在上一篇 Android远程代理对象BpSurface的获取过程源码分析文章中,介绍了应用程序在SurfaceFlinger服务端创建对应的Layer对象过程,同时返回BpSurface远程代理对象给应用程序端,应用程序得到BpSurface代理对象后,将构造SurfaceControl对象:
sp<ISurface> surface = mClient->createSurface(&data, name,display, w, h, format, flags); if (surface != 0) { result = new SurfaceControl(this, surface, data); }参数this指向SurfaceComposerClient对象,参数surface就是BSurface的远程代理对象BpSurface,data是指在SurfaceFlinger服务端创建的Layer对象的参数信息。
SurfaceControl::SurfaceControl( const sp<SurfaceComposerClient>& client, const sp<ISurface>& surface, const ISurfaceComposerClient::surface_data_t& data) : mClient(client), mSurface(surface), mToken(data.token), mIdentity(data.identity) { }SurfaceControl对象的构造过程很简单,只是初始化一些成员变量的值。
应用程序端有了SurfaceControl对象后,就可以在应用程序端创建Surface对象了:
sp<Surface> s = control->getSurface();通过SurfaceControl的getSurface()函数在应用程序端创建Surface对象
sp<Surface> SurfaceControl::getSurface() const { Mutex::Autolock _l(mLock); if (mSurfaceData == 0) { sp<SurfaceControl> surface_control(const_cast<SurfaceControl*>(this)); mSurfaceData = new Surface(surface_control); } return mSurfaceData; }该函数只是利用SurfaceControl对象来构造一个新的Surface对象
Surface::Surface(const sp<SurfaceControl>& surface) : SurfaceTextureClient(), mSurface(surface->mSurface), mIdentity(surface->mIdentity) { sp<ISurfaceTexture> st; if (mSurface != NULL) { st = mSurface->getSurfaceTexture(); } init(st); }
在了解Surface对象的构造过程前,先介绍一下Surface类继承关系图:
SurfaceTextureClient::SurfaceTextureClient() { SurfaceTextureClient::init(); }SurfaceTextureClient对象构造时,通过init函数来初始化对象
void SurfaceTextureClient::init() { // Initialize the ANativeWindow function pointers. ANativeWindow::setSwapInterval = hook_setSwapInterval; ANativeWindow::dequeueBuffer = hook_dequeueBuffer; ANativeWindow::cancelBuffer = hook_cancelBuffer; ANativeWindow::lockBuffer = hook_lockBuffer; ANativeWindow::queueBuffer = hook_queueBuffer; ANativeWindow::query = hook_query; ANativeWindow::perform = hook_perform; const_cast<int&>(ANativeWindow::minSwapInterval) = 0; const_cast<int&>(ANativeWindow::maxSwapInterval) = 1; mReqWidth = 0; mReqHeight = 0; mReqFormat = 0; mReqUsage = 0; mTimestamp = NATIVE_WINDOW_TIMESTAMP_AUTO; mCrop.clear(); mScalingMode = NATIVE_WINDOW_SCALING_MODE_FREEZE; mTransform = 0; mDefaultWidth = 0; mDefaultHeight = 0; mUserWidth = 0; mUserHeight = 0; mTransformHint = 0; mConsumerRunningBehind = false; mConnectedToCpu = false; }
Surface对象自身构造过程只是简单利用SurfaceControl对象来初始化Surface的一些成员变量,然后通过BSurface的远程代理对象BpSurface来获取BufferQueue的远程代理对象BpSurfaceTexture,关于BpSurface代理对象的获取过程请参看Android远程代理对象BpSurface的获取过程源码分析。
sp<ISurfaceTexture> st = mSurface->getSurfaceTexture();mSurface的类型为BpSurface,这里调用BpSurface的getSurfaceTexture()函数通过Binder进程间通信机制向BSurface发起RPC请求
virtual sp<ISurfaceTexture> getSurfaceTexture() const { Parcel data, reply; data.writeInterfaceToken(ISurface::getInterfaceDescriptor()); remote()->transact(GET_SURFACE_TEXTURE, data, &reply); return interface_cast<ISurfaceTexture>(reply.readStrongBinder()); }这里通过Android的Binder通信机制将函数调用码及函数参数发送到服务端BnSurface,关于Binder进程间通信机制内容请阅读 Android服务函数远程调用源码分析。
status_t BnSurface::onTransact(uint32_t code, const Parcel& data, Parcel* reply, uint32_t flags) { switch(code) { case GET_SURFACE_TEXTURE: { CHECK_INTERFACE(ISurface, data, reply); reply->writeStrongBinder( getSurfaceTexture()->asBinder() ); return NO_ERROR; } default: return BBinder::onTransact(code, data, reply, flags); } }函数getSurfaceTexture()实现在BnSurface的子类BSurface中。在上一篇 Android远程代理对象BpSurface的获取过程源码分析中,Layer对象构造完成后,该对象的onFirstRef()函数被调用,在该函数中会构造一个SurfaceTextureLayer对象,该对象是BufferQueue的子类对象,同时以该对象为参数构造SurfaceTexture对象,并保存到创建的Layer对象的成员变量mSurfaceTexture中,通过调用Layer的父类LayerBaseClient的getSurface()函数创建一个ISurface的本地对象BSurface,并将该对象的远程代理对象通过Binder进程通信方式返回给应用程序进程。BSurface的构造过程:
BSurface(const sp<SurfaceFlinger>& flinger,const sp<Layer>& layer): LayerCleaner(flinger, layer), mOwner(layer) { }使用创建的Layer对象来初始化BSurface的mOwner成员变量。BSurface实现了ISurface接口定义的方法getSurfaceTexture(),该方法用于向应用程序进程返回ISurfaceTexture的远程代理对象。
virtual sp<ISurfaceTexture> getSurfaceTexture() const { sp<ISurfaceTexture> res; sp<const Layer> that( mOwner.promote() ); if (that != NULL) { res = that->mSurfaceTexture->getBufferQueue(); } return res; }BSurface的成员变量mOwner保存的是应用程序请求创建的Layer对象,该Layer对象的成员变量mSurfaceTexture指向的是SurfaceTexture对象,这里调用SurfaceTexture的getBufferQueue()函数来获取构造SurfaceTexture对象时传入的BufferQueue子类对象,即BufferQueue本地对象,并将BufferQueue的远程代理对象BpSurfaceTexture返回给应用程序进程端。Surface得到BpSurfaceTexture代理对象后,接着调用init函数来初始化当前创建 的Surface对象。
void Surface::init(const sp<ISurfaceTexture>& surfaceTexture) { if (mSurface != NULL || surfaceTexture != NULL) { ALOGE_IF(surfaceTexture==0, "got a NULL ISurfaceTexture from ISurface"); if (surfaceTexture != NULL) { setISurfaceTexture(surfaceTexture); setUsage(GraphicBuffer::USAGE_HW_RENDER); } DisplayInfo dinfo; SurfaceComposerClient::getDisplayInfo(0, &dinfo); const_cast<float&>(ANativeWindow::xdpi) = dinfo.xdpi; const_cast<float&>(ANativeWindow::ydpi) = dinfo.ydpi; const_cast<uint32_t&>(ANativeWindow::flags) = 0; } }通过setISurfaceTexture(surfaceTexture)将得到的BpSurfaceTexture代理对象保存到Surface对象的成员变量mSurfaceTexture中,方便以后利用BpSurfaceTexture代理对象向服务端BufferQueue发起RPC请求。