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 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
- Compiling for testing
- 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.
When targeting the host and desktop, on CI we use a pre-built Dart SDK vended by the Dart team.
To build and use the SDK from the Dart sources downloaded by gclient sync
, after editing those
source files, 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 main
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 --android-cpu arm64 --unoptimized
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 Apple Silicon ("M" chips), add
--mac-cpu arm64
to avoid using emulation. This will generatehost_debug_unopt_arm64
.
- On Apple Silicon ("M" chips), add
💡 TIP: When developing on a Mac with ARM (M CPU), prefer
host_debug_unopt_arm64
.You can continue to use
host_debug_unopt
(required for Intel Macs), but the engine will be run under Rosetta which may be slower. See Developing with Flutter on Apple Silicon for more information.
- 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
(orninja -C out/host_debug_unopt_arm64
, see above) 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
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/main
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 main
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).- This also produces an Xcode project for working with the engine source code at
out/ios_debug_unopt/flutter_engine.xcodeproj
- For a discussion on the various flags and modes, see Flutter's modes.
- Add the
--simulator-cpu=arm64
argument for an arm64 Mac simulator to output toout/ios_debug_sim_unopt_arm64
.
- This also produces an Xcode project for working with the engine source code at
-
./flutter/tools/gn --unoptimized
to prepare the build files for host-side executables.- On Apple Silicon ("M" chips), add
--mac-cpu arm64
to avoid using emulation. This will generatehost_debug_unopt_arm64
.
- On Apple Silicon ("M" chips), add
-
ninja -C out/ios_debug_unopt && ninja -C out/host_debug_unopt
to build all artifacts (useout/ios_debug_sim_unopt
for Simulator).
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 main
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.
-
ninja -C out/host_debug_unopt
to build a desktop unoptimized binary.- If you skipped
--unoptimized
, useninja -C out/host_debug
instead.
- 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.
Warning
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 main
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
- Building fuchsia is only supported on linux. You need to update
engine/.gclient
, or../.gclient
if current directory isengine/src
, withcustom_vars
.
solutions = [
{
# ...
"custom_vars": {
"download_fuchsia_deps": True,
"run_fuchsia_emu": True,
},
},
]
You may ignore
"run_fuchsia_emu": True
if you won't run tests locally.
Run gclient sync
.
Warning
When running tests locally, you will also need kvm enabled, or nested virtualization on the gcloud VMs. Fuchsia and the tests will all be executed on the qemu.
- Prepare and build
./flutter/tools/gn --fuchsia --no-lto
- It will create a
out/fuchsia_debug_x64
. - Use
--fuchsia-cpu arm64
to build components for arm64. It will be created in a folderout/fuchsia_debug_arm64
. - Use
--runtime-mode=release
or--runtime-mode=profile
to select other profiles as other platforms. - Ignore
--no-lto
to use lto or link-time optimization.
ninja -C out/fuchsia_debug_x64 -k 0
- It builds all but ignores known errors.
- Or specify following targets to avoid using
-k 0
.
flutter/shell/platform/fuchsia:fuchsia \
flutter/shell/platform/fuchsia/dart_runner:dart_runner_tests \
fuchsia_tests
- Use
autoninja
if it's available. -C out/fuchsia_release_x64
for release build; other configurations are similar with a different folder name inout/
.
- Run all tests locally
python3 flutter/tools/fuchsia/with_envs.py flutter/testing/fuchsia/run_tests.py
- It runs the tests in
out/fuchsia_debug_x64
by default. According to the configuration, it may take 5 minutes with regular gtest output to the terminal. - Add
fuchsia_release_x64
at the end of the command for release build; other configurations are similar with a different folder name inout/
.
python3 flutter/tools/fuchsia/with_envs.py flutter/testing/fuchsia/run_tests.py fuchsia_release_x64
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-web-sdk=wasm_release
to your flutter
command, e.g.:
flutter run --local-web-sdk=wasm_release -d chrome
flutter test --local-web-sdk=wasm_release 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 main
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-web-sdk=wasm_release
to your flutter
command, e.g.:
flutter run --local-web-sdk=wasm_release -d chrome
flutter test --local-web-sdk=wasm_release test/path/to/your_test.dart
For testing the engine again use felt tool this time with felt_windows.bat.
felt_windows.bat test
To run dart tests, build the engine:
flutter/tools/gn --unoptimized
ninja -C out/host_debug_unopt/
execute run_tests
for native:
python3 flutter/testing/run_tests.py --type dart
and felt
for web:
cd flutter/lib/web_ui
dev/felt test [test file]
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.