分析Android帧缓冲区状态监控过程

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SurfaceFlinger服务在启动的时候,会创建一个线程来监控由内核发出的帧缓冲区硬件事件。每当帧缓冲区要进入睡眠状态时,内核就会发出一个睡眠事件,这时候SurfaceFlinger服务就会执行一个释放屏幕的操作;而当帧缓冲区从睡眠状态唤醒时,内核就会发出一个唤醒事件,这时候SurfaceFlinger服务就会执行一个获取屏幕的操作。

status_t SurfaceFlinger::readyToRun(){    ALOGI( "SurfaceFlinger's main thread ready to run. "            "Initializing graphics H/W...");    // we only support one display currently    int dpy = 0;    {        // initialize the main display        GraphicPlane& plane(graphicPlane(dpy));        DisplayHardware* const hw = new DisplayHardware(this, dpy);        plane.setDisplayHardware(hw);    }...//启动显示屏睡眠/唤醒状态监控hw.startSleepManagement();...}
在SurfaceFlinger启动过程中,将创建一个DisplayHardware对象,在构造DisplayHardware的父类DisplayHardwareBase对象时,会创建一个线程,用来监控硬件帧缓冲区的睡眠和唤醒事件。我们知道,在构造一个子类对象时,首先会调用父类的构造函数,因此在构造DisplayHardware对象时,首先会执行DisplayHardwareBase的构造函数:
DisplayHardwareBase::DisplayHardwareBase(const sp<SurfaceFlinger>& flinger,        uint32_t displayIndex) {    mScreenAcquired = true;//创建一个帧缓存区状态监控线程    mDisplayEventThread = new DisplayEventThread(flinger);}
DisplayEventThread线程用于监控硬件帧缓存区的状态,其构造函数如下:
DisplayHardwareBase::DisplayEventThread::DisplayEventThread(        const sp<SurfaceFlinger>& flinger)    : Thread(false), mFlinger(flinger) {}
当SurfaceFlinger服务初始化完成后,在SurfaceFlinger的readyToRun()函数最后,将调用DisplayHardware对象Hw的startSleepManagement()函数来启动DisplayEventThread线程
void DisplayHardwareBase::startSleepManagement() const {    if (mDisplayEventThread->initCheck() == NO_ERROR) {        mDisplayEventThread->run("DisplayEventThread", PRIORITY_URGENT_DISPLAY);    } else {        ALOGW("/sys/power/wait_for_fb_{wake|sleep} don't exist");    }}
当硬件帧缓冲区被打开时,帧缓冲区驱动程序就会创建/sys/power/wait_for_fb_sleep和/sys/power/wait_for_fb_wake文件,用来通知用户空间显示屏即将要进入睡眠/唤醒状态。函数首先调用initCheck()函数来检查/sys/power/wait_for_fb_sleep和/sys/power/wait_for_fb_wake文件是否存在,如果文件存在,则启动DisplayEventThread线程,DisplayEventThread线程的执行过程如下:
bool DisplayHardwareBase::DisplayEventThread::threadLoop() {//等待硬件帧缓冲区fb进入睡眠状态,如果fb进入睡眠,函数返回,否则函数阻塞    if (waitForFbSleep() == NO_ERROR) {        sp<SurfaceFlinger> flinger = mFlinger.promote();        ALOGD("About to give-up screen, flinger = %p", flinger.get());//如果硬件帧缓冲区fb进入睡眠状态,则通知SurfaceFlinger释放显示屏        if (flinger != 0) {            flinger->screenReleased();        }//等待硬件帧缓冲区fb进入唤醒状态,如果fb被唤醒,函数返回,否则函数阻塞        if (waitForFbWake() == NO_ERROR) {            ALOGD("Screen about to return, flinger = %p", flinger.get());//如果硬件帧缓冲区fb被唤醒,则通知SurfaceFlinger获取显示屏            if (flinger != 0) {                flinger->screenAcquired();            }//线程循环执行threadLoop()函数            return true;        }    }    // error, exit the thread    return false;}
在DisplayEventThread线程执行过程中,通过waitForFbSleep()和waitForFbWake()函数分别等待硬件帧缓冲区的睡眠/唤醒,当fb进入睡眠时,调用SurfaceFlinger的screenReleased()函数释放显示屏;当fb被唤醒时,调用SurfaceFlinger的screenAcquired()函数来获取显示屏。首先介绍fb睡眠监控过程:
status_t DisplayHardwareBase::DisplayEventThread::waitForFbSleep() {    int err = 0;    char buf;//kSleepFileName = "/sys/power/wait_for_fb_sleep";    int fd = open(kSleepFileName, O_RDONLY, 0);    // if the file doesn't exist, the error will be caught in read() below    do {//读取"/sys/power/wait_for_fb_sleep"文件,如果文件不存在或者正确读取文件内容,该函数退出循环        err = read(fd, &buf, 1);    } while (err < 0 && errno == EINTR);    close(fd);    ALOGE_IF(err<0, "*** ANDROID_WAIT_FOR_FB_SLEEP failed (%s)", strerror(errno));    return err < 0 ? -errno : int(NO_ERROR);}
我们知道,当硬件帧缓冲区fb进入睡眠状态时,fb驱动程序会通过写/sys/power/wait_for_fb_sleep文件来告知用户空间的应用程序当前硬件帧缓冲fb的状态,因此,DisplayEventThread线程只需读取/sys/power/wait_for_fb_sleep文件内容就可以判断fb是否进入睡眠状态。当fb进入睡眠状态时,DisplayEventThread线程就可以读取到/sys/power/wait_for_fb_sleep文件的内容,waitForFbSleep函数返回,否则循环读取/sys/power/wait_for_fb_sleep文件。同样,当硬件帧缓冲区fb被唤醒时,fb驱动程序会通过写/sys/power/wait_for_fb_wake文件来告知用户空间的应用程序当前硬件帧缓冲fb的状态:
status_t DisplayHardwareBase::DisplayEventThread::waitForFbWake() {    int err = 0;    char buf;//kWakeFileName  = "/sys/power/wait_for_fb_wake";    int fd = open(kWakeFileName, O_RDONLY, 0);    // if the file doesn't exist, the error will be caught in read() below    do {//读取"/sys/power/wait_for_fb_wake"文件,如果文件不存在或者正确读取文件内容,该函数退出循环        err = read(fd, &buf, 1);    } while (err < 0 && errno == EINTR);    close(fd);    ALOGE_IF(err<0, "*** ANDROID_WAIT_FOR_FB_WAKE failed (%s)", strerror(errno));    return err < 0 ? -errno : int(NO_ERROR);}
当fb被唤醒时,DisplayEventThread线程就可以读取到/sys/power/wait_for_fb_wake文件的内容,waitForFbWake函数返回,否则循环读取/sys/power/wait_for_fb_wake文件。到此我们就知道DisplayEventThread线程是如何获取硬件帧缓冲区fb的状态,一旦DisplayEventThread线程监控到硬件帧缓冲区fb发生唤醒/睡眠状态切换,那么就会它通知SurfaceFlinger来处理。

1. 显示屏释放过程

当fb进入睡眠时,DisplayEventThread线程将调用SurfaceFlinger的screenReleased()函数来释放显示屏:

void SurfaceFlinger::screenReleased() {    class MessageScreenReleased : public MessageBase {        SurfaceFlinger* flinger;    public:        MessageScreenReleased(SurfaceFlinger* flinger) : flinger(flinger) { }        virtual bool handler() {            flinger->onScreenReleased();            return true;        }    };    sp<MessageBase> msg = new MessageScreenReleased(this);    postMessageSync(msg);}
在Android SurfaceFlinger服务的消息循环过程源码分析中介绍了SurfaceFlinger维护的消息循环过程。这里定义了一种释放显示屏的消息类型MessageScreenReleased,并通过postMessageSync()函数向SurfaceFlinger的消息队列同步发送一个MessageScreenReleased消息,由于发送的是一个同步消息,因此该函数将等待SurfaceFlinger的消息循环处理完该消息后才返回。当MessageScreenReleased消息被发送到SurfaceFlinger的消息队列后,SurfaceFlinger的消息循环将调用该消息的处理函数handler(),在MessageScreenReleased消息处理函数handler()中又继续调用SurfaceFlinger的onScreenReleased()函数来释放显示屏:
void SurfaceFlinger::onScreenReleased() {    const DisplayHardware& hw(graphicPlane(0).displayHardware());    if (hw.isScreenAcquired()) {//将显示屏释放转交给EventThread线程处理        mEventThread->onScreenReleased();//设置DisplayHardwareBase类的成员变量mScreenAcquired为false        hw.releaseScreen();    }}
函数首先调用EventThread线程的onScreenReleased()函数来唤醒EventThread线程,并且关闭VSync事件。
void EventThread::onScreenReleased() {    Mutex::Autolock _l(mLock);    if (!mUseSoftwareVSync) {        // disable reliance on h/w vsync        mUseSoftwareVSync = true;        mCondition.broadcast();    }}
而当显示屏处于睡眠状态时,DisplayHardwareBase类的成员变量mScreenAcquired的值就会等于false,表示SurfaceFlinger服务不可以访问显示屏。
void DisplayHardwareBase::releaseScreen() const {    mScreenAcquired = false;}
2. 显示屏获取过程

当fb被唤醒时,DisplayEventThread线程将调用SurfaceFlinger的screenAcquired()函数来获取显示屏:

void SurfaceFlinger::screenAcquired() {    class MessageScreenAcquired : public MessageBase {        SurfaceFlinger* flinger;    public:        MessageScreenAcquired(SurfaceFlinger* flinger) : flinger(flinger) { }        virtual bool handler() {            flinger->onScreenAcquired();            return true;        }    };    sp<MessageBase> msg = new MessageScreenAcquired(this);    postMessageSync(msg);}
这里定义了一种获取显示屏的消息类型MessageScreenAcquired,同样往SurfaceFlinger的消息队列中同步发送一个MessageScreenAcquired消息,SurfaceFlinger的消息循环将调用该消息的handler()函数来处理该消息,在该消息的处理函数handler()中,调用SurfaceFlinger的onScreenAcquired()函数来获取显示屏:
void SurfaceFlinger::onScreenAcquired() {    const DisplayHardware& hw(graphicPlane(0).displayHardware());    hw.acquireScreen();    mEventThread->onScreenAcquired();    // this is a temporary work-around, eventually this should be called    // by the power-manager    SurfaceFlinger::turnElectronBeamOn(mElectronBeamAnimationMode);    // from this point on, SF will process updates again    repaintEverything();}
首先调用DisplayHardware对象hw的acquireScreen()函数设置DisplayHardwareBase类的成员变量mScreenAcquired的值就会等于true,表示SurfaceFlinger服务可以访问显示屏。
void DisplayHardwareBase::acquireScreen() const {    mScreenAcquired = true;}
接着调用EventThread的onScreenAcquired()函数来唤醒EventThread线程,并打开VSync事件发送器。
void EventThread::onScreenAcquired() {    Mutex::Autolock _l(mLock);    if (mUseSoftwareVSync) {        // resume use of h/w vsync        mUseSoftwareVSync = false;        mCondition.broadcast();    }}
然后调用SurfaceFlinger的turnElectronBeamOn()函数点亮显示屏
status_t SurfaceFlinger::turnElectronBeamOn(int32_t mode){    class MessageTurnElectronBeamOn : public MessageBase {        SurfaceFlinger* flinger;        int32_t mode;        status_t result;    public:        MessageTurnElectronBeamOn(SurfaceFlinger* flinger, int32_t mode)            : flinger(flinger), mode(mode), result(PERMISSION_DENIED) {        }        status_t getResult() const {            return result;        }        virtual bool handler() {            Mutex::Autolock _l(flinger->mStateLock);            result = flinger->turnElectronBeamOnImplLocked(mode);            return true;        }    };    postMessageAsync( new MessageTurnElectronBeamOn(this, mode) );    return NO_ERROR;}
和前面SurfaceFlinger处理显示屏的释放、获取类似,也是为显示屏点亮处理定义类型为MessageTurnElectronBeamOn的消息,并向SurfaceFlinger消息队列中发送一个该类型的消息,有一点不同的是,这里的消息采用异步方式发送。SurfaceFlinger消息循环将调用该消息的处理函数handler来点亮显示屏,在消息处理函数中又调用SurfaceFlinger的turnElectronBeamOnImplLocked函数来完成显示屏的点亮处理。
status_t SurfaceFlinger::turnElectronBeamOnImplLocked(int32_t mode){    DisplayHardware& hw(graphicPlane(0).editDisplayHardware());//通过DisplayHardwareBase类的成员变量mScreenAcquired来判断当前显示屏是否可用    if (hw.canDraw()) {        // we're already on        return NO_ERROR;    }//是否需要显示动画    if (mode & ISurfaceComposer::eElectronBeamAnimationOn) {        electronBeamOnAnimationImplLocked();    }    //设置脏区域为整个屏幕大小    mDirtyRegion.set(hw.bounds());//请求VSync事件    signalTransaction();    return NO_ERROR;}
该函数通过调用signalTransaction()函数来请求下一次VSync事件
void SurfaceFlinger::signalTransaction() {    mEventQueue.invalidate();}
变量mEventQueue的类型为MessageQueue,因此这里调用MessageQueue的invalidate()函数
void MessageQueue::invalidate() {    mEvents->requestNextVsync();}
在Android SurfaceFlinger对VSync信号的处理过程分析中介绍了SurfaceFlinger通过Connection来接收EventThread线程分发的VSync事件,这里调用Connection的requestNextVsync()函数请求EventThread线程分发下一次的VSync事件。
void EventThread::Connection::requestNextVsync() {    mEventThread->requestNextVsync(this);}
通过唤醒EventThread线程来请求下一次VSync事件
void EventThread::requestNextVsync(const sp<EventThread::Connection>& connection) {    Mutex::Autolock _l(mLock);    if (connection->count < 0) {        connection->count = 0;        mCondition.broadcast();    }}
回到onScreenAcquired()函数,最后调用repaintEverything()函数请求刷新显示屏。
void SurfaceFlinger::repaintEverything() {    const DisplayHardware& hw(graphicPlane(0).displayHardware());    const Rect bounds(hw.getBounds());    setInvalidateRegion(Region(bounds));    signalTransaction();}
DisplayHardwareBase类用来控制SurfaceFlinger服务是否能够在显示屏上渲染UI。当DisplayHardwareBase类的成员函数canDraw的返回值等于true时,就表示SurfaceFlinger服务可以在显示屏上渲染系统的UI,否则就不可以。DisplayEventThreadBase类的创建一个名称为“DisplayEventThread”的线程,用来监控fb的睡眠/唤醒状态切换事件。这个线程循环调用DisplayEventThread类的成员函数threadLoop来监控fb的睡眠/唤醒状态切换事件,并根据fb的状态通知SurfaceFlinger释放或获取显示屏。
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