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[engine] add upload by bytes #166946

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Hellomik2002
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It looks like this pull request may not have tests. Please make sure to add tests or get an explicit test exemption before merging.

If you are not sure if you need tests, consider this rule of thumb: the purpose of a test is to make sure someone doesn't accidentally revert the fix. Ask yourself, is there anything in your PR that you feel it is important we not accidentally revert back to how it was before your fix?

Reviewers: Read the Tree Hygiene page and make sure this patch meets those guidelines before LGTMing.If you believe this PR qualifies for a test exemption, contact "@test-exemption-reviewer" in the #hackers channel in Discord (don't just cc them here, they won't see it!). The test exemption team is a small volunteer group, so all reviewers should feel empowered to ask for tests, without delegating that responsibility entirely to the test exemption group.

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I think there is some other work you'd have to do before we exposed an API to load shader bytes. Notably, the format is undocumented and the backend doesn't have any way to confirm its in a reasonable state or the version matches.

We also don't have anything exposed to use impellerc from the command line, which would also be a requirement.

@chinmaygarde
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Closing per @jonahwilliams s last comment.

@Hellomik2002
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Hellomik2002 commented May 8, 2025

I think there is some other work you'd have to do before we exposed an API to load shader bytes. Notably, the format is undocumented and the backend doesn't have any way to confirm its in a reasonable state or the version matches.

We also don't have anything exposed to use impellerc from the command line, which would also be a requirement.

Could you provide more details about this?
I have an understanding of how impellerc uses shaders but not about versions and documentation. and I’ve created a new PR #168294 that works with the current shader implementation. I’d be happy to learn more and try to implement what you’re describing.
In my previous PR, I had some issues with the shader entry point. In new PR if shader entrypoints are repeated, they will be overridden.
I think the shader generator should be a separate package so as not to make all builds bigger to 4-12MB, I already did dynamic lib for that and added to GN (https://github.com/Hellomik2002/flutter/tree/runtime_shader_not_ready_compiler#)
This is a compromise solution that works in the current implementation and does not change anything drastically. I would happy to do some work if you give some example of describing.

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