Android graphics(二) bufferqueue

一、前言

本文主要内容
1、bufferqueue 的四大流程;
2、简要介绍四大流程的调用过程;

本文主要讲解安卓图形绘制中的buffer queue
页面数据通过canvas/Open GL ES/vulkan绘制后,形成一帧buffer,交给buffer queue,buffer queue再把数据送到屏幕上显示。所以buffer queue是图形绘制中很核心的一环,它本身就是一个缓冲区池与队列相结合的数据结构。
Buffer queue:图像缓冲区,系统中绝大部分图形数据都会缓冲于此。等待surfaceflinger组织进一步的合成和显示
备注:本文摘录的代码只摘录关键代码和路径,需读者自行结合阅读.由于本文的重点在bufferqueue,其它和bufferqueue相关的流程提到的时候会精简列出,作为辅助理解。

二、Buffer queue

2.1、buffer queue的创建

bufferquque构建

//BufferQueue.cpp    frameworks\native\libs\gui
void BufferQueue::createBufferQueue(sp* outProducer,
        sp* outConsumer,
        bool consumerIsSurfaceFlinger) {
    sp core(new BufferQueueCore());
    sp producer(new BufferQueueProducer(core, consumerIsSurfaceFlinger));
    sp consumer(new BufferQueueConsumer(core));


    *outProducer = producer;
    *outConsumer = consumer;
}

构建调用流程
下面堆栈表示了底层surface创建bufferqueue的一个过程

04-20 11:45:54.739   674   707 E createBufferQueue: #00 pc 0004ca33  /system/lib/libgui.so (android::BufferQueue::createBufferQueue(android::sp*, android::sp*, bool)+74)
04-20 11:45:54.739   674   707 E createBufferQueue: #01 pc 00068539  /system/lib/libsurfaceflinger.so (android::BufferQueueLayer::onFirstRef()+40)
04-20 11:45:54.739   674   707 E createBufferQueue: #02 pc 000d5ad1  /system/lib/libsurfaceflinger.so (android::surfaceflinger::DefaultFactory::createBufferQueueLayer(android::LayerCreationArgs const&)+52)
04-20 11:45:54.739   674   707 E createBufferQueue: #03 pc 000c11d5  /system/lib/libsurfaceflinger.so (android::SurfaceFlinger::createLayer(android::String8 const&, android::sp const&, unsigned int, unsigned int, int, unsigned int, android::LayerMetadata, android::sp*, android::sp*, android::sp const&, android::sp const&, unsigned int*)+1056)
04-20 11:45:54.739   674   707 E createBufferQueue: #04 pc 0006e197  /system/lib/libsurfaceflinger.so (android::Client::createSurface(android::String8 const&, unsigned int, unsigned int, int, unsigned int, android::sp const&, android::LayerMetadata, android::sp*, android::sp*, unsigned int*)+122)
04-20 11:45:54.739   674   707 E createBufferQueue: #05 pc 0007b34f  /system/lib/libgui.so (int android::SafeBnInterface::MethodCaller const&, android::LayerMetadata, android::sp*, android::sp*, unsigned int*> >::callHelper, int (android::ISurfaceComposerClient::*)(android::String8 const&, unsigned int, unsigned int, int, unsigned int, android::sp const&, android::LayerMetadata, android::sp*, android::sp*, unsigned int*), std::__1::tuple, android::LayerMetadata, android::sp, android::sp, unsigned int>, 0u, 1u, 2u, 3u, 4u, 5u, 6u, 7u, 8u, 9u>(android
04-20 11:45:54.739   674   707 E createBufferQueue: #06 pc 00079e2f  /system/lib/libgui.so (int android::SafeBnInterface::callLocal const&, android::LayerMetadata, android::sp*, android::sp*, unsigned int*)>(android::Parcel const&, android::Parcel*, int (android::ISurfaceComposerClient::*)(android::String8 const&, unsigned int, unsigned int, int, unsigned int, android::sp const&, android::LayerMetadata, android::sp*, android::sp*, unsigned int*))+158)
04-20 11:45:54.739   674   707 E createBufferQueue: #07 pc 00079d3f  /system/lib/libgui.so (android::BnSurfaceComposerClient::onTransact(unsigned int, android::Parcel const&, android::Parcel*, unsigned int)+46)

BufferQueueCore:bufferqueue的实际实例,由他来衔接生产者和消费者
BufferQueueProducer:bufferqueue工厂模式的接口,生产者
BufferQueueConsumer:bufferqueue消费接口,消费者
BufferQueueCore 负责维护 BufferQueue 的基本数据结构,而 BufferQueueProducer 和 BufferQueueConsumer 则负责提供操作 BufferQueue 的基本接口。

2.2、buffer queue整体流程

2.2.1、流程概要

image.png

这张图片清晰的表述的buffer queue的工作方式,两大功能:生产buffer、消费buffer。
dequeueBuffer:向buffer queue请求一个缓冲区,并指定缓冲区的宽度、高度、像素格式和用法标志
queueBuffer:把缓冲区返回到队列
acquireBuffer:获取缓冲区内容
releaseBuffer:把数据返回到队列
这里有两次返回队列,其实都是返回buffer queue的数据结构中。简述两个流程
1、dequeue、queue等于先申请缓冲区,并告诉producer申请成功,producer就把数据queue给buffer queue数据结构中
2、当consumer要的时候先去acquere获取缓冲区内容,获取后进行合成,合成完了需要释放,就给回buffer queue来释放
3、buffer queue操作数据时不会复制一份数据,只会操作数据本身。
通篇文章,我们就在理解BufferQueueProducer 和 BufferQueueConsumer如何操作上面这四个流程
requestBuffer

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);
    ...
    if ((result & IGraphicBufferProducer::BUFFER_NEEDS_REALLOCATION) || gbuf == nullptr) {
        if (mReportRemovedBuffers && (gbuf != nullptr)) {
            mRemovedBuffers.push_back(gbuf);
        }
        result = mGraphicBufferProducer->requestBuffer(buf, &gbuf);

requestBuffer单独提一下这个流程,当我们首次dequeueBuffer过后,surface会调用requestBuffer,requestBuffer的主要作用就是把GraphicBuffer传给应用侧,
这个动作只需要做一次,应用侧拿到GraphicBuffer过后就可以把共享内存mmap到应用侧的内存空间,然后才可以绘制图像。

2.2.2、bufferqueue被调用流程

本小结主要目的是,在我们认识bufferqueu的是如何工作的同时,不脱离surfaceflinger整体框架。简单提一下它是如果调用来的。以便我们更深入理解。
1、dequeueBuffer&&queueBuffer
当app创建window的时候,会创建surface来显示。实则会创建底层的surface。底层surface创建时会hook住dequeueBuffer和queueBuffer方法。
surface持有mGraphicBufferProducer对象来创建bufferqueue
dequeueBuffer
方法位置:BufferQueueProducer::dequeueBuffer

04-20 09:48:38.909  6053  6263 E graphic dequeueBuffer: #00 pc 0006dea5  /system/lib/libgui.so (android::BpGraphicBufferProducer::dequeueBuffer(int*, android::sp*, unsigned int, unsigned int, int, unsigned long long, unsigned long long*, android::FrameEventHistoryDelta*)+136)
04-20 09:48:38.909  6053  6263 E graphic dequeueBuffer: #01 pc 000842ed  /system/lib/libgui.so (android::Surface::dequeueBuffer(ANativeWindowBuffer**, int*)+316)
04-20 09:48:38.909  6053  6263 E graphic dequeueBuffer: #02 pc 0015004b  /system/lib/libhwui.so (android::uirenderer::renderthread::ReliableSurface::hook_dequeueBuffer(ANativeWindow*, int (*)(ANativeWindow*, ANativeWindowBuffer**, int*), void*, ANativeWindowBuffer**, int*)+42)
04-20 09:48:38.909  6053  6263 E graphic dequeueBuffer: #03 pc 00083181  /system/lib/libgui.so (android::Surface::hook_dequeueBuffer(ANativeWindow*, ANativeWindowBuffer**, int*)+60)
//接上面,binder调用到BufferQueueProducer
04-20 09:48:38.946   668   697 E dequeueBuffer: #00 pc 00052653  /system/lib/libgui.so (android::BufferQueueProducer::dequeueBuffer(int*, android::sp*, unsigned int, unsigned int, int, unsigned long long, unsigned long long*, android::FrameEventHistoryDelta*)+250)
04-20 09:48:38.946   668   697 E dequeueBuffer: #01 pc 0006d117  /system/lib/libgui.so (android::BnGraphicBufferProducer::onTransact(unsigned int, android::Parcel const&, android::Parcel*, unsigned int)+374)

queueBuffer
方法位置:BufferQueueProducer::queueBuffer

04-20 09:48:38.987  6053  6263 E queueBuffer: #00 pc 0006e4e1  /system/lib/libgui.so (android::BpGraphicBufferProducer::queueBuffer(int, android::IGraphicBufferProducer::QueueBufferInput const&, android::IGraphicBufferProducer::QueueBufferOutput*)+128)
04-20 09:48:38.987  6053  6263 E queueBuffer: #01 pc 00084d83  /system/lib/libgui.so (android::Surface::queueBuffer(ANativeWindowBuffer*, int)+722)
04-20 09:48:38.987  6053  6263 E queueBuffer: #02 pc 00083259  /system/lib/libgui.so (android::Surface::hook_queueBuffer(ANativeWindow*, ANativeWindowBuffer*, int)+60)
//接上面,binder调用到BufferQueueProducer
04-20 09:48:39.017   668   697 E queueBuffer: #00 pc 00053877  /system/lib/libgui.so (android::BufferQueueProducer::queueBuffer(int, android::IGraphicBufferProducer::QueueBufferInput const&, android::IGraphicBufferProducer::QueueBufferOutput*)+266)
04-20 09:48:39.017   668   697 E queueBuffer: #01 pc 0006d345  /system/lib/libgui.so (android::BnGraphicBufferProducer::onTransact(unsigned int, android::Parcel const&, android::Parcel*, unsigned int)+932)

2、acquireBuffer&&releaseBuffer
1、我们知道系统的刷新由Vsync信号控制,一个Vsync信号来时。surfaceflinger代码会走INVALIDATE/REFRESH,最终都是走refresh
2、下面接收vsync的MessageQueue队列,实际就是surfaceflinger初始化时创建的mEventQueue。
3、EventThread通过Connection通知VSYNC信号到达时可以触发回调通知MessageQueue
4、vsync这个流程对应bufferqueue流程中的acquireBuffer、releaseBuffer,调用流程堆栈下面已列出。

//SurfaceFlinger.cpp
void SurfaceFlinger::onMessageReceived(int32_t what, nsecs_t expectedVSyncTime) {
    ATRACE_CALL();
    switch (what) {
        case MessageQueue::INVALIDATE: {
            onMessageInvalidate(expectedVSyncTime);
            break;
        }
        case MessageQueue::REFRESH: {
            onMessageRefresh();
            break;
        }
    }
}

acquireBuffer
方法位置:BufferQueueConsumer::acquireBuffer

04-19 19:33:38.926   666   666 E acquireBuffer: #00 pc 0004d34f  /system/lib/libgui.so (android::BufferQueueConsumer::acquireBuffer(android::BufferItem*, long long, unsigned long long)+74)
04-19 19:33:38.926   666   666 E acquireBuffer: #01 pc 000645cf  /system/lib/libgui.so (android::ConsumerBase::acquireBufferLocked(android::BufferItem*, long long, unsigned long long)+62)
04-19 19:33:38.926   666   666 E acquireBuffer: #02 pc 0007a7a1  /system/lib/libsurfaceflinger.so (android::FramebufferSurface::advanceFrame(bool)+112)
04-19 19:33:38.926   666   666 E acquireBuffer: #03 pc 000edf1f  /system/lib/libsurfaceflinger.so (android::compositionengine::impl::RenderSurface::queueBuffer(android::base::unique_fd_impl, bool)+358)
04-19 19:33:38.926   666   666 E acquireBuffer: #04 pc 000e46e7  /system/lib/libsurfaceflinger.so (android::compositionengine::impl::Output::finishFrame(android::compositionengine::CompositionRefreshArgs const&)+454)
04-19 19:33:38.926   666   666 E acquireBuffer: #05 pc 000de3e5  /system/lib/libsurfaceflinger.so (android::compositionengine::impl::Display::finishFrame(android::compositionengine::CompositionRefreshArgs const&)+72)
04-19 19:33:38.926   666   666 E acquireBuffer: #06 pc 000e3011  /system/lib/libsurfaceflinger.so (android::compositionengine::impl::Output::present(android::compositionengine::CompositionRefreshArgs const&)+92)
04-19 19:33:38.926   666   666 E acquireBuffer: #07 pc 000dcfa1  /system/lib/libsurfaceflinger.so (android::compositionengine::impl::CompositionEngine::present(android::compositionengine::CompositionRefreshArgs&)+144)
04-19 19:33:38.926   666   666 E acquireBuffer: #08 pc 000baf81  /system/lib/libsurfaceflinger.so (android::SurfaceFlinger::onMessageRefresh()+1280)
04-19 19:33:38.926   666   666 E acquireBuffer: #09 pc 000b8b1d  /system/lib/libsurfaceflinger.so (android::SurfaceFlinger::onMessageReceived(int, long long)+52)

releaseBuffer
方法位置:BufferQueueConsumer::releaseBuffer

04-19 19:33:38.996   666   666 E releaseBuffer: #00 pc 0004e429  /system/lib/libgui.so (android::BufferQueueConsumer::releaseBuffer(int, unsigned long long, android::sp const&, void*, void*)+72)
04-19 19:33:38.996   666   666 E releaseBuffer: #01 pc 0004f3af  /system/lib/libgui.so (android::BufferQueueConsumer::releaseBuffer(int, unsigned long long, void*, void*, android::sp const&)+36)
04-19 19:33:38.996   666   666 E releaseBuffer: #02 pc 0006498d  /system/lib/libgui.so (android::ConsumerBase::releaseBufferLocked(int, android::sp, void*, void*)+140)
04-19 19:33:38.996   666   666 E releaseBuffer: #03 pc 00066cab  /system/lib/libsurfaceflinger.so (android::BufferLayerConsumer::releasePendingBuffer()+78)
04-19 19:33:38.996   666   666 E releaseBuffer: #04 pc 00067b1d  /system/lib/libsurfaceflinger.so (android::BufferQueueLayer::releasePendingBuffer(long long)+28)
04-19 19:33:38.996   666   666 E releaseBuffer: #05 pc 000bb0bb  /system/lib/libsurfaceflinger.so (android::SurfaceFlinger::onMessageRefresh()+1594)
04-19 19:33:38.996   666   666 E releaseBuffer: #06 pc 000b8b1d  /system/lib/libsurfaceflinger.so (android::SurfaceFlinger::onMessageReceived(int, long long)+52)

2.2.3、认识BufferQueueCore

BufferQueueCore是bufferqueue实现的具体类。BufferQueueCore管理了几个数据结构。操作这几个数据结构,来实现bufferqueue的dequebuffer等方法。
以dequeueBuffer过程来讲,它就是向bufferqueue申请一个GraphicBuffer,用GraphicBuffer来绘制图像。
BufferQueueCore中六个对象比较重要:mQueue、mSlot、FreeSlots、FreeBuffers、ActiveBuffers、UnusedBuffers 下面我会一一介绍

namespace android {


class IConsumerListener;
class IProducerListener;


class BufferQueueCore : public virtual RefBase {
private:
    BufferQueueDefs::SlotsType mSlots;
    Fifo mQueue;
    std::set mFreeSlots;
    std::list mFreeBuffers;
    std::list mUnusedSlots;
    std::set mActiveBuffers;

1、mQueue&&mSlot
我们先认识这两个最核心的数据结构。

class BufferItem {
public:
    enum { INVALID_BUFFER_SLOT = -1 };
    BufferItem() : mGraphicBuffer(nullptr), mFence(Fence::NO_FENCE) {}
    ~BufferItem() {}
    sp mGraphicBuffer;
    sp mFence;
    Rect mCrop;


typedef Vector Fifo;
Fifo mQueue;


namespace BufferQueueDefs {
    typedef BufferSlot SlotsType[NUM_BUFFER_SLOTS];
}
BufferQueueDefs::SlotsType mSlots;

我们平时说的bufferqueue队列其实就是说的BufferItem这个mQueue数据容器。BufferItem拥有GraphicBuffer对象
而mSlot是一个BufferSlot大小为NUM_BUFFER_SLOTS(等于64)的数组,BufferSlot主要用来绑定GraphicBuffer,BufferSlot和GraphicBuffer一一对应。
BufferSlot中有一个BufferState对象,它专门用来表示GraphicBuffer的状态

struct BufferSlot {
    BufferState mBufferState;
    
// BufferState tracks the states in which a buffer slot can be.
struct BufferState {


    // All slots are initially FREE (not dequeued, queued, acquired, or shared).
    BufferState()
    : mDequeueCount(0),
      mQueueCount(0),
      mAcquireCount(0),
      mShared(false) {
    }


    uint32_t mDequeueCount;
    uint32_t mQueueCount;
    uint32_t mAcquireCount;
    bool mShared;


    // A buffer can be in one of five states, represented as below:
    //
    //         | mShared | mDequeueCount | mQueueCount | mAcquireCount |
    // --------|---------|---------------|-------------|---------------|
    // FREE    |  false  |       0       |      0      |       0       |
    // DEQUEUED|  false  |       1       |      0      |       0       |
    // QUEUED  |  false  |       0       |      1      |       0       |
    // ACQUIRED|  false  |       0       |      0      |       1       |
    // SHARED  |  true   |      any      |     any     |      any      |

2、FreeSlots、FreeBuffers、ActiveBuffers、UnusedBuffers
知道了mQueue&&mSlot作用后,我们再来认识他们四个容易了,首先成立这样一个等式
mSlots = mFreeSlots + mFreeBuffers + mActiveBuffers + mUnusedSlots
mSlots是所有BufferSlot,而其它四个BufferSlot,则表示不同的状态的BufferSlot。
mFreeSlots:BufferSlot状态为FREE,且没有GraphicBuffer与之相绑定的slot集合
mFreeBuffers:BufferSlot状态为FREE,且有GraphicBuffer与之相绑定的slot集合
mActiveBuffers:BufferSlot状态不为FREE(即DEQUEUED、QUEUED、ACQUIRED、SHARED)的slot集合。既然状态不是FREE,那么该BufferSlot必然有一个GraphicBuffer与之相绑定
mUnusedSlots:未参与使用的slot集合,由 mMaxBufferCount 决定

2.2.4、BufferQueueProducer生产者

生产者这边,在bufferqueue流程中,主要负责dequeueBuffer、queueBuffer等流程

class BufferQueueProducer : public BnGraphicBufferProducer {
public:
    friend class BufferQueue; // Needed to access binderDied
    explicit BufferQueueProducer(const sp& core,
                                 bool consumerIsSurfaceFlinger = false);
    ~BufferQueueProducer() override;
    virtual status_t requestBuffer(int slot, sp* buf);
    virtual status_t dequeueBuffer(int* outSlot, sp* outFence, uint32_t width,
                                   uint32_t height, PixelFormat format, uint64_t usage,
                                   uint64_t* outBufferAge,
                                   FrameEventHistoryDelta* outTimestamps) override;
    virtual status_t queueBuffer(int slot,
            const QueueBufferInput& input, QueueBufferOutput* output);
    ...//等方法

1、dequeueBuffer

status_t BufferQueueProducer::dequeueBuffer(int* outSlot, sp* outFence,
                                            uint32_t width, uint32_t height, PixelFormat format,
                                            uint64_t usage, uint64_t* outBufferAge,
                                            FrameEventHistoryDelta* outTimestamps) {
    // 获取下一个buffer slot,如果有freeSlot直接拿来用
    while (found == BufferItem::INVALID_BUFFER_SLOT) {
            status_t status = waitForFreeSlotThenRelock(FreeSlotCaller::Dequeue, lock, &found);
            if (status != NO_ERROR) {
                return status;
            }
    ...
    // IGraphicBufferProducer::BUFFER_NEEDS_REALLOCATION 和IGraphicBufferProducer::RELEASE_ALL_BUFFERS标记会走 requestBuffer流程来获取graphicBuffer对应的slot
    if ((buffer == nullptr) ||
                buffer->needsReallocation(width, height, format, BQ_LAYER_COUNT, usage))
        {
            mSlots[found].mAcquireCalled = false;
            mSlots[found].mGraphicBuffer = nullptr;
            mSlots[found].mRequestBufferCalled = false;
            mSlots[found].mEglDisplay = EGL_NO_DISPLAY;
            mSlots[found].mEglFence = EGL_NO_SYNC_KHR;
            mSlots[found].mFence = Fence::NO_FENCE;
            mCore->mBufferAge = 0;
            mCore->mIsAllocating = true;

            returnFlags |= BUFFER_NEEDS_REALLOCATION;
        }

上面摘抄了dequebuffer流程主要的两件事情
1、获取下一个buffer slot,如果有freeSlot直接拿来用
2、IGraphicBufferProducer::BUFFER_NEEDS_REALLOCATION 和IGraphicBufferProducer::RELEASE_ALL_BUFFERS标记会走 requestBuffer流程来获取graphicBuffer对应的slot
2、queueBuffer
queueBuffer将已填充的缓冲区返回给BufferQueue,即把bufferslot封装成BufferItem返回到BufferItem队列mQueue。

status_t BufferQueueProducer::queueBuffer(int slot,
        const QueueBufferInput &input, QueueBufferOutput *output) {
    // 构建bufferitem并赋值
    BufferItem item;
    item.mAcquireCalled = mSlots[slot].mAcquireCalled;
    item.mGraphicBuffer = mSlots[slot].mGraphicBuffer;
    ...
    item.mSlot = slot;
    item.mFence = acquireFence;
    item.mFenceTime = acquireFenceTime;
    
    //bufferItem 入队
    if (mCore->mQueue.empty()) {
            // When the queue is empty, we can ignore mDequeueBufferCannotBlock
            // and simply queue this buffer
            mCore->mQueue.push_back(item);
            frameAvailableListener = mCore->mConsumerListener;
        } else {
            // When the queue is not empty, we need to look at the last buffer
            // in the queue to see if we need to replace it
            const BufferItem& last = mCore->mQueue.itemAt(
                    mCore->mQueue.size() - 1);
            if (last.mIsDroppable) {


                if (!last.mIsStale) {
                    mSlots[last.mSlot].mBufferState.freeQueued();

queueBuffer比较简单,主要两步
1、构建bufferItem,赋值等
2、把bufferItem返回到mQueue队列中

2.2.4、BufferQueueConsumer消费者

1、acquireBuffer
acquireBuffer方法从缓冲队列中尝试取下一个挂起的BufferItem有这些情况:
队列为空直接返回;如果缓冲已被获取,返回之前获取的缓冲项;如果expectedPresent标记为非0,缓冲会即将显示;如果缓冲时间戳在将来,不会被获取;

status_t BufferQueueConsumer::acquireBuffer(BufferItem* outBuffer,
        nsecs_t expectedPresent, uint64_t maxFrameNumber) {
    // 新旧缓冲区显示逻辑,决定显示的buffer
    if (expectedPresent != 0 && !mCore->mQueue.empty()) {
            while (mCore->mQueue.size() > 1 && !mCore->mQueue[0].mIsAutoTimestamp) {
                const BufferItem& bufferItem(mCore->mQueue[1]);
    ...

此段逻辑比较简单,就是拿缓存,逻辑主要是怎么拿,最后回调
2、releaseBuffer
releaseBuffer将bufferslot返回到bufferqueue队列。可以在bufferqueue任在访问时进行,当buffer不再可用,fence机制会发出信号。
如果releaseBuffer收到STALE_BUFFER_SLOT信号,那么consumer必须直接放弃所有引用。直接释放。
代码就是release为主

status_t BufferQueueConsumer::releaseBuffer(int slot, uint64_t frameNumber,
        const sp& releaseFence, EGLDisplay eglDisplay,
        EGLSyncKHR eglFence) {
    sp listener;
    { // Autolock scope
        std::lock_guard lock(mCore->mMutex);


        if (frameNumber != mSlots[slot].mFrameNumber &&
                !mSlots[slot].mBufferState.isShared()) {
            return STALE_BUFFER_SLOT;
        }


        if (!mSlots[slot].mBufferState.isAcquired()) {
            BQ_LOGE("releaseBuffer: attempted to release buffer slot %d "
                    "but its state was %s", slot,
                    mSlots[slot].mBufferState.string());
            return BAD_VALUE;
        }


        mSlots[slot].mEglDisplay = eglDisplay;
        mSlots[slot].mEglFence = eglFence;
        mSlots[slot].mFence = releaseFence;
        mSlots[slot].mBufferState.release();

三、bufferqueue总结

bufferqueue是整个安卓图形处理的核心,把数据生产者和数据消费者连接起来。
生产者dequeuebuffer申请一个缓冲区,并指定宽高等。填充缓冲区数据后用queueBuffer返回到队列。随后aquirebuffer获取缓冲区,消费者处理完后。则返回到队列release

你可能感兴趣的:(Android graphics(二) bufferqueue)