一个页面(Activity)显示到屏幕上主要经过一下几个流程:
启动 Activity → 创建 Window → WMS 注册 Window → SurfaceFlinger 创建 Surface → 合成 layer → 显示
主要涉及三个进程:App进程、System_server进程、SurfaceFlinger进程
应用层可通过两种方式将图像绘制到屏幕上:使用 Canvas 或 OpenGL
ActivityThread.java {
private Activity performLaunchActivity(ActivityClientRecord r, Intent customIntent) {
......
activity = mInstrumentation.newActivity(cl, component.getClassName(), r.intent);
......
activity.attach(appContext, this, getInstrumentation(), r.token,
r.ident, app, r.intent, r.activityInfo, title, r.parent,
r.embeddedID, r.lastNonConfigurationInstances, config,
r.referrer, r.voiceInteractor, window, r.activityConfigCallback,
r.assistToken, r.shareableActivityToken);
......
mInstrumentation.callActivityOnCreate(activity, r.state);
}
public void handleResumeActivity(ActivityClientRecord r, boolean finalStateRequest,
boolean isForward, String reason) {
......
wm.addView(decor, l);
......
}
}
Activity.java {
private Window mWindow;
final void attach(......){
......
mWindow = new PhoneWindow(this, window, activityConfigCallback);
......
mWindow.setWindowManager(
(WindowManager)context.getSystemService(Context.WINDOW_SERVICE),
mToken, mComponent.flattenToString(),
(info.flags & ActivityInfo.FLAG_HARDWARE_ACCELERATED) != 0);
......
}
protected void onCreate(@Nullable Bundle savedInstanceState) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity);
}
public void setContentView(@LayoutRes int layoutResID) {
getWindow().setContentView(layoutResID);
initWindowDecorActionBar();
}
}
Window.java {
private WindowManager mWindowManager;
public void setWindowManager(WindowManager wm, IBinder appToken, String appName,
boolean hardwareAccelerated) {
......
mWindowManager = ((WindowManagerImpl)wm).createLocalWindowManager(this);
......
}
}
PhoneWindow.java {
private DecorView mDecor;
public void setContentView(View view, ViewGroup.LayoutParams params) {
......
installDecor();
......
}
private void installDecor() {
......
mDecor = generateDecor(-1);
......
}
protected DecorView generateDecor(int featureId) {
......
return new DecorView(context, featureId, this, getAttributes());
}
}
WindowManagerImpl.java {
private final WindowManagerGlobal mGlobal = WindowManagerGlobal.getInstance();
public WindowManagerImpl createLocalWindowManager(Window parentWindow) {
return new WindowManagerImpl(mContext, parentWindow, mWindowContextToken);
}
public void addView(@NonNull View view, @NonNull ViewGroup.LayoutParams params) {
......
mGlobal.addView(view, params, mContext.getDisplayNoVerify(), mParentWindow,
mContext.getUserId());
}
}
WindowManagerGlobal.java {
private final ArrayList<ViewRootImpl> mRoots = new ArrayList<ViewRootImpl>();
public void addView(View view, ViewGroup.LayoutParams params,
Display display, Window parentWindow, int userId) {
......
ViewRootImpl root = new ViewRootImpl(view.getContext(), display);
......
root = new ViewRootImpl(view.getContext(), display);
......
mRoots.add(root);
......
root.setView(view, wparams, panelParentView, userId);
......
}
}
ViewRootImpl.java {
View mView;//DecorView
public final Surface mSurface = new Surface();
private final SurfaceControl mSurfaceControl = new SurfaceControl();
// 接收显示系统的时间脉冲(垂直同步信号- VSync 信号)
// 同 Vsync 机制配合,控制同步处理输入(Input)、动画(Animation)、绘制(Draw)三个UI操作
final Choreographer mChoreographer;
public void setView(View view, WindowManager.LayoutParams attrs, View panelParentView,
int userId) {
......
mView = view;
......
mWindowSession.addToDisplayAsUser()
......
requestLayout();
......
}
public void requestLayout() {
......
scheduleTraversals();
......
}
final class TraversalRunnable implements Runnable {
@Override
public void run() {
doTraversal();
}
}
final TraversalRunnable mTraversalRunnable = new TraversalRunnable();
void scheduleTraversals() {
......
mChoreographer.postCallback(
Choreographer.CALLBACK_TRAVERSAL, mTraversalRunnable, null);
......
}
void doTraversal() {
......
performTraversals();
......
}
private void performTraversals() {
......
performMeasure(childWidthMeasureSpec, childHeightMeasureSpec);
......
performLayout(lp, mWidth, mHeight);
......
performDraw()
......
}
private boolean performDraw() {
......
draw(fullRedrawNeeded, usingAsyncReport && mSyncBuffer);
......
}
private boolean draw(boolean fullRedrawNeeded, boolean forceDraw) {
......
drawSoftware(surface, mAttachInfo, xOffset, yOffset,
scalingRequired, dirty, surfaceInsets);
......
}
private boolean drawSoftware(Surface surface, AttachInfo attachInfo, int xoff, int yoff,
boolean scalingRequired, Rect dirty, Rect surfaceInsets) {
......
canvas = mSurface.lockCanvas(dirty);
......
//DecorView
mView.draw(canvas);
......
surface.unlockCanvasAndPost(canvas);
}
}
WindowToken:将同一应用组件(Activity、InputMethod、Wallpaper或者Dream)的窗口组织到一起
WindowManagerService:为所有窗口分配 Surface、负责 Surface 的显示顺序(Z序)以及大小尺寸、控制窗口动画,并且还是输入系统的中转站
Surface:native 层用于处理窗口的大小位置裁剪等操作
SurfaceComposerClient:与 SurfaceFlinger 进行通信,代理对象 mClient,对应 SurfaceFlinger 的 Binder 本地 Client 对象
SurfaceControl: app 层 surface 向 native 层提交的 buffer 的控制逻辑
BufferQueue:数据的生产者(Surface、BufferQueueProducer)与消费者 (SurfaceFlinger、BufferQueueConsumer)
Layer:SurfaceFlinger 进行合成的基本操作单元,当应用创建 Surface 的时候在 SurfaceFlinger 内部创建Layer,因此一个 Surface 对应一个 Layer。
SurfaceFlinger:运行在独立进程的 Service, 接收所有 Window 的 Surface 作为输入,根据 Z-Order, 透明度,大小,位置等参数,计算出每个 Surface 在最终合成图像中的位置,然后交由 HWComposer 或 OpenGL 生成最终的显示 Buffer, 然后显示到设备上
对应关系:
Activity -> Window -> DecorView -> ViewRootImpl -> WindowState -> Surface -> Layer 是一一对应的。
main_surfaceflinger.cpp {
int main(int, char**) {
......
sp<SurfaceFlinger> flinger = surfaceflinger::createSurfaceFlinger();
......
flinger->init();
......
// publish surface flinger
sp<IServiceManager> sm(defaultServiceManager());
sm->addService(String16(SurfaceFlinger::getServiceName()), flinger, false,
IServiceManager::DUMP_FLAG_PRIORITY_CRITICAL | IServiceManager::DUMP_FLAG_PROTO);
......
// run surface flinger in this thread
flinger->run();
}
}
SurfaceFlinger.cpp {
void SurfaceFlinger::onFirstRef() {
......
mEventQueue.init(this);
......
}
void SurfaceFlinger::init(){
......
// 初始化OpenGL 图形库相关配置
mEGLDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
......
// 创建显示设备的抽象代表,负责和显示设备打交道
mHwc = new HWComposer(this, *static_cast<HWComposer::EventHandler *>(this));
......
// app的VSync信号,也就是Systrace中的VSync-app,它最终是发往到choreographer,
// 主要处理三件事情INPUT、ANIMATION、TRAVERSAL
// start the EventThread
sp<VSyncSource> vsyncSrc = new DispSyncSource(&mPrimaryDispSync, vsyncPhaseOffsetNs, true, "app");
mEventThread = new EventThread(vsyncSrc);
......
}
void SurfaceFlinger::run() {
do {
//运行线程,等待数据
waitForEvent();
} while (true);
}
void SurfaceFlinger::waitForEvent() {
mEventQueue.waitMessage();
}
// 发送数据
status_t SurfaceFlinger::postMessageSync(const sp<MessageBase>& msg,
nsecs_t reltime, uint32_t /* flags */) {
status_t res = mEventQueue.postMessage(msg, reltime);
if (res == NO_ERROR) {
msg->wait();
}
return res;
}
}
MessageQueue.cpp {
void MessageQueue::init(const sp<SurfaceFlinger>& flinger) {
mFlinger = flinger;
mLooper = new Looper(true);
mHandler = new Handler(*this);
}
status_t MessageQueue::postMessage(const sp<MessageBase>& messageHandler, nsecs_t relTime) {
const Message dummyMessage;
if (relTime > 0) {
mLooper->sendMessageDelayed(relTime, messageHandler, dummyMessage);
} else {
mLooper->sendMessage(messageHandler, dummyMessage);
}
return NO_ERROR;
}
}
创建 Native 层 Surface 以及 SurfaceFlinger 的 Layer
android_view_Surface.cpp {
static jlong nativeGetFromSurfaceControl(JNIEnv* env, jclass clazz, jlong nativeObject, jlong surfaceControlNativeObj) {
Surface* self(reinterpret_cast<Surface *>(nativeObject));
sp<SurfaceControl> ctrl(reinterpret_cast<SurfaceControl *>(surfaceControlNativeObj));
// If the underlying IGBP's are the same, we don't need to do anything.
if (self != nullptr &&
IInterface::asBinder(self->getIGraphicBufferProducer()) ==
IInterface::asBinder(ctrl->getIGraphicBufferProducer())) {
return nativeObject;
}
sp<Surface> surface(ctrl->getSurface());
if (surface != NULL) {
surface->incStrong(&sRefBaseOwner);
}
return reinterpret_cast<jlong>(surface.get());
}
}
SurfaceControl.cpp {
sp<SurfaceComposerClient> mClient;
sp<Surface> SurfaceControl::getSurface() {
Mutex::Autolock _l(mLock);
if (mSurfaceData == nullptr) {
return generateSurfaceLocked();
}
return mSurfaceData;
}
sp<Surface> SurfaceControl::generateSurfaceLocked() {
......
mBbqChild = mClient->createSurface(String8("bbq-wrapper"), 0, 0, mFormat,
flags, mHandle, {}, &ignore);
// 当 buffer 入队后会回调 BLASTBufferQueue 的 onFrameAvailable
mBbq = sp<BLASTBufferQueue>::make("bbq-adapter", mBbqChild, mWidth, mHeight, mFormat);
// This surface is always consumed by SurfaceFlinger, so the
// producerControlledByApp value doesn't matter; using false.
mSurfaceData = mBbq->getSurface(true);
return mSurfaceData;
}
}
SurfaceComposerClient.cpp {
sp<ISurfaceComposerClient> mClient;
sp<SurfaceControl> SurfaceComposerClient::createSurface(const String8& name, DisplayID display,uint32_t w, uint32_t h, PixelFormat format, uint32_t flags) {
sp<SurfaceControl> result;
if (mStatus == NO_ERROR) {
ISurfaceComposerClient::surface_data_t data;
sp<ISurface> surface = mClient->createSurface(&data, name, display, w, h, format, flags);
if (surface != 0) {
result = new SurfaceControl(this, surface, data);
}
}
return result;
}
}
Client.cpp {
status_t Client::createSurface( const String8& name, uint32_t w, uint32_t h, PixelFormat format, uint32_t flags,
sp<IBinder>* handle, sp<IGraphicBufferProducer>* gbp) {
......
class MessageCreateLayer : public MessageBase {
virtual bool handler() {
//最后会执行这里 createLayer
result = flinger->createLayer(name, client, w, h, format, flags,
handle, gbp);
return true;
}
}
sp<MessageBase> msg = new MessageCreateLayer(mFlinger.get(),
name, this, w, h, format, flags, handle, gbp);
//这个mFlinger 就是SurfaceFlinger对象
mFlinger->postMessageSync(msg);
return static_cast<MessageCreateLayer*>( msg.get() )->getResult();
}
}
SurfaceFlinger.cpp {
status_t SurfaceFlinger::createLayer( const String8& name, const sp<Client>& client, uint32_t w, uint32_t h, PixelFormat format, uint32_t flags,sp<IBinder>* handle, sp<IGraphicBufferProducer>* gbp) {
......
sp<Layer> layer;
......
result = createNormalLayer(client, name, w, h, flags, format, handle, gbp, &layer);
......
addClientLayer(client, *handle, *gbp, layer);
......
return result;
}
status_t SurfaceFlinger::createNormalLayer(const sp<Client>& client,
const String8& name, uint32_t w, uint32_t h, uint32_t flags, PixelFormat& format,
sp<IBinder>* handle, sp<IGraphicBufferProducer>* gbp, sp<Layer>* outLayer){
......
*outLayer = new Layer(this, client, name, w, h, flags);
......
status_t err = (*outLayer)->setBuffers(w, h, format, flags);
if (err == NO_ERROR) {
*handle = (*outLayer)->getHandle();
*gbp = (*outLayer)->getProducer();
}
......
return err;
}
}
Layer.cpp {
void Layer::onFirstRef() {
// Creates a custom BufferQueue for SurfaceFlingerConsumer to use
//创建了生产者和消费者缓冲区,这两个缓冲区将来会存放UI的内容数据
sp<IGraphicBufferProducer> producer;
sp<IGraphicBufferConsumer> consumer;
......
BufferQueue::createBufferQueue(&producer, &consumer);
mProducer = new MonitoredProducer(producer, mFlinger);
mSurfaceFlingerConsumer = new SurfaceFlingerConsumer(consumer, mTextureName);
......
// 这里设置使用 双缓存 还是 三重缓存
#ifdef TARGET_DISABLE_TRIPLE_BUFFERING
#warning "disabling triple buffering"
mSurfaceFlingerConsumer->setDefaultMaxBufferCount(2);
#else
mSurfaceFlingerConsumer->setDefaultMaxBufferCount(3);
#endif
......
}
}
绘制
ViewRootImpl.java {
private boolean drawSoftware(Surface surface, AttachInfo attachInfo, int xoff, int yoff,
boolean scalingRequired, Rect dirty, Rect surfaceInsets) {
......
canvas = mSurface.lockCanvas(dirty);
......
mView.draw(canvas);
......
surface.unlockCanvasAndPost(canvas);
......
}
}
android_view_Surface.cpp {
static jlong nativeLockCanvas(JNIEnv* env, jclass clazz, jlong nativeObject, jobject canvasObj, jobject dirtyRectObj) {
sp<Surface> surface(reinterpret_cast<Surface *>(nativeObject));
......
ANativeWindow_Buffer buffer;
//申请图形 buffer
status_t err = surface->lock(&buffer, dirtyRectPtr);
......
graphics::Canvas canvas(env, canvasObj);
canvas.setBuffer(&buffer, static_cast<int32_t>(surface->getBuffersDataSpace()));
......
sp<Surface> lockedSurface(surface);
lockedSurface->incStrong(&sRefBaseOwner);
return (jlong) lockedSurface.get();
}
static void nativeUnlockCanvasAndPost(JNIEnv* env, jclass clazz, jlong nativeObject, jobject canvasObj) {
sp<Surface> surface(reinterpret_cast<Surface *>(nativeObject));
......
status_t err = surface->unlockAndPost();
......
}
}
Surface.cpp {
sp<IGraphicBufferProducer> mGraphicBufferProducer;
status_t Surface::lock(ANativeWindow_Buffer* outBuffer, ARect* inOutDirtyBounds) {
......
status_t err = dequeueBuffer(&out, &fenceFd);
......
if (err == NO_ERROR) {
......
sp<GraphicBuffer> backBuffer(GraphicBuffer::getSelf(out));
const Rect bounds(backBuffer->width, backBuffer->height);
......
}
}
int Surface::dequeueBuffer(android_native_buffer_t** buffer, int* fenceFd) {
......
status_t result = mGraphicBufferProducer->dequeueBuffer(&buf, &fence, dqInput.width,
dqInput.height, dqInput.format,dqInput.usage, &mBufferAge,
dqInput.getTimestamps ? &frameTimestamps : nullptr);
......
}
status_t Surface::unlockAndPost() {
......
status_t err = mLockedBuffer->unlockAsync(&fd);
......
err = queueBuffer(mLockedBuffer.get(), fd);
......
return err;
}
int Surface::queueBuffer(android_native_buffer_t* buffer, int fenceFd) {
......
int i = getSlotFromBufferLocked(buffer);
......
status_t err = mGraphicBufferProducer->queueBuffer(i, input, &output);
......
onBufferQueuedLocked(i, fence, output);
return err;
}
}
BufferQueueProducer.cpp {
status_t BufferQueueProducer::dequeueBuffer(int* outSlot, sp<android::Fence>* outFence,
uint32_t width, uint32_t height, PixelFormat format,
uint64_t usage, uint64_t* outBufferAge,
FrameEventHistoryDelta* outTimestamps) {
......
std::unique_lock<std::mutex> lock(mCore->mMutex);
......
int found = BufferItem::INVALID_BUFFER_SLOT;
while (found == BufferItem::INVALID_BUFFER_SLOT) {
//从队列中取出一块已经 releas 的 buffer
status_t status = waitForFreeSlotThenRelock(FreeSlotCaller::Dequeue, lock, &found);
if (status != NO_ERROR) {
return status;
}
......
}
}
status_t BufferQueueProducer::waitForFreeSlotThenRelock(FreeSlotCaller caller,
std::unique_lock<std::mutex>& lock, int* found) const {
......
*found = getFreeBufferLocked();
......
}
int BufferQueueProducer::getFreeBufferLocked() const {
if (mCore->mFreeBuffers.empty()) {
return BufferQueueCore::INVALID_BUFFER_SLOT;
}
int slot = mCore->mFreeBuffers.front();
mCore->mFreeBuffers.pop_front();
return slot;
}
status_t BufferQueueProducer::queueBuffer(int slot,
const QueueBufferInput &input, QueueBufferOutput *output) {
......
const sp<GraphicBuffer>& graphicBuffer(mSlots[slot].mGraphicBuffer);
Rect bufferRect(graphicBuffer->getWidth(), graphicBuffer->getHeight());
Rect croppedRect(Rect::EMPTY_RECT);
crop.intersect(bufferRect, &croppedRect);
......
mSlots[slot].mFence = acquireFence;
mSlots[slot].mBufferState.queue();
......
BufferItem item;
// 相关数据封装成 BufferItem 并入队
item.mGraphicBuffer = mSlots[slot].mGraphicBuffer;
......
mCore->mQueue.push_back(item);
......
//取出 BufferQueueCore 的回调接口,下面调用这个接口的onFrameAvailable 函数,来通知SurfaceFlinger 进行渲染
frameAvailableListener = mCore->mConsumerListener;
......
// 回调 BLASTBufferQueue 的 onFrameAvailable
frameAvailableListener->onFrameAvailable(item);
}
}
BLASTBufferQueue.cpp {
void BLASTBufferQueue::onFrameAvailable(const BufferItem& item) {
......
SurfaceComposerClient::Transaction* prevTransaction = nullptr;
......
if (syncTransactionSet) {
acquireNextBufferLocked(mSyncTransaction);
// Only need a commit callback when syncing to ensure the buffer that's synced has been
// sent to SF
mSyncTransaction->addTransactionCommittedCallback(transactionCommittedCallbackThunk,
static_cast<void*>(this));
......
if (mAcquireSingleBuffer) {
prevCallback = mTransactionReadyCallback;
prevTransaction = mSyncTransaction;
......
}
}
if (prevCallback) {
prevCallback(prevTransaction);
}
}
void BLASTBufferQueue::acquireNextBufferLocked(const std::optional<SurfaceComposerClient::Transaction*> transaction){
......
status_t status = mBufferItemConsumer->acquireBuffer(&bufferItem, 0 , false);
......
t = *transaction;
......
//将提交的 buffer 设置给 SurfaceComposerClient 去进行合成显示
t->setBuffer(mSurfaceControl, buffer, fence, bufferItem.mFrameNumber, releaseBufferCallback);
......
mergePendingTransactions(t, bufferItem.mFrameNumber);
......
}
}
BufferQueueConsumer.cpp {
status_t BufferQueueConsumer::acquireBuffer(BufferItem* outBuffer,
nsecs_t expectedPresent, uint64_t maxFrameNumber) {
while (mCore->mQueue.size() > 1 && !mCore->mQueue[0].mIsAutoTimestamp) {
......
const BufferItem& bufferItem(mCore->mQueue[1]);
......
}
......
//填充相关数据
outBuffer->mGraphicBuffer = mSlots[slot].mGraphicBuffer;
......
//通知消费者该buffer可以重新使用了
listener->onBufferReleased();
}
}