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本文链接:https://www.jianshu.com/p/4e00ccfd4d66
接着文章https://www.jianshu.com/p/2dbe8f5df49e说起,本篇讲View的Draw过程。Draw分为softwareDraw和HardwareRenderer(硬件加速)。
我们先讲softwareDraw再讲HardwareRenderer。
从performDraw说起。
ViewRootImpl的performTraversals中刷新UI的时候,当完成了View的measure和layout之后会对View进行Draw。performTraversals会调用到performDraw开始执行绘制操作,我们先看看performDraw的代码。
private void performDraw() {
if (mAttachInfo.mDisplayState == Display.STATE_OFF && !mReportNextDraw) {
return;
}
final boolean fullRedrawNeeded = mFullRedrawNeeded;
mFullRedrawNeeded = false;
mIsDrawing = true;
Trace.traceBegin(Trace.TRACE_TAG_VIEW, "draw");
try {
draw(fullRedrawNeeded);
} finally {
mIsDrawing = false;
Trace.traceEnd(Trace.TRACE_TAG_VIEW);
}
// For whatever reason we didn't create a HardwareRenderer, end any
// hardware animations that are now dangling
if (mAttachInfo.mPendingAnimatingRenderNodes != null) {
final int count = mAttachInfo.mPendingAnimatingRenderNodes.size();
for (int i = 0; i < count; i++) {
mAttachInfo.mPendingAnimatingRenderNodes.get(i).endAllAnimators();
}
mAttachInfo.mPendingAnimatingRenderNodes.clear();
}
if (mReportNextDraw) {
mReportNextDraw = false;
// if we're using multi-thread renderer, wait for the window frame draws
if (mWindowDrawCountDown != null) {
try {
mWindowDrawCountDown.await();
} catch (InterruptedException e) {
Log.e(mTag, "Window redraw count down interruped!");
}
mWindowDrawCountDown = null;
}
if (mAttachInfo.mHardwareRenderer != null) {
mAttachInfo.mHardwareRenderer.fence();
mAttachInfo.mHardwareRenderer.setStopped(mStopped);
}
if (LOCAL_LOGV) {
Log.v(mTag, "FINISHED DRAWING: " + mWindowAttributes.getTitle());
}
try {
mWindowSession.finishDrawing(mWindow);
} catch (RemoteException e) {
}
}
}
performDraw的主要过程是调用draw,draw主要是判断如果支持硬件加速,则调用硬件加速draw,否则调用software draw。那来看看draw。
private void draw(boolean fullRedrawNeeded) {
final Rect dirty = mDirty;
if (fullRedrawNeeded) {
mAttachInfo.mIgnoreDirtyState = true;
dirty.set(0, 0, (int) (mWidth * appScale + 0.5f), (int) (mHeight * appScale + 0.5f));
}
mAttachInfo.mTreeObserver.dispatchOnDraw();
int xOffset = -mCanvasOffsetX;
int yOffset = -mCanvasOffsetY + curScrollY;
final WindowManager.LayoutParams params = mWindowAttributes;
final Rect surfaceInsets = params != null ? params.surfaceInsets : null;
if (surfaceInsets != null) {
xOffset -= surfaceInsets.left;
yOffset -= surfaceInsets.top;
// Offset dirty rect for surface insets.
dirty.offset(surfaceInsets.left, surfaceInsets.right);
}
mAttachInfo.mDrawingTime =
mChoreographer.getFrameTimeNanos() / TimeUtils.NANOS_PER_MS;
//根据!dirty.isEmpty() || mIsAnimating || accessibilityFocusDirty等判断是否是否需要绘制
if (!dirty.isEmpty() || mIsAnimating || accessibilityFocusDirty) {
//支持硬件绘制则用HardwareRenderer
if (mAttachInfo.mHardwareRenderer != null && mAttachInfo.mHardwareRenderer.isEnabled()) {
// If accessibility focus moved, always invalidate the root.
boolean invalidateRoot = accessibilityFocusDirty || mInvalidateRootRequested;
mInvalidateRootRequested = false;
// Draw with hardware renderer.
mIsAnimating = false;
if (mHardwareYOffset != yOffset || mHardwareXOffset != xOffset) {
mHardwareYOffset = yOffset;
mHardwareXOffset = xOffset;
invalidateRoot = true;
}
if (invalidateRoot) {
mAttachInfo.mHardwareRenderer.invalidateRoot();
}
dirty.setEmpty();
// Stage the content drawn size now. It will be transferred to the renderer
// shortly before the draw commands get send to the renderer.
final boolean updated = updateContentDrawBounds();
if (mReportNextDraw) {
// report next draw overrides setStopped()
// This value is re-sync'd to the value of mStopped
// in the handling of mReportNextDraw post-draw.
mAttachInfo.mHardwareRenderer.setStopped(false);
}
if (updated) {
requestDrawWindow();
}
mAttachInfo.mHardwareRenderer.draw(mView, mAttachInfo, this);
} else {
//否则不支持硬件绘制,但是硬件绘制是需要的,尝试初始化硬件绘制,成功之后调用scheduleTraversals(),重新Traversals
if (mAttachInfo.mHardwareRenderer != null &&
!mAttachInfo.mHardwareRenderer.isEnabled() &&
mAttachInfo.mHardwareRenderer.isRequested()) {
try {
mAttachInfo.mHardwareRenderer.initializeIfNeeded(
mWidth, mHeight, mAttachInfo, mSurface, surfaceInsets);
} catch (OutOfResourcesException e) {
handleOutOfResourcesException(e);
return;
}
mFullRedrawNeeded = true;
scheduleTraversals();
return;
}
//否则不支持硬件绘制,同时硬件绘制不被需求,则drawSoftware
if (!drawSoftware(surface, mAttachInfo, xOffset, yOffset, scalingRequired, dirty)) {
return;
}
}
}
if (animating) {
mFullRedrawNeeded = true;
scheduleTraversals();
}
}
draw的逻辑比较简单,先判断是否支持硬件绘制,如果支持。则调用硬件绘制mAttachInfo.mHardwareRenderer.draw(mView, mAttachInfo, this)。如果不支持硬件绘制,但是硬件绘制是需要的,则尝试初始化硬件绘制,成功则从新Traversal。否则进行软件绘制。
drawSoftware也比较简单,通过mSurface得到Canvas,mSurface是ViewRootImpl·的Surface类型变量。这里我们先看看drawSoftware。
// These can be accessed by any thread, must be protected with a lock.
// Surface can never be reassigned or cleared (use Surface.clear()).
final Surface mSurface = new Surface();
private boolean drawSoftware(Surface surface, AttachInfo attachInfo, int xoff, int yoff,
boolean scalingRequired, Rect dirty) {
// Draw with software renderer.
final Canvas canvas;
try {
final int left = dirty.left;
final int top = dirty.top;
final int right = dirty.right;
final int bottom = dirty.bottom;
canvas = mSurface.lockCanvas(dirty);
// The dirty rectangle can be modified by Surface.lockCanvas()
//noinspection ConstantConditions
if (left != dirty.left || top != dirty.top || right != dirty.right
|| bottom != dirty.bottom) {
attachInfo.mIgnoreDirtyState = true;
}
// TODO: Do this in native
canvas.setDensity(mDensity);
} catch (Surface.OutOfResourcesException e) {
handleOutOfResourcesException(e);
return false;
} catch (IllegalArgumentException e) {
Log.e(mTag, "Could not lock surface", e);
// Don't assume this is due to out of memory, it could be
// something else, and if it is something else then we could
// kill stuff (or ourself) for no reason.
mLayoutRequested = true; // ask wm for a new surface next time.
return false;
}
try {
if (DEBUG_ORIENTATION || DEBUG_DRAW) {
Log.v(mTag, "Surface " + surface + " drawing to bitmap w="
+ canvas.getWidth() + ", h=" + canvas.getHeight());
//canvas.drawARGB(255, 255, 0, 0);
}
// If this bitmap's format includes an alpha channel, we
// need to clear it before drawing so that the child will
// properly re-composite its drawing on a transparent
// background. This automatically respects the clip/dirty region
// or
// If we are applying an offset, we need to clear the area
// where the offset doesn't appear to avoid having garbage
// left in the blank areas.
if (!canvas.isOpaque() || yoff != 0 || xoff != 0) {
canvas.drawColor(0, PorterDuff.Mode.CLEAR);
}
dirty.setEmpty();
mIsAnimating = false;
mView.mPrivateFlags |= View.PFLAG_DRAWN;
if (DEBUG_DRAW) {
Context cxt = mView.getContext();
Log.i(mTag, "Drawing: package:" + cxt.getPackageName() +
", metrics=" + cxt.getResources().getDisplayMetrics() +
", compatibilityInfo=" + cxt.getResources().getCompatibilityInfo());
}
try {
canvas.translate(-xoff, -yoff);
if (mTranslator != null) {
mTranslator.translateCanvas(canvas);
}
canvas.setScreenDensity(scalingRequired ? mNoncompatDensity : 0);
attachInfo.mSetIgnoreDirtyState = false;
mView.draw(canvas);
drawAccessibilityFocusedDrawableIfNeeded(canvas);
} finally {
if (!attachInfo.mSetIgnoreDirtyState) {
// Only clear the flag if it was not set during the mView.draw() call
attachInfo.mIgnoreDirtyState = false;
}
}
} finally {
try {
surface.unlockCanvasAndPost(canvas);
} catch (IllegalArgumentException e) {
Log.e(mTag, "Could not unlock surface", e);
mLayoutRequested = true; // ask wm for a new surface next time.
//noinspection ReturnInsideFinallyBlock
return false;
}
if (LOCAL_LOGV) {
Log.v(mTag, "Surface " + surface + " unlockCanvasAndPost");
}
}
return true;
}
核心就是调用View的draw,这个跟View的measure和layout调用一样。最终会调用OnDraw,进行每个控件自身的Draw,我们自定义控件重绘时也是重写OnDraw函数。但是View的draw又复杂点,它会绘制View的背景和前景。同时如果有垂直或者水平边需要绘制,又会绘制垂直或者水平边。
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;
/*
* Draw traversal performs several drawing steps which must be executed
* in the appropriate order:
*
* 1. Draw the background
* 2. If necessary, save the canvas' layers to prepare for fading
* 3. Draw view's content
* 4. Draw children
* 5. If necessary, draw the fading edges and restore layers
* 6. Draw decorations (scrollbars for instance)
*/
// Step 1, draw the background, if needed
int saveCount;
if (!dirtyOpaque) {
drawBackground(canvas);
}
// skip step 2 & 5 if possible (common case)
final int viewFlags = mViewFlags;
boolean horizontalEdges = (viewFlags & FADING_EDGE_HORIZONTAL) != 0;
boolean verticalEdges = (viewFlags & FADING_EDGE_VERTICAL) != 0;
if (!verticalEdges && !horizontalEdges) {
// Step 3, draw the content
if (!dirtyOpaque) onDraw(canvas);
// Step 4, draw the children
dispatchDraw(canvas);
// Overlay is part of the content and draws beneath Foreground
if (mOverlay != null && !mOverlay.isEmpty()) {
mOverlay.getOverlayView().dispatchDraw(canvas);
}
// Step 6, draw decorations (foreground, scrollbars)
onDrawForeground(canvas);
// we're done...
return;
}
//有垂直或者水平edge需要绘制的情况
/*
* Here we do the full fledged routine...
* (this is an uncommon case where speed matters less,
* this is why we repeat some of the tests that have been
* done above)
*/
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;
// Step 2, save the canvas' layers
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;
}
// also clip horizontal fades if necessary
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);
}
// Step 3, draw the content
if (!dirtyOpaque) onDraw(canvas);
// Step 4, draw the children
dispatchDraw(canvas);
// Step 5, draw the fade effect and restore layers
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 is part of the content and draws beneath Foreground
if (mOverlay != null && !mOverlay.isEmpty()) {
mOverlay.getOverlayView().dispatchDraw(canvas);
}
// Step 6, draw decorations (foreground, scrollbars)
onDrawForeground(canvas);
}
view的draw,注释也写的比较清楚,1:先绘制background。2:如有必要绘制fading。3:调用onDraw绘制View自身的Content。4:绘制children。5:如有必要绘制fading edges。6:最后绘制Foreground。
在绘制背景和自身内容的时候,有一个条件dirtyOpaque,它的值为
final boolean dirtyOpaque = (privateFlags & PFLAG_DIRTY_MASK) == PFLAG_DIRTY_OPAQUE &&
(mAttachInfo == null || !mAttachInfo.mIgnoreDirtyState);
所以设置PFLAG_DIRTY_OPAQUE属性可以使dirtyOpaque为true,导致不用绘制背景和内容,这对一些父布局设置设置是可以减少绘制次数,提高绘制性能的。
我们来看看drawBackground
private void drawBackground(Canvas canvas) {
final Drawable background = mBackground;
if (background == null) {
return;
}
setBackgroundBounds();
// Attempt to use a display list if requested.
if (canvas.isHardwareAccelerated() && mAttachInfo != null
&& mAttachInfo.mHardwareRenderer != null) {
mBackgroundRenderNode = getDrawableRenderNode(background, mBackgroundRenderNode);
final RenderNode renderNode = mBackgroundRenderNode;
if (renderNode != null && renderNode.isValid()) {
setBackgroundRenderNodeProperties(renderNode);
((DisplayListCanvas) canvas).drawRenderNode(renderNode);
return;
}
}
final int scrollX = mScrollX;
final int scrollY = mScrollY;
if ((scrollX | scrollY) == 0) {
background.draw(canvas);
} else {
canvas.translate(scrollX, scrollY);
background.draw(canvas);
canvas.translate(-scrollX, -scrollY);
}
}
先判断canvas是否支持硬件绘制,如果支持,则获取mBackgroundRenderNode,进行硬件绘制。如果是canvas支持硬件绘制的canvas是DisplayListCanvas类型的对象,否则就是一般的canvas对象。
绘制自身的onDraw,View中的定义是空的,每个控件集成View的时候会重写它,实现自己的绘制。dispatchDraw这个主要是针对容器类控件循环调用子View的draw,又进入了一个递归绘制过程。
protected boolean drawChild(Canvas canvas, View child, long drawingTime) {
return child.draw(canvas, this, drawingTime);
}
注意此时调用的是View的另外一个draw函数,它含有3个参数,在其里面,它也会进行一些是否支持硬件加速的判断,如果支持则会调用updateDisplayListIfDirty更新显示列表,否则会调用到draw(含一个canvas参数的)进行绘制。
boolean draw(Canvas canvas, ViewGroup parent, long drawingTime) {
final boolean hardwareAcceleratedCanvas = canvas.isHardwareAccelerated();
/* If an attached view draws to a HW canvas, it may use its RenderNode + DisplayList.
*
* If a view is dettached, its DisplayList shouldn't exist. If the canvas isn't
* HW accelerated, it can't handle drawing RenderNodes.
*/
boolean drawingWithRenderNode = mAttachInfo != null
&& mAttachInfo.mHardwareAccelerated
&& hardwareAcceleratedCanvas;
boolean more = false;
final boolean childHasIdentityMatrix = hasIdentityMatrix();
final int parentFlags = parent.mGroupFlags;
RenderNode renderNode = null;
Bitmap cache = null;
int layerType = getLayerType(); // TODO: signify cache state with just 'cache' local
if (layerType == LAYER_TYPE_SOFTWARE || !drawingWithRenderNode) {
if (layerType != LAYER_TYPE_NONE) {
// If not drawing with RenderNode, treat HW layers as SW
layerType = LAYER_TYPE_SOFTWARE;
buildDrawingCache(true);
}
cache = getDrawingCache(true);
}
//硬件绘制更新显示列表updateDisplayListIfDirty
if (drawingWithRenderNode) {
// Delay getting the display list until animation-driven alpha values are
// set up and possibly passed on to the view
renderNode = updateDisplayListIfDirty();
if (!renderNode.isValid()) {
// Uncommon, but possible. If a view is removed from the hierarchy during the call
// to getDisplayList(), the display list will be marked invalid and we should not
// try to use it again.
renderNode = null;
drawingWithRenderNode = false;
}
}
//drawingWithDrawingCache不支持硬件绘制同时cache != null
final boolean drawingWithDrawingCache = cache != null && !drawingWithRenderNode;
if (!drawingWithDrawingCache) {
if (drawingWithRenderNode) {
mPrivateFlags &= ~PFLAG_DIRTY_MASK;
((DisplayListCanvas) canvas).drawRenderNode(renderNode);
} else {
// Fast path for layouts with no backgrounds
if ((mPrivateFlags & PFLAG_SKIP_DRAW) == PFLAG_SKIP_DRAW) {
mPrivateFlags &= ~PFLAG_DIRTY_MASK;
dispatchDraw(canvas);
} else {
draw(canvas);
}
}
} else if (cache != null) {
mPrivateFlags &= ~PFLAG_DIRTY_MASK;
if (layerType == LAYER_TYPE_NONE || mLayerPaint == null) {
// no layer paint, use temporary paint to draw bitmap
Paint cachePaint = parent.mCachePaint;
if (cachePaint == null) {
cachePaint = new Paint();
cachePaint.setDither(false);
parent.mCachePaint = cachePaint;
}
cachePaint.setAlpha((int) (alpha * 255));
canvas.drawBitmap(cache, 0.0f, 0.0f, cachePaint);
} else {
// use layer paint to draw the bitmap, merging the two alphas, but also restore
int layerPaintAlpha = mLayerPaint.getAlpha();
if (alpha < 1) {
mLayerPaint.setAlpha((int) (alpha * layerPaintAlpha));
}
canvas.drawBitmap(cache, 0.0f, 0.0f, mLayerPaint);
if (alpha < 1) {
mLayerPaint.setAlpha(layerPaintAlpha);
}
}
}
mRecreateDisplayList = false;
return more;
}
上面就是draw(三个参数)的主要过程。支持硬件绘制则调用updateDisplayListIfDirty更新RenderNode,然后Draw RenderNode。
((DisplayListCanvas) canvas).drawRenderNode(renderNode);
software绘制,最终调用到draw(canvas)。
以上就是绘制,主要是software绘制的大致过程。在这个过程中,我们也将了些硬件绘制的东西,比如updateDisplayListIfDirty,drawRenderNode等,那么接下来我们就来讲讲硬件绘制。
硬件绘制
我们又从ViewRootImpl的draw(private void draw(boolean fullRedrawNeeded))函数开始说起。回到上文ViewRootImpl的draw中的硬件绘制调用
private void draw(boolean fullRedrawNeeded) {
if (!dirty.isEmpty() || mIsAnimating || accessibilityFocusDirty) {
if (mAttachInfo.mHardwareRenderer != null && mAttachInfo.mHardwareRenderer.isEnabled()) {
// If accessibility focus moved, always invalidate the root.
boolean invalidateRoot = accessibilityFocusDirty || mInvalidateRootRequested;
mInvalidateRootRequested = false;
// Draw with hardware renderer.
mIsAnimating = false;
if (mHardwareYOffset != yOffset || mHardwareXOffset != xOffset) {
mHardwareYOffset = yOffset;
mHardwareXOffset = xOffset;
invalidateRoot = true;
}
if (invalidateRoot) {
mAttachInfo.mHardwareRenderer.invalidateRoot();
}
dirty.setEmpty();
// Stage the content drawn size now. It will be transferred to the renderer
// shortly before the draw commands get send to the renderer.
final boolean updated = updateContentDrawBounds();
if (mReportNextDraw) {
// report next draw overrides setStopped()
// This value is re-sync'd to the value of mStopped
// in the handling of mReportNextDraw post-draw.
mAttachInfo.mHardwareRenderer.setStopped(false);
}
if (updated) {
requestDrawWindow();
}
mAttachInfo.mHardwareRenderer.draw(mView, mAttachInfo, this);
}
}
可以看到主要是调用了mAttachInfo.mHardwareRenderer.draw(mView, mAttachInfo, this),mAttachInfo是一个View.AttachInfo对象,mHardwareRenderer是什么呢,它是ThreadedRenderer 。还记得ViewRootImpl的的构造函数中有一段代码吗?它就是在这里构造的。
if (mSurfaceHolder == null) {
enableHardwareAcceleration(attrs);
}
private void enableHardwareAcceleration(WindowManager.LayoutParams attrs) {
mAttachInfo.mHardwareAccelerated = false;
mAttachInfo.mHardwareAccelerationRequested = false;
mAttachInfo.mHardwareRenderer = ThreadedRenderer.create(mContext, translucent);
}
可以看到调用了ThreadedRenderer的静态方法create创建的
public static ThreadedRenderer create(Context context, boolean translucent) {
ThreadedRenderer renderer = null;
if (DisplayListCanvas.isAvailable()) {
renderer = new ThreadedRenderer(context, translucent);
}
return renderer;
}
再来看看ThreadedRenderer
private long mNativeProxy;//native的Proxy代理
private RenderNode mRootNode;//根RenderNode
ThreadedRenderer(Context context, boolean translucent) {
final TypedArray a = context.obtainStyledAttributes(null, R.styleable.Lighting, 0, 0);
mLightY = a.getDimension(R.styleable.Lighting_lightY, 0);
mLightZ = a.getDimension(R.styleable.Lighting_lightZ, 0);
mLightRadius = a.getDimension(R.styleable.Lighting_lightRadius, 0);
mAmbientShadowAlpha =
(int) (255 * a.getFloat(R.styleable.Lighting_ambientShadowAlpha, 0) + 0.5f);
mSpotShadowAlpha = (int) (255 * a.getFloat(R.styleable.Lighting_spotShadowAlpha, 0) + 0.5f);
a.recycle();
long rootNodePtr = nCreateRootRenderNode();
mRootNode = RenderNode.adopt(rootNodePtr);
mRootNode.setClipToBounds(false);
mNativeProxy = nCreateProxy(translucent, rootNodePtr);
ProcessInitializer.sInstance.init(context, mNativeProxy);
loadSystemProperties();
}
那我们在来看看RenderNode
public class RenderNode {
private boolean mValid;
// Do not access directly unless you are ThreadedRenderer
final long mNativeRenderNode;
private final View mOwningView;
private RenderNode(String name, View owningView) {
mNativeRenderNode = nCreate(name);
mOwningView = owningView;
if (mOwningView instanceof SurfaceView) {
nRequestPositionUpdates(mNativeRenderNode, (SurfaceView) mOwningView);
}
}
/**
* @see RenderNode#adopt(long)
*/
private RenderNode(long nativePtr) {
mNativeRenderNode = nativePtr;
mOwningView = null;
}
/**
* Creates a new RenderNode that can be used to record batches of
* drawing operations, and store / apply render properties when drawn.
*
* @param name The name of the RenderNode, used for debugging purpose. May be null.
*
* @return A new RenderNode.
*/
public static RenderNode create(String name, @Nullable View owningView) {
return new RenderNode(name, owningView);
}
/**
* Adopts an existing native render node.
*
* Note: This will *NOT* incRef() on the native object, however it will
* decRef() when it is destroyed. The caller should have already incRef'd it
*/
public static RenderNode adopt(long nativePtr) {
return new RenderNode(nativePtr);
}
}
还有一个DisplayListCanvas,它继承Canvas。
···
public class DisplayListCanvas extends Canvas
···
硬件渲染java层涉及的类大概就这几个,它们的关系是ThreadedRenderer负责draw。draw什么呢。draw的是RenderNode。或者Text或者Circle,Bitmap等。而又在哪里draw呢,在DisplayListCanvas中draw。每个View都有一个RenderNode,它在View的构造函数中初始化。而每个RenderNode又会和一个DisplayListCanvas关联。以上就是java层的相关类。
final RenderNode mRenderNode;
public View(Context context) {
mContext = context;
mResources = context != null ? context.getResources() : null;
mViewFlags = SOUND_EFFECTS_ENABLED | HAPTIC_FEEDBACK_ENABLED;
mRenderNode = RenderNode.create(getClass().getName(), this);
}
View() {
mResources = null;
mRenderNode = RenderNode.create(getClass().getName(), this);
}
//RenderNode的start函数
public DisplayListCanvas start(int width, int height) {
return DisplayListCanvas.obtain(this, width, height);
}
这样我们明白了每个View有一个RenderNode,每个RenderNode会获取到一个对应的DisplayListCanvas。而我们是在DisplayListCanvas上draw的。所以对一个View的Draw来说。在之前的draw中也说过draw分为6部分
public void draw(Canvas canvas) {
/*
* Draw traversal performs several drawing steps which must be executed
* in the appropriate order:
*
* 1. Draw the background
* 2. If necessary, save the canvas' layers to prepare for fading
* 3. Draw view's content
* 4. Draw children
* 5. If necessary, draw the fading edges and restore layers
* 6. Draw decorations (scrollbars for instance)
*/
}
那就是在DisplayListCanvas依次draw了6个部分。比如background是一个bitmap或者是一个RenderNode。Content,我们可以举例假设是一个Circle。Draw children。child是一个View或者多个View。每个View会对应一个RenderNode,假设只有一个View,那就是Draw了一个RenderNode。这样View的RenderNode树形图我们可以理解成这样。
下面看看Native层,Native层比较重要的和DisplayListCanvas对应的类有Canvas,RecordingCanvas类,RecordingCanvas继承Canvas。在DisplayListCanvas中调的绘制,比如绘制Circle或者RenderNode等,最终都是调用到RecordingCanvas中去。
来看看Native层的RecordingCanvas和它的drawRenderNode以及drawCircle
class ANDROID_API RecordingCanvas: public Canvas, public CanvasStateClient {
enum class DeferredBarrierType {
None,
InOrder,
OutOfOrder,
};
public:
RecordingCanvas(size_t width, size_t height);
void RecordingCanvas::drawRenderNode(RenderNode* renderNode) {
auto&& stagingProps = renderNode->stagingProperties();
RenderNodeOp* op = alloc().create_trivial(
Rect(stagingProps.getWidth(), stagingProps.getHeight()),
*(mState.currentSnapshot()->transform),
getRecordedClip(),
renderNode);
int opIndex = addOp(op);
if (CC_LIKELY(opIndex >= 0)) {
int childIndex = mDisplayList->addChild(op);
// update the chunk's child indices
DisplayList::Chunk& chunk = mDisplayList->chunks.back();
chunk.endChildIndex = childIndex + 1;
if (renderNode->stagingProperties().isProjectionReceiver()) {
// use staging property, since recording on UI thread
mDisplayList->projectionReceiveIndex = opIndex;
}
}
}
void RecordingCanvas::drawCircle(
CanvasPropertyPrimitive* x, CanvasPropertyPrimitive* y,
CanvasPropertyPrimitive* radius, CanvasPropertyPaint* paint) {
mDisplayList->ref(x);
mDisplayList->ref(y);
mDisplayList->ref(radius);
mDisplayList->ref(paint);
refBitmapsInShader(paint->value.getShader());
addOp(alloc().create_trivial(
*(mState.currentSnapshot()->transform),
getRecordedClip(),
&paint->value,
&x->value, &y->value, &radius->value));
}
可以看到无论是drawCircle还是drawRenderNode。到了Native层,最终是形成一个CirclePropsOp或者RenderNodeOp。然后将其加入到mDisplayList中。
看看CirclePropsOp,RenderNodeOp等,他们都继承RecordedOp
struct CirclePropsOp : RecordedOp {
CirclePropsOp(const Matrix4& localMatrix, const ClipBase* localClip, const SkPaint* paint,
float* x, float* y, float* radius)
: RecordedOp(RecordedOpId::CirclePropsOp, Rect(), localMatrix, localClip, paint)
, x(x)
, y(y)
, radius(radius) {}
const float* x;
const float* y;
const float* radius;
};
struct RenderNodeOp : RecordedOp {
RenderNodeOp(BASE_PARAMS_PAINTLESS, RenderNode* renderNode)
: SUPER_PAINTLESS(RenderNodeOp)
, renderNode(renderNode) {}
RenderNode * renderNode; // not const, since drawing modifies it
/**
* Holds the transformation between the projection surface ViewGroup and this RenderNode
* drawing instance. Represents any translations / transformations done within the drawing of
* the compositing ancestor ViewGroup's draw, before the draw of the View represented by this
* DisplayList draw instance.
*
* Note: doesn't include transformation within the RenderNode, or its properties.
*/
Matrix4 transformFromCompositingAncestor;
bool skipInOrderDraw = false;
};
包括其它的如BitmapOp,BitmapMeshOp,BitmapRectOp,LinesOp(参考frameworks\base\libs\hwui\RecordOp.h文件)等等都是继承RecordedOp。至此,我们明白了所有的这一切,无论是draw circle还是draw line,bitmap,RecordNode等,最终是形成一个RecordedOp,然后add到RecordingCanvas的mDisplayList中。看看mDisplayList。
DisplayList* mDisplayList = nullptr;
typedef RecordedOp BaseOpType;
typedef RenderNodeOp NodeOpType;
class DisplayList {
friend class RecordingCanvas;
public:
struct Chunk {
// range of included ops in DisplayList::ops()
size_t beginOpIndex;
size_t endOpIndex;
// range of included children in DisplayList::children()
size_t beginChildIndex;
size_t endChildIndex;
// whether children with non-zero Z in the chunk should be reordered
bool reorderChildren;
// clip at the beginning of a reorder section, applied to reordered children
const ClipBase* reorderClip;
};
DisplayList();
virtual ~DisplayList();
LsaVector ops;
结合java层的图,我们最终可以理解成这样,所有的操作最终在LsaVector
更新显示列表
调用
mAttachInfo.mHardwareRenderer.draw(mView, mAttachInfo, this);
void draw(View view, AttachInfo attachInfo, HardwareDrawCallbacks callbacks) {
updateRootDisplayList(view, callbacks);
}
private void updateRootDisplayList(View view, HardwareDrawCallbacks callbacks) {
Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Record View#draw()");
updateViewTreeDisplayList(view);
}
private void updateViewTreeDisplayList(View view) {
view.mPrivateFlags |= View.PFLAG_DRAWN;
view.mRecreateDisplayList = (view.mPrivateFlags & View.PFLAG_INVALIDATED)
== View.PFLAG_INVALIDATED;
view.mPrivateFlags &= ~View.PFLAG_INVALIDATED;
view.updateDisplayListIfDirty();
view.mRecreateDisplayList = false;
}
最终调用到了View的updateDisplayListIfDirty,这个我们在前面讲过,现在系统梳理一遍。
public RenderNode updateDisplayListIfDirty() {
final RenderNode renderNode = mRenderNode;
try {
if (layerType == LAYER_TYPE_SOFTWARE) {
buildDrawingCache(true);
Bitmap cache = getDrawingCache(true);
if (cache != null) {
canvas.drawBitmap(cache, 0, 0, mLayerPaint);
}
} else {
computeScroll();
canvas.translate(-mScrollX, -mScrollY);
mPrivateFlags |= PFLAG_DRAWN | PFLAG_DRAWING_CACHE_VALID;
mPrivateFlags &= ~PFLAG_DIRTY_MASK;
// Fast path for layouts with no backgrounds
if ((mPrivateFlags & PFLAG_SKIP_DRAW) == PFLAG_SKIP_DRAW) {
dispatchDraw(canvas);
if (mOverlay != null && !mOverlay.isEmpty()) {
mOverlay.getOverlayView().draw(canvas);
}
} else {
draw(canvas);
}
}
} finally {
renderNode.end(canvas);
setDisplayListProperties(renderNode);
}
} else {
mPrivateFlags |= PFLAG_DRAWN | PFLAG_DRAWING_CACHE_VALID;
mPrivateFlags &= ~PFLAG_DIRTY_MASK;
}
return renderNode;
}
关键过程是通过View自身的mRenderNode变量,通过调用start函数,获得一个DisplayListCanvas canvas,然后将canvas作为参数传给draw,进行绘制。
final DisplayListCanvas canvas = renderNode.start(width, height);
public DisplayListCanvas start(int width, int height) {
return DisplayListCanvas.obtain(this, width, height);
}
所以在draw中就有draw背景,draw Content,Children等。而draw Children的时候调用的是dispatchDraw(canvas),注意参数是canvas,这个canvas是父View的RenderNode对应的Canvas,而dispatchDraw中最终会调用到drawChild,drawChild又调用到了child.draw(三个参数,第一个为Canvas,为父View的canvas)
protected void dispatchDraw(Canvas canvas) {
for (int i = 0; i < childrenCount; i++) {
final int childIndex = getAndVerifyPreorderedIndex(childrenCount, i, customOrder);
final View child = getAndVerifyPreorderedView(preorderedList, children, childIndex);
if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) {
more |= drawChild(canvas, child, drawingTime);
}
}
}
protected boolean drawChild(Canvas canvas, View child, long drawingTime) {
return child.draw(canvas, this, drawingTime);
}
所以这里就进入到了子View的draw(三个参数),同时参数传递的Canvas是父View的。
来看看draw(三个参数)的主要过程
//此时进入了子View的draw调用,参数canvas为父View的
boolean draw(Canvas canvas, ViewGroup parent, long drawingTime) {
final boolean hardwareAcceleratedCanvas = canvas.isHardwareAccelerated();
/* If an attached view draws to a HW canvas, it may use its RenderNode + DisplayList.
*
* If a view is dettached, its DisplayList shouldn't exist. If the canvas isn't
* HW accelerated, it can't handle drawing RenderNodes.
*/
boolean drawingWithRenderNode = mAttachInfo != null
&& mAttachInfo.mHardwareAccelerated
&& hardwareAcceleratedCanvas;
boolean more = false;
final boolean childHasIdentityMatrix = hasIdentityMatrix();
final int parentFlags = parent.mGroupFlags;
if (drawingWithRenderNode) {
// Delay getting the display list until animation-driven alpha values are
// set up and possibly passed on to the view
//关键步骤1:递归调用updateDisplayListIfDirty更新自身显示列表,将自身的内容draw在
//自身的Canvas上
renderNode = updateDisplayListIfDirty();
if (!renderNode.isValid()) {
// Uncommon, but possible. If a view is removed from the hierarchy during the call
// to getDisplayList(), the display list will be marked invalid and we should not
// try to use it again.
renderNode = null;
drawingWithRenderNode = false;
}
}
if (!drawingWithDrawingCache) {
if (drawingWithRenderNode) {
mPrivateFlags &= ~PFLAG_DIRTY_MASK;
//关键步骤2:将自身的RenderNode和父View的Canvas关联
((DisplayListCanvas) canvas).drawRenderNode(renderNode);
} else {
// Fast path for layouts with no backgrounds
if ((mPrivateFlags & PFLAG_SKIP_DRAW) == PFLAG_SKIP_DRAW) {
mPrivateFlags &= ~PFLAG_DIRTY_MASK;
dispatchDraw(canvas);
} else {
draw(canvas);
}
}
}
上面注释已经写的比较清楚了,draw(三个)时递归调用updateDisplayListIfDirty更新自身显示列表返回RenderNode,然后将返回的RenderNode draw在父View的Canvas上,这样就一层层完成了显示列表的更新。
最后回到ThreadedRenderer的updateRootDisplayList,将跟View,即DecorView的RenderNode draw在ThreadedRenderer的canvas上
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);
callbacks.onHardwarePreDraw(canvas);
canvas.insertReorderBarrier();
canvas.drawRenderNode(view.updateDisplayListIfDirty());
canvas.insertInorderBarrier();
callbacks.onHardwarePostDraw(canvas);
canvas.restoreToCount(saveCount);
mRootNodeNeedsUpdate = false;
} finally {
mRootNode.end(canvas);
}
}
Trace.traceEnd(Trace.TRACE_TAG_VIEW);
}
这样就完成了显示列表的更新,最后又回到mAttachInfo.mHardwareRenderer.draw(mView, mAttachInfo, this)
void draw(View view, AttachInfo attachInfo, HardwareDrawCallbacks callbacks) {
attachInfo.mIgnoreDirtyState = true;
final Choreographer choreographer = attachInfo.mViewRootImpl.mChoreographer;
choreographer.mFrameInfo.markDrawStart();
//更新显示列表
updateRootDisplayList(view, callbacks);
attachInfo.mIgnoreDirtyState = false;
// register animating rendernodes which started animating prior to renderer
// creation, which is typical for animators started prior to first draw
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;
}
//更新完显示列表之后调用nSyncAndDrawFrame进行渲染
final long[] frameInfo = choreographer.mFrameInfo.mFrameInfo;
int syncResult = nSyncAndDrawFrame(mNativeProxy, frameInfo, frameInfo.length);
if ((syncResult & SYNC_LOST_SURFACE_REWARD_IF_FOUND) != 0) {
setEnabled(false);
attachInfo.mViewRootImpl.mSurface.release();
// Invalidate since we failed to draw. This should fetch a Surface
// if it is still needed or do nothing if we are no longer drawing
attachInfo.mViewRootImpl.invalidate();
}
if ((syncResult & SYNC_INVALIDATE_REQUIRED) != 0) {
attachInfo.mViewRootImpl.invalidate();
}
}
至此终于讲完了java层UI绘制的相关内容和过程,但是具体的Native层的绘制,调用nSyncAndDrawFrame到底如何绘制的,后面继续。