详解Android SurfaceFinger服务

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概述

SurfaceFlinger是android平台的显示服务,为移动互联网时代的内容呈现和交互提供了平台级的基础。本文以Android4.2的源代码和架构为例,详细介绍SurfaceFlinger服务。


相关类图


启动

SurfaceFlinger服务的源代码位于frameworks/native/cmds/surfaceflinger下:

int main(int argc, char** argv) {    SurfaceFlinger::publishAndJoinThreadPool(true);    // When SF is launched in its own process, limit the number of    // binder threads to 4.    ProcessState::self()->setThreadPoolMaxThreadCount(4);    return 0;}

为android平台上最常见的native BinderService启动方式。

下边结合binder上层接口粗略分析该段程序。

将"SurfaceFlinger::publishAndJoinThreadPool(true);"

扩展开变为:

        sp<IServiceManager> sm(defaultServiceManager());        sm->addService(String16(SERVICE::getServiceName()), new SERVICE(), allowIsolated); // 向servicemanager注册SurfaceFinger服务,以“SurfaceFlinger”作为名字/标识        ProcessState::self()->startThreadPool();        IPCThreadState::self()->joinThreadPool();

ProcessState为每进程的记录binder进程状态的类。主要职责在于:

  1. 打开binder设备并将binder事务内存映射到本进程地址空间的最开始,尺寸为BINDER_VM_SIZE
  2. 记录contextobject(一般为servicemanager代理对象)
  3. 孵化线程/管理线程池
  4. IBinder和handle之间的转换和查询

ProcessState::self()->startThreadPool();

通过创建一个额外线程(自动进入looper状态)来启动线程池,

IPCThreadState::self()->joinThreadPool();

IPCThreadState为每线程(通过编程本地存储实现)的管理binder thread状态的类,同时负责与binder设备之间的数据交换,其成员:

            Parcel              mIn;            Parcel              mOut;

承担着binder的flat/unflat、发出请求到binder、从binder设备接收client端的请求等任务。

这样子主线程也进入looper模式,现在进入joinThreadPool方法:

binder通信的主要细节就在此方法中,主要思想便是通过talkWithDriver来取到本进程接收到的binder请求并将其反序列化为mIn身上,读出cmd并执行之,摘取几个重要的cmd如下:

BR_TRANSACTION:代表一次binder事务,最常见的便是RPC调用了

            binder_transaction_data tr;            ......            if (tr.target.ptr) {                sp<BBinder> b((BBinder*)tr.cookie);                const status_t error = b->transact(tr.code, buffer, &reply, tr.flags);                if (error < NO_ERROR) reply.setError(error);            } else {                const status_t error = the_context_object->transact(tr.code, buffer, &reply, tr.flags);                if (error < NO_ERROR) reply.setError(error);            }


binder_transaction_data身上带有服务端的BBinder(client端第一次从servicemanager查询到服务端时被告知并由binder driver记录),

当tr.target.ptr非空时,通过该BBinder对象的transact函数来完成RPC。否则意味着对context_object(通常为本进程内的BpServiceManager对象,且对应handle为0 )的请求。

BBinder的子类通过onTransact函数来服务各种RPC调用。在本文中,便是SurfaceFlinger对象的onTransact函数来应对client的请求。

BR_SPAWN_LOOPER:

前边启动过程中,binder thread包括主线程(SurfaceFlinger对象构造过程中也创建了额外辅助进程,但不是binder thread,排除在外,在本文后半部分分析)一共是两个。当有多个client请求时,势必binder thread不够用(binder driver簿记binder thread的各种信息),此时binder driver便post BR_SPAWN_LOOPER类型的cmd,让本进程预先孵化下一个binder thread,且此后孵化的线程不会进入looper模式(主要处理线程),只是登记为looper(目前在driver中未看出来两者明显区别)

另外,当本进程需要其他服务的协助的时候呢,本进程也需要作为client来发起binder请求,此时便用到了BpBinder::transact()函数,BpBinder成员mHandle用来引用远端对象,作为参数传递给IPCThreadState::self()->transact()来完成。其原理与前述接受binder请求的过程相反,不再赘述。


SurfaceFlinger构造

此步骤是前述启动步骤中的一小步,但也是展现出特定service与众不同的最大一步。

如文件第一部分所列类图所示,SurfaceFlinger继承自多个基类:

class SurfaceFlinger : public BinderService<SurfaceFlinger>,                       public BnSurfaceComposer,                       private IBinder::DeathRecipient,                       private Thread,                       private HWComposer::EventHandler

构造函数非常轻量级,只获取了几个系统debug设置。

在ServiceManager addservice时第一次引用刚创建的SurfaceFinger对象,其基类RefBase的onFirstRef被调用:

void SurfaceFlinger::onFirstRef(){    mEventQueue.init(this);    run("SurfaceFlinger", PRIORITY_URGENT_DISPLAY);    // Wait for the main thread to be done with its initialization    mReadyToRunBarrier.wait();}

初始化EventQueue,并建立Looper/Handler这对好基友。

接下来启动自己(SurfaceFlinger也是Thread对象),

然后主线程阻塞住直到ReadyToRun(Thread真正启动前的一次性初始化函数)被调用。

接下来咱们转到ReadyToRun函数,鉴于该函数如一枚知性的熟女——深有内涵:

    ALOGI(  "SurfaceFlinger's main thread ready to run. "            "Initializing graphics H/W...");    // initialize EGL for the default display    mEGLDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);    eglInitialize(mEGLDisplay, NULL, NULL);    // Initialize the H/W composer object.  There may or may not be an    // actual hardware composer underneath.    mHwc = new HWComposer(this,            *static_cast<HWComposer::EventHandler *>(this));    // initialize the config and context    EGLint format = mHwc->getVisualID();    mEGLConfig  = selectEGLConfig(mEGLDisplay, format);    mEGLContext = createGLContext(mEGLDisplay, mEGLConfig);    LOG_ALWAYS_FATAL_IF(mEGLContext == EGL_NO_CONTEXT,            "couldn't create EGLContext");    // initialize our non-virtual displays    for (size_t i=0 ; i<DisplayDevice::NUM_DISPLAY_TYPES ; i++) {        DisplayDevice::DisplayType type((DisplayDevice::DisplayType)i);        mDefaultDisplays[i] = new BBinder();        wp<IBinder> token = mDefaultDisplays[i];        // set-up the displays that are already connected        if (mHwc->isConnected(i) || type==DisplayDevice::DISPLAY_PRIMARY) {            // All non-virtual displays are currently considered secure.            bool isSecure = true;            mCurrentState.displays.add(token, DisplayDeviceState(type));            sp<FramebufferSurface> fbs = new FramebufferSurface(*mHwc, i);            sp<SurfaceTextureClient> stc = new SurfaceTextureClient(                        static_cast< sp<ISurfaceTexture> >(fbs->getBufferQueue()));            sp<DisplayDevice> hw = new DisplayDevice(this,                    type, isSecure, token, stc, fbs, mEGLConfig);            if (i > DisplayDevice::DISPLAY_PRIMARY) {                // FIXME: currently we don't get blank/unblank requests                // for displays other than the main display, so we always                // assume a connected display is unblanked.                ALOGD("marking display %d as acquired/unblanked", i);                hw->acquireScreen();            }            mDisplays.add(token, hw);        }    }    //  we need a GL context current in a few places, when initializing    //  OpenGL ES (see below), or creating a layer,    //  or when a texture is (asynchronously) destroyed, and for that    //  we need a valid surface, so it's convenient to use the main display    //  for that.    sp<const DisplayDevice> hw(getDefaultDisplayDevice());    //  initialize OpenGL ES    DisplayDevice::makeCurrent(mEGLDisplay, hw, mEGLContext);    initializeGL(mEGLDisplay);    // start the EventThread    mEventThread = new EventThread(this);    mEventQueue.setEventThread(mEventThread);    // initialize our drawing state    mDrawingState = mCurrentState;    // We're now ready to accept clients...    mReadyToRunBarrier.open();    // set initial conditions (e.g. unblank default device)    initializeDisplays();    // start boot animation    startBootAnim();    return NO_ERROR;


我们将其曼妙身段划分为如下:

  1. EGL初始化
  2. Hardware Composer初始化
  3. 选择EGLConfig并创建EGLContext
  4. 初始化各个DisplayDevice
  5. 初始化OpenGL ES并绑定到当前进程,初始化EGLDisplay
  6. 创建EventThread用于为mEventQueue身上的Handler/Looper搞基提供上下文
  7. 通知主线程,让其继续运行
  8. 初始化显示,并显示启动动画(通过“property_set("ctl.start", "bootanim")”)

下边摘取其中一些关键步骤分析:

EGL初始化

EGL初始化主要通过eglGetDisplay()来实现,其参数为EGL_DEFAULT_DISPLAY(一个handle值,意义依赖于具体平台):

EGLDisplay eglGetDisplay(EGLNativeDisplayType display){    clearError();    uint32_t index = uint32_t(display);    if (index >= NUM_DISPLAYS) {        return setError(EGL_BAD_PARAMETER, EGL_NO_DISPLAY);    }    if (egl_init_drivers() == EGL_FALSE) {        return setError(EGL_BAD_PARAMETER, EGL_NO_DISPLAY);    }    EGLDisplay dpy = egl_display_t::getFromNativeDisplay(display);    return dpy;}

接下来的调用栈为:egl_init_drivers->egl_init_drivers_locked,egl_init_drivers_locked中主要就是根据/system/lib/egl/egl.cfg文件中配置信息(其中便指定了{tag}的值)运行时装载libGLESv1_CM_{tag}.so,libGLESv2_{tag}.so libEGL_{tag}.so,并将egl_entries.in中的egl函数簇的地址全部找到并绑定到egl_connection_t的egl成员上,将entries.in中的gl函数簇的地址全部找到并绑定到egl_connection_t的hooks上,所以最终的egl的一堆东西都保存在了进程全局变量:

egl_connection_t gEGLImpl;gl_hooks_t gHooks[2];

上(gEGLImpl成员含有对gHooks的指针)。

接下来便是拿到EGLDisplay的过程,包含在egl_display_t::getFromNativeDisplay(display)中,其实现是调用上一步中装载的EGL库中的"eglGetDisplay"函数来获得真正实现并设定给egl_display_t::sDisplay[NUM_DISPLAYS].dpy,返回egl_display_t::sDisplay数组中第一个invalid项的索引作为EGLDisplay handle

接下来便是EGL初始化的过程:

EGLBoolean eglInitialize(EGLDisplay dpy, EGLint *major, EGLint *minor){    clearError();    egl_display_ptr dp = get_display(dpy);    if (!dp) return setError(EGL_BAD_DISPLAY, EGL_FALSE);    EGLBoolean res = dp->initialize(major, minor);    return res;}
其中关键步骤体现在dp->initialize中,展开它的实现:

EGLBoolean egl_display_t::initialize(EGLint *major, EGLint *minor) {    Mutex::Autolock _l(lock);    if (refs > 0) {        if (major != NULL)            *major = VERSION_MAJOR;        if (minor != NULL)            *minor = VERSION_MINOR;        refs++;        return EGL_TRUE;    }#if EGL_TRACE    // Called both at early_init time and at this time. (Early_init is pre-zygote, so    // the information from that call may be stale.)    initEglTraceLevel();    initEglDebugLevel();#endif    setGLHooksThreadSpecific(&gHooksNoContext); // 将前边从egl库中取出来的glhooks绑定到thread的TLS上,Note:bionic c为OpenGL预留了专用的TLS,see:bionic_tls.h    // initialize each EGL and    // build our own extension string first, based on the extension we know    // and the extension supported by our client implementation    egl_connection_t* const cnx = &gEGLImpl;    cnx->major = -1;    cnx->minor = -1;    if (cnx->dso) {#if defined(ADRENO130)#warning "Adreno-130 eglInitialize() workaround"        /*         * The ADRENO 130 driver returns a different EGLDisplay each time         * eglGetDisplay() is called, but also makes the EGLDisplay invalid         * after eglTerminate() has been called, so that eglInitialize()         * cannot be called again. Therefore, we need to make sure to call         * eglGetDisplay() before calling eglInitialize();         */        if (i == IMPL_HARDWARE) {            disp[i].dpy = cnx->egl.eglGetDisplay(EGL_DEFAULT_DISPLAY);        }#endif        EGLDisplay idpy = disp.dpy;        if (cnx->egl.eglInitialize(idpy, &cnx->major, &cnx->minor)) { // 调用egl库中的eglInitialize            //ALOGD("initialized dpy=%p, ver=%d.%d, cnx=%p",            //        idpy, cnx->major, cnx->minor, cnx);            // display is now initialized            disp.state = egl_display_t::INITIALIZED;            // get the query-strings for this display for each implementation            disp.queryString.vendor = cnx->egl.eglQueryString(idpy, // 查询一些meta信息                    EGL_VENDOR);            disp.queryString.version = cnx->egl.eglQueryString(idpy,                    EGL_VERSION);            disp.queryString.extensions = cnx->egl.eglQueryString(idpy,                    EGL_EXTENSIONS);            disp.queryString.clientApi = cnx->egl.eglQueryString(idpy,                    EGL_CLIENT_APIS);        } else {            ALOGW("eglInitialize(%p) failed (%s)", idpy,                    egl_tls_t::egl_strerror(cnx->egl.eglGetError()));        }    }    // the query strings are per-display    mVendorString.setTo(sVendorString);    mVersionString.setTo(sVersionString);    mClientApiString.setTo(sClientApiString);    // we only add extensions that exist in the implementation    char const* start = sExtensionString; // 装配扩展信息    char const* end;    do {        // find the space separating this extension for the next one        end = strchr(start, ' ');        if (end) {            // length of the extension string            const size_t len = end - start;            if (len) {                // NOTE: we could avoid the copy if we had strnstr.                const String8 ext(start, len);                // now look for this extension                if (disp.queryString.extensions) {                    // if we find it, add this extension string to our list                    // (and don't forget the space)                    const char* match = strstr(disp.queryString.extensions, ext.string());                    if (match && (match[len] == ' ' || match[len] == 0)) {                        mExtensionString.append(start, len+1);                    }                }            }            // process the next extension string, and skip the space.            start = end + 1;        }    } while (end);    egl_cache_t::get()->initialize(this); // 初始化egl_cache    char value[PROPERTY_VALUE_MAX];    property_get("debug.egl.finish", value, "0");    if (atoi(value)) {        finishOnSwap = true;    }    property_get("debug.egl.traceGpuCompletion", value, "0");    if (atoi(value)) {        traceGpuCompletion = true;    }    refs++;    if (major != NULL)        *major = VERSION_MAJOR;    if (minor != NULL)        *minor = VERSION_MINOR;    mHibernation.setDisplayValid(true); // Hibernation相关    return EGL_TRUE;}

Hardware Composer初始化

Hardware Composer的构造函数如下:

HWComposer::HWComposer(        const sp<SurfaceFlinger>& flinger,        EventHandler& handler)    : mFlinger(flinger),      mFbDev(0), mHwc(0), mNumDisplays(1),      mCBContext(new cb_context),      mEventHandler(handler),      mVSyncCount(0), mDebugForceFakeVSync(false){    for (size_t i =0 ; i<MAX_DISPLAYS ; i++) {        mLists[i] = 0;    }    char value[PROPERTY_VALUE_MAX];    property_get("debug.sf.no_hw_vsync", value, "0");    mDebugForceFakeVSync = atoi(value);    bool needVSyncThread = true;    // Note: some devices may insist that the FB HAL be opened before HWC.    loadFbHalModule(); // load gralloc HAL模块    loadHwcModule(); // load hwcomposer HAL模块    if (mFbDev && mHwc && hwcHasApiVersion(mHwc, HWC_DEVICE_API_VERSION_1_1)) {        // close FB HAL if we don't needed it.        // FIXME: this is temporary until we're not forced to open FB HAL        // before HWC.        framebuffer_close(mFbDev);        mFbDev = NULL;    }    // If we have no HWC, or a pre-1.1 HWC, an FB dev is mandatory.    if ((!mHwc || !hwcHasApiVersion(mHwc, HWC_DEVICE_API_VERSION_1_1))            && !mFbDev) {        ALOGE("ERROR: failed to open framebuffer, aborting");        abort();    }    // these display IDs are always reserved    for (size_t i=0 ; i<HWC_NUM_DISPLAY_TYPES ; i++) {        mAllocatedDisplayIDs.markBit(i);    }    if (mHwc) {        ALOGI("Using %s version %u.%u", HWC_HARDWARE_COMPOSER,              (hwcApiVersion(mHwc) >> 24) & 0xff,              (hwcApiVersion(mHwc) >> 16) & 0xff);        if (mHwc->registerProcs) { // 有hardware composer的情形下,需要注册一些callback函数给它,来接受通知            mCBContext->hwc = this;            mCBContext->procs.invalidate = &hook_invalidate; // invalidate hook            mCBContext->procs.vsync = &hook_vsync; // vsync hook            if (hwcHasApiVersion(mHwc, HWC_DEVICE_API_VERSION_1_1))                mCBContext->procs.hotplug = &hook_hotplug; // hotplug hook            else                mCBContext->procs.hotplug = NULL;            memset(mCBContext->procs.zero, 0, sizeof(mCBContext->procs.zero));            mHwc->registerProcs(mHwc, &mCBContext->procs); // 真正注册        }        // don't need a vsync thread if we have a hardware composer        needVSyncThread = false; // 因为hardware composer存在,VSync由它来trigger,在SurfaceFlinger服务进程无需自己创建Vsync线程        // always turn vsync off when we start        eventControl(HWC_DISPLAY_PRIMARY, HWC_EVENT_VSYNC, 0);        // the number of displays we actually have depends on the        // hw composer version        if (hwcHasApiVersion(mHwc, HWC_DEVICE_API_VERSION_1_2)) {            // 1.2 adds support for virtual displays            mNumDisplays = MAX_DISPLAYS;        } else if (hwcHasApiVersion(mHwc, HWC_DEVICE_API_VERSION_1_1)) {            // 1.1 adds support for multiple displays            mNumDisplays = HWC_NUM_DISPLAY_TYPES;        } else {            mNumDisplays = 1;        }    }    // 从gralloc模块获取一些显示输出相关信息    if (mFbDev) {        ALOG_ASSERT(!(mHwc && hwcHasApiVersion(mHwc, HWC_DEVICE_API_VERSION_1_1)),                "should only have fbdev if no hwc or hwc is 1.0");        DisplayData& disp(mDisplayData[HWC_DISPLAY_PRIMARY]);        disp.connected = true;        disp.width = mFbDev->width;        disp.height = mFbDev->height;        disp.format = mFbDev->format;        disp.xdpi = mFbDev->xdpi;        disp.ydpi = mFbDev->ydpi;        if (disp.refresh == 0) {            disp.refresh = nsecs_t(1e9 / mFbDev->fps);            ALOGW("getting VSYNC period from fb HAL: %lld", disp.refresh);        }        if (disp.refresh == 0) {            disp.refresh = nsecs_t(1e9 / 60.0);            ALOGW("getting VSYNC period from thin air: %lld",                    mDisplayData[HWC_DISPLAY_PRIMARY].refresh);        }    } else if (mHwc) {        // here we're guaranteed to have at least HWC 1.1        for (size_t i =0 ; i<HWC_NUM_DISPLAY_TYPES ; i++) {            queryDisplayProperties(i);        }    }    if (needVSyncThread) { // 如果Hardware composer不存在,则需要在SurfaceFlinger进程中创建VSync线程        // we don't have VSYNC support, we need to fake it        mVSyncThread = new VSyncThread(*this);    }}

SurfaceFlinger实现了HWComposer::EventHandler接口,所以最终的VSync和Hotplug处理在SurfaceFlinger::onVSyncReceived()和SurfaceFlinger::onHotplugReceived()中。


选择EGLConfig并创建EGLContext

    // initialize the config and context
    EGLint format = mHwc->getVisualID(); // 从hardware composer取到颜色空间
    mEGLConfig  = selectEGLConfig(mEGLDisplay, format); // 生成EGLConfig
    mEGLContext = createGLContext(mEGLDisplay, mEGLConfig); //生成EGLContext(通过调用egl库的eglCreateContext函数,然后封装成egl_context_t对象)

初始化各个DisplayDevice

    // initialize our non-virtual displays    for (size_t i=0 ; i<DisplayDevice::NUM_DISPLAY_TYPES ; i++) {        DisplayDevice::DisplayType type((DisplayDevice::DisplayType)i);        mDefaultDisplays[i] = new BBinder();        wp<IBinder> token = mDefaultDisplays[i];        // set-up the displays that are already connected        if (mHwc->isConnected(i) || type==DisplayDevice::DISPLAY_PRIMARY) {            // All non-virtual displays are currently considered secure.            bool isSecure = true;            mCurrentState.displays.add(token, DisplayDeviceState(type));            sp<FramebufferSurface> fbs = new FramebufferSurface(*mHwc, i);            sp<SurfaceTextureClient> stc = new SurfaceTextureClient(                        static_cast< sp<ISurfaceTexture> >(fbs->getBufferQueue()));            sp<DisplayDevice> hw = new DisplayDevice(this,                    type, isSecure, token, stc, fbs, mEGLConfig);            if (i > DisplayDevice::DISPLAY_PRIMARY) {                // FIXME: currently we don't get blank/unblank requests                // for displays other than the main display, so we always                // assume a connected display is unblanked.                ALOGD("marking display %d as acquired/unblanked", i);                hw->acquireScreen();            }            mDisplays.add(token, hw);        }    }

DisplayDevice封装了一个显示设备,组合了之前分析过的hardware composer, framebuffer surface, SurfaceTextureClient, EGLConfig.在SurfaceFlinger的合成和显示的每个点上都会遍历这个DisplayDevice集合。

初始化OpenGL ES并绑定到当前进程,初始化EGLDisplay

    //  initialize OpenGL ES    DisplayDevice::makeCurrent(mEGLDisplay, hw, mEGLContext);    initializeGL(mEGLDisplay);

ReadyToRun终于运行完了,接下来便进入真正的threadloop:

bool SurfaceFlinger::threadLoop() {    waitForEvent(); // 通过Looper等待事件    return true;}

创建Surface

Android中创建创建一个Activity时创建Surface的流程:
● Activity Thread calls on attach() and makeVisible()
● makeVisible does wm.addView()
● vm.addView() - this also called by StatusBar to display itself
● Creates a new ViewRootImpl
● Call on its setView()
● setView() calls on sWindowSession.add(...)
● This results in call to WM's addWindow()
● ViewRootImpl's performTraversals()
● Calls on relayoutWindow()
● Calls to WM session's relayout()
● Call to WM's relayoutWindow()
● Call to createSurfaceLocked()
● new Surface(...)  // Surface Object @java-layer

Surface构造函数调用了一个nativeCreate的native方法,其实现位于frameworks/base/core/jni/android_view_Surface.cpp

static void nativeCreate(JNIEnv* env, jobject surfaceObj, jobject sessionObj,        jstring nameStr, jint w, jint h, jint format, jint flags) {    ScopedUtfChars name(env, nameStr);    sp<SurfaceComposerClient> client(android_view_SurfaceSession_getClient(env, sessionObj));    sp<SurfaceControl> surface = client->createSurface(            String8(name.c_str()), w, h, format, flags);    if (surface == NULL) {        jniThrowException(env, OutOfResourcesException, NULL);        return;    }    setSurfaceControl(env, surfaceObj, surface);}

与此类似,接下来粘贴一段Native层创建Surface的Sample代码:

        mComposerClient = new SurfaceComposerClient;        ASSERT_EQ(NO_ERROR, mComposerClient->initCheck());        sp<IBinder> display(SurfaceComposerClient::getBuiltInDisplay(                ISurfaceComposer::eDisplayIdMain));        DisplayInfo info;        SurfaceComposerClient::getDisplayInfo(display, &info); // 获取显示参数        ssize_t displayWidth = info.w;        ssize_t displayHeight = info.h;        // Background surface        mBGSurfaceControl = mComposerClient->createSurface( // 创建Surface,后文将详细分析其squence                String8("BG Test Surface"), displayWidth, displayHeight,                PIXEL_FORMAT_RGBA_8888, 0);        ASSERT_TRUE(mBGSurfaceControl != NULL);        ASSERT_TRUE(mBGSurfaceControl->isValid());        fillSurfaceRGBA8(mBGSurfaceControl, 63, 63, 195); // Fill an RGBA_8888 formatted surface with a single color.static void fillSurfaceRGBA8(const sp<SurfaceControl>& sc,        uint8_t r, uint8_t g, uint8_t b) {    Surface::SurfaceInfo info;    sp<Surface> s = sc->getSurface();    ASSERT_TRUE(s != NULL);    ASSERT_EQ(NO_ERROR, s->lock(&info));    uint8_t* img = reinterpret_cast<uint8_t*>(info.bits);    for (uint32_t y = 0; y < info.h; y++) {        for (uint32_t x = 0; x < info.w; x++) {            uint8_t* pixel = img + (4 * (y*info.s + x));            pixel[0] = r;            pixel[1] = g;            pixel[2] = b;            pixel[3] = 255;        }    }    ASSERT_EQ(NO_ERROR, s->unlockAndPost());}

其中CreateSurface过程的时序图如下:


queueBuffer的过程时序图如下:


VSync的时序图:


在dequeue了新的GraphicBuffer之后,SurfaceFlinger就需要对它管理的layer进行合成。合成的过程主要包含了以下几个重要的步骤:
handleMessageTransaction:处理系统显示屏以及应用程序窗口的属性变化。并把SurfaceFlinger::mDrawingStat更新为SurfaceFlinger::mCurrentState,新创建的layer(surface)都是保存在mCurrentState中的。
handlePageFlip:更新每个layer的active buffer。
rebuildLayerStacks:为每个DisplayDevice设置可见、按Z-order排序的layers
setUpHWComposer:根据在step3设置的SurfaceFlinger的DisplayDevice中的active layers来设置HWComposer的DisplayData数据,然后调用hwc模块的prepare函数
doComposition:使用OpenGL ES或者hwc模块来合成

在合成完后,就需要推送到屏幕上显示。有3个重要的类用来管理显示设备:

DisplayDevice
FramebufferSurface
SurfaceTextureClient

Android系统支持多个显示设备,每一个显示设备在SurfaceFlinger进程中都有一个DisplayDevice对象来管理它。

FramebufferSurface继承于ConsumerBase,当其连接的BufferQueue有新帧时,其onFrameAvailable方法会被调用,来处理这个新帧。

SurfaceTextureClient继承于ANativeWindow,在SurfaceFlinger进程中,它引用了FramebufferSurfaceBufferQueue;同时又因为它是一个ANativeWindow,它被EGL封装为EGLSurface保存在DisplayDevice 中,用来显示改设备的新帧。

DisplayDevice的初始化过程在SurfaceFlinger::readyToRun()里实现。

下面重点介绍两种不同情况下的显示流程:

在没有hwc模块时的显示流程
在有hwc模块并且使用hwc模块来进行合成的显示流程

没有HWC模块时:


有HWC模块时:


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