之前我们说到handler的同步屏障在屏幕刷新机制里面有用到,今天我们就来看看这个屏幕刷新机制
Android屏幕在很多时候都会进行刷新,来保证使用的流畅度。
比较常见的就是调用invalidate()方法,但这个invalidate方法是不是立刻会刷新屏幕呢,那又未必。
void invalidate() {
mDirty.set(0, 0, mWidth, mHeight);
if (!mWillDrawSoon) {
scheduleTraversals();
}
}
这里的dirty其实就是需要刷新的区域,不仅是android,在flutter里,需要刷新的view也叫dirty,因为屏幕刷新是局部的,如果每次刷新都要重新绘制整个页面,那开销未免太大,所以这里是用dirty来存储需要刷新的区域。
接下来就走到了scheduleTraversals()方法,其实任何刷新请求都会走到这个方法,不仅仅是invalidate这个方法。
void scheduleTraversals() {
if (!mTraversalScheduled) { // 注释1
mTraversalScheduled = true;
mTraversalBarrier = mHandler.getLooper().getQueue().postSyncBarrier(); // 注释2
mChoreographer.postCallback(
Choreographer.CALLBACK_TRAVERSAL, mTraversalRunnable, null); // 注释3
if (!mUnbufferedInputDispatch) {// 注释1
scheduleConsumeBatchedInput();
}
notifyRendererOfFramePending();//底层渲染的方法,暂时不讨论这个
pokeDrawLockIfNeeded();//一个window相关的方法,获取drawLock的,有兴趣的可以自己了解
}
}
scheduleTraversals()方法中,需要注意的点我已经写上注释了。
首先来看注释一:注释1有两处,主要的作用就是防止多次刷新请求。相当于一次Vsnyc信号发出后,在这16ms里面,我只需要刷新一次就行了,其他的请求等到下个16ms再说,这样保证了有序执行。
mTraversalScheduled在unscheduleTraversals和doTraversal方法中会置为false,意思就是我开始刷新了,你(scheduleTraversals)可以着手计算下一个16ms需要刷新的view了
void unscheduleTraversals() {
if (mTraversalScheduled) {
mTraversalScheduled = false;
mHandler.getLooper().getQueue().removeSyncBarrier(mTraversalBarrier);
mChoreographer.removeCallbacks(
Choreographer.CALLBACK_TRAVERSAL, mTraversalRunnable, null);
}
}
void doTraversal() {
if (mTraversalScheduled) {
mTraversalScheduled = false;
mHandler.getLooper().getQueue().removeSyncBarrier(mTraversalBarrier);
if (mProfile) {
Debug.startMethodTracing("ViewAncestor");
}
performTraversals();
if (mProfile) {
Debug.stopMethodTracing();
mProfile = false;
}
}
}
然后看注释二:这里就是发出同步屏障的地方,用来保证这个屏幕刷新事件优先执行。
最后是注释三:准备好前期工作后,注释三这里就是实际执行刷新的地方,会把这个刷新的事件封装到runnable里,然后postCallBack发出去。
先来看看postCallBack里面。
/**
* Posts a callback to run on the next frame.
*
* The callback runs once then is automatically removed.
*
*
* @param callbackType The callback type.
* @param action The callback action to run during the next frame.
* @param token The callback token, or null if none.
*
* @see #removeCallbacks
* @hide
*/
@TestApi
public void postCallback(int callbackType, Runnable action, Object token) {
postCallbackDelayed(callbackType, action, token, 0);//这里进去
}
/**
* Posts a callback to run on the next frame after the specified delay.
*
* The callback runs once then is automatically removed.
*
*
* @param callbackType The callback type.
* @param action The callback action to run during the next frame after the specified delay.
* @param token The callback token, or null if none.
* @param delayMillis The delay time in milliseconds.
*
* @see #removeCallback
* @hide
*/
@TestApi
public void postCallbackDelayed(int callbackType,
Runnable action, Object token, long delayMillis) {
if (action == null) {
throw new IllegalArgumentException("action must not be null");
}
if (callbackType < 0 || callbackType > CALLBACK_LAST) {
throw new IllegalArgumentException("callbackType is invalid");
}
postCallbackDelayedInternal(callbackType, action, token, delayMillis); //这里进去
}
private void postCallbackDelayedInternal(int callbackType,
Object action, Object token, long delayMillis) {
if (DEBUG_FRAMES) {
Log.d(TAG, "PostCallback: type=" + callbackType
+ ", action=" + action + ", token=" + token
+ ", delayMillis=" + delayMillis);
}
synchronized (mLock) {
final long now = SystemClock.uptimeMillis();
final long dueTime = now + delayMillis;
mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token);
if (dueTime <= now) {
scheduleFrameLocked(now);
} else {
Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_CALLBACK, action);
msg.arg1 = callbackType;
msg.setAsynchronous(true);
mHandler.sendMessageAtTime(msg, dueTime);
}
}
}
这里先看scheduleFrameLocked(now),前面postCallback传进来一个delayMillis为0的参数,所以这里dueTime是==now的,会走到这个方法里面。
private void scheduleFrameLocked(long now) {
if (!mFrameScheduled) {
mFrameScheduled = true;
if (USE_VSYNC) {
if (DEBUG_FRAMES) {
Log.d(TAG, "Scheduling next frame on vsync.");
}
// If running on the Looper thread, then schedule the vsync immediately,
// otherwise post a message to schedule the vsync from the UI thread
// as soon as possible.
if (isRunningOnLooperThreadLocked()) {
scheduleVsyncLocked();
} else {
Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_VSYNC);
msg.setAsynchronous(true);
mHandler.sendMessageAtFrontOfQueue(msg);
}
} else {
final long nextFrameTime = Math.max(
mLastFrameTimeNanos / TimeUtils.NANOS_PER_MS + sFrameDelay, now);
if (DEBUG_FRAMES) {
Log.d(TAG, "Scheduling next frame in " + (nextFrameTime - now) + " ms.");
}
Message msg = mHandler.obtainMessage(MSG_DO_FRAME);
msg.setAsynchronous(true);
mHandler.sendMessageAtTime(msg, nextFrameTime);
}
}
}
先看有vsync垂直同步信号的时候的刷新情况。里面有个英文注释大概的就是如果当前在有looper的线程(一般是主线程)里就直接执行,如果不在,就post一个message到UI线程里执行。
所以我们直接看执行的方法scheduleVsyncLocked()
private void scheduleVsyncLocked() {
mDisplayEventReceiver.scheduleVsync();
}
/**
* Schedules a single vertical sync pulse to be delivered when the next
* display frame begins.
*/
public void scheduleVsync() {
if (mReceiverPtr == 0) {
Log.w(TAG, "Attempted to schedule a vertical sync pulse but the display event "
+ "receiver has already been disposed.");
} else {
nativeScheduleVsync(mReceiverPtr);
}
}
// Called from native code.
@SuppressWarnings("unused")
private void dispatchVsync(long timestampNanos, int builtInDisplayId, int frame) {
onVsync(timestampNanos, builtInDisplayId, frame);
}
/**
* Called when a vertical sync pulse is received.
* The recipient should render a frame and then call {@link #scheduleVsync}
* to schedule the next vertical sync pulse.
*
* @param timestampNanos The timestamp of the pulse, in the {@link System#nanoTime()}
* timebase.
* @param builtInDisplayId The surface flinger built-in display id such as
* {@link SurfaceControl#BUILT_IN_DISPLAY_ID_MAIN}.
* @param frame The frame number. Increases by one for each vertical sync interval.
*/
public void onVsync(long timestampNanos, int builtInDisplayId, int frame) {
}
看注释说是在下一个垂直同步信号到来的时候刷新,那这个native方法就是注册监听这个垂直同步信号的方法了,下面的called from native code也看得出来,native方法监听到信号后返回到java层。这个onVsync方法在choreographer中被重写了
private final class FrameDisplayEventReceiver extends DisplayEventReceiver
implements Runnable {
private boolean mHavePendingVsync;
private long mTimestampNanos;
private int mFrame;
public FrameDisplayEventReceiver(Looper looper, int vsyncSource) {
super(looper, vsyncSource);
}
@Override
public void onVsync(long timestampNanos, int builtInDisplayId, int frame) {
// Ignore vsync from secondary display.
// This can be problematic because the call to scheduleVsync() is a one-shot.
// We need to ensure that we will still receive the vsync from the primary
// display which is the one we really care about. Ideally we should schedule
// vsync for a particular display.
// At this time Surface Flinger won't send us vsyncs for secondary displays
// but that could change in the future so let's log a message to help us remember
// that we need to fix this.
if (builtInDisplayId != SurfaceControl.BUILT_IN_DISPLAY_ID_MAIN) {
Log.d(TAG, "Received vsync from secondary display, but we don't support "
+ "this case yet. Choreographer needs a way to explicitly request "
+ "vsync for a specific display to ensure it doesn't lose track "
+ "of its scheduled vsync.");
scheduleVsync();
return;
}
// Post the vsync event to the Handler.
// The idea is to prevent incoming vsync events from completely starving
// the message queue. If there are no messages in the queue with timestamps
// earlier than the frame time, then the vsync event will be processed immediately.
// Otherwise, messages that predate the vsync event will be handled first.
long now = System.nanoTime();
if (timestampNanos > now) {
Log.w(TAG, "Frame time is " + ((timestampNanos - now) * 0.000001f)
+ " ms in the future! Check that graphics HAL is generating vsync "
+ "timestamps using the correct timebase.");
timestampNanos = now;
}
if (mHavePendingVsync) {
Log.w(TAG, "Already have a pending vsync event. There should only be "
+ "one at a time.");
} else {
mHavePendingVsync = true;
}
mTimestampNanos = timestampNanos;
mFrame = frame;
Message msg = Message.obtain(mHandler, this);
msg.setAsynchronous(true);
mHandler.sendMessageAtTime(msg, timestampNanos / TimeUtils.NANOS_PER_MS);//这里
}
@Override
public void run() {
mHavePendingVsync = false;
doFrame(mTimestampNanos, mFrame); //这里
}
}
重点看中文注释的部分,收到vsync信号后,会发一个异步消息用来优先执行doFrame方法。
上面scheduleFrameLocked方法里面,不用vsync机制的话,也是直接发消息到doFrame方法里面,所以说这个方法就是实际刷新页面的方法。(这个用不用垂直同步信号的区别就自己上网查了,这里就不深入讲了)
void doFrame(long frameTimeNanos, int frame) {
…………省略…………
try {
Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Choreographer#doFrame");
AnimationUtils.lockAnimationClock(frameTimeNanos / TimeUtils.NANOS_PER_MS);
mFrameInfo.markInputHandlingStart();
doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos);
mFrameInfo.markAnimationsStart();
doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos);
mFrameInfo.markPerformTraversalsStart();
doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos); //看这里
doCallbacks(Choreographer.CALLBACK_COMMIT, frameTimeNanos);
} finally {
AnimationUtils.unlockAnimationClock();
Trace.traceEnd(Trace.TRACE_TAG_VIEW);
}
以下省略
这个方法有点长,我们看重要的地方。还记得在viewRootImpl发过来的那个callBack吗
mChoreographer.postCallback(
Choreographer.CALLBACK_TRAVERSAL, mTraversalRunnable, null);
doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos);
在这里就doCallBack了,终于执行了这个runnable了。也就是说Choreographer这里主要做的就是调用底层方法监听垂直同步信号,等到下一个信号来的时候告诉viewRootImpl可以开始刷新了。
回到viewRootImpl这里
final TraversalRunnable mTraversalRunnable = new TraversalRunnable(); //就是这个runnable
final class TraversalRunnable implements Runnable {
@Override
public void run() {
doTraversal();
}
}
void doTraversal() {
if (mTraversalScheduled) {
mTraversalScheduled = false;
mHandler.getLooper().getQueue().removeSyncBarrier(mTraversalBarrier);
if (mProfile) {
Debug.startMethodTracing("ViewAncestor");
}
performTraversals(); //就是这里
if (mProfile) {
Debug.stopMethodTracing();
mProfile = false;
}
}
}
终于来到了熟悉的方法了,performTraversals这个方法大家估计都听过了,代码比较长,这里就不贴了。他里面会遍历全部的view,根据状态来调用performMeasure() 测量、perfromLayout() 布局、performDraw() 绘制这些流程,分别对应一个view的三个方法。
好了,这就是android一次屏幕刷新大概的流程。
仅供参考,欢迎指正