner project. Put a breakpoint in main() then set your desired breakpoint in the engine in lldb viabreakpoint set -...
.
- If you are debugging crashes in the engine, you can connect the
To run the tests, you should first clone the main Flutter repository. See the instructions for contributing to the main Flutter repository for detailed instructions. By default, Flutter will use the bundled version of the engine. Follow the next steps to run tests using the locally-built engine:
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.ninja -C out/host_debug_unopt
to build a desktop unoptimized binary.- For Googlers, consider also using the option
-j 1000
to parallelize the build using Goma.
- For Googlers, consider also using the option
--unoptimized
disables C++ compiler optimizations and does not strip debug symbols. You may skip the flag and invokeninja -C out/host_debug
if you would rather have the native components optimized.flutter test --local-engine=host_debug_unopt
will run tests using the locally-builtflutter_tester
.
You can only build selected binaries on Windows (mainly gen_snapshot
).
- Make sure you have Visual Studio installed (non-Googlers only).
git pull upstream master
insrc/flutter
to update the Flutter Engine repo.gclient sync
to update your dependencies.python .\flutter\tools\gn [--unoptimized] --runtime-mode=[debug|profile|release] [--android]
to prepare your build files.ninja -C .\out\<dir created by previous step> gen_snapshot
to build.
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 --unoptimized --runtime-mode=profile
flutter/tools/gn --android --unoptimized --runtime-mode=release
flutter/tools/gn --android --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'
We gladly accept contributions via GitHub pull requests. See the wiki for information about the engine's architecture.
To start working on a patch:
- Make sure you are in the
engine/src/flutter
directory. git fetch upstream
git checkout upstream/master -b name_of_your_branch
- Hack away.
- Please peruse our style guides and design principles before working on anything non-trivial. These guidelines are intended to keep the code consistent and avoid common pitfalls.
- C, C++, and Objective-C code should be formatted with
clang-format
before submission (usebuildtools/<OS>/clang/bin/clang-format --style=file -i
).
git commit -a -m "<your brief but informative commit message>"
git push origin name_of_your_branch
To send us a pull request:
git pull-request
(if you are using Hub) or go tohttps://github.com/flutter/engine
and click the "Compare & pull request" button
Once you've gotten an LGTM from a project maintainer, submit your changes to the
master
branch using one of the following methods:
- Wait for one of the project maintainers to submit it for you
- Click the green "Merge pull request" button on the GitHub UI of your pull request (requires commit access)
git push upstream name_of_your_branch:master
(requires commit access)
Then, make sure it doesn't make our tree catch fire by watching the waterfall. The waterfall runs slightly different tests than Travis, so it's possible for the tree to go red even if Travis did not. If that happens, please immediately revert your change. Do not check anything in while the tree is red unless you are trying to resolve the problem.
Please make sure all your checkins have detailed commit messages explaining the patch. If you made multiple commits for a single pull request, either make sure each one has a detailed message explaining that specific commit, or squash your commits into one single checkin with a detailed message before sending the pull request.
You must complete the Contributor License Agreement. You can do this online, and it only takes a minute. If you've never submitted code before, you must add your (or your organization's) name and contact info to the AUTHORS file.