Commit Graph

45 Commits

Author SHA1 Message Date
Samuel Susla a159416333 Use std::optional instead of butter::optional
Summary: changelog: Use std::optional instead of butter::optional

Reviewed By: fkgozali

Differential Revision: D33352680

fbshipit-source-id: 45a53fec181a6ffb6218909bc23348f7c9f21ec4
2022-03-04 07:25:59 -08:00
Andres Suarez 8bd3edec88 Update copyright headers from Facebook to Meta
Reviewed By: aaronabramov

Differential Revision: D33367752

fbshipit-source-id: 4ce94d184485e5ee0a62cf67ad2d3ba16e285c8f
2021-12-30 15:11:21 -08:00
Kevin Gozali fb39d45ed5 C++ - better => butter
Summary:
Renaming the `better` utilities to `butter`:
- to prevent claims that this library is superior to others - it really depends on use cases
- to indicate ease of use throughout the codebase, easily spread like butter

Changelog: [C++][Changed] Renaming C++ better util to butter, used by Fabric internals

Reviewed By: JoshuaGross

Differential Revision: D33242764

fbshipit-source-id: 26dc95d9597c61ce8e66708e44ed545e0fc5cff5
2021-12-20 22:25:14 -08:00
Samuel Susla 34c4fdb8e2 Remove implicity type conversions from LayoutAnimations
Summary: changelog: [internal]

Reviewed By: philIip

Differential Revision: D33058920

fbshipit-source-id: 6d39e26c369dad409f5141dceae7554fe65daaba
2021-12-15 07:19:51 -08:00
Pieter De Baets 6025611bd0 Use real propsParserContext in LayoutAnimation
Summary: Changelog: [Internal]

Reviewed By: sammy-SC

Differential Revision: D31053819

fbshipit-source-id: 8ec21012500f3bfc7e8aea018b5ca72323da2d9e
2021-09-21 04:24:28 -07:00
Samuel Susla ce6047d816 Pull function calculateAnimationProgress to a separate file
Summary:
changelog: [internal]

Pulling a function from class since it doesn't use any of the ivars.

Reviewed By: RSNara

Differential Revision: D30766917

fbshipit-source-id: 219d9b7d3bc0b110b659d7188f5e3877c7b480ff
2021-09-14 06:21:05 -07:00
Samuel Susla d2cc91bcc3 Add a way to simulate memory access to ImageProps in LayoutAnimations
Summary:
changelog: [internal]

I'm chasing down a crash in LayoutAnimations, it would help me to simulate the memory access which causes the crash to learn where the bad memory is coming from.

Reviewed By: RSNara

Differential Revision: D30776840

fbshipit-source-id: 1e97fac28ba2df37ba3e47ec2c110043c3823e70
2021-09-12 08:56:32 -07:00
Samuel Susla 24b961b6f7 Add option to crash the app if component descriptor is missing in LayoutAnimations
Summary:
changelog: [internal]

Add a log behind feature flag to learn more about missing component descriptor.

Component descriptor should never be missing, that's a state of program that is impossible as far as I can tell. This logic was introduced in D22216030 (https://github.com/facebook/react-native/commit/6342e6e3f11219391ac3296d41233735af7e6cad) and I think it is just cover the real cause of crashes in LA on iOS.

Reviewed By: RSNara

Differential Revision: D30765947

fbshipit-source-id: 6843384e02529de2f024c59c61ae21b8682ac371
2021-09-11 00:26:27 -07:00
Samuel Susla 4fe72bdc22 Move comparision functions to separate file
Summary:
changelog: [internal]

Just moving two functions to separate file.

Reviewed By: RSNara

Differential Revision: D30765732

fbshipit-source-id: e85e749c2910f6f38f07e56b23a21fb9f1cbc9b5
2021-09-09 11:57:25 -07:00
Samuel Susla ba6f21e32d Pull handling of stopped surfaces into separate method
Summary:
changelog: [internal]

Just moves stopped surfaces logic into separate method

Reviewed By: RSNara

Differential Revision: D30756213

fbshipit-source-id: d8eb637e6b9fc77c400dfdefa900ebaa89710825
2021-09-09 11:57:24 -07:00
Samuel Susla f91974156b Pass by ShadowView by reference to copy
Summary:
changelog: [internal]

Pass ShadowView by reference to avoid unnecessary copy.

Reviewed By: RSNara

Differential Revision: D30756212

fbshipit-source-id: 1ac1f5b943c8f278db5bcdb55d76e88de514debb
2021-09-09 11:57:24 -07:00
Samuel Susla ae4068d63c Add option to skip invalidated key frames
Summary:
changelog: [internal]

Maybe invalid keyframe animation shouldn't be queued. This adds a fix behind feature flag to verify if it fixes iOS crashes.

Reviewed By: RSNara

Differential Revision: D30730005

fbshipit-source-id: 8a2bb54c449449a95d14d51a1a78bfaccad61877
2021-09-09 11:57:24 -07:00
Samuel Susla 16a093029e Group private public and protected methods in LayoutAnimationKeyFrameManager
Summary:
changelog: [internal]

Group public, protected and private methods in header and implementation file. Nothing else is changed in this diff.

Reviewed By: RSNara

Differential Revision: D30729103

fbshipit-source-id: 047bfb86794caedddcf6569ffeee224fee811794
2021-09-08 11:53:16 -07:00
Samuel Susla f2191ecbc5 Clean up dtors in LayoutAnimations
Summary:
changelog: [internal]

Clean up destructors for classes in LayoutAnimations module.

Reviewed By: RSNara

Differential Revision: D30728212

fbshipit-source-id: 612afb8ebf1407318d22fc461fcc7e03a2b72c47
2021-09-08 11:53:16 -07:00
Samuel Susla 2c09095567 Remove unused header imports
Summary:
changelog: [internal]

Clean up unused header imports in LayoutAnimations.

Reviewed By: RSNara

Differential Revision: D30728213

fbshipit-source-id: 725da1a7057b058c6564a8d89856d599f9a798a7
2021-09-08 11:53:16 -07:00
Samuel Susla 5153b43c6a Move LA helper classes to separate file
Summary:
changelog: [internal]

Just moving helper classes to dedicated file

Reviewed By: philIip

Differential Revision: D30728209

fbshipit-source-id: a86feb7f9352356078f3d238eb8d5f0c0f1e7ff2
2021-09-08 11:53:16 -07:00
Samuel Susla d83c310144 Simplify Layout Animation callback handling
Summary:
changelog: [internal]

There was extra bookkeeping associated with lifetime of `LayoutAnimationCallbackWrapper`. We can just copy it into runtimeExecutor lambda to manage its life cycle and delete `jsi::Function` once it was called.

Reviewed By: RSNara

Differential Revision: D30728210

fbshipit-source-id: 6fc60ee83846cb73648f1c09e5aaf1ed04bd0817
2021-09-08 11:53:16 -07:00
Samuel Susla cb58c84dc0 Use set instead of vector to hold stopped surfaces
Summary:
changelog: [internal]

Use set instead of vector. It makes for nicer API to check if the element exists.

Reviewed By: cortinico

Differential Revision: D30728211

fbshipit-source-id: 7b7cc1e94bb82a44b064e2945a753adbbce5dc2c
2021-09-08 06:46:52 -07:00
Joshua Gross 967eeff86e Add unit tests for Layout Animations
Summary:
Add unit tests for Layout Animations.

This first batch generates a random mutation, then animates it to completion.

I found one issue with UPDATE+REMOVE+INSERT animation consistency. That shouldn't cause any crashes in production, but is a chance to improve consistency of mutations overall - and could in theory point to memory corruption, though it's somewhat unlikely.

I ran with randomized seeds, found issues, fixed them, re-ran to ensure issues were fixed, rinsed and repeated. At the end I was able to run dozens of times (with random seeds) and found nothing.

The next step is to repeatedly generate mutations that conflict with ongoing animations.

Changelog: [Internal]

Reviewed By: sammy-SC

Differential Revision: D28343750

fbshipit-source-id: c1c60d89a31be3ac05d57482f0af3c482b866abe
2021-05-11 12:11:35 -07:00
Joshua Gross b44f4dda4f LayoutAnimations: fix mutation ordering hitting assert
Summary:
When REMOVE animations finish, they are hitting asserts in StubViewTree because of UPDATEs and REMOVEs being out-of-order. By simply not forcing REMOVEs to happen before UPDATEs, this problem seems to go away.

Long-term (in a couple weeks, likely) I want to add unit tests to catch all cases like this, but I'm comfortable with this change since it does fix a known assert failure.

Changelog: [Internal]

Differential Revision: D28086223

fbshipit-source-id: eb77ea94d76e996d7b2cb37038ce6f2a9799f8b4
2021-04-29 15:32:09 -07:00
Joshua Gross 8f52fb24ec Make mutation sorting more clear
Summary:
This is more insurance against future changes than fixing any existing bugs. In a very small number of cases it looks like this sorting isn't working, for reasons that are not easily reproducible (way less than 1 in 10000 times for me, if that) and not obvious, since we're sorting vectors in a canonical and straightforward way.

Again, this insures that logic won't change in the future.

Changelog: [Internal]

Reviewed By: mdvacca

Differential Revision: D27492936

fbshipit-source-id: 7f47e44ac1101915e1a0433c8f0a50a3c6a0c7b3
2021-03-31 21:33:06 -07:00
Joshua Gross 01f7d4f720 Refactor duplicated code into queueFinalMutationsForCompletedKeyFrame
Summary:
This chunk of code is repeated 3x in the codebase with minor variations. Consolidate as `queueFinalMutationsForCompletedKeyFrame`.

Should be no changes in behavior.

Changelog: [Internal]

Reviewed By: sammy-SC

Differential Revision: D27407766

fbshipit-source-id: 196f0d4c7868007f0d103b024feb4450640a3f62
2021-03-31 21:33:05 -07:00
Joshua Gross 92b8075120 Recursively clean up conflicting animations
Summary:
Call getAndEraseConflictingAnimations recursively, to clean up any conflicting animations.

With a specific sequence of mutation instructions, it is possible that an animation on a tree is set up, and the entire tree needs to be cleaned up if a parent is deleted, say.

This can happen especially if rapidly mutating trees in such a way that invokes view flattening and unflattening (which is not recommended, but is certainly possible).

Changelog: [Internal]

Reviewed By: sammy-SC

Differential Revision: D27407776

fbshipit-source-id: 5125250f051c58870692f8fdc43ed23da5058a7f
2021-03-31 21:33:04 -07:00
Joshua Gross 9ea0020054 For certain types of conflicts we do *not* want to generate a final UPDATE mutation
Summary:
In general, when an animation is interrupted or completed, we want to forcibly "flush" an update that will make the StubViewTree/mounting layer consistent with the ShadowTree.

However, in cases where a conflict creates a second animation and stops the first, we simply updated the "viewPrev" of the second animation and smoothly transition to it.

Changelog: [Internal]

Reviewed By: sammy-SC

Differential Revision: D27407774

fbshipit-source-id: 928363867d8994c9d69c53154a07bda94f954afa
2021-03-31 21:33:04 -07:00
Joshua Gross 706a223dd2 Refactor LA: keyFrames have N "final items" to execute
Summary:
One of the struggles with the LA engine is to make sure that LA doesn't break the StubViewTree. In particular, we have strict requirements that the "oldShadowView" with every mutation matches exactly what is in the shadow tree, so it appears that there is a linear progression of ShadowNodes for every mutation instruction.

This is a struggle to do with the current setup, requires some wacky code, and doesn't work properly. Instead of spreading REMOVE/DELETE (especially) or INSERT/UPDATE instructions across multiple keyframes, we now allow keyframes to have multiple "final" instructions to execute,
which makes it much easier to keep state consistent.

Changelog: [Internal]

Reviewed By: sammy-SC

Differential Revision: D27407769

fbshipit-source-id: 3a709503dc30be69efc345690cb1920eb9591e9a
2021-03-31 21:33:04 -07:00
Joshua Gross 72d45de21e Label LayoutAnimations enums with numbers for debugging
Summary:
Just makes it easier to log and inspect these values.

Changelog: [Internal]

Reviewed By: mdvacca

Differential Revision: D27407778

fbshipit-source-id: 68e93d100b56bc9065f0ff1370260412d729312d
2021-03-29 20:29:36 -07:00
Joshua Gross 7ac5d48341 Generalize "isVirtualView" logic to make debug asserts consistent with platform
Summary:
On Android we have the notion of "virtual views", which are defined consistently but the logic is scattered and duplicated throughout the codebase.

The logic exists to mark nodes that exist in the ShadowTree, but not the View tree. We want to CREATE, UPDATE, and DELETE them on the platform, but not INSERT or REMOVE
them. They basically exist as EventEmitter objects.

The only issue with this is (1) duplicated code, which opened the possibility for inconsistent definition (2) StubViewTree did not account for virtualized views, which caused
assert crashes in debug mode for certain LayoutAnimations on Android.

By moving the definition to ShadowViewMutation and accounting for it in StubViewTree, asserts are correct and consistent on all platforms.

This was not caught until recently, because, until recently, no asserts actually ran on Android.

Changelog: [Internal]

Reviewed By: sammy-SC

Differential Revision: D27001199

fbshipit-source-id: eb29085317037ba8a286d7813bdd57095ad4746f
2021-03-15 13:50:56 -07:00
Joshua Gross fb1833eede Consolidate various debug-only flags into flags.h (#30988)
Summary:
Pull Request resolved: https://github.com/facebook/react-native/pull/30988

We have a bunch of flags scattered throughout the codebase with poor hygiene and commenting. Consolidate.

Changelog: [Internal]

Reviewed By: mdvacca

Differential Revision: D26392518

fbshipit-source-id: 2823de123a5009d6b8c358e8a3f451b9fa0e05b7
2021-02-17 18:00:47 -08:00
Joshua Gross e723294630 LayoutAnimations: remove dead code
Summary:
remove dead code; this flag is always defaulted to false, and not used anywhere

Changelog: [Internal]

Reviewed By: sammy-SC, mdvacca

Differential Revision: D26271507

fbshipit-source-id: e2277cc24f164c53f2e8a0aa72456ac400834d70
2021-02-09 22:43:42 -08:00
Samuel Susla 8478f461df Simplify interface of LayoutAnimationKeyFrameManager::getAndEraseConflictingAnimations
Summary:
Changelog: [internal]

Return value from `LayoutAnimationKeyFrameManager::getAndEraseConflictingAnimations` was a tuple with 3 elements. Two of them are not being used so let's get rid of them.

Reviewed By: JoshuaGross

Differential Revision: D25220601

fbshipit-source-id: 35781e735b6a2e518337fdeaf956c18bb370993b
2020-11-30 12:27:46 -08:00
Joshua Gross f9a4cafa20 LayoutAnimations: Remove unnecessary optionals in config
Summary:
These configs are never actually empty, so they shouldn't be optionals.

Changelog: [Internal]

Reviewed By: sammy-SC

Differential Revision: D25129254

fbshipit-source-id: 626119fefad0440732541c680286ebbbfab6aeba
2020-11-20 17:30:11 -08:00
Samuel Susla 8aae407b6f Fix race condition in LayoutAnimationCallbackWrapper
Summary:
Changelog: [Internal]

Contents of `callComplete_` are accessed from JavaScript thread and main thread and there is possible race condition. This diff changes `bool` to `atomic_bool` to prevent the race.

Reviewed By: JoshuaGross

Differential Revision: D25094907

fbshipit-source-id: 6a2c6e33ab5ba0c6ab728e175f2e5c11fdd0a579
2020-11-20 09:54:00 -08:00
Joshua Gross 5bd5fcdd38 LayoutAnimations: ensure that all mutations retain the correct "old" node
Summary:
The current implementation of LayoutAnimations assumed that the "previous/old" ShadowView passed into the diff mutation didn't matter except for purposes of diffing.

As it turns out, iOS components could possibly use the "old" version of props, state, etc - so we should try to keep track of the current value in the tree as much as possible.

This diff accomplishes that by keeping track of the "previous" view, which the AnimationDriver will update over time. This also allows us to simplify logic around conflicting animations.

I'm also adding a few additional asserts to assist in debugging.

This doesn't totally eliminate all asserts hit on iOS, yet, but it does reduce the number of times the asserts are hit in StubViewTree.

Changelog: [Internal]

Reviewed By: sammy-SC

Differential Revision: D25048644

fbshipit-source-id: d00aeece5af04624d8193063be453c7ce4a6e565
2020-11-19 14:53:23 -08:00
Samuel Susla 312226362d Add const annotations to LayoutAnimationKeyFrameManager
Summary: Changelog: [internal]

Reviewed By: JoshuaGross

Differential Revision: D25023706

fbshipit-source-id: 678377e2c471386670d1eab9c5adbe8aa6473a3c
2020-11-18 06:57:10 -08:00
Joshua Gross 61c1d60356 LayoutAnimations: generate final mutation instruction for interrupted animations without a final Mutation already queued up
Summary:
For some interrupted animations we will execute a "final" mutation associated with the animation, if it exists. For example, "UPDATE" animations always have a final Update animation associated with them.
Some, however, do not. For example: INSERT animations do not have a final mutation associated by default. In these cases (before this diff) if the animation from opacity 0 to 1 was interrupted, the View will
appear "stuck" at some intermediate opacity. To mitigate that, we generate a synthetic "final" mutation at 100% progress through the animation if it is interrupted.

Changelog: [Internal]

Reviewed By: fred2028

Differential Revision: D24691151

fbshipit-source-id: d9730b8a3493a5eeac4de325e7e0a7a64f73c8a0
2020-11-03 09:08:19 -08:00
Joshua Gross f40cdcdfe7 LayoutAnimations: remove "ConsecutiveMetadata" adjustment concept, adjust immediate and delayed mutation indices at the same time
Summary:
Index adjustment is tricky. Seems more reliable to adjust each immediate mutation, and then immediately adjust delayed mutations based on it, rinse and repeat.

Previously it was possible to construct examples where the UI would get into a weird state because index adjustment caused items to be inserted in the wrong location.

Changelog: [Internal]

Reviewed By: kacieb

Differential Revision: D24232926

fbshipit-source-id: f8c445213528c2d2aedacf3e0c73c5bbeb62bc3d
2020-10-09 19:02:19 -07:00
Joshua Gross ca51dc6288 Fix mutation sorting function
Summary:
The sorting function currently forms a partial ordering, not a total ordering. This can cause problems with certain sequences of immediate or conflicting mutations, leading to UI corruption or crashes.

Changelog: [Internal]

Reviewed By: shergin

Differential Revision: D24002668

fbshipit-source-id: edc9b4c1e3104897cb0c5fd6da563ec43d800494
2020-09-29 16:37:56 -07:00
Joshua Gross 81c61705f7 LayoutAnimations: simplify index adjustment, (un)flattening detection
Summary:
In this diff I simplify index adjustment and add comments to rigorously describe what we're doing at each step of index adjustment.

I've also made unflattening detection more correct, robust, and slightly more efficient.

Bugs that existed before:

1) The reparenting detection that existed in the animations layer had some subtle bugs. I don't have proof that it results in any correctness issues or crashes, but I suspect it.
2) Correctness of index adjustment: there were cases where the Android mounting layer would crash because LayoutAnimations would try to remove a View at an index, but the index was wrong. This is why I sat down and diagrammed the relationships between all the bits of data we have for index readjustment - I believe this to be correct now.
3) Correctness of INSERT index adjustment: I had the insight that when we have batches of INSERTs to consecutive indices, we essentially want them to be treated as a single INSERT for adjustment purposes, so that they're all placed consecutively in the view layer. I added `ConsecutiveAdjustmentMetadata` to deal with this, and there are more comments in the code.

Changelog: [Internal]

Reviewed By: yungsters

Differential Revision: D23806163

fbshipit-source-id: cd9e94945034db8b840f2a806c6377034a91af61
2020-09-20 14:54:00 -07:00
Valentin Shergin bc3251c6a5 Fabric: MountingTelemetry renamed to TransactionTelemetry
Summary:
Just renaming, nothing more.
The idea of MountingTelemetry already grown to something bigger than just mounting telemetry, so we are renaming it.

Changelog: [Internal] Fabric-specific internal change.

Reviewed By: mdvacca

Differential Revision: D23374947

fbshipit-source-id: f60ce38b75d1ce77498b84688e59598314c69a78
2020-08-28 10:22:41 -07:00
Joshua Gross fe7ff13fcf LayoutAnimations: stopSurface
Summary:
Implementing stopSurface to stop ongoing animations.

Changelog: [Internal]

Reviewed By: mdvacca

Differential Revision: D23382974

fbshipit-source-id: 478e0b1ad443ceeb771b03bd1689ec2bdbe02979
2020-08-27 19:37:06 -07:00
Joshua Gross 6a3c866b6a LayoutAnimations: work on making index adjustment more robust to flattening/unflattening and many reorders
Summary:
My goal in this diff is to make LayoutAnimations more stable, and more resilient to challenging situations. Namely, LayoutAnimations already works fine with:

1) Reorders
2) Flattening/unflattening
3) Deletion and recreation of the same hierarchy
4) Updates conflicting with an existing animation

However, what if /all/ of those things are combined? Handling update conflicts with multiple ongoing animations, repeatedly flattening/unflattening the same layer of hierarchy and reordering both parents and children, etc .

This diff does not make LayoutAnimations perfect, but it does make LayoutAnimations much more resilient to situations it was not able to handle before.

My primary method of testing was to use two Playground examples: one just repeatedly queues up mutations (some animated, some not) that create, update, and delete in the same hierarchy layer. The second, more complex one, mutates between random view hierarchies that involve a lot of flattening and unflattening as well as reordering, over a depth of 5. It also exercises animations over TextInlineViews, which is more challenging.

LayoutAnimations works best with the new "Flattening Differ" for now, because the Flattening Differ produces a much smaller, nearly minimal set of instructions in cases of flattening-unflattening. I would like that to not be a hard requirement for using LayoutAnimations, but it's a good starting-point for now.

As part of this work, I also developed a lot of debugging and logging mechanisms that are handy for detecting inconsistencies and debugging crashes. Some are included in this diff behind `#define` statements that are disabled by default, and the rest will be published separately and likely cannot be landed permanently, as they're more invasive changes that are only helpful in debugging.

# Followups:

- Automate testing: write a suite of C++ tests that mutates between random diffs and guarantees that all mutations in a StubViewTree are sensible
- Construct a set of minimal repros that catalogues all remaining crashes and inconsistency issues (these seem to be extremely marginal cases and are very hard to repro - so I think it's fine to run this in prod for now, but I will follow-up as soon as I'm back to catalogue and fix all remaining issues)
- This diff focuses on *not crashing*, but it is still possible to construct a sequence of complex mutations that results in (for example) views having some opacity between 0 and 1 if animations are interrupted repeatedly. Although this is easy enough to prevent in product code - the types of scenarios I'm running in tests are very unlikely to ever happen in production - it would be nice to be *sure* that LayoutAnimations will always converge to a sensible View hierarchy with up-to-date props.
- In general, the index adjustment logic is complicated. I don't know if there's a great way around it, so I need to at least catalogue and test all edge-cases as mentioned above.

Changelog: [Internal]

Reviewed By: mdvacca

Differential Revision: D23382975

fbshipit-source-id: f379d9aa2a4b9c33fa2ba8fa07870c9e31fad5e7
2020-08-27 19:37:06 -07:00
Joshua Gross 28ff63f669 Optional verbose logging for LayoutAnimations
Summary:
I've used this while debugging LayoutAnimations a few times. It compiles out to nothing when the define is not set.

Changelog: [Internal]

Reviewed By: mdvacca

Differential Revision: D22962113

fbshipit-source-id: 88b7bb1c20a07a7d804e5c81d31cf871d58bee92
2020-08-05 17:44:06 -07:00
Joshua Gross 1b575e8d1f Simplify and correct LayoutAnimations index adjustment
Summary:
Consolidated a few places where index adjustment was happening with nearly identical code. There was also one remaining case where index adjustment should be happening, but was not previously.

Changelog: [Internal]

Reviewed By: mdvacca

Differential Revision: D22962115

fbshipit-source-id: 732c026b5a3c60bb0eadb8d49826ffd6367f7f62
2020-08-05 17:44:05 -07:00
Joshua Gross e3302eeeab LayoutAnimations: call onSuccess, onFailure callbacks
Summary:
Hook up onSuccess and onFailure callbacks to LayoutAnimations.

Note that in non-Fabric RN, onSuccess is not known to work in Android. I could not find any uses of onFailure and it's not documented, so for now, it is only called if the setup of the animation fails.

Changelog: [Internal]

Reviewed By: shergin

Differential Revision: D22889352

fbshipit-source-id: 4306debb350388dd2b7a2cbfe295eb99723988e2
2020-08-02 16:37:03 -07:00
David Vacca 3093010ea5 move fabric to ReactCommon/react/renderer
Summary:
This diff moves fabric C++ code from ReactCommon/fabric to ReactCommon/react/renderer
As part of this diff I also refactored components, codegen and callsites on CatalystApp, FB4A and venice

Script: P137350694

changelog: [internal] internal refactor

Reviewed By: fkgozali

Differential Revision: D22852139

fbshipit-source-id: f85310ba858b6afd81abfd9cbe6d70b28eca7415
2020-07-31 13:34:29 -07:00