前言
经过上一篇对OpenGL es的解析,我们引出了在eglSwapBuffer时候会调用会调用两个关键的方法:
- 1.Surface::dequeueBuffer
- 2.Surface::queueBuffer
从上一篇openGL es分析可以得出,每一次当我们绘制完一次图元之后,surface做为生产者一方会在一个循环中一般依次完成如下内容:
- 1.dequeueBuffer 获取一个图元的插槽位置,或者生产一个图元
- 2.lock 锁定图元
- 3.queueBuffer 把图元放入缓冲队列中
- 4.unlock 解锁图元
对于生产者来说关键的是这四个步骤。不过openGL es把整个过程颠倒,每一次绘制上一帧,对于更加好理解,我把整个过程设置回Android常用的方式。我们分别来研究这几个函数做了什么。
遇到什么问题,欢迎来本文进行讨论https://www.jianshu.com/p/3bfc0053d254
正文
首先我们先不去深究细节,先对整个流程的源码流程有一个大体印象。因为图元的诞生不清楚,也看不懂其他原理。
egl lock 锁定图元
文件:/frameworks/native/opengl/libagl/egl.cpp
status_t egl_window_surface_v2_t::lock(
ANativeWindowBuffer* buf, int usage, void** vaddr)
{
auto& mapper = GraphicBufferMapper::get();
return mapper.lock(buf->handle, usage,
android::Rect(buf->width, buf->height), vaddr);
}
在lock函数实际上是把ANativeWindowBuffer的handle传进去进行锁定,同时传入了一个vaddr的地址,这个地址是做什么的呢?其实就是共享buffer中的图元存储的地址。
实际上上在lock的时候,并不是直接把buffer传下去,而是传递一个handle,一个ANativeWindowBuffer的句柄。
dequeueBuffer 获取一个图元的插槽位置,或者生产一个图元
文件:/frameworks/native/libs/gui/Surface.cpp
先介绍Surface的核心对象之一mSlot,这个对象是数组BufferSlot:
struct BufferSlot {
BufferSlot()
: mGraphicBuffer(nullptr),
mEglDisplay(EGL_NO_DISPLAY),
mBufferState(),
mRequestBufferCalled(false),
mFrameNumber(0),
mEglFence(EGL_NO_SYNC_KHR),
mFence(Fence::NO_FENCE),
mAcquireCalled(false),
mNeedsReallocation(false) {
}
sp mGraphicBuffer;
EGLDisplay mEglDisplay;
BufferState mBufferState;
bool mRequestBufferCalled;
uint64_t mFrameNumber;
EGLSyncKHR mEglFence;
sp mFence;
// Indicates whether this buffer has been seen by a consumer yet
bool mAcquireCalled;
bool mNeedsReallocation;
};
在这里面保存着几个很重要对象:
- 1.GraphicBuffer 图元缓冲对象
- 2.mEglDisplay opengl es的屏幕对象,实际上就是egl_display_t
- 3.BufferState 图元状态
- 4.EGLSyncKHR opengl es的同步栅
- 5.Fence 同步栅
在这里先介绍一个重要的概念,每一个GraphicBuffer图元在不同的流程会分为5个状态都会在BufferState记录状态:
- 1.free 图元是自由的等待dequeue使用
- 2.dequeue SF中缓冲队列的插槽对应index的图元要么找到一个free的图元,要么就申请一个出来。
- 3.queue 从dequeue出来的图元,经过queueBuffer进入到SF进行刷新界面时候读取出来进行渲染
- 4.acquire 当SF的图元消费者进行消费之后,将会把这个状态设置为Acquire
- 4.share 共享图元 这种模式比较特殊,这种模式下能够和其他三个模式并存,只是这种模式下只会整个Layer进行绘制使用同一个图元绘制。
根据这些状态,在SF中对应的计数个数不一样,这些计数影响着SF是否需要调整整个mSlot的使用策略。
图元状态 | mShared | mDequeueCount | mQueueCount | mAcquireCount |
---|---|---|---|---|
FREE | false | 0 | 0 | 0 |
DEQUEUED | false | 1 | 0 | 0 |
QUEUED | false | 0 | 1 | 0 |
ACQUIRED | false | 0 | 0 | 1 |
SHARED | true | any | any | any |
- 1.mShared 代表该图元是共享的
- 2.mDequeueCount 有多少图元是否出队,被应用程序正在处理
- 3.mQueueCount 有多少图元已经入队,正在等待被消费者消费
- 4.mAcquireCount 有多少图元正在被消费。
因此当我们需要进行调整,需要对mDequeueCount+mAcquireCount加入调整计算,这样才能知道一共有多少图元在缓冲队伍之外,才能正确的计算,是否应该调整BufferQueue.mSlot的策略。在图元缓冲队列初始化那一章中,能看到会计算mMaxAcquiredBufferCount和mMaxDequeuedBufferCount的数量,来控制每一个Layer的图元生产者的是否需要调整slot为新的GraphicBuffer腾出位置。
int Surface::dequeueBuffer(android_native_buffer_t** buffer, int* fenceFd) {
uint32_t reqWidth;
uint32_t reqHeight;
PixelFormat reqFormat;
uint64_t reqUsage;
bool enableFrameTimestamps;
{
Mutex::Autolock lock(mMutex);
if (mReportRemovedBuffers) {
mRemovedBuffers.clear();
}
reqWidth = mReqWidth ? mReqWidth : mUserWidth;
reqHeight = mReqHeight ? mReqHeight : mUserHeight;
reqFormat = mReqFormat;
reqUsage = mReqUsage;
enableFrameTimestamps = mEnableFrameTimestamps;
if (mSharedBufferMode && mAutoRefresh && mSharedBufferSlot !=
BufferItem::INVALID_BUFFER_SLOT) {
sp& gbuf(mSlots[mSharedBufferSlot].buffer);
if (gbuf != NULL) {
*buffer = gbuf.get();
*fenceFd = -1;
return OK;
}
}
} // Drop the lock so that we can still touch the Surface while blocking in IGBP::dequeueBuffer
int buf = -1;
sp fence;
nsecs_t startTime = systemTime();
FrameEventHistoryDelta frameTimestamps;
status_t result = mGraphicBufferProducer->dequeueBuffer(&buf, &fence, reqWidth, reqHeight,
reqFormat, reqUsage, &mBufferAge,
enableFrameTimestamps ? &frameTimestamps
: nullptr);
mLastDequeueDuration = systemTime() - startTime;
if (result < 0) {
...
return result;
}
if (buf < 0 || buf >= NUM_BUFFER_SLOTS) {
...
return FAILED_TRANSACTION;
}
Mutex::Autolock lock(mMutex);
// Write this while holding the mutex
mLastDequeueStartTime = startTime;
sp& gbuf(mSlots[buf].buffer);
// this should never happen
...
if (result & IGraphicBufferProducer::RELEASE_ALL_BUFFERS) {
freeAllBuffers();
}
if (enableFrameTimestamps) {
mFrameEventHistory->applyDelta(frameTimestamps);
}
if ((result & IGraphicBufferProducer::BUFFER_NEEDS_REALLOCATION) || gbuf == nullptr) {
if (mReportRemovedBuffers && (gbuf != nullptr)) {
mRemovedBuffers.push_back(gbuf);
}
result = mGraphicBufferProducer->requestBuffer(buf, &gbuf);
if (result != NO_ERROR) {
...
mGraphicBufferProducer->cancelBuffer(buf, fence);
return result;
}
}
if (fence->isValid()) {
*fenceFd = fence->dup();
if (*fenceFd == -1) {
...
}
} else {
*fenceFd = -1;
}
*buffer = gbuf.get();
if (mSharedBufferMode && mAutoRefresh) {
mSharedBufferSlot = buf;
mSharedBufferHasBeenQueued = false;
} else if (mSharedBufferSlot == buf) {
mSharedBufferSlot = BufferItem::INVALID_BUFFER_SLOT;
mSharedBufferHasBeenQueued = false;
}
return OK;
}
流程如下:
- 1.如果是共享图元模式,则只会获取mSharedBufferSlot记录的在共享图元在mShared的位置,直接返回对的index。
- 2.调用SF的dequeueBuffer方法,在SF尝试的获取图元对应的位置。
- 3.如果返回的result超出了NUM_BUFFER_SLOTS,则返回一场。判断返回的命令决定是否释放在客户端中的mSlot
- 4.如果判断到BUFFER_NEEDS_REALLOCATION需要重新申请图元,则调用requestBuffer,拿到新申请图元的保存到客户端进程。
让我们重点关注SF的dequeueBuffer。
BufferQueueProducer dequeueBuffer
文件:/frameworks/native/libs/gui/BufferQueueProducer.cpp
status_t BufferQueueProducer::dequeueBuffer(int* outSlot, sp* outFence,
uint32_t width, uint32_t height, PixelFormat format,
uint64_t usage, uint64_t* outBufferAge,
FrameEventHistoryDelta* outTimestamps) {
ATRACE_CALL();
{ // Autolock scope
Mutex::Autolock lock(mCore->mMutex);
mConsumerName = mCore->mConsumerName;
if (mCore->mIsAbandoned) {
return NO_INIT;
}
if (mCore->mConnectedApi == BufferQueueCore::NO_CONNECTED_API) {
return NO_INIT;
}
} // Autolock scope
if ((width && !height) || (!width && height)) {
return BAD_VALUE;
}
status_t returnFlags = NO_ERROR;
EGLDisplay eglDisplay = EGL_NO_DISPLAY;
EGLSyncKHR eglFence = EGL_NO_SYNC_KHR;
bool attachedByConsumer = false;
{ // Autolock scope
Mutex::Autolock lock(mCore->mMutex);
mCore->waitWhileAllocatingLocked();
if (format == 0) {
format = mCore->mDefaultBufferFormat;
}
// Enable the usage bits the consumer requested
usage |= mCore->mConsumerUsageBits;
const bool useDefaultSize = !width && !height;
if (useDefaultSize) {
width = mCore->mDefaultWidth;
height = mCore->mDefaultHeight;
}
int found = BufferItem::INVALID_BUFFER_SLOT;
while (found == BufferItem::INVALID_BUFFER_SLOT) {
status_t status = waitForFreeSlotThenRelock(FreeSlotCaller::Dequeue,
&found);
if (status != NO_ERROR) {
return status;
}
// This should not happen
if (found == BufferQueueCore::INVALID_BUFFER_SLOT) {
return -EBUSY;
}
const sp& buffer(mSlots[found].mGraphicBuffer);
if (!mCore->mAllowAllocation) {
if (buffer->needsReallocation(width, height, format, BQ_LAYER_COUNT, usage)) {
if (mCore->mSharedBufferSlot == found) {
return BAD_VALUE;
}
mCore->mFreeSlots.insert(found);
mCore->clearBufferSlotLocked(found);
found = BufferItem::INVALID_BUFFER_SLOT;
continue;
}
}
}
const sp& buffer(mSlots[found].mGraphicBuffer);
if (mCore->mSharedBufferSlot == found &&
buffer->needsReallocation(width, height, format, BQ_LAYER_COUNT, usage)) {
return BAD_VALUE;
}
if (mCore->mSharedBufferSlot != found) {
mCore->mActiveBuffers.insert(found);
}
*outSlot = found;
ATRACE_BUFFER_INDEX(found);
attachedByConsumer = mSlots[found].mNeedsReallocation;
mSlots[found].mNeedsReallocation = false;
mSlots[found].mBufferState.dequeue();
if ((buffer == NULL) ||
buffer->needsReallocation(width, height, format, BQ_LAYER_COUNT, usage))
{
mSlots[found].mAcquireCalled = false;
mSlots[found].mGraphicBuffer = NULL;
mSlots[found].mRequestBufferCalled = false;
mSlots[found].mEglDisplay = EGL_NO_DISPLAY;
mSlots[found].mEglFence = EGL_NO_SYNC_KHR;
mSlots[found].mFence = Fence::NO_FENCE;
mCore->mBufferAge = 0;
mCore->mIsAllocating = true;
returnFlags |= BUFFER_NEEDS_REALLOCATION;
} else {
// We add 1 because that will be the frame number when this buffer
// is queued
mCore->mBufferAge = mCore->mFrameCounter + 1 - mSlots[found].mFrameNumber;
}
if (CC_UNLIKELY(mSlots[found].mFence == NULL)) {
...
}
eglDisplay = mSlots[found].mEglDisplay;
eglFence = mSlots[found].mEglFence;
// Don't return a fence in shared buffer mode, except for the first
// frame.
*outFence = (mCore->mSharedBufferMode &&
mCore->mSharedBufferSlot == found) ?
Fence::NO_FENCE : mSlots[found].mFence;
mSlots[found].mEglFence = EGL_NO_SYNC_KHR;
mSlots[found].mFence = Fence::NO_FENCE;
if (mCore->mSharedBufferMode && mCore->mSharedBufferSlot ==
BufferQueueCore::INVALID_BUFFER_SLOT) {
mCore->mSharedBufferSlot = found;
mSlots[found].mBufferState.mShared = true;
}
} // Autolock scope
if (returnFlags & BUFFER_NEEDS_REALLOCATION) {
sp graphicBuffer = new GraphicBuffer(
width, height, format, BQ_LAYER_COUNT, usage,
{mConsumerName.string(), mConsumerName.size()});
status_t error = graphicBuffer->initCheck();
{ // Autolock scope
Mutex::Autolock lock(mCore->mMutex);
if (error == NO_ERROR && !mCore->mIsAbandoned) {
graphicBuffer->setGenerationNumber(mCore->mGenerationNumber);
mSlots[*outSlot].mGraphicBuffer = graphicBuffer;
}
mCore->mIsAllocating = false;
mCore->mIsAllocatingCondition.broadcast();
if (error != NO_ERROR) {
mCore->mFreeSlots.insert(*outSlot);
mCore->clearBufferSlotLocked(*outSlot);
return error;
}
if (mCore->mIsAbandoned) {
mCore->mFreeSlots.insert(*outSlot);
mCore->clearBufferSlotLocked(*outSlot);
return NO_INIT;
}
VALIDATE_CONSISTENCY();
} // Autolock scope
}
if (attachedByConsumer) {
returnFlags |= BUFFER_NEEDS_REALLOCATION;
}
if (eglFence != EGL_NO_SYNC_KHR) {
EGLint result = eglClientWaitSyncKHR(eglDisplay, eglFence, 0,
1000000000);
if (result == EGL_FALSE) {
BQ_LOGE("dequeueBuffer: error %#x waiting for fence",
eglGetError());
} else if (result == EGL_TIMEOUT_EXPIRED_KHR) {
BQ_LOGE("dequeueBuffer: timeout waiting for fence");
}
eglDestroySyncKHR(eglDisplay, eglFence);
}
...
if (outBufferAge) {
*outBufferAge = mCore->mBufferAge;
}
addAndGetFrameTimestamps(nullptr, outTimestamps);
return returnFlags;
}
-
- waitWhileAllocatingLocked 如果其他线程进入这个方法,会等待BufferQueueProducer帮其他应用进程申请完之后才能继续走下去。
-
- waitForFreeSlotThenRelock 不断的查找BufferQueueCore的Slot中空闲的插槽位置,并且取出BufferSlot(在SF中也有一个BufferSlot对应记录)中的GraphicBuffer的index(found),判断当前这个图元是否宽高,像素格式是否和请求一样,不一样则需要重新请求,则在返回码添加BUFFER_NEEDS_REALLOCATION。
-
- 先把found的index添加到mActiveBuffer 区间,标示为活跃状态,并且设置为dequeue状态。接着如果找到的GraphicBuffer是空的,或者需要重新申请,则把设置到BufferSlot的参数全部初始化。
-
- 发现打开了BUFFER_NEEDS_REALLOCATION标志位,就在SF中申请一个新的GraphicBuffer,接着调用GraphicBuffer的initCheck进行校验。拿到found的下标,把新的GraphicBuffer 加入到mSlot。调用clearBufferSlotLocked,初始化clearBufferSlotLocked和里面的参数。
-
- addAndGetFrameTimestamps 这个方法在dequeuebuffer没有意义。
在这个过程中其实很简单,就是找到合适的空位,添加到活跃区间,设置标志位,最后发现为空则会新生成一个,最后返回的是mSlot对应位置的下标。而不会直接返回一个完整的GraphicBuffer,因为一个图元太大了,根本不可能通过Binder进行通信。
我们来看看waitForFreeSlotThenRelock是怎么从mSlot找到合适位置的图元插槽。
BufferQueueProducer waitForFreeSlotThenRelock
status_t BufferQueueProducer::waitForFreeSlotThenRelock(FreeSlotCaller caller,
int* found) const {
auto callerString = (caller == FreeSlotCaller::Dequeue) ?
"dequeueBuffer" : "attachBuffer";
bool tryAgain = true;
while (tryAgain) {
if (mCore->mIsAbandoned) {
return NO_INIT;
}
int dequeuedCount = 0;
int acquiredCount = 0;
for (int s : mCore->mActiveBuffers) {
if (mSlots[s].mBufferState.isDequeued()) {
++dequeuedCount;
}
if (mSlots[s].mBufferState.isAcquired()) {
++acquiredCount;
}
}
if (mCore->mBufferHasBeenQueued &&
dequeuedCount >= mCore->mMaxDequeuedBufferCount) {
...
return INVALID_OPERATION;
}
*found = BufferQueueCore::INVALID_BUFFER_SLOT;
...
const int maxBufferCount = mCore->getMaxBufferCountLocked();
bool tooManyBuffers = mCore->mQueue.size()
> static_cast(maxBufferCount);
if (tooManyBuffers) {
...
} else {
...
if (mCore->mSharedBufferMode && mCore->mSharedBufferSlot !=
BufferQueueCore::INVALID_BUFFER_SLOT) {
*found = mCore->mSharedBufferSlot;
} else {
if (caller == FreeSlotCaller::Dequeue) {
// If we're calling this from dequeue, prefer free buffers
int slot = getFreeBufferLocked();
if (slot != BufferQueueCore::INVALID_BUFFER_SLOT) {
*found = slot;
} else if (mCore->mAllowAllocation) {
*found = getFreeSlotLocked();
}
} else {
// If we're calling this from attach, prefer free slots
int slot = getFreeSlotLocked();
if (slot != BufferQueueCore::INVALID_BUFFER_SLOT) {
*found = slot;
} else {
*found = getFreeBufferLocked();
}
}
}
}
tryAgain = (*found == BufferQueueCore::INVALID_BUFFER_SLOT) ||
tooManyBuffers;
if (tryAgain) {
if ((mCore->mDequeueBufferCannotBlock || mCore->mAsyncMode) &&
(acquiredCount <= mCore->mMaxAcquiredBufferCount)) {
return WOULD_BLOCK;
}
if (mDequeueTimeout >= 0) {
status_t result = mCore->mDequeueCondition.waitRelative(
mCore->mMutex, mDequeueTimeout);
if (result == TIMED_OUT) {
return result;
}
} else {
mCore->mDequeueCondition.wait(mCore->mMutex);
}
}
} // while (tryAgain)
return NO_ERROR;
}
- 1.每一次进入这个方法,都会先循环检测mActiveBuffers中所有所有保存的GraphicBuffer对象的状态,计算已经出队dequeue和消费acquire的数目,并且做校验dequeue是否大于mMaxDequeuedBufferCount数目,超出了就不能计算。还要校验整个Queue大小是否已经比maxBufferCount的限制。
- 2.如果判断在dequeue执行状态,则会从先从mFreeBuffer找,找不到再从mFreeSlots中查找。
- 3.最后唤醒其他要出队到应用的线程。
BufferQueueProducer requestBuffer
status_t BufferQueueProducer::requestBuffer(int slot, sp* buf) {
ATRACE_CALL();
BQ_LOGV("requestBuffer: slot %d", slot);
Mutex::Autolock lock(mCore->mMutex);
...
mSlots[slot].mRequestBufferCalled = true;
*buf = mSlots[slot].mGraphicBuffer;
return NO_ERROR;
}
在这个过程中,很简单,直接返回一个GraphicBuffer对象。不是说GraphicBuffer很大,Binder没有办法传输吗?为什么这里又能返回到app进程呢?稍后解析。这里就能Surface就记录了对应index的GraphicBuffer。
Surface queueBuffer
int Surface::queueBuffer(android_native_buffer_t* buffer, int fenceFd) {
ATRACE_CALL();
ALOGV("Surface::queueBuffer");
Mutex::Autolock lock(mMutex);
int64_t timestamp;
bool isAutoTimestamp = false;
if (mTimestamp == NATIVE_WINDOW_TIMESTAMP_AUTO) {
timestamp = systemTime(SYSTEM_TIME_MONOTONIC);
isAutoTimestamp = true;
} else {
timestamp = mTimestamp;
}
int i = getSlotFromBufferLocked(buffer);
if (i < 0) {
if (fenceFd >= 0) {
close(fenceFd);
}
return i;
}
if (mSharedBufferSlot == i && mSharedBufferHasBeenQueued) {
if (fenceFd >= 0) {
close(fenceFd);
}
return OK;
}
// Make sure the crop rectangle is entirely inside the buffer.
Rect crop(Rect::EMPTY_RECT);
mCrop.intersect(Rect(buffer->width, buffer->height), &crop);
sp fence(fenceFd >= 0 ? new Fence(fenceFd) : Fence::NO_FENCE);
IGraphicBufferProducer::QueueBufferOutput output;
IGraphicBufferProducer::QueueBufferInput input(timestamp, isAutoTimestamp,
static_cast(mDataSpace), crop, mScalingMode,
mTransform ^ mStickyTransform, fence, mStickyTransform,
mEnableFrameTimestamps);
input.setHdrMetadata(mHdrMetadata);
if (mConnectedToCpu || mDirtyRegion.bounds() == Rect::INVALID_RECT) {
input.setSurfaceDamage(Region::INVALID_REGION);
} else {
int width = buffer->width;
int height = buffer->height;
bool rotated90 = (mTransform ^ mStickyTransform) &
NATIVE_WINDOW_TRANSFORM_ROT_90;
if (rotated90) {
std::swap(width, height);
}
Region flippedRegion;
for (auto rect : mDirtyRegion) {
int left = rect.left;
int right = rect.right;
int top = height - rect.bottom; // Flip from OpenGL convention
int bottom = height - rect.top; // Flip from OpenGL convention
switch (mTransform ^ mStickyTransform) {
case NATIVE_WINDOW_TRANSFORM_ROT_90: {
// Rotate 270 degrees
Rect flippedRect{top, width - right, bottom, width - left};
flippedRegion.orSelf(flippedRect);
break;
}
case NATIVE_WINDOW_TRANSFORM_ROT_180: {
// Rotate 180 degrees
Rect flippedRect{width - right, height - bottom,
width - left, height - top};
flippedRegion.orSelf(flippedRect);
break;
}
case NATIVE_WINDOW_TRANSFORM_ROT_270: {
// Rotate 90 degrees
Rect flippedRect{height - bottom, left,
height - top, right};
flippedRegion.orSelf(flippedRect);
break;
}
default: {
Rect flippedRect{left, top, right, bottom};
flippedRegion.orSelf(flippedRect);
break;
}
}
}
input.setSurfaceDamage(flippedRegion);
}
nsecs_t now = systemTime();
status_t err = mGraphicBufferProducer->queueBuffer(i, input, &output);
mLastQueueDuration = systemTime() - now;
...
if (mEnableFrameTimestamps) {
mFrameEventHistory->applyDelta(output.frameTimestamps);
mFrameEventHistory->updateAcquireFence(mNextFrameNumber,
std::make_shared(std::move(fence)));
...
mFrameEventHistory->updateSignalTimes();
}
mLastFrameNumber = mNextFrameNumber;
mDefaultWidth = output.width;
mDefaultHeight = output.height;
mNextFrameNumber = output.nextFrameNumber;
// Disable transform hint if sticky transform is set.
if (mStickyTransform == 0) {
mTransformHint = output.transformHint;
}
mConsumerRunningBehind = (output.numPendingBuffers >= 2);
if (!mConnectedToCpu) {
// Clear surface damage back to full-buffer
mDirtyRegion = Region::INVALID_REGION;
}
if (mSharedBufferMode && mAutoRefresh && mSharedBufferSlot == i) {
mSharedBufferHasBeenQueued = true;
}
mQueueBufferCondition.broadcast();
return err;
}
流程如下:
- 1.获取当前的时间戳,等着作为参数传出去。通过getSlotFromBufferLocked检测GraphicBuffer有没有保存在Surface的mSlots中,没有就不能进行下一步。
- 2.设置所有的必须的参数给QueueBufferInput。如crop裁剪区域,fence同步栅。如果打开了硬件加速,则会设置Surface的Image。如果发现旋转角度,则会旋转像素区域,最后进行合并。最后设置到input。
- 3.调用BufferQueueProducer的queueBuffer,把图元对应的下标index设置进BufferQueueProducer中处理。
- 4.更新mFrameEventHistory数据。
- 5.设置framebuffer,记录前后两帧在对应index;记录入队消耗的时间等辅助参数。
BufferQueueProducer queueBuffer
status_t BufferQueueProducer::queueBuffer(int slot,
const QueueBufferInput &input, QueueBufferOutput *output) {
...
int64_t requestedPresentTimestamp;
bool isAutoTimestamp;
android_dataspace dataSpace;
Rect crop(Rect::EMPTY_RECT);
int scalingMode;
uint32_t transform;
uint32_t stickyTransform;
sp acquireFence;
bool getFrameTimestamps = false;
input.deflate(&requestedPresentTimestamp, &isAutoTimestamp, &dataSpace,
&crop, &scalingMode, &transform, &acquireFence, &stickyTransform,
&getFrameTimestamps);
const Region& surfaceDamage = input.getSurfaceDamage();
const HdrMetadata& hdrMetadata = input.getHdrMetadata();
...
auto acquireFenceTime = std::make_shared(acquireFence);
switch (scalingMode) {
case NATIVE_WINDOW_SCALING_MODE_FREEZE:
case NATIVE_WINDOW_SCALING_MODE_SCALE_TO_WINDOW:
case NATIVE_WINDOW_SCALING_MODE_SCALE_CROP:
case NATIVE_WINDOW_SCALING_MODE_NO_SCALE_CROP:
break;
default:
...
return BAD_VALUE;
}
sp frameAvailableListener;
sp frameReplacedListener;
int callbackTicket = 0;
uint64_t currentFrameNumber = 0;
BufferItem item;
{ // Autolock scope
Mutex::Autolock lock(mCore->mMutex);
...
if (mCore->mSharedBufferMode && mCore->mSharedBufferSlot ==
BufferQueueCore::INVALID_BUFFER_SLOT) {
mCore->mSharedBufferSlot = slot;
mSlots[slot].mBufferState.mShared = true;
}
const sp& graphicBuffer(mSlots[slot].mGraphicBuffer);
Rect bufferRect(graphicBuffer->getWidth(), graphicBuffer->getHeight());
Rect croppedRect(Rect::EMPTY_RECT);
crop.intersect(bufferRect, &croppedRect);
if (dataSpace == HAL_DATASPACE_UNKNOWN) {
dataSpace = mCore->mDefaultBufferDataSpace;
}
mSlots[slot].mFence = acquireFence;
mSlots[slot].mBufferState.queue();
++mCore->mFrameCounter;
currentFrameNumber = mCore->mFrameCounter;
mSlots[slot].mFrameNumber = currentFrameNumber;
item.mAcquireCalled = mSlots[slot].mAcquireCalled;
item.mGraphicBuffer = mSlots[slot].mGraphicBuffer;
item.mCrop = crop;
item.mTransform = transform &
~static_cast(NATIVE_WINDOW_TRANSFORM_INVERSE_DISPLAY);
item.mTransformToDisplayInverse =
(transform & NATIVE_WINDOW_TRANSFORM_INVERSE_DISPLAY) != 0;
item.mScalingMode = static_cast(scalingMode);
item.mTimestamp = requestedPresentTimestamp;
item.mIsAutoTimestamp = isAutoTimestamp;
item.mDataSpace = dataSpace;
item.mHdrMetadata = hdrMetadata;
item.mFrameNumber = currentFrameNumber;
item.mSlot = slot;
item.mFence = acquireFence;
item.mFenceTime = acquireFenceTime;
item.mIsDroppable = mCore->mAsyncMode ||
mCore->mDequeueBufferCannotBlock ||
(mCore->mSharedBufferMode && mCore->mSharedBufferSlot == slot);
item.mSurfaceDamage = surfaceDamage;
item.mQueuedBuffer = true;
item.mAutoRefresh = mCore->mSharedBufferMode && mCore->mAutoRefresh;
item.mApi = mCore->mConnectedApi;
mStickyTransform = stickyTransform;
// Cache the shared buffer data so that the BufferItem can be recreated.
if (mCore->mSharedBufferMode) {
mCore->mSharedBufferCache.crop = crop;
mCore->mSharedBufferCache.transform = transform;
mCore->mSharedBufferCache.scalingMode = static_cast(
scalingMode);
mCore->mSharedBufferCache.dataspace = dataSpace;
}
output->bufferReplaced = false;
if (mCore->mQueue.empty()) {
mCore->mQueue.push_back(item);
frameAvailableListener = mCore->mConsumerListener;
} else {
const BufferItem& last = mCore->mQueue.itemAt(
mCore->mQueue.size() - 1);
if (last.mIsDroppable) {
if (!last.mIsStale) {
mSlots[last.mSlot].mBufferState.freeQueued();
if (!mCore->mSharedBufferMode &&
mSlots[last.mSlot].mBufferState.isFree()) {
mSlots[last.mSlot].mBufferState.mShared = false;
}
// Don't put the shared buffer on the free list.
if (!mSlots[last.mSlot].mBufferState.isShared()) {
mCore->mActiveBuffers.erase(last.mSlot);
mCore->mFreeBuffers.push_back(last.mSlot);
output->bufferReplaced = true;
}
}
mCore->mQueue.editItemAt(mCore->mQueue.size() - 1) = item;
frameReplacedListener = mCore->mConsumerListener;
} else {
mCore->mQueue.push_back(item);
frameAvailableListener = mCore->mConsumerListener;
}
}
mCore->mBufferHasBeenQueued = true;
mCore->mDequeueCondition.broadcast();
mCore->mLastQueuedSlot = slot;
output->width = mCore->mDefaultWidth;
output->height = mCore->mDefaultHeight;
output->transformHint = mCore->mTransformHint;
output->numPendingBuffers = static_cast(mCore->mQueue.size());
output->nextFrameNumber = mCore->mFrameCounter + 1;
ATRACE_INT(mCore->mConsumerName.string(),
static_cast(mCore->mQueue.size()));
mCore->mOccupancyTracker.registerOccupancyChange(mCore->mQueue.size());
// Take a ticket for the callback functions
callbackTicket = mNextCallbackTicket++;
VALIDATE_CONSISTENCY();
} // Autolock scope
if (!mConsumerIsSurfaceFlinger) {
item.mGraphicBuffer.clear();
}
item.mSlot = BufferItem::INVALID_BUFFER_SLOT;
int connectedApi;
sp lastQueuedFence;
{ // scope for the lock
Mutex::Autolock lock(mCallbackMutex);
while (callbackTicket != mCurrentCallbackTicket) {
mCallbackCondition.wait(mCallbackMutex);
}
if (frameAvailableListener != NULL) {
frameAvailableListener->onFrameAvailable(item);
} else if (frameReplacedListener != NULL) {
frameReplacedListener->onFrameReplaced(item);
}
connectedApi = mCore->mConnectedApi;
lastQueuedFence = std::move(mLastQueueBufferFence);
mLastQueueBufferFence = std::move(acquireFence);
mLastQueuedCrop = item.mCrop;
mLastQueuedTransform = item.mTransform;
++mCurrentCallbackTicket;
mCallbackCondition.broadcast();
}
// Wait without lock held
if (connectedApi == NATIVE_WINDOW_API_EGL) {
lastQueuedFence->waitForever("Throttling EGL Production");
}
// Update and get FrameEventHistory.
nsecs_t postedTime = systemTime(SYSTEM_TIME_MONOTONIC);
NewFrameEventsEntry newFrameEventsEntry = {
currentFrameNumber,
postedTime,
requestedPresentTimestamp,
std::move(acquireFenceTime)
};
addAndGetFrameTimestamps(&newFrameEventsEntry,
getFrameTimestamps ? &output->frameTimestamps : nullptr);
return NO_ERROR;
}
核心有四个:
- 1.拿到当前需要入队的图元,并且把QueueBufferInput设置的参数全部取出,设置到BufferItem中,接着设置到BufferQueueCore的mQueue中,mQueue为如下类型:
typedef Vector Fifo;
其实在这个阶段判断mQueue如果为空,直接加到mQueue的末尾。不为空,需要判断最后一个图元是否已经不需要显示了,如果是共享模式的图元,则关闭。不是,则会从Active区域移除,放到Free区域中,并且代替mQueue最后一个图元。否则还是放到mQueue末尾。
2.设置QueueBufferOutput参数,能看到nextframebuffer,就是BufferQueueCore中包含者帧数+1。
3.调用frameAvailableListener回调。这个回调在缓冲队列初始化有专门介绍过。是通知消费者可以进行消费图元的回调。
-
- addAndGetFrameTimestamps 更新当前帧时间戳。
addAndGetFrameTimestamps
nsecs_t postedTime = systemTime(SYSTEM_TIME_MONOTONIC);
NewFrameEventsEntry newFrameEventsEntry = {
currentFrameNumber,
postedTime,
requestedPresentTimestamp,
std::move(acquireFenceTime)
};
addAndGetFrameTimestamps(&newFrameEventsEntry,
getFrameTimestamps ? &output->frameTimestamps : nullptr);
- 1.currentFrameNumber 每当进入queueBuffer,就会自动添加一次mFrameCounter,这个参数代表这是当前Surface诞生以来第几帧。
- 2.postedTime 完成queue时候的时间。
- 3.requestedPresentTimestamp 应用端调用Binder通信时候的时刻。
- 4.acquireFenceTime 一个同步栅
void BufferQueueProducer::addAndGetFrameTimestamps(
const NewFrameEventsEntry* newTimestamps,
FrameEventHistoryDelta* outDelta) {
if (newTimestamps == nullptr && outDelta == nullptr) {
return;
}
sp listener;
{
Mutex::Autolock lock(mCore->mMutex);
listener = mCore->mConsumerListener;
}
if (listener != NULL) {
listener->addAndGetFrameTimestamps(newTimestamps, outDelta);
}
}
此时就是回调到消费者中的监听回调,具体做了什么之后再说。
unlock 解锁图元
文件:/frameworks/native/opengl/libagl/egl.cpp
status_t egl_window_surface_v2_t::unlock(ANativeWindowBuffer* buf)
{
if (!buf) return BAD_VALUE;
auto& mapper = GraphicBufferMapper::get();
return mapper.unlock(buf->handle);
}
能看到GraphicBufferMapper调用以ANativeWindowBuffer的handle为线索unlock解锁图元映射。
小结
在整个流程中,我们能够看到生产者生产涉及到的主要角色如下:
- 1.GraphicBufferMapper
- 2.BufferQueueProducer
- 3.Surface(ANativeWindow)
- 4.GraphicBuffer(ANativeWindowBuffer)
Surface是面向应用客户端的图元生产者,BufferQueueProducer是面向SF服务端的图元生产者。其核心涉及实际是查找mSlot中有没有空闲的位置,让图元占用。但是真正进行消费的时候,需要设置到BufferItem的Vector中。
但是思考过没有,一个图元代表一帧的数据。一个屏幕常见的占用的内存108019204 早就超过了应用传输Binder的极限1040k.那么系统是怎么规避这个问题呢?
我们从dequeue步骤中能看到,每一次dequeue之后先回返回一个mSlot的下标,即使在这个步骤已经new了一个GraphicBuffer,他也不会返回GraphicBuffer。但是到了requestBuffer就能GraphicBuffer对象。为什么这么设计?就算是返回了GraphicBuffer对象,Binder会因为这个对象占用太大而报错。
系统是怎么办到的?而且在OpenGL es中eglSwapBuffers中,把framebuffer_t和ANativeWindowBuffer的bit属性关联起来,ANativeWindowBuffer又是怎么在跨进程通信初始化bit字段的?
接下来让我们专门来解析GraphicBuffer类。
GraphicBuffer 初始化
文件:/frameworks/native/include/ui/GraphicBuffer.h
先来看看其继承关系:
class GraphicBuffer
: public ANativeObjectBase,
public Flattenable
GraphicBuffer继承于ANativeWindowBuffer和Flattenable,前者是在ANativeWindow中的图元缓冲,后者是Binder 传输时候的Parcel封装IBinder。但是这里里面的flattern和unflattern方法被重写了为自己的保存所有参数的方法。我们稍后再看。
文件:/frameworks/native/libs/ui/GraphicBuffer.cpp
sp graphicBuffer = new GraphicBuffer(
width, height, format, BQ_LAYER_COUNT, usage,
{mConsumerName.string(), mConsumerName.size()});
GraphicBuffer::GraphicBuffer(uint32_t inWidth, uint32_t inHeight,
PixelFormat inFormat, uint32_t inLayerCount, uint64_t usage, std::string requestorName)
: GraphicBuffer()
{
mInitCheck = initWithSize(inWidth, inHeight, inFormat, inLayerCount,
usage, std::move(requestorName));
}
status_t GraphicBuffer::initWithSize(uint32_t inWidth, uint32_t inHeight,
PixelFormat inFormat, uint32_t inLayerCount, uint64_t inUsage,
std::string requestorName)
{
GraphicBufferAllocator& allocator = GraphicBufferAllocator::get();
uint32_t outStride = 0;
status_t err = allocator.allocate(inWidth, inHeight, inFormat, inLayerCount,
inUsage, &handle, &outStride, mId,
std::move(requestorName));
if (err == NO_ERROR) {
mBufferMapper.getTransportSize(handle, &mTransportNumFds, &mTransportNumInts);
width = static_cast(inWidth);
height = static_cast(inHeight);
format = inFormat;
layerCount = inLayerCount;
usage = inUsage;
usage_deprecated = int(usage);
stride = static_cast(outStride);
}
return err;
}
在初始化中有一个十分核心的类GraphicBufferAllocator,图元申请器。这个类真正在一个GraphicBuffer的壳内,通过allocate真正生成一个核心内存块。接着会调用GraphicBufferMapper. getTransportSize在Mapper中记录大小。请注意,allocate方法中有一个十分核心的参数handle。他是来自ANativeWindowBuffer:
文件:/frameworks/native/libs/nativebase/include/nativebase/nativebase.h
const native_handle_t* handle;
typedef struct native_handle
{
int version; /* sizeof(native_handle_t) */
int numFds; /* number of file-descriptors at &data[0] */
int numInts; /* number of ints at &data[numFds] */
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wzero-length-array"
#endif
int data[0]; /* numFds + numInts ints */
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
} native_handle_t;
native_handle_t实际上是的GraphicBuffer的句柄。
让我们依次看看GraphicBufferAllocator和GraphicBufferMapper都做了什么。
GraphicBufferAllocator 初始化
文件:frameworks/native/libs/ui/GraphicBufferAllocator.cpp
ANDROID_SINGLETON_STATIC_INSTANCE( GraphicBufferAllocator )
Mutex GraphicBufferAllocator::sLock;
KeyedVector GraphicBufferAllocator::sAllocList;
GraphicBufferAllocator::GraphicBufferAllocator()
: mMapper(GraphicBufferMapper::getInstance()),
mAllocator(std::make_unique(
mMapper.getGrallocMapper()))
{
}
ANDROID_SINGLETON_STATIC_INSTANCE这个宏实际上就是一个单例:
template
class ANDROID_API Singleton
{
public:
static TYPE& getInstance() {
Mutex::Autolock _l(sLock);
TYPE* instance = sInstance;
if (instance == 0) {
instance = new TYPE();
sInstance = instance;
}
return *instance;
}
static bool hasInstance() {
Mutex::Autolock _l(sLock);
return sInstance != 0;
}
protected:
~Singleton() { }
Singleton() { }
private:
Singleton(const Singleton&);
Singleton& operator = (const Singleton&);
static Mutex sLock;
static TYPE* sInstance;
};
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#define ANDROID_SINGLETON_STATIC_INSTANCE(TYPE) \
template<> ::android::Mutex \
(::android::Singleton< TYPE >::sLock)(::android::Mutex::PRIVATE); \
template<> TYPE* ::android::Singleton< TYPE >::sInstance(0); /* NOLINT */ \
template class ::android::Singleton< TYPE >;
其实很简单有一个静态方法,上锁后获取一个静态实例。
在构造函数中实例化了两个十分核心对象:
- 1.GraphicBufferMapper
- 2.Gralloc2::Allocator 从GraphicBufferMapper获图元生成器
GraphicBufferMapper 初始化
文件:/frameworks/native/libs/ui/GraphicBufferMapper.cpp
ANDROID_SINGLETON_STATIC_INSTANCE( GraphicBufferMapper )
GraphicBufferMapper::GraphicBufferMapper()
: mMapper(std::make_unique())
{
}
初始化核心对象Gralloc2::Mapper。
其实Gralloc2::Mapper和Gralloc2::Allocator两者都是对应Hal层的对象。我们依次看看两者的初始化。
Gralloc2::Mapper 的初始化
Mapper::Mapper()
{
mMapper = hardware::graphics::mapper::V2_0::IMapper::getService();
...
// IMapper 2.1 is optional
mMapperV2_1 = IMapper::castFrom(mMapper);
}
能看到本质上是沟通了Hal层的hwServiceManager之后,获取IMapper的服务。
之前在SurfaceFlinger的HAL层初始化有详细的介绍,这里就不多赘述。这里就直接摆出关键几个数据结构。
Gralloc2::Mapper HAL层的数据结构介绍
从我之前几篇文章能够知道,一般来说HAL需要hw_module_t的结构体作为核心。本文继续以msm8960为基准,Gralloc2对应的Hal层全部都是passthrough 直通模式,我们看看这个数据结构
文件:/hardware/qcom/display/msm8960/libgralloc/gralloc.cpp
struct private_module_t HAL_MODULE_INFO_SYM = {
.base = {
.common = {
.tag = HARDWARE_MODULE_TAG,
.module_api_version = GRALLOC_MODULE_API_VERSION_0_2,
.hal_api_version = 0,
.id = GRALLOC_HARDWARE_MODULE_ID,
.name = "Graphics Memory Allocator Module",
.author = "The Android Open Source Project",
.methods = &gralloc_module_methods,
.dso = 0,
},
.registerBuffer = gralloc_register_buffer,
.unregisterBuffer = gralloc_unregister_buffer,
.lock = gralloc_lock,
.unlock = gralloc_unlock,
.perform = gralloc_perform,
.lock_ycbcr = gralloc_lock_ycbcr,
},
.framebuffer = 0,
.fbFormat = 0,
.flags = 0,
.numBuffers = 0,
.bufferMask = 0,
.lock = PTHREAD_MUTEX_INITIALIZER,
.currentBuffer = 0,
};
能看到这里面gralloc对应的结构体,module_api_version 代表gralloc hal结构体的版本。此时版本为0.2。以及注册了gralloc_register_buffer,gralloc_unregister_buffer,gralloc_lock,gralloc_unlock,gralloc_perform,gralloc_lock_ycbcr的方法指针.
对应hw_module_t的包装类是Gralloc0HalImpl 。gralloc有点特殊,没有包装成hw_device_t,而是直接操作hw_module_t。
位置如下:/hardware/interfaces/graphics/mapper/2.0/utils/passthrough/include/mapper-passthrough/2.0/Gralloc0Hal.h
最后我们关注IMapper.hal,看看这个hal层开放了什么方法给上层:
interface IMapper {
...
@entry
@callflow(next="*")
createDescriptor(BufferDescriptorInfo descriptorInfo)
generates (Error error,
BufferDescriptor descriptor);
@entry
@callflow(next="*")
importBuffer(handle rawHandle) generates (Error error, pointer buffer);
@exit
@callflow(next="*")
freeBuffer(pointer buffer) generates (Error error);
@callflow(next="unlock")
lock(pointer buffer,
bitfield cpuUsage,
Rect accessRegion,
handle acquireFence)
generates (Error error,
pointer data);
@callflow(next="unlock")
lockYCbCr(pointer buffer,
bitfield cpuUsage,
Rect accessRegion,
handle acquireFence)
generates (Error error,
YCbCrLayout layout);
@callflow(next="*")
unlock(pointer buffer)
generates (Error error,
handle releaseFence);
};
一共四个方法:
- 1.importBuffer 生成可用的Buffer
- 2.freeBuffer 释放Buffer
- 3.lock 上锁buffer
- 4.lockYCbCr 上锁一个ycbcr的像素格式的buffer
- 4.unlock 解锁锁buffer
最后包装在这个HalImpl的类之上,在包装一层GrallocMapper给上层:
template
class GrallocMapper : public T {
protected:
void* addImportedBuffer(native_handle_t* bufferHandle) override {
return GrallocImportedBufferPool::getInstance().add(bufferHandle);
}
native_handle_t* removeImportedBuffer(void* buffer) override {
return GrallocImportedBufferPool::getInstance().remove(buffer);
}
const native_handle_t* getImportedBuffer(void* buffer) const override {
return GrallocImportedBufferPool::getInstance().get(buffer);
}
};
GrallocMapper是继承与MapperImpl,位置如下。
/hardware/interfaces/graphics/mapper/2.0/utils/hal/include/mapper-hal/2.0/Mapper.h
Gralloc2::Allocator HAL层的数据结构介绍
其实对于Allocator来说,其实对应的hw_module_t和IMapper是一致的。只不过不同的hal对象开发的api不同。对于Allocator他只关注如何申请内存出来。
先来看看对应的hal文件:
文件:/hardware/interfaces/graphics/allocator/2.0/IAllocator.hal
interface IAllocator {
@entry
@exit
@callflow(next="*")
dumpDebugInfo() generates (string debugInfo);
@entry
@exit
@callflow(next="*")
allocate(BufferDescriptor descriptor, uint32_t count)
generates (Error error,
uint32_t stride,
vec buffers);
};
其实只有一个allocate的方法,进行内存申请。不过在IAllocator的包装类Gralloc0HalImpl在调用initMoudle初始化hw_module_t的时候,调用了如下方法:
文件:/hardware/interfaces/graphics/allocator/2.0/utils/passthrough/include/allocator-passthrough/2.0/Gralloc0Hal.h
bool initWithModule(const hw_module_t* module) {
int result = gralloc_open(module, &mDevice);
if (result) {
mDevice = nullptr;
return false;
}
return true;
}
这里调用了gralloc_open,对hw_module_t进行初始化,生成一个hw_device_t.
文件:/hardware/qcom/display/msm8960/libgralloc/gralloc.cpp
int gralloc_device_open(const hw_module_t* module, const char* name,
hw_device_t** device)
{
int status = -EINVAL;
if (!strcmp(name, GRALLOC_HARDWARE_GPU0)) {
const private_module_t* m = reinterpret_cast(
module);
gpu_context_t *dev;
IAllocController* alloc_ctrl = IAllocController::getInstance();
dev = new gpu_context_t(m, alloc_ctrl);
*device = &dev->common;
status = 0;
} else {
status = fb_device_open(module, name, device);
}
return status;
}
在gralloc初始化hw_device_t时候,会判断hw_module_t中的name字段。是否打开gralloc服务。打开就使用gpu_context_t包装gralloc申请服务返回给上层,不打开则使用老的方式framebuffer,通信fb驱动。
能看到上面hw_module_t.name字段就是GRALLOC_HARDWARE_GPU0。其实绝大部分都是在使用gralloc服务。framebuffer的服务将不会仔细聊,我们把重点放到gralloc服务。
再来看看gpu_context_t:
文件:/hardware/qcom/display/msm8960/libgralloc/gpu.cpp
gpu_context_t::gpu_context_t(const private_module_t* module,
IAllocController* alloc_ctrl ) :
mAllocCtrl(alloc_ctrl)
{
// Zero out the alloc_device_t
memset(static_cast(this), 0, sizeof(alloc_device_t));
// Initialize the procs
common.tag = HARDWARE_DEVICE_TAG;
common.version = 0;
common.module = const_cast(&module->base.common);
common.close = gralloc_close;
alloc = gralloc_alloc;
#ifdef QCOM_BSP
allocSize = gralloc_alloc_size;
#endif
free = gralloc_free;
}
到了这一步,才真正的给整个hal的allocate方法赋予意义。
先来看看IAllocController 这个单例初始化。
IAllocController 初始化
文件:/hardware/qcom/display/msm8960/libgralloc/alloc_controller.cpp
IAllocController* IAllocController::sController = NULL;
IAllocController* IAllocController::getInstance(void)
{
if(sController == NULL) {
sController = new IonController();
}
return sController;
}
//-------------- IonController-----------------------//
IonController::IonController()
{
mIonAlloc = new IonAlloc();
}
IAllocController中间包装了一个IonAlloc。IonController中包装一个ion驱动控制器IonAlloc。IonAlloc实际上继承IMemAlloc。
最后对应着HAL向外暴露的对象为AllocatorImpl
小结
涉及到的对象有点多,我们还是画一个UML图来梳理一遍整个GraphicAllactor的Hal层初始化。
记住这幅图就能对整个GraphicBuffer的体系的设计了然于胸。
GraphicBuffer Hal层的生成原理
在GraphicBuffer中其核心方法为:
- 1.GraphicBufferAllocator. allocate。
- 2.GraphicBufferMapper. getTransportSize
让我们依次解析这两个方法。
status_t GraphicBufferAllocator::allocate(uint32_t width, uint32_t height,
PixelFormat format, uint32_t layerCount, uint64_t usage,
buffer_handle_t* handle, uint32_t* stride,
uint64_t /*graphicBufferId*/, std::string requestorName)
{
ATRACE_CALL();
// make sure to not allocate a N x 0 or 0 x N buffer, since this is
// allowed from an API stand-point allocate a 1x1 buffer instead.
if (!width || !height)
width = height = 1;
// Ensure that layerCount is valid.
if (layerCount < 1)
layerCount = 1;
Gralloc2::IMapper::BufferDescriptorInfo info = {};
info.width = width;
info.height = height;
info.layerCount = layerCount;
info.format = static_cast(format);
info.usage = usage;
Gralloc2::Error error = mAllocator->allocate(info, stride, handle);
if (error == Gralloc2::Error::NONE) {
Mutex::Autolock _l(sLock);
KeyedVector& list(sAllocList);
uint32_t bpp = bytesPerPixel(format);
alloc_rec_t rec;
rec.width = width;
rec.height = height;
rec.stride = *stride;
rec.format = format;
rec.layerCount = layerCount;
rec.usage = usage;
rec.size = static_cast(height * (*stride) * bpp);
rec.requestorName = std::move(requestorName);
list.add(*handle, rec);
return NO_ERROR;
} else {
...
return NO_MEMORY;
}
}
核心方法就是把buffer_handle_t句柄作为参数调用mAllocator的allocate方法,接着获得真正申请出来的参数保存到sAllocList中。之后删除就能通过handle找到对应的参数销毁。
Gralloc2::Allocator allocate
Error allocate(const IMapper::BufferDescriptorInfo& descriptorInfo, uint32_t count,
uint32_t* outStride, buffer_handle_t* outBufferHandles) const
{
BufferDescriptor descriptor;
Error error = mMapper.createDescriptor(descriptorInfo, &descriptor);
if (error == Error::NONE) {
error = allocate(descriptor, count, outStride, outBufferHandles);
}
return error;
}
Error allocate(const IMapper::BufferDescriptorInfo& descriptorInfo,
uint32_t* outStride, buffer_handle_t* outBufferHandle) const
{
return allocate(descriptorInfo, 1, outStride, outBufferHandle);
}
先使用了Gralloc2::Mapper创建了BufferDescriptor对象。很简单就不去看,就是在Hal层初始化了BufferDescriptor对象。
Error Allocator::allocate(BufferDescriptor descriptor, uint32_t count,
uint32_t* outStride, buffer_handle_t* outBufferHandles) const
{
Error error;
auto ret = mAllocator->allocate(descriptor, count,
[&](const auto& tmpError, const auto& tmpStride,
const auto& tmpBuffers) {
error = tmpError;
if (tmpError != Error::NONE) {
return;
}
// import buffers
for (uint32_t i = 0; i < count; i++) {
error = mMapper.importBuffer(tmpBuffers[i],
&outBufferHandles[i]);
if (error != Error::NONE) {
for (uint32_t j = 0; j < i; j++) {
mMapper.freeBuffer(outBufferHandles[j]);
outBufferHandles[j] = nullptr;
}
return;
}
}
*outStride = tmpStride;
});
// make sure the kernel driver sees BC_FREE_BUFFER and closes the fds now
hardware::IPCThreadState::self()->flushCommands();
return (ret.isOk()) ? error : kTransactionError;
}
能看到这里就会调用了Hal层对应AllocatorImpl的申请多个图元方法。能看到在申请完内存之后,将会调用GraphicBufferMapper的importBuffer方法,让这段句柄对应的内存变得可用。
AllocatorImpl allocate
文件:/hardware/interfaces/graphics/allocator/2.0/utils/hal/include/allocator-hal/2.0/Allocator.h
Return allocate(const BufferDescriptor& descriptor, uint32_t count,
IAllocator::allocate_cb hidl_cb) override {
uint32_t stride;
std::vector buffers;
Error error = mHal->allocateBuffers(descriptor, count, &stride, &buffers);
if (error != Error::NONE) {
hidl_cb(error, 0, hidl_vec());
return Void();
}
hidl_vec hidlBuffers(buffers.cbegin(), buffers.cend());
hidl_cb(Error::NONE, stride, hidlBuffers);
// free the local handles
mHal->freeBuffers(buffers);
return Void();
}
此时还是一样调用mHal的allocateBuffers的方法,并且使用hidl_handle包装native_handle_t。换句话说,实际上我们在上层GraphicBuffer拿到的handle是hidl_handle对象。
Gralloc0HalImpl::allocateBuffers
文件:/hardware/interfaces/graphics/allocator/2.0/utils/passthrough/include/allocator-passthrough/2.0/Gralloc0Hal.h
Error allocateBuffers(const BufferDescriptor& descriptor, uint32_t count, uint32_t* outStride,
std::vector* outBuffers) override {
mapper::V2_0::IMapper::BufferDescriptorInfo descriptorInfo;
if (!grallocDecodeBufferDescriptor(descriptor, &descriptorInfo)) {
return Error::BAD_DESCRIPTOR;
}
Error error = Error::NONE;
uint32_t stride = 0;
std::vector buffers;
buffers.reserve(count);
// allocate the buffers
for (uint32_t i = 0; i < count; i++) {
const native_handle_t* tmpBuffer;
uint32_t tmpStride;
error = allocateOneBuffer(descriptorInfo, &tmpBuffer, &tmpStride);
if (error != Error::NONE) {
break;
}
buffers.push_back(tmpBuffer);
if (stride == 0) {
stride = tmpStride;
} else if (stride != tmpStride) {
// non-uniform strides
error = Error::UNSUPPORTED;
break;
}
}
...
*outStride = stride;
*outBuffers = std::move(buffers);
return Error::NONE;
}
核心的方法是allocateOneBuffer申请一个图元内存。我们直接看对应的gralloc的实现。
Error allocateOneBuffer(const mapper::V2_0::IMapper::BufferDescriptorInfo& info,
const native_handle_t** outBuffer, uint32_t* outStride) {
if (info.layerCount > 1 || (info.usage >> 32) != 0) {
return Error::BAD_VALUE;
}
const native_handle_t* buffer = nullptr;
int stride = 0;
int result = mDevice->alloc(mDevice, info.width, info.height, static_cast(info.format),
info.usage, &buffer, &stride);
switch (result) {
case 0:
*outBuffer = buffer;
*outStride = stride;
return Error::NONE;
case -EINVAL:
return Error::BAD_VALUE;
default:
return Error::NO_RESOURCES;
}
}
gpu_context_t::gralloc_alloc
文件:/hardware/qcom/display/msm8960/libgralloc/gpu.cpp
int gpu_context_t::gralloc_alloc(alloc_device_t* dev, int w, int h, int format,
int usage, buffer_handle_t* pHandle,
int* pStride)
{
if (!dev) {
return -EINVAL;
}
gpu_context_t* gpu = reinterpret_cast(dev);
return gpu->alloc_impl(w, h, format, usage, pHandle, pStride, 0);
}
gpu_context_t::alloc_impl
int gpu_context_t::alloc_impl(int w, int h, int format, int usage,
buffer_handle_t* pHandle, int* pStride,
size_t bufferSize) {
if (!pHandle || !pStride)
return -EINVAL;
size_t size;
int alignedw, alignedh;
int grallocFormat = format;
int bufferType;
//If input format is HAL_PIXEL_FORMAT_IMPLEMENTATION_DEFINED then based on
//the usage bits, gralloc assigns a format.
...
getGrallocInformationFromFormat(grallocFormat, &bufferType);
size = getBufferSizeAndDimensions(w, h, grallocFormat, alignedw, alignedh);
if ((ssize_t)size <= 0)
return -EINVAL;
size = (bufferSize >= size)? bufferSize : size;
if ((usage & GRALLOC_USAGE_EXTERNAL_DISP) ||
(usage & GRALLOC_USAGE_PROTECTED)) {
bufferType = BUFFER_TYPE_VIDEO;
}
bool useFbMem = false;
char property[PROPERTY_VALUE_MAX];
if((usage & GRALLOC_USAGE_HW_FB) &&
(property_get("debug.gralloc.map_fb_memory", property, NULL) > 0) &&
(!strncmp(property, "1", PROPERTY_VALUE_MAX ) ||
(!strncasecmp(property,"true", PROPERTY_VALUE_MAX )))) {
useFbMem = true;
}
int err = 0;
if(useFbMem) {
err = gralloc_alloc_framebuffer(size, usage, pHandle);
} else {
err = gralloc_alloc_buffer(size, usage, pHandle, bufferType,
grallocFormat, alignedw, alignedh);
}
if (err < 0) {
return err;
}
*pStride = alignedw;
return 0;
}
getBufferSizeAndDimensions计算不同规格像素需要占用的内存大小。接着检测debug.gralloc.map_fb_memory是否在全局变量中设置开,打开了gralloc服务也会强制使用fb驱动。
我们先不管fb驱动的逻辑,先看gralloc逻辑。调用gralloc_alloc_buffer。
gralloc_alloc_buffer
int gpu_context_t::gralloc_alloc_buffer(size_t size, int usage,
buffer_handle_t* pHandle, int bufferType,
int format, int width, int height)
{
int err = 0;
int flags = 0;
size = roundUpToPageSize(size);
alloc_data data;
data.offset = 0;
data.fd = -1;
data.base = 0;
if(format == HAL_PIXEL_FORMAT_YCbCr_420_SP_TILED)
data.align = 8192;
else
data.align = getpagesize();
if ((qdutils::MDPVersion::getInstance().getMDPVersion() >= \
qdutils::MDSS_V5) && (usage & GRALLOC_USAGE_PROTECTED)) {
data.align = ALIGN(data.align, SZ_1M);
size = ALIGN(size, data.align);
}
data.size = size;
data.pHandle = (unsigned int) pHandle;
err = mAllocCtrl->allocate(data, usage);
if (!err) {
/* allocate memory for enhancement data */
alloc_data eData;
eData.fd = -1;
eData.base = 0;
eData.offset = 0;
eData.size = ROUND_UP_PAGESIZE(sizeof(MetaData_t));
eData.pHandle = data.pHandle;
eData.align = getpagesize();
int eDataUsage = GRALLOC_USAGE_PRIVATE_SYSTEM_HEAP;
int eDataErr = mAllocCtrl->allocate(eData, eDataUsage);
...
flags |= data.allocType;
int eBaseAddr = int(eData.base) + eData.offset;
private_handle_t *hnd = new private_handle_t(data.fd, size, flags,
bufferType, format, width, height, eData.fd, eData.offset,
eBaseAddr);
hnd->offset = data.offset;
hnd->base = int(data.base) + data.offset;
hnd->gpuaddr = 0;
*pHandle = hnd;
}
return err;
}
alloc_data中保存handle句柄,让IonController处理。当IonController.allocate申请完内存后,alloc_data记录记录映射的共享内存的起点位置和长度,以及对应的fd。这个fd很重要,fd究竟是指什么驱动呢?我们往下看。
IonController allocate
文件:/hardware/qcom/display/msm8960/libgralloc/alloc_controller.cpp
int IonController::allocate(alloc_data& data, int usage)
{
int ionFlags = 0;
int ret;
data.uncached = useUncached(usage);
data.allocType = 0;
if(usage & GRALLOC_USAGE_PRIVATE_UI_CONTIG_HEAP)
ionFlags |= ION_HEAP(ION_SF_HEAP_ID);
if(usage & GRALLOC_USAGE_PRIVATE_SYSTEM_HEAP)
ionFlags |= ION_HEAP(ION_SYSTEM_HEAP_ID);
if(usage & GRALLOC_USAGE_PRIVATE_IOMMU_HEAP)
ionFlags |= ION_HEAP(ION_IOMMU_HEAP_ID);
//MM Heap is exclusively a secure heap.
if(usage & GRALLOC_USAGE_PRIVATE_MM_HEAP) {
if(usage & GRALLOC_USAGE_PROTECTED) {
ionFlags |= ION_HEAP(ION_CP_MM_HEAP_ID);
ionFlags |= ION_SECURE;
}
else {
ionFlags |= ION_HEAP(ION_IOMMU_HEAP_ID);
}
}
if(usage & GRALLOC_USAGE_PRIVATE_CAMERA_HEAP)
ionFlags |= ION_HEAP(ION_CAMERA_HEAP_ID);
if(usage & GRALLOC_USAGE_PROTECTED)
data.allocType |= private_handle_t::PRIV_FLAGS_SECURE_BUFFER;
if(!ionFlags)
ionFlags = ION_HEAP(ION_SF_HEAP_ID) | ION_HEAP(ION_IOMMU_HEAP_ID);
data.flags = ionFlags;
ret = mIonAlloc->alloc_buffer(data);
// Fallback
if(ret < 0 && canFallback(usage,
(ionFlags & ION_SYSTEM_HEAP_ID)))
{
ALOGW("Falling back to system heap");
data.flags = ION_HEAP(ION_SYSTEM_HEAP_ID);
ret = mIonAlloc->alloc_buffer(data);
}
if(ret >= 0 ) {
data.allocType |= private_handle_t::PRIV_FLAGS_USES_ION;
}
return ret;
}
IonAlloc alloc_buffer
文件:/hardware/qcom/display/msm8960/libgralloc/ionalloc.cpp
#define ION_DEVICE "/dev/ion"
int IonAlloc::alloc_buffer(alloc_data& data)
{
Locker::Autolock _l(mLock);
int err = 0;
struct ion_handle_data handle_data;
struct ion_fd_data fd_data;
struct ion_allocation_data ionAllocData;
void *base = 0;
ionAllocData.len = data.size;
ionAllocData.align = data.align;
ionAllocData.heap_id_mask = data.flags & ~ION_SECURE;
ionAllocData.flags = data.uncached ? 0 : ION_FLAG_CACHED;
if (data.flags & ION_SECURE)
ionAllocData.flags |= ION_SECURE;
err = open_device();
if (err)
return err;
if(ioctl(mIonFd, ION_IOC_ALLOC, &ionAllocData)) {
err = -errno;
return err;
}
fd_data.handle = ionAllocData.handle;
handle_data.handle = ionAllocData.handle;
if(ioctl(mIonFd, ION_IOC_MAP, &fd_data)) {
err = -errno;
ioctl(mIonFd, ION_IOC_FREE, &handle_data);
return err;
}
if(!(data.flags & ION_SECURE)) {
base = mmap(0, ionAllocData.len, PROT_READ|PROT_WRITE,
MAP_SHARED, fd_data.fd, 0);
if(base == MAP_FAILED) {
err = -errno;
ioctl(mIonFd, ION_IOC_FREE, &handle_data);
return err;
}
memset(base, 0, ionAllocData.len);
// Clean cache after memset
clean_buffer(base, data.size, data.offset, fd_data.fd,
CACHE_CLEAN_AND_INVALIDATE);
}
data.base = base;
data.fd = fd_data.fd;
ioctl(mIonFd, ION_IOC_FREE, &handle_data);
return 0;
}
IonController通过format预计完需要申请的图元内存大小,就调用IonAlloc的allocate。在这个方法中做的事情核心有三件:
- 1.打开/dev/ion 驱动,在驱动中创建一个ion_client对象
- 2.调用ioctl 传入ION_IOC_ALLOC ,在底层创建一个ion_buffer区域,并和ion_handle_data绑定。
- 3.ioctl 传入ION_IOC_MAP 进行ion_allocation_data的内存和里面fd文件句柄进行绑定,也即是有了一个匿名文件。
- 4.如果不是安全模式,mmap 映射一段共享的地址在base中,并且让虚拟内存和ion管理的page绑定。
GraphicBufferMapper importBuffer
文件:/frameworks/native/libs/ui/GraphicBufferMapper.cpp
status_t GraphicBufferMapper::importBuffer(buffer_handle_t rawHandle,
uint32_t width, uint32_t height, uint32_t layerCount,
PixelFormat format, uint64_t usage, uint32_t stride,
buffer_handle_t* outHandle)
{
ATRACE_CALL();
buffer_handle_t bufferHandle;
Gralloc2::Error error = mMapper->importBuffer(
hardware::hidl_handle(rawHandle), &bufferHandle);
....
Gralloc2::IMapper::BufferDescriptorInfo info = {};
info.width = width;
info.height = height;
info.layerCount = layerCount;
info.format = static_cast(format);
info.usage = usage;
error = mMapper->validateBufferSize(bufferHandle, info, stride);
...
*outHandle = bufferHandle;
return NO_ERROR;
}
能上面的allocate方法只能此时的句柄是hidl_handle,而hidl_handle成为rawHandle,这个句柄还不能使用。需要经过importBuffer经过转化才能使用。最后需要校验buffer的大小
MapperImpl importBuffer
Return importBuffer(const hidl_handle& rawHandle,
IMapper::importBuffer_cb hidl_cb) override {
...
native_handle_t* bufferHandle = nullptr;
Error error = mHal->importBuffer(rawHandle.getNativeHandle(), &bufferHandle);
if (error != Error::NONE) {
hidl_cb(error, nullptr);
return Void();
}
void* buffer = addImportedBuffer(bufferHandle);
if (!buffer) {
mHal->freeBuffer(bufferHandle);
hidl_cb(Error::NO_RESOURCES, nullptr);
return Void();
}
hidl_cb(error, buffer);
return Void();
}
在MapperImpl中,把importBuffer分成2步骤。
- 1.Gralloc0HalImpl importBuffer
- 2.import 处理完Buffer后,addImportedBuffer把每一个Handle都添加到GrallocImportedBufferPool一个缓存池中,缓存起来。
Gralloc0HalImpl importBuffer
文件:/hardware/interfaces/graphics/mapper/2.0/utils/passthrough/include/mapper-passthrough/2.0/Gralloc0Hal.h
Error importBuffer(const native_handle_t* rawHandle,
native_handle_t** outBufferHandle) override {
native_handle_t* bufferHandle = native_handle_clone(rawHandle);
...
if (mModule->registerBuffer(mModule, bufferHandle)) {
...
return Error::BAD_BUFFER;
}
*outBufferHandle = bufferHandle;
return Error::NONE;
}
此时importBuffer对应的方法就是registerBuffer。在mMapper中,是直接操作hw_module_t。
hw_module_t
文件:/hardware/qcom/display/msm8960/libgralloc/mapper.cpp
int gralloc_register_buffer(gralloc_module_t const* module,
buffer_handle_t handle)
{
...
private_handle_t* hnd = (private_handle_t*)handle;
hnd->base = 0;
hnd->base_metadata = 0;
int err = gralloc_map(module, handle);
if (err) {
return err;
}
return 0;
}
此时才会调用gralloc_map,真正进行mmap进行映射。
static int gralloc_map(gralloc_module_t const* module,
buffer_handle_t handle)
{
private_handle_t* hnd = (private_handle_t*)handle;
void *mappedAddress;
if (!(hnd->flags & private_handle_t::PRIV_FLAGS_FRAMEBUFFER) &&
!(hnd->flags & private_handle_t::PRIV_FLAGS_SECURE_BUFFER)) {
size_t size = hnd->size;
IMemAlloc* memalloc = getAllocator(hnd->flags) ;
int err = memalloc->map_buffer(&mappedAddress, size,
hnd->offset, hnd->fd);
if(err || mappedAddress == MAP_FAILED) {
hnd->base = 0;
return -errno;
}
hnd->base = intptr_t(mappedAddress) + hnd->offset;
mappedAddress = MAP_FAILED;
size = ROUND_UP_PAGESIZE(sizeof(MetaData_t));
err = memalloc->map_buffer(&mappedAddress, size,
hnd->offset_metadata, hnd->fd_metadata);
if(err || mappedAddress == MAP_FAILED) {
hnd->base_metadata = 0;
return -errno;
}
hnd->base_metadata = intptr_t(mappedAddress) + hnd->offset_metadata;
}
return 0;
}
此时会调用ionalloc的map_buffer,为hnd的mappedAddress进行映射。映射了2段内存。一段是从mappedAddress到hnd->offset的,另一段是重新申请的mappedAddress到offset_metadata。记住这两个base。换句话说,只有此时才给handle中的base赋值共享内存的地址。
GraphicBufferMapper lock
类似的流程,我们直接看核心方法:
int gralloc_lock(gralloc_module_t const* module,
buffer_handle_t handle, int usage,
int l, int t, int w, int h,
void** vaddr)
{
private_handle_t* hnd = (private_handle_t*)handle;
int err = gralloc_map_and_invalidate(module, handle, usage, l, t, w, h);
if(!err)
*vaddr = (void*)hnd->base;
return err;
}
static int gralloc_map_and_invalidate (gralloc_module_t const* module,
buffer_handle_t handle, int usage,
int l, int t, int w, int h)
{
if (private_handle_t::validate(handle) < 0)
return -EINVAL;
int err = 0;
private_handle_t* hnd = (private_handle_t*)handle;
if (usage & (GRALLOC_USAGE_SW_READ_MASK | GRALLOC_USAGE_SW_WRITE_MASK)) {
if (hnd->base == 0) {
// we need to map for real
pthread_mutex_t* const lock = &sMapLock;
pthread_mutex_lock(lock);
err = gralloc_map(module, handle);
pthread_mutex_unlock(lock);
}
IMemAlloc* memalloc = getAllocator(hnd->flags) ;
err = memalloc->clean_buffer((void*)hnd->base,
hnd->size, hnd->offset, hnd->fd,
CACHE_INVALIDATE);
if ((usage & GRALLOC_USAGE_SW_WRITE_MASK) &&
!(hnd->flags & private_handle_t::PRIV_FLAGS_FRAMEBUFFER)) {
hnd->flags |= private_handle_t::PRIV_FLAGS_NEEDS_FLUSH;
}
} else {
hnd->flags |= private_handle_t::PRIV_FLAGS_DO_NOT_FLUSH;
}
return err;
}
能看到此时lock核心的思想,调用gralloc_map_and_invalidate,检测private_handle_t中的base的字段有没有进行映射过,没有就进行一次映射。接着就初始化这一段内存的资源,最后让句柄中hnd->base共享地址的资源赋值给addr,这个地址是什么?其实就是ANativeWindowBuffer中的bits字段。这样private_handle_t中的base就和ANativeWindowBuffer的bits关联起来。
此时才能正常的操作整个图元。
GraphicBuffer 的跨进程通信
前文说过GraphicBuffer的数据太大了,没有办法进行Binder通信,那么他为什么可以办到binder返回呢?我们先去图元生产者的基类IGraphicBufferProducer 的远程端:
class BpGraphicBufferProducer : public BpInterface
{
public:
explicit BpGraphicBufferProducer(const sp& impl)
: BpInterface(impl)
{
}
~BpGraphicBufferProducer() override;
virtual status_t requestBuffer(int bufferIdx, sp* buf) {
Parcel data, reply;
data.writeInterfaceToken(IGraphicBufferProducer::getInterfaceDescriptor());
data.writeInt32(bufferIdx);
status_t result =remote()->transact(REQUEST_BUFFER, data, &reply);
if (result != NO_ERROR) {
return result;
}
bool nonNull = reply.readInt32();
if (nonNull) {
*buf = new GraphicBuffer();
result = reply.read(**buf);
if(result != NO_ERROR) {
(*buf).clear();
return result;
}
}
result = reply.readInt32();
return result;
}
其实就在App进程中new了一个GraphicBuffer对象,但是这个对象展示不会去ion申请内存。而是调用了read的方法,继续解压缩reply返回的数据包。因为GraphicBuffer是一个Flatten对象,因此会走到GraphicBuffer的unflatten方法。
status_t GraphicBuffer::unflatten(
void const*& buffer, size_t& size, int const*& fds, size_t& count) {
int const* buf = static_cast(buffer);
...
native_handle* h = native_handle_create(
static_cast(numFds), static_cast(numInts));
...
memcpy(h->data, fds, numFds * sizeof(int));
memcpy(h->data + numFds, buf + flattenWordCount, numInts * sizeof(int));
handle = h;
} else {
...
}
mId = static_cast(buf[7]) << 32;
mId |= static_cast(buf[8]);
mGenerationNumber = static_cast(buf[9]);
mOwner = ownHandle;
if (handle != 0) {
buffer_handle_t importedHandle;
status_t err = mBufferMapper.importBuffer(handle, uint32_t(width), uint32_t(height),
uint32_t(layerCount), format, usage, uint32_t(stride), &importedHandle);
...
native_handle_close(handle);
native_handle_delete(const_cast(handle));
handle = importedHandle;
mBufferMapper.getTransportSize(handle, &mTransportNumFds, &mTransportNumInts);
}
buffer = static_cast(static_cast(buffer) + sizeNeeded);
size -= sizeNeeded;
fds += numFds;
count -= numFds;
return NO_ERROR;
}
此时就把整个handle拷贝过来了,接着调用importBuffer,把handle转化从hidl_handle转化为可用的private_handle_t。记住此时一般是deqeue方法中调用,此时还没有lock,因此还没有和底层共享内存关联。
但是最重要的SF进程和App进程之间同一个handle的GraphicBuffer没有进行关联,我们来看看MapperImpl的lock方法:
文件:/hardware/interfaces/graphics/mapper/2.0/utils/hal/include/mapper-hal/2.0/Mapper.h
Return lock(void* buffer, uint64_t cpuUsage, const V2_0::IMapper::Rect& accessRegion,
const hidl_handle& acquireFence, IMapper::lock_cb hidl_cb) override {
const native_handle_t* bufferHandle = getImportedBuffer(buffer);
if (!bufferHandle) {
hidl_cb(Error::BAD_BUFFER, nullptr);
return Void();
}
base::unique_fd fenceFd;
Error error = getFenceFd(acquireFence, &fenceFd);
if (error != Error::NONE) {
hidl_cb(error, nullptr);
return Void();
}
void* data = nullptr;
error = mHal->lock(bufferHandle, cpuUsage, accessRegion, std::move(fenceFd), &data);
hidl_cb(error, data);
return Void();
}
在进行mmap共享内存绑定之前,会通过getImportedBuffer查找已经在GrallocImportedBufferPool缓存下来的图元数据的句柄native_handle_t,这样App进程就找到了对应SF进程中GraphicBuffer的共享内存。
总结
老规矩一幅图总结:
一般来说:图元的绘制分为如下几个步骤:
- 1.dequeueBuffer 获取一个图元的插槽位置,或者生产一个图元。其实在IGrraphicBufferProducer通过flattern进行一次句柄GraphicBuffer拷贝,依次为依据找到底层的共享内存。
- 2.lock 绑定图元共享内存地址,最后通过句柄在GrallocImportedBufferPool中找到在SF进程申请好的内存地址
- 3.queueBuffer 把图元放入mActiveBuffer中,并且从新计算dequeue和acquire的数量,同时把GrapicBuffer放到mQueue进行消费,最后调用frameAvilable回调通知消费者。
- 4.unlock 解锁图元 揭开共享内存的映射。
到这里面涉及到了几个fd的转化,先不用太关注,知道是通过ion申请一段共享内存,通过fd的方式告诉App进程可以映射到同一段物理内存。
到这里,我们就能看到了整个gralloc的服务,在申请内存时候,会把主要的工作交给内核驱动ion。这个驱动究竟是怎么回事呢?在Android 4.4的时候还是在ashmem,申请共享内存,那么ion是怎么设计的,下一篇将会为你揭晓。