Android 源码 图形系统之硬件渲染器绘制

硬件渲染器绘制从调用 HardwareRenderer 类 draw 方法实现 View 绘制开始。

frameworks/base/core/java/android/view/ViewRootImpl.java

public final class ViewRootImpl implements ViewParent,
        View.AttachInfo.Callbacks, HardwareRenderer.HardwareDrawCallbacks {
    ......
    private void draw(boolean fullRedrawNeeded) {
        ......
        if (!dirty.isEmpty() || mIsAnimating || accessibilityFocusDirty) {
            if (mAttachInfo.mHardwareRenderer != null && mAttachInfo.mHardwareRenderer.isEnabled()) {
                ......
                mAttachInfo.mHardwareRenderer.draw(mView, mAttachInfo, this);
            } else {
                ......
            }
        }
        ......
    }
    ......
}
  1. 更新 RootDisplayList( DisplayList 用于保存属性并在渲染器上执行回放)
  2. 注册动画渲染节点
  3. 同步和绘制帧

先着重分析 1。

frameworks/base/core/java/android/view/ThreadedRenderer.java

public class ThreadedRenderer extends HardwareRenderer {
    ......
    @Override
    void draw(View view, AttachInfo attachInfo, HardwareDrawCallbacks callbacks) {
        attachInfo.mIgnoreDirtyState = true;

        final Choreographer choreographer = attachInfo.mViewRootImpl.mChoreographer;
        choreographer.mFrameInfo.markDrawStart();
        // 1. 更新 RootDisplayList
        updateRootDisplayList(view, callbacks);

        attachInfo.mIgnoreDirtyState = false;

        // 2. 注册动画渲染节点
        if (attachInfo.mPendingAnimatingRenderNodes != null) {
            final int count = attachInfo.mPendingAnimatingRenderNodes.size();
            for (int i = 0; i < count; i++) {
                registerAnimatingRenderNode(
                        attachInfo.mPendingAnimatingRenderNodes.get(i));
            }
            attachInfo.mPendingAnimatingRenderNodes.clear();
            // We don't need this anymore as subsequent calls to
            // ViewRootImpl#attachRenderNodeAnimator will go directly to us.
            attachInfo.mPendingAnimatingRenderNodes = null;
        }

        final long[] frameInfo = choreographer.mFrameInfo.mFrameInfo;
        // 3. 同步和绘制帧
        int syncResult = nSyncAndDrawFrame(mNativeProxy, frameInfo, frameInfo.length);
        if ((syncResult & SYNC_LOST_SURFACE_REWARD_IF_FOUND) != 0) {
            setEnabled(false);
            attachInfo.mViewRootImpl.mSurface.release();
            // 由于绘制失败,因此无效。如果仍然需要,则应该获取一个 Surface;
            // 如果不再绘制,则不执行任何操作
            attachInfo.mViewRootImpl.invalidate();
        }
        if ((syncResult & SYNC_INVALIDATE_REQUIRED) != 0) {
            attachInfo.mViewRootImpl.invalidate();
        }
    }
    ......
}
  1. 调用 updateViewTreeDisplayList(…) 更新 View 树 DisplayList
  2. 调用渲染节点(RenderNode 类) start(…) 方法获取 DisplayListCanvas 对象
  3. 调用 drawRenderNode(…) 绘制渲染节点
  4. 调用渲染节点 end 方法

frameworks/base/core/java/android/view/ThreadedRenderer.java

public class ThreadedRenderer extends HardwareRenderer {
    ......
    private void updateRootDisplayList(View view, HardwareDrawCallbacks callbacks) {
        Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Record View#draw()");
        updateViewTreeDisplayList(view);

        if (mRootNodeNeedsUpdate || !mRootNode.isValid()) {
            DisplayListCanvas canvas = mRootNode.start(mSurfaceWidth, mSurfaceHeight);
            try {
                final int saveCount = canvas.save();
                canvas.translate(mInsetLeft, mInsetTop);
                // 在绘制之前回调 onHardwarePreDraw 方法
                callbacks.onHardwarePreDraw(canvas);
                // 插入 Reorder 屏障
                canvas.insertReorderBarrier();
                // 绘制渲染节点
                canvas.drawRenderNode(view.updateDisplayListIfDirty());
                // 插入 Inorder 屏障
                canvas.insertInorderBarrier();
                // 在绘制后回调 onHardwarePostDraw 方法
                callbacks.onHardwarePostDraw(canvas);
                canvas.restoreToCount(saveCount);
                mRootNodeNeedsUpdate = false;
            } finally {
                // 调用渲染节点 end 方法
                mRootNode.end(canvas);
            }
        }
        Trace.traceEnd(Trace.TRACE_TAG_VIEW);
    }
    ......
}

updateViewTreeDisplayList(…) 设置、清除了一些 flag,然后调用了 View 类 updateDisplayListIfDirty() 方法,如果 View 是脏的更新 DisplayList。

frameworks/base/core/java/android/view/ThreadedRenderer.java

public class ThreadedRenderer extends HardwareRenderer {
    ......
    private void updateViewTreeDisplayList(View view) {
        // 设置 PFLAG_DRAWN 已绘制标志
        view.mPrivateFlags |= View.PFLAG_DRAWN;
        // 如果设置了 PFLAG_INVALIDATED 无效标志,则赋值 mRecreateDisplayList 为 true
        view.mRecreateDisplayList = (view.mPrivateFlags & View.PFLAG_INVALIDATED)
                == View.PFLAG_INVALIDATED;
        // 清除 PFLAG_INVALIDATED 标志
        view.mPrivateFlags &= ~View.PFLAG_INVALIDATED;
        view.updateDisplayListIfDirty();
        view.mRecreateDisplayList = false;
    }
    ......
}

updateDisplayListIfDirty() 获取 View 的 RenderNode,并更新它的 DisplayList(如果需要和支持)。

  1. 调用 dispatchGetDisplayList() 分发获取 DisplayList
  2. 调用 dispatchDraw(…) 派发绘制或者直接调用 draw(…) 绘制

tips:

层类型是 LAYER_TYPE_SOFTWARE 时指示 View 具有软件层。软件层是由位图支持的,即使启用了硬件加速,也可以使用 Android 的软件渲染管道来渲染 View。

软件层有各种各样的用途

当应用程序不使用硬件加速,软件层是有用的应用一个特定的颜色滤镜和/或混合模式和/或半透明的一个 View 和它的所有子 View。

当应用程序使用硬件加速时,软件层用于渲染硬件加速管道不支持的绘图原语。它还可以用于将复杂的视图树缓存到纹理中,并降低绘图操作的复杂性。例如,当一个复杂的视图树被转换成动画时,一个软件层只能用于渲染视图树一次。

当受影响的视图树经常更新时,应该避免软件层。每次更新都需要重新渲染软件层,这可能会很慢(特别是在打开硬件加速时,因为在每次更新后,软件层都要上传到硬件纹理中)。

frameworks/base/core/java/android/view/View.java

@UiThread
public class View implements Drawable.Callback, KeyEvent.Callback,
        AccessibilityEventSource {
    ......
    @NonNull
    public RenderNode updateDisplayListIfDirty() {
        final RenderNode renderNode = mRenderNode;
        if (!canHaveDisplayList()) {
            // 不能填充 RenderNode
            return renderNode;
        }

        if ((mPrivateFlags & PFLAG_DRAWING_CACHE_VALID) == 0
                || !renderNode.isValid()
                || (mRecreateDisplayList)) {
            // 不需要重新创建 DisplayList,只需要告诉孩子 恢复/重新创建 他们的
            if (renderNode.isValid()
                    && !mRecreateDisplayList) {
                mPrivateFlags |= PFLAG_DRAWN | PFLAG_DRAWING_CACHE_VALID;
                mPrivateFlags &= ~PFLAG_DIRTY_MASK;
                dispatchGetDisplayList();

                return renderNode; // no work needed
            }

            // 重新创建 DisplayList
            mRecreateDisplayList = true;

            int width = mRight - mLeft;
            int height = mBottom - mTop;
            // 获取层类型
            int layerType = getLayerType();
            // 调用 RenderNode 类 start(...) 方法获取 DisplayListCanvas 对象
            final DisplayListCanvas canvas = renderNode.start(width, height);
            canvas.setHighContrastText(mAttachInfo.mHighContrastText);

            try {
                // 获取 HardwareLayer 对象
                final HardwareLayer layer = getHardwareLayer();
                if (layer != null && layer.isValid()) {
                    // 调用 DisplayListCanvas 类 drawHardwareLayer 绘制硬件层
                    canvas.drawHardwareLayer(layer, 0, 0, mLayerPaint);
                } else if (layerType == LAYER_TYPE_SOFTWARE) {
                    // 如果层类型是 LAYER_TYPE_SOFTWARE 
                    // 创建绘制缓存
                    buildDrawingCache(true);
                    Bitmap cache = getDrawingCache(true);
                    if (cache != null) {
                        // 绘制位图
                        canvas.drawBitmap(cache, 0, 0, mLayerPaint);
                    }
                } else {
                    // 一般进入此分支
                    // 计算滚动
                    computeScroll();
                    // 应用平移
                    canvas.translate(-mScrollX, -mScrollY);
                    mPrivateFlags |= PFLAG_DRAWN | PFLAG_DRAWING_CACHE_VALID;
                    mPrivateFlags &= ~PFLAG_DIRTY_MASK;

                    // 无背景布局的快速路径
                    if ((mPrivateFlags & PFLAG_SKIP_DRAW) == PFLAG_SKIP_DRAW) {
                        // 派发绘制
                        dispatchDraw(canvas);
                        if (mOverlay != null && !mOverlay.isEmpty()) {
                            mOverlay.getOverlayView().draw(canvas);
                        }
                    } else {
                        draw(canvas);
                    }
                }
            } finally {
                // 调用渲染节点 end 方法
                renderNode.end(canvas);
                setDisplayListProperties(renderNode);
            }
        } else {
            mPrivateFlags |= PFLAG_DRAWN | PFLAG_DRAWING_CACHE_VALID;
            mPrivateFlags &= ~PFLAG_DIRTY_MASK;
        }
        return renderNode;
    }
    ......
}

dispatchGetDisplayList() 在 View 中是个空方法,根据前面分析,我们传入的是 DecorView。

frameworks/base/core/java/android/view/View.java

@UiThread
public class View implements Drawable.Callback, KeyEvent.Callback,
        AccessibilityEventSource {
    ......
    protected void dispatchGetDisplayList() {}
    ......
}

转入 DecorView 类 dispatchGetDisplayList() 方法实现。实际上也没有重写,最终在 ViewGroup 中找到对应实现,DecorView 继承自 FrameLayout ,FrameLayout 继承自 ViewGroup。

frameworks/base/core/java/com/android/internal/policy/PhoneWindow.java

public class PhoneWindow extends Window implements MenuBuilder.Callback {
    ......
    private final class DecorView extends FrameLayout implements RootViewSurfaceTaker {
        ......
    }
    ......
}

此方法用于使此 ViewGroup 的子 View 恢复或重新创建它们的 DisplayList。当父 ViewGroup 不需要重新创建自己的 DisplayList 时,getDisplayList() 调用它,如果它通过常规的 draw/dispatchDraw 机制,就会发生这种情况。

frameworks/base/core/java/android/view/ViewGroup.java

@UiThread
public abstract class ViewGroup extends View implements ViewParent, ViewManager {
    ......
    @Override
    protected void dispatchGetDisplayList() {
        final int count = mChildrenCount;
        final View[] children = mChildren;
        for (int i = 0; i < count; i++) {
            final View child = children[i];
            if (((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null)) {
                // 重新创建子 View DisplayList
                recreateChildDisplayList(child);
            }
        }
        ......
    }
    ......
}

子 View 调用 updateDisplayListIfDirty() 更新自己的 DisplayList。

frameworks/base/core/java/android/view/ViewGroup.java

@UiThread
public abstract class ViewGroup extends View implements ViewParent, ViewManager {
    ......
    private void recreateChildDisplayList(View child) {
        child.mRecreateDisplayList = (child.mPrivateFlags & PFLAG_INVALIDATED) != 0;
        child.mPrivateFlags &= ~PFLAG_INVALIDATED;
        child.updateDisplayListIfDirty();
        child.mRecreateDisplayList = false;
    }
    ......
}

现在回到 updateDisplayListIfDirty() 方法。layerType 等于 0,即为 LAYER_TYPE_NONE(指示 View 没有层)。首先调用 dispatchDraw(…) 开始派发绘制。这个方法实现在 ViewGroup 中。这里调用了 drawChild(…) 绘制孩子。

frameworks/base/core/java/android/view/ViewGroup.java

@UiThread
public abstract class ViewGroup extends View implements ViewParent, ViewManager {
    ......
    @Override
    protected void dispatchDraw(Canvas canvas) {
        boolean usingRenderNodeProperties = canvas.isRecordingFor(mRenderNode);
        final int childrenCount = mChildrenCount;
        final View[] children = mChildren;
        int flags = mGroupFlags;
        ......
        if (usingRenderNodeProperties) canvas.insertReorderBarrier();
        final int transientCount = mTransientIndices == null ? 0 : mTransientIndices.size();
        int transientIndex = transientCount != 0 ? 0 : -1;
        // 如果没有 HW 加速,只使用预先排序的列表,因为 HW 管道将在内部做绘制重新排序
        final ArrayList<View> preorderedList = usingRenderNodeProperties
                ? null : buildOrderedChildList();
        final boolean customOrder = preorderedList == null
                && isChildrenDrawingOrderEnabled();
        for (int i = 0; i < childrenCount; i++) {
            while (transientIndex >= 0 && mTransientIndices.get(transientIndex) == i) {
                final View transientChild = mTransientViews.get(transientIndex);
                if ((transientChild.mViewFlags & VISIBILITY_MASK) == VISIBLE ||
                        transientChild.getAnimation() != null) {
                    // 绘制孩子
                    more |= drawChild(canvas, transientChild, drawingTime);
                }
                transientIndex++;
                if (transientIndex >= transientCount) {
                    transientIndex = -1;
                }
            }
            int childIndex = customOrder ? getChildDrawingOrder(childrenCount, i) : i;
            final View child = (preorderedList == null)
                    ? children[childIndex] : preorderedList.get(childIndex);
            if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) {
                // 绘制孩子
                more |= drawChild(canvas, child, drawingTime);
            }
        }
        while (transientIndex >= 0) {
            // 在正常视图之后可能会有其他的临时视图
            final View transientChild = mTransientViews.get(transientIndex);
            if ((transientChild.mViewFlags & VISIBILITY_MASK) == VISIBLE ||
                    transientChild.getAnimation() != null) {
                // 绘制孩子
                more |= drawChild(canvas, transientChild, drawingTime);
            }
            transientIndex++;
            if (transientIndex >= transientCount) {
                break;
            }
        }
        ......
    }
    ......
}

绘制此 ViewGroup 的一个子 View。此方法负责将画布置于正确的状态。其内部实现调用了 View 的 draw(…) 方法。

frameworks/base/core/java/android/view/ViewGroup.java

@UiThread
public abstract class ViewGroup extends View implements ViewParent, ViewManager {
    ......
    protected boolean drawChild(Canvas canvas, View child, long drawingTime) {
        return child.draw(canvas, this, drawingTime);
    }
    
    ......
}

View 最终会调用 draw(Canvas canvas) 绘制。

绘制执行几个绘制步骤,这些步骤必须以适当的顺序执行:

  1. 绘制背景
  2. 如有必要,保存画布的图层以准备 fading
  3. 绘制视图的内容
  4. 绘制孩子
  5. 如有必要,绘制 fading 边缘并恢复图层
  6. 绘制装饰(例如滚动条)

frameworks/base/core/java/android/view/View.java

@UiThread
public class View implements Drawable.Callback, KeyEvent.Callback,
        AccessibilityEventSource {
    ......
    @CallSuper
    public void draw(Canvas canvas) {
        final int privateFlags = mPrivateFlags;
        final boolean dirtyOpaque = (privateFlags & PFLAG_DIRTY_MASK) == PFLAG_DIRTY_OPAQUE &&
                (mAttachInfo == null || !mAttachInfo.mIgnoreDirtyState);
        mPrivateFlags = (privateFlags & ~PFLAG_DIRTY_MASK) | PFLAG_DRAWN;

        // 1.绘制背景
        int saveCount;

        if (!dirtyOpaque) {
            drawBackground(canvas);
        }

        // 如果可能的话跳过第2步和第5步(一般情况)
        final int viewFlags = mViewFlags;
        boolean horizontalEdges = (viewFlags & FADING_EDGE_HORIZONTAL) != 0;
        boolean verticalEdges = (viewFlags & FADING_EDGE_VERTICAL) != 0;
        if (!verticalEdges && !horizontalEdges) {
            // 3.绘制视图的内容,自定义 View 一般会实现 onDraw 方法
            if (!dirtyOpaque) onDraw(canvas);

            // 4.绘制孩子
            dispatchDraw(canvas);

            // Overlay 是内容的一部分,在前景下面绘制
            if (mOverlay != null && !mOverlay.isEmpty()) {
                mOverlay.getOverlayView().dispatchDraw(canvas);
            }

            // 6.绘制装饰(前景、滚动条)
            onDrawForeground(canvas);

            // we're done...
            return;
        }

        /*
         * 在这里,我们做完整的例行公事......
         * (在这种情况下,速度并不重要,这就是为什么我们重复上面做过的一些测试)
         */

        boolean drawTop = false;
        boolean drawBottom = false;
        boolean drawLeft = false;
        boolean drawRight = false;

        float topFadeStrength = 0.0f;
        float bottomFadeStrength = 0.0f;
        float leftFadeStrength = 0.0f;
        float rightFadeStrength = 0.0f;

        // 2.保存画布的图层
        int paddingLeft = mPaddingLeft;

        final boolean offsetRequired = isPaddingOffsetRequired();
        if (offsetRequired) {
            paddingLeft += getLeftPaddingOffset();
        }

        int left = mScrollX + paddingLeft;
        int right = left + mRight - mLeft - mPaddingRight - paddingLeft;
        int top = mScrollY + getFadeTop(offsetRequired);
        int bottom = top + getFadeHeight(offsetRequired);

        if (offsetRequired) {
            right += getRightPaddingOffset();
            bottom += getBottomPaddingOffset();
        }

        final ScrollabilityCache scrollabilityCache = mScrollCache;
        final float fadeHeight = scrollabilityCache.fadingEdgeLength;
        int length = (int) fadeHeight;

        // clip the fade length if top and bottom fades overlap
        // overlapping fades produce odd-looking artifacts
        if (verticalEdges && (top + length > bottom - length)) {
            length = (bottom - top) / 2;
        }

        // 如果需要,还可以剪切水平渐变
        if (horizontalEdges && (left + length > right - length)) {
            length = (right - left) / 2;
        }

        if (verticalEdges) {
            topFadeStrength = Math.max(0.0f, Math.min(1.0f, getTopFadingEdgeStrength()));
            drawTop = topFadeStrength * fadeHeight > 1.0f;
            bottomFadeStrength = Math.max(0.0f, Math.min(1.0f, getBottomFadingEdgeStrength()));
            drawBottom = bottomFadeStrength * fadeHeight > 1.0f;
        }

        if (horizontalEdges) {
            leftFadeStrength = Math.max(0.0f, Math.min(1.0f, getLeftFadingEdgeStrength()));
            drawLeft = leftFadeStrength * fadeHeight > 1.0f;
            rightFadeStrength = Math.max(0.0f, Math.min(1.0f, getRightFadingEdgeStrength()));
            drawRight = rightFadeStrength * fadeHeight > 1.0f;
        }

        saveCount = canvas.getSaveCount();

        int solidColor = getSolidColor();
        if (solidColor == 0) {
            final int flags = Canvas.HAS_ALPHA_LAYER_SAVE_FLAG;

            if (drawTop) {
                canvas.saveLayer(left, top, right, top + length, null, flags);
            }

            if (drawBottom) {
                canvas.saveLayer(left, bottom - length, right, bottom, null, flags);
            }

            if (drawLeft) {
                canvas.saveLayer(left, top, left + length, bottom, null, flags);
            }

            if (drawRight) {
                canvas.saveLayer(right - length, top, right, bottom, null, flags);
            }
        } else {
            scrollabilityCache.setFadeColor(solidColor);
        }

        // 3.绘制内容
        if (!dirtyOpaque) onDraw(canvas);

        // 4.绘制孩子
        dispatchDraw(canvas);

        // 5.绘制 fade 效果并恢复图层
        final Paint p = scrollabilityCache.paint;
        final Matrix matrix = scrollabilityCache.matrix;
        final Shader fade = scrollabilityCache.shader;

        if (drawTop) {
            matrix.setScale(1, fadeHeight * topFadeStrength);
            matrix.postTranslate(left, top);
            fade.setLocalMatrix(matrix);
            p.setShader(fade);
            canvas.drawRect(left, top, right, top + length, p);
        }

        if (drawBottom) {
            matrix.setScale(1, fadeHeight * bottomFadeStrength);
            matrix.postRotate(180);
            matrix.postTranslate(left, bottom);
            fade.setLocalMatrix(matrix);
            p.setShader(fade);
            canvas.drawRect(left, bottom - length, right, bottom, p);
        }

        if (drawLeft) {
            matrix.setScale(1, fadeHeight * leftFadeStrength);
            matrix.postRotate(-90);
            matrix.postTranslate(left, top);
            fade.setLocalMatrix(matrix);
            p.setShader(fade);
            canvas.drawRect(left, top, left + length, bottom, p);
        }

        if (drawRight) {
            matrix.setScale(1, fadeHeight * rightFadeStrength);
            matrix.postRotate(90);
            matrix.postTranslate(right, top);
            fade.setLocalMatrix(matrix);
            p.setShader(fade);
            canvas.drawRect(right - length, top, right, bottom, p);
        }

        canvas.restoreToCount(saveCount);

        // Overlay 是内容的一部分,在前景下面绘制
        if (mOverlay != null && !mOverlay.isEmpty()) {
            mOverlay.getOverlayView().dispatchDraw(canvas);
        }

        // 6.绘制装饰(前景、滚动条)
        onDrawForeground(canvas);
    }
    ......
}

现在继续分析 RootNode 类 start(…) 方法。

开始为渲染节点记录 DisplayList。在返回的画布上执行的所有操作都被记录并存储在这个 DisplayList 中。调用此方法将标记渲染节点无效,直到调用 end(DisplayListCanvas) 为止。只能重放有效的渲染节点。

  1. 调用 DisplayListCanvas 类静态 obtain(…) 方法返回 DisplayListCanvas 对象
  2. 设置视图端口大小
  3. 绘制前动作,执行任何绘制操作之前调用。对于 DisplayList,dirty 区域应该始终为 null。

frameworks/base/core/java/android/view/RenderNode.java

public class RenderNode {
    ......
    public DisplayListCanvas start(int width, int height) {
        DisplayListCanvas canvas = DisplayListCanvas.obtain(this);
        // 设置视图端口大小
        canvas.setViewport(width, height);
        // 对于 DisplayList,dirty 区域应该始终为 null。
        // 绘制前动作,执行任何绘制操作之前调用
        canvas.onPreDraw(null);
        return canvas;
    }
    ......
}

DisplayListCanvas 类记录绘图操作的 GL 画布的实现。它用于 DisplayList。这个类保存了它所绘制的所有绘制和位图对象的列表,防止当 DisplayList 仍然持有对内存的本地引用时位图的后备内存被释放。

假设画布池中没有 DisplayListCanvas 对象,现在就会 new 一个出来。

frameworks/base/core/java/android/view/DisplayListCanvas.java

public class DisplayListCanvas extends Canvas {
    // 记录画布池应该大到足以处理深度嵌套的视图层次结构,因为 DisplayList 是递归生成的。
    private static final int POOL_LIMIT = 25;

    private static final SynchronizedPool<DisplayListCanvas> sPool =
            new SynchronizedPool<DisplayListCanvas>(POOL_LIMIT);

    RenderNode mNode;
    private int mWidth;
    private int mHeight;

    static DisplayListCanvas obtain(@NonNull RenderNode node) {
        if (node == null) throw new IllegalArgumentException("node cannot be null");
        DisplayListCanvas canvas = sPool.acquire();
        if (canvas == null) {
            canvas = new DisplayListCanvas();
        }
        canvas.mNode = node;
        return canvas;
    }
    ......
}

调用 nCreateDisplayListCanvas() jni 方法并将返回值作为入参传入父类 Canvas 构造器。

frameworks/base/core/java/android/view/DisplayListCanvas.java

public class DisplayListCanvas extends Canvas {
    ......
    private DisplayListCanvas() {
        super(nCreateDisplayListCanvas());
        mDensity = 0; // 禁用位图密度缩放
    }

    private static native long nCreateDisplayListCanvas();
    ......
}

Canvas 构造函数中仅仅将入参保存在了成员变量 mNativeCanvasWrapper 中。

frameworks/base/graphics/java/android/graphics/Canvas.java

public class DisplayListCanvas extends Canvas {
    ......
    /**
     * 应该只在构造函数中分配(或者在软件画布调用 setBitmap 中分配),在终结器中释放。
     * @hide
     */
    protected long mNativeCanvasWrapper;

    ......
    public Canvas(long nativeCanvas) {
        if (nativeCanvas == 0) {
            throw new IllegalStateException();
        }
        mNativeCanvasWrapper = nativeCanvas;
        ......
    }
    ......
}

现在来继续分析 nCreateDisplayListCanvas() 函数本地实现。new 了 DisplayListCanvas 对象,然后将其强转为 jlong 返回,这样就将 Native 层 DisplayListCanvas 对象的引用传回了 Java 层。

frameworks/base/core/jni/android_view_DisplayListCanvas.cpp

static jlong android_view_DisplayListCanvas_createDisplayListCanvas(JNIEnv* env, jobject clazz) {
    return reinterpret_cast<jlong>(new DisplayListCanvas);
}

mDisplayListData 成员变量初始化为空指针。

frameworks/base/libs/hwui/DisplayListCanvas.cpp

DisplayListCanvas::DisplayListCanvas()
    : mState(*this)
    , mResourceCache(ResourceCache::getInstance())
    , mDisplayListData(nullptr)
    , mTranslateX(0.0f)
    , mTranslateY(0.0f)
    , mHasDeferredTranslate(false)
    , mDeferredBarrierType(kBarrier_None)
    , mHighContrastText(false)
    , mRestoreSaveCount(-1) {
}

onPreDraw(…) 入参是 null,因此会走 else 分支。

frameworks/base/core/java/android/view/DisplayListCanvas.java

public class DisplayListCanvas extends Canvas {
    ......
    public void onPreDraw(Rect dirty) {
        if (dirty != null) {
            ......
        } else {
            nPrepare(mNativeCanvasWrapper);
        }
    }    
    
    private static native void nPrepare(long renderer);
    ......
}
  1. 将 Java 层保存的 DisplayListCanvas 引用取出
  2. 调用 DisplayListCanvas 对象的 prepare() 方法

frameworks/base/core/jni/android_view_DisplayListCanvas.cpp

static void android_view_DisplayListCanvas_prepare(JNIEnv* env, jobject clazz,
        jlong rendererPtr) {
    DisplayListCanvas* renderer = reinterpret_cast<DisplayListCanvas*>(rendererPtr);
    renderer->prepare();
}

prepare() 内部实际调用了 prepareDirty(…),只不过入参固定了(见名知其意)。

frameworks/base/libs/hwui/DisplayListCanvas.h

class ANDROID_API DisplayListCanvas: public Canvas, public CanvasStateClient {
public:
    ......
// ----------------------------------------------------------------------------
// HWUI 帧状态操作
// ----------------------------------------------------------------------------

    void prepareDirty(float left, float top, float right, float bottom);
    void prepare() { prepareDirty(0.0f, 0.0f, width(), height()); }
    ......
}

prepareDirty(…) 方法中创建了 DisplayListData 对象,回顾一下,它是用于保存实际数据的(保存 DisplayList 流中使用的命令列表的数据结构)。

frameworks/base/libs/hwui/DisplayListCanvas.cpp

void DisplayListCanvas::prepareDirty(float left, float top,
        float right, float bottom) {

    LOG_ALWAYS_FATAL_IF(mDisplayListData,
            "prepareDirty called a second time during a recording!");
    mDisplayListData = new DisplayListData();
    ......
}

projectionReceiveIndex —— DisplayListOp 的索引。

frameworks/base/libs/hwui/DisplayList.cpp

DisplayListData::DisplayListData()
        : projectionReceiveIndex(-1)
        , hasDrawOps(false) {
}

最后来看 DisplayListCanvas 类 drawRenderNode(…) 方法。此方法表示在此画布上绘制指定的 DisplayList。只有当 android.view.RenderNode#isValid() 返回 true 时,才能绘制 DisplayList。

frameworks/base/core/java/android/view/DisplayListCanvas.java

public class DisplayListCanvas extends Canvas {
    ......
    public void drawRenderNode(RenderNode renderNode) {
        nDrawRenderNode(mNativeCanvasWrapper, renderNode.getNativeDisplayList());
    }

    private static native void nDrawRenderNode(long renderer, long renderNode);
    ......
}
  1. 获取 DisplayListCanvas 对象
  2. 获取 RenderNode 对象
  3. 调用 DisplayListCanvas 类 drawRenderNode 方法绘制渲染节点

frameworks/base/core/jni/android_view_DisplayListCanvas.cpp

static void android_view_DisplayListCanvas_drawRenderNode(JNIEnv* env,
        jobject clazz, jlong rendererPtr, jlong renderNodePtr) {
    DisplayListCanvas* renderer = reinterpret_cast<DisplayListCanvas*>(rendererPtr);
    RenderNode* renderNode = reinterpret_cast<RenderNode*>(renderNodePtr);
    renderer->drawRenderNode(renderNode);
}
  1. 创建 DrawRenderNodeOp 对象
  2. 调用 addRenderNodeOp(…) 将 DrawRenderNodeOp 添加到列表

frameworks/base/libs/hwui/DisplayListCanvas.cpp

void DisplayListCanvas::drawRenderNode(RenderNode* renderNode) {
    LOG_ALWAYS_FATAL_IF(!renderNode, "missing rendernode");
    DrawRenderNodeOp* op = new (alloc()) DrawRenderNodeOp(
            renderNode,
            *mState.currentTransform(),
            mState.clipIsSimple());
    addRenderNodeOp(op);
}

将 DrawRenderNodeOp 对象添加到 DisplayListData 类 Vector 中。

frameworks/base/libs/hwui/DisplayListCanvas.cpp

size_t DisplayListCanvas::addRenderNodeOp(DrawRenderNodeOp* op) {
    int opIndex = addDrawOp(op);
    int childIndex = mDisplayListData->addChild(op);

    // 更新块的子索引
    DisplayListData::Chunk& chunk = mDisplayListData->chunks.editTop();
    chunk.endChildIndex = childIndex + 1;

    if (op->renderNode()->stagingProperties().isProjectionReceiver()) {
        // 使用暂存属性,因为在 UI 线程上记录
        mDisplayListData->projectionReceiveIndex = opIndex;
    }
    return opIndex;
}

最后画时序图总结一下。

Android 源码 图形系统之硬件渲染器绘制_第1张图片

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