【Android】Android SurfaceFlinger之SurfaceFlinger启动过程

SurfaceFlinger的启动脚本surfaceflinger.rc内容如下:

service surfaceflinger /system/bin/surfaceflinger
    class core
    user system
    group graphics drmrpc readproc
    onrestart restart zygote
    writepid /dev/stune/foreground/tasks

其main函数在frameworks/native/services/surfaceflinger/main_surfaceflinger.cpp,如下:

int main(int, char**) {
    signal(SIGPIPE, SIG_IGN);
    // When SF is launched in its own process, limit the number of
    // binder threads to 4.
    ProcessState::self()->setThreadPoolMaxThreadCount(4);

    // start the thread pool
    sp<ProcessState> ps(ProcessState::self());
    ps->startThreadPool();

    // instantiate surfaceflinger
    sp<SurfaceFlinger> flinger = new SurfaceFlinger();

    setpriority(PRIO_PROCESS, 0, PRIORITY_URGENT_DISPLAY);

    set_sched_policy(0, SP_FOREGROUND);

#ifdef ENABLE_CPUSETS
    // Put most SurfaceFlinger threads in the system-background cpuset
    // Keeps us from unnecessarily using big cores
    // Do this after the binder thread pool init
    set_cpuset_policy(0, SP_SYSTEM);
#endif

    // initialize before clients can connect
    flinger->init();

    // publish surface flinger
    sp<IServiceManager> sm(defaultServiceManager());
    sm->addService(String16(SurfaceFlinger::getServiceName()), flinger, false);

    // publish GpuService
    sp<GpuService> gpuservice = new GpuService();
    sm->addService(String16(GpuService::SERVICE_NAME), gpuservice, false);

    struct sched_param param = {0};
    param.sched_priority = 2;
    if (sched_setscheduler(0, SCHED_FIFO, &param) != 0) {
        ALOGE("Couldn't set SCHED_FIFO");
    }

    // run surface flinger in this thread
    flinger->run();

    return 0;
}

1、SurfaceFlinger首先忽略了SIGPIPE信号,为什么要这么做呢?因为在SurfaceFlinger的Client-Server模型中,或者说IPC机制中,很可能会触发SIGPIPE信号,而这个信号的默认动作是终止进程,并不是我们想要的行为,所以主动对SIGPIPE信号进行处理。

2、接着,开启线程池,不过限制了线程的最大数量为4个,如果线程过多,可能会影响程序性能。

3、随后,创建SurfaceFlinger对象,在其构造函数中,主要是一些成员变量的初始化工作,同时还有一个高逼格的DDMS配置,即Dalvik Debug Monitor Service,是一个调试神器。如果配置了DDMS,就会dlopen libsurfaceflinger_ddmconnection.so,并dlsym其中的DdmConnection_start,最后建立SurfaceFlinger与DDMS的连接。

class SurfaceFlinger : public BnSurfaceComposer,
                       private IBinder::DeathRecipient,
                       private HWComposer::EventHandler

SurfaceFlinger::SurfaceFlinger()
    :   BnSurfaceComposer(),
        mTransactionFlags(0),
        mTransactionPending(false),
        mAnimTransactionPending(false),
        mLayersRemoved(false),
        mRepaintEverything(0),
        mRenderEngine(NULL),
        mBootTime(systemTime()),
        mBuiltinDisplays(),
        mVisibleRegionsDirty(false),
        mGeometryInvalid(false),
        mAnimCompositionPending(false),
        mDebugRegion(0),
        mDebugDDMS(0),
        mDebugDisableHWC(0),
        mDebugDisableTransformHint(0),
        mDebugInSwapBuffers(0),
        mLastSwapBufferTime(0),
        mDebugInTransaction(0),
        mLastTransactionTime(0),
        mBootFinished(false),
        mForceFullDamage(false),
        mPrimaryDispSync("PrimaryDispSync"),
        mPrimaryHWVsyncEnabled(false),
        mHWVsyncAvailable(false),
        mHasColorMatrix(false),
        mHasPoweredOff(false),
        mFrameBuckets(),
        mTotalTime(0),
        mLastSwapTime(0)
{
    ALOGI("SurfaceFlinger is starting");

    // debugging stuff...
    char value[PROPERTY_VALUE_MAX];

    property_get("ro.bq.gpu_to_cpu_unsupported", value, "0");
    mGpuToCpuSupported = !atoi(value);

    property_get("debug.sf.showupdates", value, "0");
    mDebugRegion = atoi(value);

    property_get("debug.sf.ddms", value, "0");
    mDebugDDMS = atoi(value);
    if (mDebugDDMS) {
        if (!startDdmConnection()) {
            // start failed, and DDMS debugging not enabled
            mDebugDDMS = 0;
        }
    }
    ALOGI_IF(mDebugRegion, "showupdates enabled");
    ALOGI_IF(mDebugDDMS, "DDMS debugging enabled");

    property_get("debug.sf.disable_backpressure", value, "0");
    mPropagateBackpressure = !atoi(value);
    ALOGI_IF(!mPropagateBackpressure, "Disabling backpressure propagation");

    property_get("debug.sf.disable_hwc_vds", value, "0");
    mUseHwcVirtualDisplays = !atoi(value);
    ALOGI_IF(!mUseHwcVirtualDisplays, "Disabling HWC virtual displays");
}

因为这里的SurfaceFlinger对象是一个StrongPointer,所以首先会走到RefBase的onFirstRef,这里就做了一件事情,MessageQueue初始化,保存SurfaceFlinger,并创建了消息队列所需的Looper和Handler。

void SurfaceFlinger::onFirstRef()
{
    mEventQueue.init(this);
}

void MessageQueue::init(const sp& flinger)
{
    mFlinger = flinger;
    mLooper = new Looper(true);
    mHandler = new Handler(*this);
}

4、SurfaceFlinger实例化后,设置进程优先级和事务处理策略。

5、然后,进入如下的SurfaceFlinger::init,主要是EGL配置、event线程启动、硬件composer初始化等,而且著名的VSync也在这里出现了。

void SurfaceFlinger::init() {
    ALOGI(  "SurfaceFlinger's main thread ready to run. "
            "Initializing graphics H/W...");

    { // Autolock scope
        Mutex::Autolock _l(mStateLock);

        // initialize EGL for the default display
        mEGLDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
        eglInitialize(mEGLDisplay, NULL, NULL);

        // start the EventThread
        sp vsyncSrc = new DispSyncSource(&mPrimaryDispSync,
                vsyncPhaseOffsetNs, true, "app");
        mEventThread = new EventThread(vsyncSrc, *this);
        sp sfVsyncSrc = new DispSyncSource(&mPrimaryDispSync,
                sfVsyncPhaseOffsetNs, true, "sf");
        mSFEventThread = new EventThread(sfVsyncSrc, *this);
        mEventQueue.setEventThread(mSFEventThread);

        // set SFEventThread to SCHED_FIFO to minimize jitter
        struct sched_param param = {0};
        param.sched_priority = 2;
        if (sched_setscheduler(mSFEventThread->getTid(), SCHED_FIFO, ¶m) != 0) {
            ALOGE("Couldn't set SCHED_FIFO for SFEventThread");
        }

        // Get a RenderEngine for the given display / config (can't fail)
        mRenderEngine = RenderEngine::create(mEGLDisplay,
                HAL_PIXEL_FORMAT_RGBA_8888);
    }

    // Drop the state lock while we initialize the hardware composer. We drop
    // the lock because on creation, it will call back into SurfaceFlinger to
    // initialize the primary display.
    mHwc = new HWComposer(this);
    mHwc->setEventHandler(static_cast(this));

    Mutex::Autolock _l(mStateLock);

    // retrieve the EGL context that was selected/created
    mEGLContext = mRenderEngine->getEGLContext();

    LOG_ALWAYS_FATAL_IF(mEGLContext == EGL_NO_CONTEXT,
            "couldn't create EGLContext");

    // make the GLContext current so that we can create textures when creating
    // Layers (which may happens before we render something)
    getDefaultDisplayDevice()->makeCurrent(mEGLDisplay, mEGLContext);

    mEventControlThread = new EventControlThread(this);
    mEventControlThread->run("EventControl", PRIORITY_URGENT_DISPLAY);

    // initialize our drawing state
    mDrawingState = mCurrentState;

    // set initial conditions (e.g. unblank default device)
    initializeDisplays();

    mRenderEngine->primeCache();

    // start boot animation
    startBootAnim();

    ALOGV("Done initializing");
}

6、在Android系统中有一个ServiceManager,专门用来管理所有的服务,而SurfaceFlinger不是由ServiceManager启动的,因此需要向ServiceManager注册SurfaceFlinger,同时还注册了GpuService。

7、最后通过SurfaceFlinger::run,进入消息循环,SurfaceFlinger启动成功,开始工作。

void SurfaceFlinger::run() {
    do {
        waitForEvent();
    } while (true);
}

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