前言
在《浅析Android中View的测量布局流程》中我们对VSYNC
信号到达App
进程之后开启的View
布局过程进行了分析,经过对整个App
界面的View
树进行遍历完成了测量和布局,确定了View
的大小以及在屏幕中所处的位置。但是,如果想让用户在屏幕上看到View
的内容,还需要根据View
的绘制生成图形数据并交由硬件进行屏幕刷新。
View
的绘制主要负责将业务层的各种API
调用转换为指令,然后交给渲染引擎进行处理,最终生成能够被硬件直接处理的数据。这个过程主要分为渲染数据的生产以及消费,一般来说,渲染数据的生产者是各个App
进程,而消费者则是SurfaceFlinger
进程,这里会涉及到渲染数据的跨进程传输问题。下面将会对渲染数据的跨进程传输的实现进行分析。
Surface
作为数据载体负责打通App
进程与SurfaceFlinger
进程之间的数据交互,同时Surface
是属于App
进程内的资源,因此先从App
进程这个生产者出发,基于Surface
的创建流程及其使用,对渲染数据的传递机制进行分析。
绘制前的准备
在《浅析Android中View的测量布局流程》中有分析到,当测量数据发生变化时,需要对窗体大小进行更新,因为测量数据的变化导致视图展示区域随之发生变化。
根据分析测量布局流程的相关源码实现可知,一个ViewRootImpl
对象被创建时,都会创建一个Surface
对象以及SurfaceControl
对象,但是Surface
对象并不是立即可用于绘制渲染的,而只是一个壳子,其真正的实现是在native层。而在测量之后宽高如果发生变化,则需要对窗口大小进行更新,此时会对Surface
以及SurfaceControl
对象进行处理,即更新native层的Surface
以及SurfaceControl
对象,之后Surface
对象将进入可用状态。
SurfaceControl的创建
首先,App
进程为每一个Activity
创建了一个Window
,而每一个Window
会对应一个ViewRootImpl
,每一个ViewRootImpl
持有一个Surface
以及SurfaceControl
对象。然后,SystemServer
进程会对应地为App
进程的每一个Window
创建一个Window
,相对应地,也会为每一个Window
创建一个SurfaceControl
对象。下面我们看下SystemServer
进程中的SurfaceControl
的创建过程。
public final class ViewRootImpl implements ViewParent, View.AttachInfo.Callbacks, ThreadedRenderer.DrawCallbacks, AttachedSurfaceControl {final W mWindow; // mWindow = new W(this);public final Surface mSurface = new Surface();private final SurfaceControl mSurfaceControl = new SurfaceControl();// ...private void performTraversals() {// ...boolean windowShouldResize = layoutRequested && windowSizeMayChange && ((mWidth != host.getMeasuredWidth() || mHeight != host.getMeasuredHeight()) || (lp.width == ViewGroup.LayoutParams.WRAP_CONTENT && frame.width() < desiredWindowWidth && frame.width() != mWidth) || (lp.height == ViewGroup.LayoutParams.WRAP_CONTENT && frame.height() < desiredWindowHeight && frame.height() != mHeight));// ...if (mFirst || windowShouldResize || viewVisibilityChanged || params != null || mForceNextWindowRelayout) {try {// ...// 更新windowrelayoutResult = relayoutWindow(params, viewVisibility, insetsPending);// ...} catch (RemoteException e) {} finally {// ...}}// ...}private int relayoutWindow(WindowManager.LayoutParams params, int viewVisibility, boolean insetsPending) throws RemoteException {// ...if (LOCAL_LAYOUT) {// ...} else {// mWindowSession是IWindowSession类型的对象,即Binder代理对象,对应实现是SystemServer进程中的Session类的实例,每个进程的IWindowSession对应SystemServer进程中一个Session实例relayoutResult = mWindowSession.relayout(mWindow, params, requestedWidth, requestedHeight, viewVisibility, insetsPending ? WindowManagerGlobal.RELAYOUT_INSETS_PENDING : 0, mTmpFrames, mPendingMergedConfiguration, mSurfaceControl, mTempInsets, mTempControls, mRelayoutBundle);// ...}// ...// mSurfaceControl实例可用之后,根据mSurfaceControl的Surface信息对mSurface进行更新if (mSurfaceControl.isValid()) {if (!useBLAST()) {mSurface.copyFrom(mSurfaceControl);} else {updateBlastSurfaceIfNeeded();}// ...} else {// ...}// ...return relayoutResult;}// ...
}
relayoutWindow
方法会通过Binder
请求到SystemServer
进程,对之前SystemServer
进程中创建的window
实例进行更新。mWindowSession.relayout
会调用到WindowManagerService
中的相关逻辑,经过relayout
方法调用了WindowManagerService#createSurfaceControl
方法,完成SystemServer
进程中SurfaceControl
对象的创建。
从SystemServer
进程返回之后,通过getSurfaceControl
方法将新创建的SurfaceControl
对象的属性拷贝回App
进程的SurfaceControl
对象(即ViewRootImpl#mSurfaceControl
)中。
// com.android.server.wm.Session
/*** Session代表一个活跃的客户端session。SystemServer进程中会为每个进程维护一个Session对象,用于window相关的Binder通信。*/
class Session extends IWindowSession.Stub implements IBinder.DeathRecipient {// ...@Overridepublic int relayout(IWindow window, WindowManager.LayoutParams attrs, int requestedWidth, int requestedHeight, int viewFlags, int flags, int seq, int lastSyncSeqId, ClientWindowFrames outFrames, MergedConfiguration mergedConfiguration, SurfaceControl outSurfaceControl, InsetsState outInsetsState, InsetsSourceControl.Array outActiveControls, Bundle outSyncSeqIdBundle) {// ...int res = mService.relayoutWindow(this, window, attrs, requestedWidth, requestedHeight, viewFlags, flags, seq, lastSyncSeqId, outFrames, mergedConfiguration, outSurfaceControl, outInsetsState, outActiveControls, outSyncSeqIdBundle);// ...return res;}// ...
}// com.android.server.wm.WindowManagerService
public class WindowManagerService extends IWindowManager.Stub implements Watchdog.Monitor, WindowManagerPolicy.WindowManagerFuncs {// ...public int relayoutWindow(Session session, IWindow client, LayoutParams attrs, int requestedWidth, int requestedHeight, int viewVisibility, int flags, int seq, int lastSyncSeqId, ClientWindowFrames outFrames, MergedConfiguration outMergedConfiguration, SurfaceControl outSurfaceControl, InsetsState outInsetsState, InsetsSourceControl.Array outActiveControls, Bundle outSyncIdBundle) {// ...synchronized (mGlobalLock) {// 获取窗体状态描述,每一个Window(通常对应一个Activity)都对应一个WindowState。final WindowState win = windowForClientLocked(session, client, false);// 获取WindowStateAnimator,用于创建SurfaceControlWindowStateAnimator winAnimator = win.mWinAnimator;// ...// 只有view可见或者相关联的appToken没有隐藏时才应该relayout。final boolean shouldRelayout = viewVisibility == View.VISIBLE && (win.mActivityRecord == null || win.mAttrs.type == TYPE_APPLICATION_STARTING || win.mActivityRecord.isClientVisible());// ...if (shouldRelayout && outSurfaceControl != null) {try {// 创建SurfaceControl并将其拷贝到outSurfaceControl,outSurfaceControlresult = createSurfaceControl(outSurfaceControl, result, win, winAnimator);} catch (Exception e) {// ...return 0;}}// ...}// ...return result;}private int createSurfaceControl(SurfaceControl outSurfaceControl, int result, WindowState win, WindowStateAnimator winAnimator) {if (!win.mHasSurface) {result |= RELAYOUT_RES_SURFACE_CHANGED;}WindowSurfaceController surfaceController;try {// 1. 通过WindowStateAnimator对象创建WindowSurfaceController对象surfaceController = winAnimator.createSurfaceLocked();} finally {// ...}if (surfaceController != null) {// 2. 通过WindowSurfaceController将SurfaceController拷贝到outSurfaceControl中,outSurfaceControl对应App进程中的ViewRootImpl的mSurfaceControl变量surfaceController.getSurfaceControl(outSurfaceControl); } else {// ...outSurfaceControl.release();}return result;}// ...
}/*** 为单个WindowState跟踪动画和surface的操作.**/// com.android.server.wm.WindowStateAnimator
class WindowStateAnimator {final WindowState mWin;WindowSurfaceController mSurfaceController;// 创建WindowSurfaceControllerWindowSurfaceController createSurfaceLocked() {final WindowState w = mWin;// 如果已经创建过就不会重复创建了if (mSurfaceController != null) {return mSurfaceController;}try {// ...mSurfaceController = new WindowSurfaceController(attrs.getTitle().toString(), format, flags, this, attrs.type);// ...} catch (OutOfResourcesException e) {// ...return null;} catch (Exception e) {// ...return null;}// ...return mSurfaceController;}// ...
}// com.android.server.wm.WindowSurfaceController
class WindowSurfaceController {WindowSurfaceController(String name, int format, int flags, WindowStateAnimator animator, int windowType) {// ...final SurfaceControl.Builder b = win.makeSurface().setParent(win.getSurfaceControl()).setName(name).setFormat(format).setFlags(flags).setMetadata(METADATA_WINDOW_TYPE, windowType).setMetadata(METADATA_OWNER_UID, mWindowSession.mUid).setMetadata(METADATA_OWNER_PID, mWindowSession.mPid).setCallsite("WindowSurfaceController");// ...mSurfaceControl = b.build();}public static class Builder {@NonNullpublic SurfaceControl build() {// ....return new SurfaceControl(mSession, mName, mWidth, mHeight, mFormat, mFlags, mParent, mMetadata, mLocalOwnerView, mCallsite);}}
}
可以看出,WindowSurfaceController
是SurfaceControl
的包装类,通过持有SurfaceControl
对象来对Surface
进行操作,WindowSurfaceController
以及SurfaceControl
都是在SystemServer
进程创建的。接下来,继续跟着SurfaceControl
的构造函数看下,SurfaceControl
的创建具体做了哪些事情。
/*** 持有一个由系统合成器管理的Surface对象。这个SurfaceControl对象由buffer以及如何显示buffer的信息组成。* 通过构造的Surface对象可以提交数据到buffer,用于合成上屏。*/
public final class SurfaceControl implements Parcelable {public long mNativeObject;private long mNativeHandle;private SurfaceControl(SurfaceSession session, String name, int w, int h, int format, int flags, SurfaceControl parent, SparseIntArray metadata, WeakReference<View> localOwnerView, String callsite) throws OutOfResourcesException, IllegalArgumentException {// ...long nativeObject = 0;try {// ...nativeObject = nativeCreate(session, name, w, h, format, flags, parent != null ? parent.mNativeObject : 0, metaParcel);} finally {metaParcel.recycle();}// ...assignNativeObject(nativeObject, callsite);// ...}private static native long nativeCreate(SurfaceSession session, String name, int w, int h, int format, int flags, long parentObject, Parcel metadata) throws OutOfResourcesException;private void assignNativeObject(long nativeObject, String callsite) {if (mNativeObject != 0) {release();}if (nativeObject != 0) {mFreeNativeResources = sRegistry.registerNativeAllocation(this, nativeObject);}// 记录native层Surface对象的句柄值mNativeObject = nativeObject;mNativeHandle = mNativeObject != 0 ? nativeGetHandle(nativeObject) : 0;if (sDebugUsageAfterRelease && mNativeObject == 0) {mReleaseStack = new Throwable("Assigned invalid nativeObject");} else {mReleaseStack = null;}setUnreleasedWarningCallSite(callsite);addToRegistry();}
}
从源码可以看出,Java层的SurfaceControl
对象其实是一个壳,其内部的主要实现是在native层的SurfaceControl
对象中的,通过持有native层的SurfaceControl
对象的句柄值对其进行调用。因此,SurfaceControl
的关键实现在nativeCreate
这个native方法中。
// frameworks/base/core/jni/android_view_SurfaceControl.cpp
static jlong nativeCreate(JNIEnv* env, jclass clazz, jobject sessionObj, jstring nameStr, jint w, jint h, jint format, jint flags, jlong parentObject, jobject metadataParcel) {// 获取SurfaceComposerClient对象,SurfaceComposerClient对象负责与SurfaceFlinger进程进行交互sp<SurfaceComposerClient> client;if (sessionObj != NULL) {client = android_view_SurfaceSession_getClient(env, sessionObj);} else {client = SurfaceComposerClient::getDefault();}SurfaceControl *parent = reinterpret_cast<SurfaceControl*>(parentObject);sp<SurfaceControl> surface;// ...// 创建SurfaceControl对象status_t err = client->createSurfaceChecked(String8(name.c_str()), w, h, format, &surface, flags, parentHandle, std::move(metadata));if (err == NAME_NOT_FOUND) {jniThrowException(env, "java/lang/IllegalArgumentException", NULL);return 0;} else if (err != NO_ERROR) {jniThrowException(env, OutOfResourcesException, statusToString(err).c_str());return 0;}surface->incStrong((void *)nativeCreate);return reinterpret_cast<jlong>(surface.get());
}
从源码中得知,通过SurfaceComposerClient
调用createSurfaceChecked
方法进行native层的SurfaceControl
的创建,内部通过成员变量mClient
跨进程调用到SurfaceFlinger
进程,mClient
的远程实现是SurfaceFlinger
进程的Client
类。
// frameworks/native/libs/gui/SurfaceComposerClient.cpp
status_t SurfaceComposerClient::createSurfaceChecked(const String8& name, uint32_t w, uint32_t h, PixelFormat format, sp<SurfaceControl>* outSurface, int32_t flags, const sp<IBinder>& parentHandle, LayerMetadata metadata, uint32_t* outTransformHint) {status_t err = mStatus;if (mStatus == NO_ERROR) {gui::CreateSurfaceResult result;// 请求SurfaceFlinger进程创建一个SurfaceControlbinder::Status status = mClient->createSurface(std::string(name.c_str()), flags, parentHandle, std::move(metadata), &result);err = statusTFromBinderStatus(status);// ... if (err == NO_ERROR) {// 根据CreateSurfaceResult构造SurfaceControl对象,并将其返回// result.handle是一个Binder对象,封装了SurfaceFlinger进程的Layer以及SurfaceFlinger*outSurface = new SurfaceControl(this, result.handle, result.layerId, toString(result.layerName), w, h, format, result.transformHint, flags);}}return err;
}// frameworks/native/libs/gui/SurfaceControl.cpp
SurfaceControl::SurfaceControl(const sp<SurfaceComposerClient>& client, const sp<IBinder>& handle, int32_t layerId, const std::string& name, uint32_t w, uint32_t h, PixelFormat format, uint32_t transform, uint32_t flags): mClient(client),mHandle(handle),mLayerId(layerId),mName(name),mTransformHint(transform),mWidth(w),mHeight(h),mFormat(format),mCreateFlags(flags) {}
SurfaceFlinger
进程调用Client::createSurface
创建Surface
对象,并根据方法的返回结果构造了SystemServer
进程的SurfaceControl
对象,并将其返回最终拷贝回App
进程的SurfaceControl
对象,即ViewRootImpl#mSurfaceControl
。
但是,到这里其实并没有发现跨进程传输数据相关的代码实现,因此只能继续看下SurfaceFlinger
进程的Client::createSurface
方法具体做了什么事情。
// frameworks/native/services/surfaceflinger/Client.cpp
binder::Status Client::createSurface(const std::string& name, int32_t flags, const sp<IBinder>& parent, const gui::LayerMetadata& metadata, gui::CreateSurfaceResult* outResult) {sp<IBinder> handle;LayerCreationArgs args(mFlinger.get(), sp<Client>::fromExisting(this), name.c_str(), static_cast<uint32_t>(flags), std::move(metadata));args.parentHandle = parent;// 为App进程的SurfaceControl创建Layerconst status_t status = mFlinger->createLayer(args, *outResult);return binderStatusFromStatusT(status);
}// frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp
status_t SurfaceFlinger::createLayer(LayerCreationArgs& args, gui::CreateSurfaceResult& outResult) {status_t result = NO_ERROR;sp<Layer> layer;switch (args.flags & ISurfaceComposerClient::eFXSurfaceMask) {case ISurfaceComposerClient::eFXSurfaceBufferQueue:case ISurfaceComposerClient::eFXSurfaceContainer:case ISurfaceComposerClient::eFXSurfaceBufferState:args.flags |= ISurfaceComposerClient::eNoColorFill;[[fallthrough]];case ISurfaceComposerClient::eFXSurfaceEffect: {// 根据args创建Layerresult = createBufferStateLayer(args, &outResult.handle, &layer);std::atomic<int32_t>* pendingBufferCounter = layer->getPendingBufferCounter();if (pendingBufferCounter) {std::string counterName = layer->getPendingBufferCounterName();mBufferCountTracker.add(outResult.handle->localBinder(), counterName, pendingBufferCounter);}} break;default:result = BAD_VALUE;break;}if (result != NO_ERROR) {return result;}sp<Layer> parent = LayerHandle::getLayer(args.parentHandle.promote());uint32_t outTransformHint;// 将创建好的Layer添加到缓存result = addClientLayer(args, outResult.handle, layer, parent, &outTransformHint);outResult.layerId = layer->sequence;outResult.layerName = String16(layer->getDebugName());return result;
}// frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp
status_t SurfaceFlinger::createBufferStateLayer(LayerCreationArgs& args, sp<IBinder>* handle, sp<Layer>* outLayer) {*outLayer = getFactory().createBufferStateLayer(args);*handle = (*outLayer)->getHandle();return NO_ERROR;
}// frameworks/native/services/surfaceflinger/SurfaceFlingerDefaultFactory.cpp
sp<Layer> DefaultFactory::createBufferStateLayer(const LayerCreationArgs& args) {return sp<Layer>::make(args);
}// frameworks/native/services/surfaceflinger/Layer.cpp
Layer::Layer(const surfaceflinger::LayerCreationArgs& args): sequence(args.sequence),mFlinger(sp<SurfaceFlinger>::fromExisting(args.flinger)),mName(base::StringPrintf("%s#%d", args.name.c_str(), sequence)),mClientRef(args.client),mWindowType(static_cast<WindowInfo::Type>(args.metadata.getInt32(gui::METADATA_WINDOW_TYPE, 0))),mLayerCreationFlags(args.flags),mLegacyLayerFE(args.flinger->getFactory().createLayerFE(mName, this)) {// ...
}
SurfaceFlinger
进程中调用了SurfaceFlinger::createBufferStateLayer
方法创建了Layer
对象,因此SystemServer
进程中的SurfaceControl
对象对应SurfaceFlinger
进程的Layer
对象。
上面提到,经过App
进程到SystemServer
进程再到SurfaceFlinger
进程,最终完成了一系列window
相关的对象创建。最终依次返回并将相关信息跨进程拷贝回App
进程。之后因为App
进程的mSurfaceControl
处于有效状态,此时将会App
进程的mSurface
进行更新操作。
public final class ViewRootImpl implements ViewParent, View.AttachInfo.Callbacks, ThreadedRenderer.DrawCallbacks, AttachedSurfaceControl {final W mWindow; // mWindow = new W(this);public final Surface mSurface = new Surface();private final SurfaceControl mSurfaceControl = new SurfaceControl();private boolean mUseBLASTAdapter;private boolean mForceDisableBLAST;// ...public void setView(View view, WindowManager.LayoutParams attrs, View panelParentView, int userId) {synchronized (this) {if (mView == null) {mView = view;// ...int res;// ...try {// ...res = mWindowSession.addToDisplayAsUser(mWindow, mWindowAttributes, getHostVisibility(), mDisplay.getDisplayId(), userId, mInsetsController.getRequestedVisibilities(), inputChannel, mTempInsets, mTempControls);// ...} catch (RemoteException e) {// ...} finally {// ...}// ...// 是否开启BLAST取决于SystemServer进程返回的resif ((res & WindowManagerGlobal.ADD_FLAG_USE_BLAST) != 0) {mUseBLASTAdapter = true;}// ...}}}private int relayoutWindow(WindowManager.LayoutParams params, int viewVisibility, boolean insetsPending) throws RemoteException {// ...if (LOCAL_LAYOUT) {// ...} else {relayoutResult = mWindowSession.relayout(mWindow, params, requestedWidth, requestedHeight, viewVisibility, insetsPending ? WindowManagerGlobal.RELAYOUT_INSETS_PENDING : 0, mTmpFrames, mPendingMergedConfiguration, mSurfaceControl, mTempInsets, mTempControls, mRelayoutBundle);// ...}// ...// mSurfaceControl实例可用之后,根据mSurfaceControl的Surface信息对mSurface进行更新if (mSurfaceControl.isValid()) {if (!useBLAST()) {mSurface.copyFrom(mSurfaceControl);} else {updateBlastSurfaceIfNeeded();}// ...} else {// ...}// ...return relayoutResult;}boolean useBLAST() {return mUseBLASTAdapter && !mForceDisableBLAST;}// ...
}
在更新mSurface
之前会判断是否使用BLAST
,而是否使用BLAST
是在addView
的时候由SystemServer
进程决定的,根据源码可知Android S开始默认开启BLAST
,因此最后调用了updateBlastSurfaceIfNeeded
方法,其内部会调用Surface#transferFrom
方法,进而拷贝mNativeObject
的值。
// com.android.server.wm.Session
class Session extends IWindowSession.Stub implements IBinder.DeathRecipient {@Overridepublic int addToDisplayAsUser(IWindow window, WindowManager.LayoutParams attrs, int viewVisibility, int displayId, int userId, @InsetsType int requestedVisibleTypes, InputChannel outInputChannel, InsetsState outInsetsState, InsetsSourceControl.Array outActiveControls, Rect outAttachedFrame, float[] outSizeCompatScale) {return mService.addWindow(this, window, attrs, viewVisibility, displayId, userId,requestedVisibleTypes, outInputChannel, outInsetsState, outActiveControls,outAttachedFrame, outSizeCompatScale);}
}// com.android.server.wm.WindowManagerService
public class WindowManagerService extends IWindowManager.Stub implements Watchdog.Monitor, WindowManagerPolicy.WindowManagerFuncs {// ...// Whether the system should use BLAST for ViewRootImplfinal boolean mUseBLAST; // Android S之后默认开启// ...private WindowManagerService(Context context, InputManagerService inputManager,boolean showBootMsgs, WindowManagerPolicy policy, ActivityTaskManagerService atm,DisplayWindowSettingsProvider displayWindowSettingsProvider,Supplier<SurfaceControl.Transaction> transactionFactory,Function<SurfaceSession, SurfaceControl.Builder> surfaceControlFactory) {// ...mUseBLAST = Settings.Global.getInt(resolver, Settings.Global.DEVELOPMENT_USE_BLAST_ADAPTER_VR, 1) == 1;// ...}public int addWindow(Session session, IWindow client, LayoutParams attrs, int viewVisibility,int displayId, int requestUserId, @InsetsType int requestedVisibleTypes,InputChannel outInputChannel, InsetsState outInsetsState,InsetsSourceControl.Array outActiveControls, Rect outAttachedFrame,float[] outSizeCompatScale) {// ...int res = mPolicy.checkAddPermission(attrs.type, isRoundedCornerOverlay, attrs.packageName,appOp);if (res != ADD_OKAY) {return res;}// ...synchronized (mGlobalLock) {// ...res = ADD_OKAY;if (mUseBLAST) {res |= WindowManagerGlobal.ADD_FLAG_USE_BLAST;}// ...}Binder.restoreCallingIdentity(origId);return res;}
public final class ViewRootImpl implements ViewParent, View.AttachInfo.Callbacks, ThreadedRenderer.DrawCallbacks, AttachedSurfaceControl {final W mWindow; // mWindow = new W(this);public final Surface mSurface = new Surface();private final SurfaceControl mSurfaceControl = new SurfaceControl();private BLASTBufferQueue mBlastBufferQueue;private boolean mUseBLASTAdapter;private boolean mForceDisableBLAST;// ...void updateBlastSurfaceIfNeeded() {if (!mSurfaceControl.isValid()) {return;}// 如果对应的native层的SurfaceControl对象是同一个,则直接更新即可,不需要重新创建BLASTBufferQueueif (mBlastBufferQueue != null && mBlastBufferQueue.isSameSurfaceControl(mSurfaceControl)) {mBlastBufferQueue.update(mSurfaceControl, mSurfaceSize.x, mSurfaceSize.y, mWindowAttributes.format);return;}// 如果更新了SurfaceControl,那么销毁并重建BBQ(BLASTBufferQueue)来重置BufferQueue及BLASTBufferQueue的状态.if (mBlastBufferQueue != null) {mBlastBufferQueue.destroy();}mBlastBufferQueue = new BLASTBufferQueue(mTag, mSurfaceControl, mSurfaceSize.x, mSurfaceSize.y, mWindowAttributes.format);mBlastBufferQueue.setTransactionHangCallback(sTransactionHangCallback);Surface blastSurface = mBlastBufferQueue.createSurface();// Only call transferFrom if the surface has changed to prevent inc the generation ID and// causing EGL resources to be recreated.mSurface.transferFrom(blastSurface);}// ...
}
因此,Android S开始由App进程创建管理BufferQueue
,即ViewRootImpl#mBlastBufferQueue
。那BLASTBufferQueue
是在什么时候创建的呢?查看源码发现,其实就是在ViewRootImpl#updateBlastSurfaceIfNeeded
方法中创建的。下面看下BLASTBufferQueue
的创建过程。
BLASTBufferQueue的创建
根据上面的分析得出,App
进程在创建完SurfaceControl
之后,会继续创建BLASTBufferQueue
,并且在创建BLASTBufferQueue
之前并没有发现和图像数据跨进程传输相关的代码实现,所以不妨假设下,BLASTBufferQueue
的创建其实就是为跨进程传输图像数据做准备。
// android.graphics.BLASTBufferQueue
public final class BLASTBufferQueue {// Note: This field is accessed by native code.public long mNativeObject; // BLASTBufferQueue*/** Create a new connection with the surface flinger. */public BLASTBufferQueue(String name, SurfaceControl sc, int width, int height, @PixelFormat.Format int format) {this(name, true /* updateDestinationFrame */);update(sc, width, height, format);}public BLASTBufferQueue(String name, boolean updateDestinationFrame) {mNativeObject = nativeCreate(name, updateDestinationFrame);}private static native long nativeCreate(String name, boolean updateDestinationFrame);private static native void nativeUpdate(long ptr, long surfaceControl, long width, long height, int format);
}
从BLASTBufferQueue
的构造函数可以看到,和SurfaceControl
以及Surface
类似,都是通过JNI
调用到native层去创建对应的对象。因此,Java层的BLASTBufferQueue
对象也是native层的BLASTBufferQueue
的壳,因此,进一步分析native层的代码。
// frameworks/base/core/jni/android_graphics_BLASTBufferQueue.cpp
static jlong nativeCreate(JNIEnv* env, jclass clazz, jstring jName, jboolean updateDestinationFrame) {ScopedUtfChars name(env, jName);sp<BLASTBufferQueue> queue = new BLASTBufferQueue(name.c_str(), updateDestinationFrame);queue->incStrong((void*)nativeCreate);return reinterpret_cast<jlong>(queue.get());
}static void nativeUpdate(JNIEnv* env, jclass clazz, jlong ptr, jlong surfaceControl, jlong width, jlong height, jint format) {sp<BLASTBufferQueue> queue = reinterpret_cast<BLASTBufferQueue*>(ptr);queue->update(reinterpret_cast<SurfaceControl*>(surfaceControl), width, height, format);
}
native层在创建了BLASTBufferQueue
对象之后,调用了BLASTBufferQueue::update
方法。
// frameworks/native/libs/gui/BLASTBufferQueue.cpp
BLASTBufferQueue::BLASTBufferQueue(const std::string& name, bool updateDestinationFrame): mSurfaceControl(nullptr),mSize(1, 1),mRequestedSize(mSize),mFormat(PIXEL_FORMAT_RGBA_8888),mTransactionReadyCallback(nullptr),mSyncTransaction(nullptr),mUpdateDestinationFrame(updateDestinationFrame) {// 1. 先创建BufferQueue,然后初始化mProducer以及mConsumercreateBufferQueue(&mProducer, &mConsumer);// 因为是在client进程,因此为dequeue操作设置超时来保证dequeueBuffer时会阻塞线程。mProducer->setDequeueTimeout(std::numeric_limits<int64_t>::max());// buffer的默认数量为2mProducer->setMaxDequeuedBufferCount(2);// 封装BufferQueueConsumermBufferItemConsumer = new BLASTBufferItemConsumer(mConsumer, GraphicBuffer::USAGE_HW_COMPOSER | GraphicBuffer::USAGE_HW_TEXTURE, 1, false, this);static std::atomic<uint32_t> nextId = 0;mProducerId = nextId++;mName = name + "#" + std::to_string(mProducerId);auto consumerName = mName + "(BLAST Consumer)" + std::to_string(mProducerId);mQueuedBufferTrace = "QueuedBuffer - " + mName + "BLAST#" + std::to_string(mProducerId);mBufferItemConsumer->setName(String8(consumerName.c_str()));// 2. 设置监听器,用于当帧数据可用时消费Buffer数据mBufferItemConsumer->setFrameAvailableListener(this);ComposerServiceAIDL::getComposerService()->getMaxAcquiredBufferCount(&mMaxAcquiredBuffers);mBufferItemConsumer->setMaxAcquiredBufferCount(mMaxAcquiredBuffers);mCurrentMaxAcquiredBufferCount = mMaxAcquiredBuffers;mNumAcquired = 0;mNumFrameAvailable = 0;TransactionCompletedListener::getInstance()->addQueueStallListener([&](const std::string& reason) {std::function<void(const std::string&)> callbackCopy;{std::unique_lock _lock{mMutex};callbackCopy = mTransactionHangCallback;}if (callbackCopy) callbackCopy(reason);},this);
}void BLASTBufferQueue::createBufferQueue(sp<IGraphicBufferProducer>* outProducer, sp<IGraphicBufferConsumer>* outConsumer) {sp<BufferQueueCore> core(new BufferQueueCore());// 将BufferQueueCore传入BBQBufferQueueProducer,这样当producer发起调用时可以异步化,通过持有的BufferQueueCore将结果返回sp<IGraphicBufferProducer> producer(new BBQBufferQueueProducer(core, this));sp<BufferQueueConsumer> consumer(new BufferQueueConsumer(core));consumer->setAllowExtraAcquire(true);*outProducer = producer;*outConsumer = consumer;
}// frameworks/native/libs/gui/BufferQueueCore.cpp
BufferQueueCore::BufferQueueCore(): mMutex(),mIsAbandoned(false),mConsumerControlledByApp(false), // consumer不是给App控制的mConsumerName(getUniqueName()),mConsumerListener(),mConsumerUsageBits(0),mConsumerIsProtected(false),mConnectedApi(NO_CONNECTED_API),mLinkedToDeath(),mConnectedProducerListener(),mBufferReleasedCbEnabled(false),mBufferAttachedCbEnabled(false),mSlots(), // BufferSlot数组,长度为64mQueue(), // 元素类型为BufferItem的Vector变量mFreeSlots(), // 元素类型为int的set,对应没有buffer的索引位置mFreeBuffers(), // 元素类型为int的list,对应空闲buffer的索引位置mUnusedSlots(), // 元素类型为int的list,对应可以被释放的buffer的索引位置mActiveBuffers(), // 元素类型为int的set,对应正在使用的buffer的索引位置mDequeueCondition(),mDequeueBufferCannotBlock(false),mQueueBufferCanDrop(false),mLegacyBufferDrop(true),mDefaultBufferFormat(PIXEL_FORMAT_RGBA_8888),mDefaultWidth(1),mDefaultHeight(1),mDefaultBufferDataSpace(HAL_DATASPACE_UNKNOWN),mMaxBufferCount(BufferQueueDefs::NUM_BUFFER_SLOTS),mMaxAcquiredBufferCount(1),mMaxDequeuedBufferCount(1),mBufferHasBeenQueued(false),mFrameCounter(0),mTransformHint(0),mIsAllocating(false),mIsAllocatingCondition(),mAllowAllocation(true),mBufferAge(0),mGenerationNumber(0),mAsyncMode(false),mSharedBufferMode(false),mAutoRefresh(false),mSharedBufferSlot(INVALID_BUFFER_SLOT),mSharedBufferCache(Rect::INVALID_RECT, 0, NATIVE_WINDOW_SCALING_MODE_FREEZE,HAL_DATASPACE_UNKNOWN),mLastQueuedSlot(INVALID_BUFFER_SLOT),mUniqueId(getUniqueId()),mAutoPrerotation(false),mTransformHintInUse(0) {int numStartingBuffers = getMaxBufferCountLocked();for (int s = 0; s < numStartingBuffers; s++) {mFreeSlots.insert(s);}for (int s = numStartingBuffers; s < BufferQueueDefs::NUM_BUFFER_SLOTS;s++) {mUnusedSlots.push_front(s);}
}
这里创建了BufferQueueCore
对象,并基于BufferQueueCore
对象创建了BBQBufferQueueProducer
以及BufferQueueConsumer
,分别是BufferQueueCore
的生产者和消费者,并被BLASTBufferQueue
的mProducer
和mConsumer
持有,mProducer
的主要操作包括dequeueBuffer
和queueBuffer
,mConsumer
的主要操作包括acquireBuffer
和releaseBuffer
。
可以看到这里主要是创建了一个BufferQueueCore
对象,用于管理Buffer
,而Buffer
是通过mProducer
和mConsumer
使用的,所以看下mProducer
和mConsumer
的内部实现。
BBQBufferQueueProducer的创建
通过源码可以看出,mProducer
和mConsumer
都是通过持有BufferQueueCore
来使用buffer
的,而mProducer
和mConsumer
中都提供了使用buffer
的方法。
// frameworks/native/libs/gui/BLASTBufferQueue.cpp
BBQBufferQueueProducer(const sp<BufferQueueCore>& core, wp<BLASTBufferQueue> bbq) : BufferQueueProducer(core, false /* consumerIsSurfaceFlinger*/), mBLASTBufferQueue(std::move(bbq)) {}BufferQueueConsumer::BufferQueueConsumer(const sp<BufferQueueCore>& core) :mCore(core),mSlots(core->mSlots),mConsumerName() {}// frameworks/native/libs/gui/BufferQueueProducer.cpp
BufferQueueProducer::BufferQueueProducer(const sp<BufferQueueCore>& core,bool consumerIsSurfaceFlinger) :mCore(core),mSlots(core->mSlots),mConsumerName(),mStickyTransform(0),mConsumerIsSurfaceFlinger(consumerIsSurfaceFlinger),mLastQueueBufferFence(Fence::NO_FENCE),mLastQueuedTransform(0),mCallbackMutex(),mNextCallbackTicket(0),mCurrentCallbackTicket(0),mCallbackCondition(),mDequeueTimeout(-1),mDequeueWaitingForAllocation(false) {}// frameworks/native/libs/gui/include/gui/BufferQueueProducer.h// dequeueBuffer获取下一个buffer的slot索引给producer使用。
// 如果有一个可用的buffer slot,那么就把slot索引写入参数处并返回,否则返回-EBUSY。
virtual status_t dequeueBuffer(int* outSlot, sp<Fence>* outFence, uint32_t width, uint32_t height, PixelFormat format, uint64_t usage, uint64_t* outBufferAge, FrameEventHistoryDelta* outTimestamps) override;// requestBuffer返回GraphicBuffer到第N个slot。
// 通常是在dequeueBuffer第一次slot N的时候。但是如果dequeueBuffer返回的flags表明之前返回的buffers已经失效的话,就必须再次调用requestBuffer。
virtual status_t requestBuffer(int slot, sp<GraphicBuffer>* buf);// queueBuffer返回一个填充过的buffer到BufferQueue。
// 调用方必须提供一个fence在所有渲染操作完成之后发送信号。
virtual status_t queueBuffer(int slot, const QueueBufferInput& input, QueueBufferOutput* output);// frameworks/native/libs/gui/BufferQueueConsumer.cpp
BufferQueueConsumer::BufferQueueConsumer(const sp<BufferQueueCore>& core) :mCore(core),mSlots(core->mSlots),mConsumerName() {}// frameworks/native/libs/gui/include/gui/BufferQueueConsumer.h// acquireBuffer尝试获取BufferQueue中的下一个pending的buffer的使用权,如果没有pending的buffer就返回NO_BUFFER_AVAILABLE。 如果一个buffer被成功的获取到,将会返回一个包含buffer相关的信息的BufferItem。
virtual status_t acquireBuffer(BufferItem* outBuffer, nsecs_t expectedPresent, uint64_t maxFrameNumber = 0) override;// releaseBuffer从消费者处释放一个buffer slot到BufferQueue中。releaseBuffer调用时有可能还在访问buffer的内容。
// 当buffer不再使用的时候,fence将会发出信号。
virtual status_t releaseBuffer(int slot, uint64_t frameNumber, const sp<Fence>& releaseFence, EGLDisplay display, EGLSyncKHR fence);
当完成BLASTBufferQueue
的创建之后,通过update
方法更新持有的SurfaceControl
变量,将其指向新的SurfaceControl
对象。
// frameworks/native/libs/gui/BLASTBufferQueue.cpp
void BLASTBufferQueue::update(const sp<SurfaceControl>& surface, uint32_t width, uint32_t height, int32_t format) {std::lock_guard _lock{mMutex};if (mFormat != format) {mFormat = format;mBufferItemConsumer->setDefaultBufferFormat(convertBufferFormat(format));}const bool surfaceControlChanged = !SurfaceControl::isSameSurface(mSurfaceControl, surface);bool applyTransaction = false;// 更新持有的SurfaceControl变量mSurfaceControl = surface;SurfaceComposerClient::Transaction t;if (surfaceControlChanged) {t.setFlags(mSurfaceControl, layer_state_t::eEnableBackpressure, layer_state_t::eEnableBackpressure);applyTransaction = true;}mTransformHint = mSurfaceControl->getTransformHint();mBufferItemConsumer->setTransformHint(mTransformHint);ui::Size newSize(width, height);if (mRequestedSize != newSize) {mRequestedSize.set(newSize);mBufferItemConsumer->setDefaultBufferSize(mRequestedSize.width, mRequestedSize.height);if (mLastBufferInfo.scalingMode != NATIVE_WINDOW_SCALING_MODE_FREEZE) {// If the buffer supports scaling, update the frame immediately since the client may// want to scale the existing buffer to the new size.mSize = mRequestedSize;if (mUpdateDestinationFrame) {t.setDestinationFrame(mSurfaceControl, Rect(newSize));applyTransaction = true;}}}if (applyTransaction) {// All transactions on our apply token are one-way. See comment on mAppliedLastTransactiont.setApplyToken(mApplyToken).apply(false, true);}
}
Surface的创建
在创建完BLASTBufferQueue
之后,会通过新创建的BLASTBufferQueue
对象创建一个Surface
对象,并用新的Surface
对象更新ViewRootImpl#mSurface
,主要是将内部持有的native层的句柄值更新为BLASTBufferQueue
对象创建的native的句柄值。
public final class ViewRootImpl implements ViewParent, View.AttachInfo.Callbacks, ThreadedRenderer.DrawCallbacks, AttachedSurfaceControl {final W mWindow; // mWindow = new W(this);public final Surface mSurface = new Surface();private final SurfaceControl mSurfaceControl = new SurfaceControl();private BLASTBufferQueue mBlastBufferQueue;private boolean mUseBLASTAdapter;private boolean mForceDisableBLAST;// ...void updateBlastSurfaceIfNeeded() {if (!mSurfaceControl.isValid()) {return;}// 如果对应的native层的SurfaceControl对象是同一个,则直接更新即可,不需要重新创建BLASTBufferQueueif (mBlastBufferQueue != null && mBlastBufferQueue.isSameSurfaceControl(mSurfaceControl)) {mBlastBufferQueue.update(mSurfaceControl, mSurfaceSize.x, mSurfaceSize.y, mWindowAttributes.format);return;}// 如果更新了SurfaceControl,那么销毁并重建BBQ(BLASTBufferQueue)来重置BufferQueue及BLASTBufferQueue的状态.if (mBlastBufferQueue != null) {mBlastBufferQueue.destroy();}mBlastBufferQueue = new BLASTBufferQueue(mTag, mSurfaceControl, mSurfaceSize.x, mSurfaceSize.y, mWindowAttributes.format);mBlastBufferQueue.setTransactionHangCallback(sTransactionHangCallback);// 通过新创建的BLASTBufferQueue对象创建Surface对象,并用新的Surface对象更新mSurfaceSurface blastSurface = mBlastBufferQueue.createSurface();// Only call transferFrom if the surface has changed to prevent inc the generation ID and// causing EGL resources to be recreated.mSurface.transferFrom(blastSurface);}// ...
}
可以看到,最终还是BLASTBufferQueue
调用nativeGetSurface
到了native层去创建Surface
对象,这里Surface
对象就持有了BLASTBufferQueue
的mProducer
,这样就可以通过Surface
访问BBQBufferQueueProducer
,然后通过BBQBufferQueueProducer
访问BufferQueueCore
,最终实现Buffer
的访问使用。
public final class BLASTBufferQueue {/*** @return a new Surface instance from the IGraphicsBufferProducer of the adapter.*/public Surface createSurface() {return nativeGetSurface(mNativeObject, false /* includeSurfaceControlHandle */);}private static native Surface nativeGetSurface(long ptr, boolean includeSurfaceControlHandle);
}// frameworks/base/core/jni/android_graphics_BLASTBufferQueue.cpp
static jobject nativeGetSurface(JNIEnv* env, jclass clazz, jlong ptr, jboolean includeSurfaceControlHandle) {sp<BLASTBufferQueue> queue = reinterpret_cast<BLASTBufferQueue*>(ptr);return android_view_Surface_createFromSurface(env, queue->getSurface(includeSurfaceControlHandle));
}// frameworks/native/libs/gui/BLASTBufferQueue.cpp
sp<Surface> BLASTBufferQueue::getSurface(bool includeSurfaceControlHandle) {std::lock_guard _lock{mMutex};sp<IBinder> scHandle = nullptr;if (includeSurfaceControlHandle && mSurfaceControl) {scHandle = mSurfaceControl->getHandle();}return new BBQSurface(mProducer, true, scHandle, this);
}// frameworks/native/libs/gui/BLASTBufferQueue.cpp
public:BBQSurface(const sp<IGraphicBufferProducer>& igbp, bool controlledByApp, const sp<IBinder>& scHandle, const sp<BLASTBufferQueue>& bbq) : Surface(igbp, controlledByApp, scHandle), mBbq(bbq) {}// frameworks/native/libs/gui/Surface.cpp
Surface::Surface(const sp<IGraphicBufferProducer>& bufferProducer, bool controlledByApp, const sp<IBinder>& surfaceControlHandle): mGraphicBufferProducer(bufferProducer),mCrop(Rect::EMPTY_RECT),mBufferAge(0),mGenerationNumber(0),mSharedBufferMode(false),mAutoRefresh(false),mAutoPrerotation(false),mSharedBufferSlot(BufferItem::INVALID_BUFFER_SLOT),mSharedBufferHasBeenQueued(false),mQueriedSupportedTimestamps(false),mFrameTimestampsSupportsPresent(false),mEnableFrameTimestamps(false),mFrameEventHistory(std::make_unique<ProducerFrameEventHistory>()) {// Initialize the ANativeWindow function pointers.ANativeWindow::setSwapInterval = hook_setSwapInterval;ANativeWindow::dequeueBuffer = hook_dequeueBuffer;ANativeWindow::cancelBuffer = hook_cancelBuffer;ANativeWindow::queueBuffer = hook_queueBuffer;ANativeWindow::query = hook_query;ANativeWindow::perform = hook_perform;ANativeWindow::dequeueBuffer_DEPRECATED = hook_dequeueBuffer_DEPRECATED;ANativeWindow::cancelBuffer_DEPRECATED = hook_cancelBuffer_DEPRECATED;ANativeWindow::lockBuffer_DEPRECATED = hook_lockBuffer_DEPRECATED;ANativeWindow::queueBuffer_DEPRECATED = hook_queueBuffer_DEPRECATED;const_cast<int&>(ANativeWindow::minSwapInterval) = 0;const_cast<int&>(ANativeWindow::maxSwapInterval) = 1;// ...
}
总结
首先,当App
进程的View
的测量数据发生变化时,会导致窗体大小发生变化,此时会调用ViewRootImpl#relayoutWindow
请求SystemServer
进程的WindowManagerService
更新窗体的大小,SystemServer
进程会做如下工作:
SystemServer
进程通过WindowManagerService
创建Java层的SurfaceControl
对象,对应App
进程中Java层的SurfaceControl
对象;SystemServer
进程创建的Java层的SurfaceControl
对象是一个壳,其内部会通过JNI
调用到native层,创建native层的SurfaceControl
对象,并将native层的SurfaceControl
对象的句柄值拷贝到App
进程的SurfaceControl
对象;- 在native层的
SurfaceControl
对象创建的过程中会通过SurfaceComposerClient
请求到SurfaceFlinger
进程,调用Client::createSurface
创建Layer
对象,并将Layer
对象的关键信息返回给SystemServer
进程,并用于构造native层的SurfaceControl
对象;
接着,当App
进程的Java层的SurfaceControl
对象更新了native层的SurfaceControl
对象之后,便会创建Java层的BLASTBufferQueue
对象,同样地,Java层的BLASTBufferQueue
对象会触发native层的BLASTBufferQueue
对象的创建,native层BLASTBufferQueue
对象的创建会做如下工作:
- 创建
BufferQueueCore
并通过BufferQueueCore
创建IGraphicBufferProducer
(BBQBufferQueueProducer
)以及BufferQueueConsumer
,并被BLASTBufferQueue
对象持有; - 调用
BufferQueueCore#update
方法将BufferQueueCore
持有的SurfaceControl
变量指向之前创建的新SurfaceControl
对象;
最后,当SurfaceControl
和BLASTBufferQueue
都创建完成之后,通过BLASTBufferQueue
对象创建一个native层的Surface
对象(持有了BLASTBufferQueue
的IGraphicBufferProducer
),并将其赋值给App
进程的ViewRootImpl#mSurface
持有的句柄值,最终实现通过Surface
访问BBQBufferQueueProducer
,然后通过BBQBufferQueueProducer
访问BufferQueueCore
,最终对Buffer
进行访问使用。