[TOC]
BufferQueue
前面结合应用中WindowSurfaceWrapper的,讲解了应用怎么和SurfaceFlinger建立连接,进行交互的。
BufferQueue 类是 Android 中所有图形处理操作的核心。它的作用很简单:将生成图形数据缓冲区的一方(生产方)连接到接受数据以进行显示或进一步处理的一方(消耗方)。几乎所有在系统中移动图形数据缓冲区的内容都依赖于 BufferQueue。
现在,我们添加一个空的drawNativeWindow实现,先将我们的应用跑起来吧。
int drawNativeWindow(sp /* windowSurface */) {
return NO_ERROR;
}
int main(int argc, char *argv[]) {
unsigned samples = 0;
printf("usage: %s [samples]\n", argv[0]);
if (argc == 2) {
samples = atoi( argv[1] );
printf("Multisample enabled: GL_SAMPLES = %u\n", samples);
}
sp proc(ProcessState::self());
ProcessState::self()->startThreadPool();
sp windowSurface(new WindowSurfaceWrapper(String8("NativeBinApp")));
drawNativeWindow(windowSurface);
IPCThreadState::self()->joinThreadPool();
return EXIT_SUCCESS;
}
Android.bp如下:
cc_binary {
name: "NativeApp",
srcs: [
"NativeApp.cpp",
"WindowSurfaceWrapper.cpp",
],
shared_libs: [
"liblog",
"libbinder",
"libui",
"libgui",
"libutils",
],
init_rc: ["NativeApp.rc"],
}
NativeApp.rc文件如下:
service NativeApp /system/bin/NativeApp
class core
oneshot
将应用push到系统的bin目录下就可以运行了:
adb push out/target/product/generic/system/bin/NativeApp /vendor/bin/
运行应用:
adb shell NativeBin
很遗憾的是,我们在手机屏幕上是看不是任何东西的。Why?因为没有画任何东西。但是,我们dump SurfaceFlinger的时候,还是能够看到我们创建的应用窗口的,只是没有内容,SurfaceFlinger不显示,即使去显示,也看不到。
adb shell dumpsys SurfaceFlinger
我们创建应用Layer时,名字为“NativeBinApp”,下面就是我们dump出来的Layer的信息:
+ Layer 0x7b3ba66000 (NativeBinApp#0)
Region transparentRegion (this=0x7b3ba66380, count=1)
[ 0, 0, 0, 0]
Region visibleRegion (this=0x7b3ba66010, count=1)
[ 0, 0, 0, 0]
Region surfaceDamageRegion (this=0x7b3ba66088, count=1)
[ 0, 0, 0, 0]
layerStack= 0, z=2147483647, pos=(0,0), size=( 720,1280), crop=( 0, 0, -1, -1), finalCrop=( 0, 0, -1, -1), isOpaque=0, invalidate=0, dataspace=Default (0), pixelformat=Unknown/None alpha=1.000, flags=0x00000002, tr=[1.00, 0.00][0.00, 1.00]
client=0x7b4002d0c0
format= 2, activeBuffer=[ 0x 0: 0, 0], queued-frames=0, mRefreshPending=0
mTexName=7 mCurrentTexture=-1
mCurrentCrop=[0,0,0,0] mCurrentTransform=0
mAbandoned=0
- BufferQueue mMaxAcquiredBufferCount=1 mMaxDequeuedBufferCount=2
mDequeueBufferCannotBlock=0 mAsyncMode=0
default-size=[720x1280] default-format=2 transform-hint=00 frame-counter=0
FIFO(0):
Slots:
[00:0x0] state=FREE
[01:0x0] state=FREE
[02:0x0] state=FREE
我们已经创建了窗口,但是界面没有内容显示,我们先完善我们的应用,在窗口中显示点内容吧~
Native应用绘制界面
下面是drawNativeWindow窗口的对应的代码,关键的步骤的用序号标出来了~
int drawNativeWindow(sp windowSurface) {
status_t err = NO_ERROR;
ANativeWindowBuffer *aNativeBuffer = nullptr;
sp surfaceControl = windowSurface->getSurfaceControl();
ANativeWindow* aNativeWindow = surfaceControl->getSurface().get();
// 1. We need to reconnect to the ANativeWindow as a CPU client to ensure that no frames
// get dropped by SurfaceFlinger assuming that these are other frames.
err = native_window_api_disconnect(aNativeWindow, NATIVE_WINDOW_API_CPU);
if (err != NO_ERROR) {
ALOGE("ERROR: unable to native_window_api_disconnect ignore...\n");
}
// 2. connect the ANativeWindow as a CPU client
err = native_window_api_connect(aNativeWindow, NATIVE_WINDOW_API_CPU);
if (err != NO_ERROR) {
ALOGE("ERROR: unable to native_window_api_connect\n");
return EXIT_FAILURE;
}
// 3. set the ANativeWindow dimensions
err = native_window_set_buffers_user_dimensions(aNativeWindow, windowSurface->width(), windowSurface->height());
if (err != NO_ERROR) {
ALOGE("ERROR: unable to native_window_set_buffers_user_dimensions\n");
return EXIT_FAILURE;
}
// 4. set the ANativeWindow format
int format = PIXEL_FORMAT_RGBX_8888;
err = native_window_set_buffers_format(aNativeWindow,format );
if (err != NO_ERROR) {
ALOGE("ERROR: unable to native_window_set_buffers_format\n");
return EXIT_FAILURE;
}
// 5. set the ANativeWindow transform
int rotation = 0;
int transform = 0;
if ((rotation % 90) == 0) {
switch ((rotation / 90) & 3) {
case 1: transform = HAL_TRANSFORM_ROT_90; break;
case 2: transform = HAL_TRANSFORM_ROT_180; break;
case 3: transform = HAL_TRANSFORM_ROT_270; break;
default: transform = 0; break;
}
}
err = native_window_set_buffers_transform(aNativeWindow, transform);
if (err != NO_ERROR) {
ALOGE("native_window_set_buffers_transform failed: %s (%d)", strerror(-err), -err);
return err;
}
// 6. handle the ANativeWindow usage
int consumerUsage = 0;
err = aNativeWindow->query(aNativeWindow, NATIVE_WINDOW_CONSUMER_USAGE_BITS, &consumerUsage);
if (err != NO_ERROR) {
ALOGE("failed to get consumer usage bits. ignoring");
err = NO_ERROR;
}
// Make sure to check whether either requested protected buffers.
int usage = GRALLOC_USAGE_SW_WRITE_OFTEN;
if (usage & GRALLOC_USAGE_PROTECTED) {
// Check if the ANativeWindow sends images directly to SurfaceFlinger.
int queuesToNativeWindow = 0;
err = aNativeWindow->query(
aNativeWindow, NATIVE_WINDOW_QUEUES_TO_WINDOW_COMPOSER, &queuesToNativeWindow);
if (err != NO_ERROR) {
ALOGE("error authenticating native window: %s (%d)", strerror(-err), -err);
return err;
}
// Check if the consumer end of the ANativeWindow can handle protected content.
int isConsumerProtected = 0;
err = aNativeWindow->query(
aNativeWindow, NATIVE_WINDOW_CONSUMER_IS_PROTECTED, &isConsumerProtected);
if (err != NO_ERROR) {
ALOGE("error query native window: %s (%d)", strerror(-err), -err);
return err;
}
// Deny queuing into native window if neither condition is satisfied.
if (queuesToNativeWindow != 1 && isConsumerProtected != 1) {
ALOGE("native window cannot handle protected buffers: the consumer should either be "
"a hardware composer or support hardware protection");
return PERMISSION_DENIED;
}
}
// 7. set the ANativeWindow usage
int finalUsage = usage | consumerUsage;
ALOGE("gralloc usage: %#x(producer) + %#x(consumer) = %#x", usage, consumerUsage, finalUsage);
err = native_window_set_usage(aNativeWindow, finalUsage);
if (err != NO_ERROR) {
ALOGE("native_window_set_usage failed: %s (%d)", strerror(-err), -err);
return err;
}
// 8. set the ANativeWindow scale mode
err = native_window_set_scaling_mode(
aNativeWindow, NATIVE_WINDOW_SCALING_MODE_SCALE_TO_WINDOW);
if (err != NO_ERROR) {
ALOGE("native_window_set_scaling_mode failed: %s (%d)", strerror(-err), -err);
return err;
}
ALOGE("set up nativeWindow %p for %dx%d, color %#x, rotation %d, usage %#x",
aNativeWindow, windowSurface->width(), windowSurface->height(), format, rotation, finalUsage);
// 9. set the ANativeWindow permission to allocte new buffer, default is true
static_cast(aNativeWindow)->getIGraphicBufferProducer()->allowAllocation(true);
// 10. set the ANativeWindow buffer count
int numBufs = 0;
int minUndequeuedBufs = 0;
err = aNativeWindow->query(aNativeWindow,
NATIVE_WINDOW_MIN_UNDEQUEUED_BUFFERS, &minUndequeuedBufs);
if (err != NO_ERROR) {
ALOGE("error pushing blank frames: MIN_UNDEQUEUED_BUFFERS query "
"failed: %s (%d)", strerror(-err), -err);
goto handle_error;
}
numBufs = minUndequeuedBufs + 1;
err = native_window_set_buffer_count(aNativeWindow, numBufs);
if (err != NO_ERROR) {
ALOGE("error pushing blank frames: set_buffer_count failed: %s (%d)", strerror(-err), -err);
goto handle_error;
}
// 11. draw the ANativeWindow
for (int i = 0; i < numBufs + 1; i++) {
// 12. dequeue a buffer
int hwcFD= -1;
err = aNativeWindow->dequeueBuffer(aNativeWindow, &aNativeBuffer, &hwcFD);
if (err != NO_ERROR) {
ALOGE("error pushing blank frames: dequeueBuffer failed: %s (%d)",
strerror(-err), -err);
break;
}
// 13. make sure really control the dequeued buffer
sp hwcFence(new Fence(hwcFD));
int waitResult = hwcFence->waitForever("dequeueBuffer_EmptyNative");
if (waitResult != OK) {
ALOGE("dequeueBuffer_EmptyNative: Fence::wait returned an error: %d", waitResult);
break;
}
sp buf(GraphicBuffer::from(aNativeBuffer));
// 14. Fill the buffer with black
uint8_t *img = NULL;
err = buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
if (err != NO_ERROR) {
ALOGE("error pushing blank frames: lock failed: %s (%d)", strerror(-err), -err);
break;
}
//15. Draw the window, here we fill the window with black.
*img = 0;
err = buf->unlock();
if (err != NO_ERROR) {
ALOGE("error pushing blank frames: unlock failed: %s (%d)", strerror(-err), -err);
break;
}
// 16. queue the buffer to display
int gpuFD = -1;
err = aNativeWindow->queueBuffer(aNativeWindow, buf->getNativeBuffer(), gpuFD);
if (err != NO_ERROR) {
ALOGE("error pushing blank frames: queueBuffer failed: %s (%d)", strerror(-err), -err);
break;
}
aNativeBuffer = NULL;
}
handle_error:
// 17. cancel buffer
if (aNativeBuffer != NULL) {
aNativeWindow->cancelBuffer(aNativeWindow, aNativeBuffer, -1);
aNativeBuffer = NULL;
}
// 18. Clean up after success or error.
status_t err2 = native_window_api_disconnect(aNativeWindow, NATIVE_WINDOW_API_CPU);
if (err2 != NO_ERROR) {
ALOGE("error pushing blank frames: api_disconnect failed: %s (%d)", strerror(-err2), -err2);
if (err == NO_ERROR) {
err = err2;
}
}
return err;
}
关键步骤如下:
- 获取我们已经创建的Layer的窗口ANativeWindow
- 断掉之前的BufferQueue连接native_window_api_disconnect,这一步是可选的
- 连接Window到BufferQueue native_window_api_connect
- 设置Buffer的大小尺寸native_window_set_buffers_user_dimensions,可选
- 设置Buffer格式,可选,之前创建Layer的时候已经设置了。
- 设置Buffer的transform
- 处理Buffer的usage,主要的DRM内容的处理
- 设置Buffer的usage,usage由producer的usage和Consumer的usage组成
- 设置scale模式,如果上层给的数据,比如Video,超出Buffer的大小后,怎么处理,是截取一部分还是,缩小。
- 设置permission,设置Buffer,默认true,可选。
- 设置Buffer数量,就是,BufferQueue中有多少个buffer可以用,可选
- 绘制窗口,窗口有一个buffer队列,对每一个buffer都需要绘制。
- dequeueBuffer先拿到一块可用的Buffer,也就是FREE的Buffer。
- Buffer虽然是Free的,但是在异步模式下,Buffer不可能还在使用中,需要等到Fence才能确保buffer没有在被使用
- 往Free的Buffer里面绘制东西,
- 我们这里直接显示全黑,*img = 0
- 将绘制好的Buffer,queue到Buffer队列中,queueBuffer。
- 错误处理,取消掉Buffer,cancelBuffer
- 断开BufferQueue和窗口的连接,native_window_api_disconnect
OK~再编译执行一下,屏幕是不是黑了?
Dumps一下SurfaceFlinger,我们的应用窗口信息如下:
+ Layer 0x7b3ba61000 (NativeBinApp#0)
Region transparentRegion (this=0x7b3ba61380, count=1)
[ 0, 0, 0, 0]
Region visibleRegion (this=0x7b3ba61010, count=1)
[ 0, 0, 720, 1280]
Region surfaceDamageRegion (this=0x7b3ba61088, count=1)
[ 0, 0, -1, -1]
layerStack= 0, z=2147483647, pos=(0,0), size=( 720,1280), crop=( 0, 0, -1, -1), finalCrop=( 0, 0, -1, -1), isOpaque=1, invalidate=0, dataspace=Default (0), pixelformat=RGBx_8888 alpha=1.000, flags=0x00000002, tr=[1.00, 0.00][0.00, 1.00]
client=0x7b4002d6c0
format= 2, activeBuffer=[ 720x1280: 720, 2], queued-frames=0, mRefreshPending=0
mTexName=2 mCurrentTexture=1
mCurrentCrop=[0,0,0,0] mCurrentTransform=0
mAbandoned=0
- BufferQueue mMaxAcquiredBufferCount=1 mMaxDequeuedBufferCount=1
mDequeueBufferCannotBlock=0 mAsyncMode=0
default-size=[720x1280] default-format=2 transform-hint=00 frame-counter=3
FIFO(0):
Slots:
[01:0x0] state=FREE
[02:0x0] state=FREE
对比看一下,和前面的dump信息有什么不一样?
另外,如果我们将原来的*img = 0替换掉,可以绘制其他一些东西。fillWithCheckerboard可以将屏幕填充为小方块。
fillWithCheckerboard(img, windowSurface->width(), windowSurface->height(), buf->getStride());
void fillWithCheckerboard(uint8_t* img, int width, int height, int stride) {
bool change = false;
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
uint8_t* pixel = img + (4 * (y*stride + x));
if ( x % 10 == 0) {
change = !change;
}
if(change) {
pixel[0] = 255;
pixel[1] = 255;
pixel[2] = 255;
} else {
pixel[0] = 0;
pixel[1] = 0;
pixel[2] = 0;
}
pixel[3] = 0;
}
if ( y % 10 == 0) {
change = !change;
}
}
}
绘制应用,我们这里直接用的API,这些API是怎么工作的,数据怎么送给显示的?接下里,我们将具体分析。
SurfaceFlinger创建Layer
上一章讲到,应用创建Layer时,流程只跟到SurfaceFlinger,SurfaceFlinger是怎么窗口Layer的,和 Layer和BufferQueue又是怎么关联的,我们接着就来看看。
Layer分两种类型:
- bNormal Layer,普通Layer,由createBufferLayer创建,由BufferLayer类描述。
- Coler Layer,由createColorLayer创建,由ColorLayer类描述。
Layer相关类的关系如下:
- BufferLayer和ColorLayer继承Layer类
- Layer类,有LayerBE的一个实例
- BufferLayer实现ContentsChangedListener和FrameAvailableListener两个接口类,主要是监听显示内容的改变。
ColorLayer比较 简单,我们先来看BufferLayer。reateBufferLayer实现如下:
status_t SurfaceFlinger::createBufferLayer(const sp& client,
const String8& name, uint32_t w, uint32_t h, uint32_t flags, PixelFormat& format,
sp* handle, sp* gbp, sp* outLayer)
{
... ...
sp layer = new BufferLayer(this, client, name, w, h, flags);
status_t err = layer->setBuffers(w, h, format, flags);
if (err == NO_ERROR) {
*handle = layer->getHandle();
*gbp = layer->getProducer();
*outLayer = layer;
}
ALOGE_IF(err, "createBufferLayer() failed (%s)", strerror(-err));
return err;
}
createBufferLayer时,创建一个BufferLayer。
BufferLayer的构造函数如下:
BufferLayer::BufferLayer(SurfaceFlinger* flinger, const sp& client, const String8& name,
uint32_t w, uint32_t h, uint32_t flags)
: Layer(flinger, client, name, w, h, flags),
mConsumer(nullptr),
mTextureName(UINT32_MAX),
mFormat(PIXEL_FORMAT_NONE),
mCurrentScalingMode(NATIVE_WINDOW_SCALING_MODE_FREEZE),
mBufferLatched(false),
mPreviousFrameNumber(0),
mUpdateTexImageFailed(false),
mRefreshPending(false) {
ALOGV("Creating Layer %s", name.string());
mFlinger->getRenderEngine().genTextures(1, &mTextureName);
mTexture.init(Texture::TEXTURE_EXTERNAL, mTextureName);
if (flags & ISurfaceComposerClient::eNonPremultiplied) mPremultipliedAlpha = false;
mCurrentState.requested = mCurrentState.active;
// drawing state & current state are identical
mDrawingState = mCurrentState;
}
在LayerBuffer的构造函数中,主要是初始化了一个mTextureName,已经一些状态的初始化;以及调用Layer的构造函数。
Layer::Layer(SurfaceFlinger* flinger, const sp& client, const String8& name, uint32_t w,
uint32_t h, uint32_t flags)
: contentDirty(false),
sequence(uint32_t(android_atomic_inc(&sSequence))),
mFlinger(flinger),
mPremultipliedAlpha(true),
mName(name),
mTransactionFlags(0),
mPendingStateMutex(),
mPendingStates(),
mQueuedFrames(0),
mSidebandStreamChanged(false),
mActiveBufferSlot(BufferQueue::INVALID_BUFFER_SLOT),
mCurrentTransform(0),
mOverrideScalingMode(-1),
mCurrentOpacity(true),
mCurrentFrameNumber(0),
mFrameLatencyNeeded(false),
mFiltering(false),
mNeedsFiltering(false),
mProtectedByApp(false),
mClientRef(client),
mPotentialCursor(false),
mQueueItemLock(),
mQueueItemCondition(),
mQueueItems(),
mLastFrameNumberReceived(0),
mAutoRefresh(false),
mFreezeGeometryUpdates(false) {
mCurrentCrop.makeInvalid();
uint32_t layerFlags = 0;
if (flags & ISurfaceComposerClient::eHidden) layerFlags |= layer_state_t::eLayerHidden;
if (flags & ISurfaceComposerClient::eOpaque) layerFlags |= layer_state_t::eLayerOpaque;
if (flags & ISurfaceComposerClient::eSecure) layerFlags |= layer_state_t::eLayerSecure;
mName = name;
mTransactionName = String8("TX - ") + mName;
mCurrentState.active.w = w;
... ... init mCurrentState
mCurrentState.type = 0;
// drawing state & current state are identical
mDrawingState = mCurrentState;
const auto& hwc = flinger->getHwComposer();
const auto& activeConfig = hwc.getActiveConfig(HWC_DISPLAY_PRIMARY);
nsecs_t displayPeriod = activeConfig->getVsyncPeriod();
mFrameTracker.setDisplayRefreshPeriod(displayPeriod);
CompositorTiming compositorTiming;
flinger->getCompositorTiming(&compositorTiming);
mFrameEventHistory.initializeCompositorTiming(compositorTiming);
}
Layerd的构造函数中,主要做一些变量的初始化,以及mCurrentState的初始化。
BufferLayer和Layer都是继承RefBase的,还要一个地方做初始化,那就是onFirstRef。
Layer的onFirstRef是空的:
void Layer::onFirstRef() {}
BufferLayer的onFirstRef则做了很多操作。在这里我们就看到Producer和Consumer出场了。
void BufferLayer::onFirstRef() {
// Creates a custom BufferQueue for SurfaceFlingerConsumer to use
sp producer;
sp consumer;
BufferQueue::createBufferQueue(&producer, &consumer, true);
mProducer = new MonitoredProducer(producer, mFlinger, this);
mConsumer = new BufferLayerConsumer(consumer,
mFlinger->getRenderEngine(), mTextureName, this);
mConsumer->setConsumerUsageBits(getEffectiveUsage(0));
mConsumer->setContentsChangedListener(this);
mConsumer->setName(mName);
if (mFlinger->isLayerTripleBufferingDisabled()) {
mProducer->setMaxDequeuedBufferCount(2);
}
const sp hw(mFlinger->getDefaultDisplayDevice());
updateTransformHint(hw);
}
BufferLayer,通过BufferQueue的createBufferQueue,创建了一个buffer队列,一个buffer队列,有一个生产者producer,和一个消费者consumer。
createBufferQueue实现如下:
void BufferQueue::createBufferQueue(sp
sp
bool consumerIsSurfaceFlinger) {
... ...
sp core(new BufferQueueCore());
LOG_ALWAYS_FATAL_IF(core == NULL,
"BufferQueue: failed to create BufferQueueCore");
sp producer(new BufferQueueProducer(core, consumerIsSurfaceFlinger));
LOG_ALWAYS_FATAL_IF(producer == NULL,
"BufferQueue: failed to create BufferQueueProducer");
sp consumer(new BufferQueueConsumer(core));
LOG_ALWAYS_FATAL_IF(consumer == NULL,
"BufferQueue: failed to create BufferQueueConsumer");
*outProducer = producer;
*outConsumer = consumer;
}
- 首先创建了一个BufferQueueCore,这个是BufferQueue的核心。
- 然后创建了一个BufferQueueProducer和一个BufferQueueConsumer,注意Producer和Consumer都持有BufferQueueCore的引用。
BufferQueue创建完后,BufferLayer,又对BufferQueueCore中的Producer和Consume进行封装。分别创建了MonitoredProducer和BufferLayerConsumer。
最后,再对创建的mConsumer和mProducer进行初始化。
mConsumer这边主要有:
- setConsumerUsageBits,设置Consumer的usage
- setContentsChangedListener,这种内容改变的监听,注意这里传的是this指针,因为BufferLayer实现了两个接口,还记得不?
- setName,设置Consumer 名
mProducer这边主要有
- setMaxDequeuedBufferCount
根据系统的属性,设置Producer最多可以申请多少个Buffer,默认是3个;如果配置了属性ro.sf.disable_triple_buffer
为true,那就只能用2个。
这个是在SurfaceFlinger初始化时,在SurfaceFlinger的构造函数中决定的。
property_get("ro.sf.disable_triple_buffer", value, "1");
mLayerTripleBufferingDisabled = atoi(value);
ALOGI_IF(mLayerTripleBufferingDisabled, "Disabling Triple Buffering");
我们来看看Layer和BufferQueue之间的关系~
解释一下:
- 一个Layer对应一个BufferQueue,一个BufferQueue中有多个Buffer,一般是2个或者3个。
- 一个Layer有一个Producer,一个Consumer
- 结合前面的分析,一个Surface和一个Layer也是一一对应的,和窗口也是一一对应的。
可见,BufferQueue就是两个连接纽带,连接着Producer和Consumer。接下来,我们就来分别看一下Producer和Consumer。
MonitoredProducer是对BufferQueueProducer的封装,其目的,就是Producer销毁时,能通知SurfaceFlinger。这就是取名Monitored的愿意。余下的,MonitoredProducer的很多接口都是直接调,对应的BufferQueueProducer的实现。
销毁监听,就是在MonitoredProducer析构函数中,post一个消息到SurfaceFlinger的主线程中。通知SurFaceFlinger Producer已经销毁,SurfaceFlinger 会将销毁的Producer从mGraphicBufferProducerList中删掉。代码如下:
MonitoredProducer::~MonitoredProducer() {
// Remove ourselves from SurfaceFlinger's list. We do this asynchronously
// because we don't know where this destructor is called from. It could be
// called with the mStateLock held, leading to a dead-lock (it actually
// happens).
class MessageCleanUpList : public MessageBase {
public:
MessageCleanUpList(const sp& flinger,
const wp& producer)
: mFlinger(flinger), mProducer(producer) {}
virtual ~MessageCleanUpList() {}
virtual bool handler() {
Mutex::Autolock _l(mFlinger->mStateLock);
mFlinger->mGraphicBufferProducerList.remove(mProducer);
return true;
}
private:
sp mFlinger;
wp mProducer;
};
mFlinger->postMessageAsync(new MessageCleanUpList(mFlinger, asBinder(mProducer)));
}
BufferQueueProducer就是Producer真是实现的地方了。前面我们的应用代码中,要绘制一个窗口,有很多个步骤,而每一步的实现,基本都在BufferQueueProducer中。
BufferQueueProducer的类图如下:
其中,dequeueBuffer和queueBuffer是两个非常重要的函数。我们的应用中,是不是通过ANativeWindow的dequeueBuffer函数,获取到一个Buffer,再通过ANativeWindow的queueBuffer,送到显示这边的。具体过程我们稍后我讲解。
再来看Consumer,BufferLayerConsumer继承ConsumerBase。BufferLayerConsumer的构造函数中,主要是一些变量的初始化,主要是ConsumerBase的构造函数:
* frameworks/native/libs/gui/ConsumerBase.cpp
ConsumerBase::ConsumerBase(const sp& bufferQueue, bool controlledByApp) :
mAbandoned(false),
mConsumer(bufferQueue),
mPrevFinalReleaseFence(Fence::NO_FENCE) {
// Choose a name using the PID and a process-unique ID.
mName = String8::format("unnamed-%d-%d", getpid(), createProcessUniqueId());
// Note that we can't create an sp<...>(this) in a ctor that will not keep a
// reference once the ctor ends, as that would cause the refcount of 'this'
// dropping to 0 at the end of the ctor. Since all we need is a wp<...>
// that's what we create.
wp listener = static_cast(this);
sp proxy = new BufferQueue::ProxyConsumerListener(listener);
status_t err = mConsumer->consumerConnect(proxy, controlledByApp);
if (err != NO_ERROR) {
CB_LOGE("ConsumerBase: error connecting to BufferQueue: %s (%d)",
strerror(-err), err);
} else {
mConsumer->setConsumerName(mName);
}
}
在ConsumerBase的构造函数中,给BufferQueue设置了监听,这样Consumer和BufferQueue,就算是连上了。
注意这里的Listener。BufferLayer是实现了BufferLayerConsumer的ContentsChangedListener,在BufferLayer的onFirstRef中,这个Listener被设置给了BufferLayerConsumer。
mConsumer->setContentsChangedListener(this);
BufferLayerConsumer的setContentsChangedListener函数如下:
void BufferLayerConsumer::setContentsChangedListener(const wp& listener) {
setFrameAvailableListener(listener);
Mutex::Autolock lock(mMutex);
mContentsChangedListener = listener;
}
可见,在setFrameAvailableListener函数中,BufferLayer的Listener实现被赋值给了mFrameAvailableListener。同时调用setFrameAvailableListener
setFrameAvailableListener的实现在父类ConsumerBase中。
void ConsumerBase::setFrameAvailableListener(
const wp& listener) {
CB_LOGV("setFrameAvailableListener");
Mutex::Autolock lock(mFrameAvailableMutex);
mFrameAvailableListener = listener;
}
此时,又被赋值给了mFrameAvailableListener,注意,这里的mFrameAvailableListener是BufferLayer中实现的Listener。
ConsumerBase自身实现ConsumerListener,中构造的Listener,通过代理ProxyConsumerListener,在connect时传给了BufferQueueConsumer。
* frameworks/native/libs/gui/BufferQueueConsumer.cpp
status_t BufferQueueConsumer::connect(
const sp& consumerListener, bool controlledByApp) {
ATRACE_CALL();
if (consumerListener == NULL) {
BQ_LOGE("connect: consumerListener may not be NULL");
return BAD_VALUE;
}
BQ_LOGV("connect: controlledByApp=%s",
controlledByApp ? "true" : "false");
Mutex::Autolock lock(mCore->mMutex);
if (mCore->mIsAbandoned) {
BQ_LOGE("connect: BufferQueue has been abandoned");
return NO_INIT;
}
mCore->mConsumerListener = consumerListener;
mCore->mConsumerControlledByApp = controlledByApp;
return NO_ERROR;
}
看明白了吧?BufferLayer实现的ContentsChangedListener被保存在ConsumerBase中mFrameAvailableListener。而ConsumerBase实现的ConsumerListener,被传到BufferQueueConsumer,保存在BufferQueueCore的mConsumerListener中。
所以,Listener的通知路线应该是这样的~
- Producer生产完后,会通过BufferQueueCore中的mConsumerListener通知ConsumerBase
- ConsumerBase,接受到BufferQueueConsumer的通知,再通过BufferLayer传下来的信使mFrameAvailableListener,通知BufferLayer。
- BufferLayer接受到通知后,就可以去消费生产完的Buffer了。
到此,Consumer这边准备就绪了,就等着Producer去生产了。注意一点,在分析应用创建Layer时,会得到一个IGraphicBufferProducer,这个就是对应BufferLayer
sp SurfaceComposerClient::createSurface(
... ...
sp gbp;
if (parent != nullptr) {
parentHandle = parent->getHandle();
}
status_t err = mClient->createSurface(name, w, h, format, flags, parentHandle,
windowType, ownerUid, &handle, &gbp);
ALOGE_IF(err, "SurfaceComposerClient::createSurface error %s", strerror(-err));
if (err == NO_ERROR) {
sur = new SurfaceControl(this, handle, gbp);
}
}
return sur;
}
让我们回到我们的应用代码~
Native窗口
在应用代码中,我们已经用到几个关键的类,Surface和SurfaceControl,ANativeWindow和ANativeWindowBuffer;他们又是什么的关系呢,怎么和BufferQueue产生联系的呢?
ANativeWindow
ANativeWindow是Native对一个窗口的描述,和Surface是对等的,Why?可以通过接口ANativeWindow_fromSurface()将Surface转换为ANativeWindow。而事实也ANativeWindow是对BufferQueue的Producer端进行一个封装。
ANativeWindow的定义如下,英文的注释很详细
* frameworks/native/libs/nativewindow/include/system/window.h
struct ANativeWindow
{
#ifdef __cplusplus
ANativeWindow()
: flags(0), minSwapInterval(0), maxSwapInterval(0), xdpi(0), ydpi(0)
{
common.magic = ANDROID_NATIVE_WINDOW_MAGIC;
common.version = sizeof(ANativeWindow);
memset(common.reserved, 0, sizeof(common.reserved));
}
/* Implement the methods that sp expects so that it
can be used to automatically refcount ANativeWindow's. */
void incStrong(const void* /*id*/) const {
common.incRef(const_cast(&common));
}
void decStrong(const void* /*id*/) const {
common.decRef(const_cast(&common));
}
#endif
// 相当于从android_native_base_t继承
struct android_native_base_t common;
/* flags describing some attributes of this surface or its updater */
const uint32_t flags;
/* min swap interval supported by this updated */
const int minSwapInterval;
/* max swap interval supported by this updated */
const int maxSwapInterval;
/* horizontal and vertical resolution in DPI */
const float xdpi;
const float ydpi;
/* Some storage reserved for the OEM's driver. */
intptr_t oem[4];
// 设置swap的间隔,也就是设置Producer是同步还是异步
int (*setSwapInterval)(struct ANativeWindow* window,
int interval);
// dequeue一块buffer,执行后,buffer就不是locked状态,内容不能修改
// 这里会造成block,引起ANR等如果没有空闲Buffer
// 这个方法现象不建议使用,现在直接使用下面的dequeueBuffer方法
int (*dequeueBuffer_DEPRECATED)(struct ANativeWindow* window,
struct ANativeWindowBuffer** buffer);
// 在修改Buffer的内容前,先锁住这个Buffer
int (*lockBuffer_DEPRECATED)(struct ANativeWindow* window,
struct ANativeWindowBuffer* buffer);
// 修改完后,通过此方法将buffer送输出,这个Buffer也没有在用了。
int (*queueBuffer_DEPRECATED)(struct ANativeWindow* window,
struct ANativeWindowBuffer* buffer);
// 获取我们需要的值
int (*query)(const struct ANativeWindow* window,
int what, int* value);
// 执行对应的操纵
int (*perform)(struct ANativeWindow* window,
int operation, ... );
// 取消掉一个已经被deueue出来的值
int (*cancelBuffer_DEPRECATED)(struct ANativeWindow* window,
struct ANativeWindowBuffer* buffer);
// dequeueBuffer_DEPRECATED的新版本,使用者自己处理Fence
int (*dequeueBuffer)(struct ANativeWindow* window,
struct ANativeWindowBuffer** buffer, int* fenceFd);
// queueBuffer_DEPRECATED的新版本
int (*queueBuffer)(struct ANativeWindow* window,
struct ANativeWindowBuffer* buffer, int fenceFd);
// cancelBuffer_DEPRECATED的新版本,必须要和dequeue在同一个线程中
int (*cancelBuffer)(struct ANativeWindow* window,
struct ANativeWindowBuffer* buffer, int fenceFd);
};
此外,window.h头文件中还提供了很多类型native_window_**的API,这些API就是通过ANativeWindow的perform函数调下去的。API很多,这里就不一一介绍了,前面我们的应用代码中已经使用了不少。
为什么说ANativeWindow和Surface是对等的?我们来看看Surface
Surface
Surface也是BufferQueue在Producer端的封装,每个窗口都有且只有一个自己的Surface(同一时刻)。为什么说ANativeWindow和Surface是对等的,实际上Surface继承ANativeWindow。
* frameworks/native/libs/gui/include/gui/Surface.h
class Surface
: public ANativeObjectBase
ANativeWindow是一个模板类,主要是将类似ANativeWindow这样的类型,转换为引用计数控制的类型,实现对象的自动释放。
template
class ANativeObjectBase : public NATIVE_TYPE, public REF
{
Surface的代码比较多,这里就不贴代码了。但是整体而言,主要如下:
- ANativeWindow的hooks函数,命名为hook_***,总共10个hook函数,如hook_perform,hook_dequeueBuffer等
- window.h头文件中定义的API的分发,命名为dispatch***,总共29个,如dispatchConnect,dispatchSetCrop等
- Surface对hook函数和dispatch函数的具体实现,这些给函数就和BufferQueue交互。
- 窗口,Buffer的很多描述的属性定义在Surface中。
Surface的实现在:
* frameworks/native/libs/gui/Surface.cpp
在构造函数中,主要是变量的初始化,和ANativeWindow的函数的初始化,将hook函数直接赋值给ANativeWindow对应的函数。
根据我们应用的代码,我们来看看具有代表行的一两个流程,就看native_window_set_buffers_format。
* frameworks/native/libs/nativewindow/include/system/window.h
static inline int native_window_set_buffers_format(
struct ANativeWindow* window,
int format)
{
return window->perform(window, NATIVE_WINDOW_SET_BUFFERS_FORMAT, format);
}
native_window_api_connect 调的是 ANativeWindow 的 perform 函数,而perform的类型为 NATIVE_WINDOW_SET_BUFFERS_FORMAT。
perform函数是Surface中实现的:
* frameworks/native/libs/gui/Surface.cpp
int Surface::perform(int operation, va_list args)
{
int res = NO_ERROR;
switch (operation) {
... ...
case NATIVE_WINDOW_SET_BUFFERS_FORMAT:
res = dispatchSetBuffersFormat(args);
break;
... ...
}
dispatch函数为dispatchSetBuffersFormat
int Surface::dispatchSetBuffersFormat(va_list args) {
PixelFormat format = va_arg(args, PixelFormat);
return setBuffersFormat(format);
}
Surface的实现为:
int Surface::setBuffersFormat(PixelFormat format)
{
ALOGV("Surface::setBuffersFormat");
Mutex::Autolock lock(mMutex);
if (format != mReqFormat) {
mSharedBufferSlot = BufferItem::INVALID_BUFFER_SLOT;
}
mReqFormat = format;
return NO_ERROR;
}
设置的Buffer格式被赋值给了mReqFormat。
以此类推,window.h 头文件中的API,都会设置一个类型,然后通过perform函数,调到Surface中的具体实现。
hook的函数也是类似的,我们以ANativeWindow的dequeueBuffer为例,ANativeWindow的dequeueBuffer函数,直接被赋值为Surface的dequeueBuffer。
int Surface::dequeueBuffer(android_native_buffer_t** buffer, int* fenceFd) {
... ...
status_t result = mGraphicBufferProducer->dequeueBuffer(&buf, &fence, reqWidth, reqHeight,
reqFormat, reqUsage, &mBufferAge,
enableFrameTimestamps ? &frameTimestamps
: nullptr);
... ...
sp& gbuf(mSlots[buf].buffer);
... ...
*buffer = gbuf.get();
... ...
return OK;
}
dequeueBuffer的时候,通过mGraphicBufferProducer的dequeueBuffer,去找到可用Buffer的id,然后根据id去队列里面取Buffer。
这下明白,为什么说 ANativeWindow和Surface是对等的了吧。但是... ..
但是,对不对等,取决于是否真是的用到Surface。比如,我不想用 Surface的这个流程,我自己写一个MySurface,继承与ANativeWindow,然后我用自己的MySurface。此时,元芳,你怎么看?
那么ANativeWindow和Surface怎么对等的呢?我们且来看SurfaceControl。
SurfaceControl
SurfaceControl,简单理解就是控制Surface的。怎么控制?我们先来看,什么时候创建的SurfaceControl。
创建Layer的时候,通过createSurface创建了Layer,
sp SurfaceComposerClient::createSurface(
... ...
sp gbp;
if (parent != nullptr) {
parentHandle = parent->getHandle();
}
status_t err = mClient->createSurface(name, w, h, format, flags, parentHandle,
windowType, ownerUid, &handle, &gbp);
ALOGE_IF(err, "SurfaceComposerClient::createSurface error %s", strerror(-err));
if (err == NO_ERROR) {
sur = new SurfaceControl(this, handle, gbp);
}
}
return sur;
}
创建了Layer后,获取到Layer的handle和BufferQueue的Producer,SurfaceControl中就有了Layer的handle和Producer了。
SurfaceControl的类图:
构造函数如下:
* frameworks/native/libs/gui/SurfaceControl.cpp
SurfaceControl::SurfaceControl(
const sp& client,
const sp& handle,
const sp& gbp)
: mClient(client), mHandle(handle), mGraphicBufferProducer(gbp)
{
}
这里SurfaceControl就和Layer,BufferQueue建立联系了。
再回到我们的代码:
ANativeWindow* aNativeWindow = surfaceControl->getSurface().get();
这里SurfaceControl的getSurface是一个sp
getSurface函数如下:
sp SurfaceControl::getSurface() const
{
Mutex::Autolock _l(mLock);
if (mSurfaceData == 0) {
return generateSurfaceLocked();
}
return mSurfaceData;
}
generateSurfaceLocked函数中,创建一个Surface
sp SurfaceControl::generateSurfaceLocked() const
{
// This surface is always consumed by SurfaceFlinger, so the
// producerControlledByApp value doesn't matter; using false.
mSurfaceData = new Surface(mGraphicBufferProducer, false);
return mSurfaceData;
}
看到了吧,Surface中的mGraphicBufferProducer是从哪儿来的了吧。在Layer端为MonitoredProducer,Surface这边是Binder的Bp端。
我们先来看Surface相关类的关系吧
看了Surface相关的关系类图,再和SurfaceFlinger,Layer相关的关系类似结合,应用和SurfaceFlinger服务的关系是不是就很清楚了。
到此,应用该做的准备工作都准备完了,应用端主要通过IGraphicBufferProducer和ISurfaceComposerClient两个接口SurfaceFlinger进行交互。
在开始下面的知识之前,我们先来看看这个LayerCleaner
窗口销毁的善后处理
应用被销毁后,Client端就被清理了,SurfaceControl,SurfaceComposerClient,被销毁。但是服务端,SurfaceFlinger是另外一个进程,为应用进程申请的相关资源什么很好释放呢?
关键还是看上面类图中的Handler。我们就来看一下流程:
SurfaceControl::~SurfaceControl()
{
destroy();
}
在destroy函数中,销毁应用进程中的资源:
void SurfaceControl::destroy()
{
if (isValid()) {
mClient->destroySurface(mHandle);
}
// clear all references and trigger an IPC now, to make sure things
// happen without delay, since these resources are quite heavy.
mClient.clear();
mHandle.clear();
mGraphicBufferProducer.clear();
IPCThreadState::self()->flushCommands();
}
而服务端的,有两种方式:
- 直接通过 Client destroySurface:
* frameworks/native/services/surfaceflinger/Client.cpp
status_t Client::destroySurface(const sp& handle) {
return mFlinger->onLayerRemoved(this, handle);
}
status_t SurfaceFlinger::onLayerRemoved(const sp& client, const sp& handle)
{
// called by a client when it wants to remove a Layer
status_t err = NO_ERROR;
sp l(client->getLayerUser(handle));
if (l != NULL) {
mInterceptor.saveSurfaceDeletion(l);
err = removeLayer(l);
ALOGE_IF(err<0 && err != NAME_NOT_FOUND,
"error removing layer=%p (%s)", l.get(), strerror(-err));
}
return err;
}
但是,注意这里的isValid()
如果isValid无效呢?
这个时候,我们就要通过mClient和mHandle。这个时候是引用计数控制的自动释放。
- 引用计数控制自动释放
mClient.clear();
mHandle.clear();
clear函数会是否对象的应用,最终调用析构函数:
Client::~Client()
{
const size_t count = mLayers.size();
for (size_t i=0 ; i l = mLayers.valueAt(i).promote();
if (l != nullptr) {
mFlinger->removeLayer(l);
}
}
}
这里是不是和destroySurface函数是异曲同工之处。
再来看Handle:
* frameworks/native/services/surfaceflinger/Layer.h
class Handle : public BBinder, public LayerCleaner {
public:
Handle(const sp& flinger, const sp& layer)
: LayerCleaner(flinger, layer), owner(layer) {}
wp owner;
};
Handle析构时,会调父类的析构:
protected:
~LayerCleaner() {
// destroy client resources
mFlinger->onLayerDestroyed(mLayer);
}
};
LayerCleaner的析构中同样调的SurfaceFlinger的onLayerRemoved函数。再调的removeLayer
status_t SurfaceFlinger::removeLayer(const sp& layer, bool topLevelOnly) {
... ...
const auto& p = layer->getParent();
ssize_t index;
if (p != nullptr) {
... ...
index = p->removeChild(layer);
} else {
index = mCurrentState.layersSortedByZ.remove(layer);
}
... ...
layer->onRemovedFromCurrentState();
mLayersPendingRemoval.add(layer);
mLayersRemoved = true;
mNumLayers -= 1 + layer->getChildrenCount();
setTransactionFlags(eTransactionNeeded);
return NO_ERROR;
}
删除Layer时,主要做了以下几件事:
- 将Layer从父Layer中删掉,或者从mCurrentState中删掉,放到待删除Layer列表中
- onRemovedFromCurrentState,清理Layer,如果是父Layer,子Layer也删掉
- setTransactionFlags,通知SurfaceFlinger更新,更新后,我们删掉的Layer就没有了,屏幕就不显示了。
最后销毁Layer
* frameworks/native/services/surfaceflinger/Layer.cpp
Layer::~Layer() {
sp c(mClientRef.promote());
if (c != 0) {
c->detachLayer(this);
}
for (auto& point : mRemoteSyncPoints) {
point->setTransactionApplied();
}
for (auto& point : mLocalSyncPoints) {
point->setFrameAvailable();
}
mFrameTracker.logAndResetStats(mName);
}
善终... ...