网上已经有很多兄弟对Android的显示系统做了深入解剖,很是佩服。可最近小弟在研究Android4.0时发现出入比较大,也许是Android4.0的修改比较多吧!因为小弟没有看Android4.0以前的代码。
面对这么复杂一个Android显示系统,如何入手呢? 根据以前的经验,不管它有多么复杂,其功能不就是以下三步曲吗?
1)显示系统的创建及初始化
2)画图
3)销毁
哪我的分析就从显示系统的创建及初始化开始吧!由于小弟对Java没有什么研究兴趣,所有重点就分析Native部分。当然Native的入口就在android_view_Surface.cpp中,此文件主要包含以下两部分给Java层调用:
1)gSurfaceSessionMethods: 操作SurfaceSession的方法
2)gSurfaceMethods:操作Surface的方法
static JNINativeMethod gSurfaceSessionMethods[] = { {"init", "()V", (void*)SurfaceSession_init }, //创建SurfaceComposerClient {"destroy", "()V", (void*)SurfaceSession_destroy }, //直接销毁SurfaceComposerClient {"kill", "()V", (void*)SurfaceSession_kill },//先clear,再销毁SurfaceComposerClient };
其功能如下:
1)创建SurfaceComposerClient对象
2)调用SurfaceComposerClient::onFirstRef方法
现在已经进入到SurfaceComposerClient的地盘,根据其名字含义,它应该是一个进行Surface合成的客户端,通过它发命令给SurfaceFlinger来进行需要的操作。其初始化流程如下图所示:
为了方便后面的理解,先看看SurfaceComposerClient中有些什么宝贝来完成这个任务。在其中定义了如下几个类:
一看到名字为Service,应该是用于从SurfaceFlinger中获取Service以建立连接关系<它是一个单实例,一个进程有且只有一个实例对象>,然后供后面进行相关的操作。其构造函数代码如下:
class ComposerService : public Singleton<ComposerService> { //实质为BpSurfaceComposer,通过它与SurfaceFlinger进行通信, //BnSurfaceComposer是SurfaceFlinger基类中的一个 sp<ISurfaceComposer> mComposerService; //实质为BpMemoryHeap,它在SurfaceFlinger中对应为管理一个4096字节的 //一个MemoryHeapBase对象,在SurfaceFlinger::readyToRun中创建 sp<IMemoryHeap> mServerCblkMemory; //为MemoryHeapBase管理的内存在用户空间的基地址,通过mmap而来, //具体见MemoryHeapBase::mapfd surface_flinger_cblk_t volatile* mServerCblk; ComposerService(); friend class Singleton<ComposerService>; public: static sp<ISurfaceComposer> getComposerService(); static surface_flinger_cblk_t const volatile * getControlBlock(); }; ComposerService::ComposerService() : Singleton<ComposerService>() { const String16 name("SurfaceFlinger"); //获取SurfaceFlinger服务,即BpSurfaceComposer对象 while (getService(name, &mComposerService) != NO_ERROR) { usleep(250000); } //获取共享内存块 mServerCblkMemory = mComposerService->getCblk(); //获取共享内存块基地址 mServerCblk = static_cast<surface_flinger_cblk_t volatile *>( mServerCblkMemory->getBase()); }
由此可见,ComposerService主要是获取SurfaceFlinger服务、获取在SurfaceFlinger::readyToRun中创建的共享内存块及其基地址。在Client中,谁要想与SurfaceFlinger通信,需要通过接口getComposerService来获取此BpSurfaceComposer。
此ComposerService是在调用ComposerService::getInstance时进行有且只有一个的实例化,因为前面讲过,它是一个单实例。
它也是一个单实例,管理并发送每个layer的ComposerState。其定义如下:
struct ComposerState { sp<ISurfaceComposerClient> client; layer_state_t state; status_t write(Parcel& output) const; status_t read(const Parcel& input); }; class Composer : public Singleton<Composer> { friend class Singleton<Composer>; mutable Mutex mLock; //SurfaceComposerClient+SurfaceID与一个ComposerState一一对应 SortedVector<ComposerState> mStates; int mOrientation;//整个屏幕的方向 Composer() : Singleton<Composer>(), mOrientation(ISurfaceComposer::eOrientationUnchanged) { } //通过BpSurfaceComposer把mStates发送给SurfaceFlinger处理 void closeGlobalTransactionImpl(); //根据client和id从mStates中获取对应原ComposerState,从而获取对应的layer_state_t layer_state_t* getLayerStateLocked( const sp<SurfaceComposerClient>& client, SurfaceID id); public: //设置与client和id对应的layer_state_t中的位置信息,并保存在mStates中 status_t setPosition(const sp<SurfaceComposerClient>& client, SurfaceID id, float x, float y); //设置与client和id对应的layer_state_t中的Size信息,并保存在mStates中 status_t setSize(const sp<SurfaceComposerClient>& client, SurfaceID id, uint32_t w, uint32_t h); //设置与client和id对应的layer_state_t中的z-order信息,并保存在mStates中 status_t setLayer(const sp<SurfaceComposerClient>& client, SurfaceID id, int32_t z); //设置与client和id对应的layer_state_t中的flags信息,并保存在mStates中 status_t setFlags(const sp<SurfaceComposerClient>& client, SurfaceID id, uint32_t flags, uint32_t mask); //设置与client和id对应的layer_state_t中的透明区域信息,并保存在mStates中 status_t setTransparentRegionHint( const sp<SurfaceComposerClient>& client, SurfaceID id, const Region& transparentRegion); //设置与client和id对应的layer_state_t中的alpha信息,并保存在mStates中 status_t setAlpha(const sp<SurfaceComposerClient>& client, SurfaceID id, float alpha); //设置与client和id对应的layer_state_t中的矩阵信息,并保存在mStates中 status_t setMatrix(const sp<SurfaceComposerClient>& client, SurfaceID id, float dsdx, float dtdx, float dsdy, float dtdy); //设置与client和id对应的layer_state_t中的位置信息,并保存在mStates中 status_t setFreezeTint( const sp<SurfaceComposerClient>& client, SurfaceID id, uint32_t tint); //设置整个屏幕的方向 status_t setOrientation(int orientation); //通过BpSurfaceComposer把mStates发送给SurfaceFlinger处理 static void closeGlobalTransaction() { Composer::getInstance().closeGlobalTransactionImpl(); } }
把上面的comments看完就明白了,Composer管理每个SurfaceComposerClient中的每一个Surface的状态,并记录在ComposerState的layer_state_t中,然后调用者可以调用其closeGlobalTransaction方法把这些mStates发送给SurfaceFlinger处理(处理函数为:SurfaceFlinger::setTransactionState)。
谁来调用它的方法设置层的属性及发送mStates呢? -----答案是由SurfaceComposerClient来调用。
前面介绍的两个类一个用于获取SurfaceFlinger服务;一个用于记录每个Layer的状态,且可按要求把这些CoposerState发送给SurfaceFlinger。这个类是不是来使用前面两个类提供的服务呢? --答案是肯定的。其定义及详细注释如下:
#define NUM_DISPLAY_MAX 4 //最多支持四个显示屏 struct display_cblk_t //每个显示屏的配置参数 { uint16_t w; uint16_t h; uint8_t format; uint8_t orientation; uint8_t reserved[2]; float fps; float density; float xdpi; float ydpi; uint32_t pad[2]; }; //在SurfaceFlinger::readyToRun中创建的共享控制块 struct surface_flinger_cblk_t // 4KB max,管理系统中所有的显示屏 { uint8_t connected; //每一个bit表示一个显示屏 uint8_t reserved[3]; uint32_t pad[7]; display_cblk_t displays[NUM_DISPLAY_MAX]; }; class SurfaceComposerClient : public RefBase { friend class Composer; public: //获取Composer实例,并保存在mComposer中 SurfaceComposerClient(); virtual ~SurfaceComposerClient(); //通过BpSurfaceComposerClient<mClient>创建Surface, //同时通过ISurfaceComposerClient::surface_data_t返回SurfaceID.然后创建一个SurfaceControl //并把返回的BpSurface和当前的SurfaceComposerClient保存在SurfaceControl中, //然后返回此SurfaceControl sp<SurfaceControl> createSurface( const String8& name,// name of the surface DisplayID display, // Display to create this surface on uint32_t w, // width in pixel uint32_t h, // height in pixel PixelFormat format, // pixel-format desired uint32_t flags = 0 // usage flags ); // Composer parameters <合成参数> //所有的合成参数必须在一个transaction中被修改,多个surface可在一个transaction中被更新, //所有的变化在关闭transaction时被一次性提交(通过调用closeGlobalTransaction来提交所有变化)。 //什么都没有做 static void openGlobalTransaction(); //通过调用Composer::closeGlobalTransaction(), // 把Composer中记录的ComposerState(即mStates)发送给SurfaceFlinger static void closeGlobalTransaction(); //什么都没做 static status_t freezeDisplay(DisplayID dpy, uint32_t flags = 0); //什么都没做 static status_t unfreezeDisplay(DisplayID dpy, uint32_t flags = 0); //把新的显示方向保存在Composer实例中 static int setOrientation(DisplayID dpy, int orientation, uint32_t flags); //从surface_flinger_cblk_t.connected中获取显示屏个数 static ssize_t getNumberOfDisplays(); //获取显示屏的信息 static status_t getDisplayInfo(DisplayID dpy, DisplayInfo* info); static ssize_t getDisplayWidth(DisplayID dpy); static ssize_t getDisplayHeight(DisplayID dpy); static ssize_t getDisplayOrientation(DisplayID dpy); //通过注册,当Binder异常退出时,可以获得通知 status_t linkToComposerDeath(const sp<IBinder::DeathRecipient>& recipient, void* cookie = NULL, uint32_t flags = 0); //Start####: 以下函数都是把相应的修改状态记录在Composer的mStates中 //调用Composer::setFlags来设置对应(client+id)的layer状态〈即ComposerState中的layer_state_t〉 status_t hide(SurfaceID id); status_t show(SurfaceID id, int32_t layer = -1); status_t freeze(SurfaceID id); status_t unfreeze(SurfaceID id); status_t setFlags(SurfaceID id, uint32_t flags, uint32_t mask); //调用Composer::setTransparentRegionHint status_t setTransparentRegionHint(SurfaceID id, const Region& transparent); //调用Composer::setLayer status_t setLayer(SurfaceID id, int32_t layer); //调用Composer::setAlpha status_t setAlpha(SurfaceID id, float alpha=1.0f); //调用Composer::setFreezeTint status_t setFreezeTint(SurfaceID id, uint32_t tint); //调用Composer::setMatrix status_t setMatrix(SurfaceID id, float dsdx, float dtdx, float dsdy, float dtdy); //调用Composer::setPosition status_t setPosition(SurfaceID id, float x, float y); //调用Composer::setSize status_t setSize(SurfaceID id, uint32_t w, uint32_t h); //End####: status_t destroySurface(SurfaceID sid);//通过BpSurfaceComposerClient销毁Surface private: //通过BpSurfaceComposer从SurfaceFlinger获取BpSurfaceComposerClient, //并把它保存在mClient中 virtual void onFirstRef(); Composer& getComposer(); mutable Mutex mLock; status_t mStatus; //实质为BpSurfaceComposerClient,与SurfaceFlinger.cpp中的Client相对应 sp<ISurfaceComposerClient> mClient; //Composer实例 Composer& mComposer; }
其功能列表如下:
1)获取BpSurfaceComposerClient(即mClient),在onFirstRef中实现
2)通过BpSurfaceComposerClient(即mClient)创建和销毁Surface
3)通过Composer来记录Surface和显示屏状态变化,及在Composer中通过BpSurfaceComposer把状态变化发给SurfaceFlinger处理
至此,SurfaceComposerClient功能已经分析清楚。可是从这三个类中,我们已经看到三个Bp(BpSurfaceComposer,BpSurfaceComposerClient和BpSurface)及三个对应的接口。下面总结一下,每个接口的功能,在客户端由谁使用,在服务器端谁来实现。
其相关接口如下:
static JNINativeMethod gSurfaceMethods[] = { {"nativeClassInit", "()V", (void*)nativeClassInit }, {"init", "(Landroid/view/SurfaceSession;ILjava/lang/String;IIIII)V", (void*)Surface_init }, {"init", "(Landroid/os/Parcel;)V", (void*)Surface_initParcel }, {"initFromSurfaceTexture", "(Landroid/graphics/SurfaceTexture;)V", (void*)Surface_initFromSurfaceTexture }, {"getIdentity", "()I", (void*)Surface_getIdentity }, {"destroy", "()V", (void*)Surface_destroy }, {"release", "()V", (void*)Surface_release }, {"copyFrom", "(Landroid/view/Surface;)V", (void*)Surface_copyFrom }, {"isValid", "()Z", (void*)Surface_isValid }, {"lockCanvasNative", "(Landroid/graphics/Rect;)Landroid/graphics/Canvas;", (void*)Surface_lockCanvas }, {"unlockCanvasAndPost", "(Landroid/graphics/Canvas;)V", (void*)Surface_unlockCanvasAndPost }, {"unlockCanvas", "(Landroid/graphics/Canvas;)V", (void*)Surface_unlockCanvas }, {"openTransaction", "()V", (void*)Surface_openTransaction }, {"closeTransaction", "()V", (void*)Surface_closeTransaction }, {"setOrientation", "(III)V", (void*)Surface_setOrientation }, {"freezeDisplay", "(I)V", (void*)Surface_freezeDisplay }, {"unfreezeDisplay", "(I)V", (void*)Surface_unfreezeDisplay }, {"screenshot", "(II)Landroid/graphics/Bitmap;", (void*)Surface_screenshotAll }, {"screenshot", "(IIII)Landroid/graphics/Bitmap;", (void*)Surface_screenshot }, {"setLayer", "(I)V", (void*)Surface_setLayer }, {"setPosition", "(FF)V",(void*)Surface_setPosition }, {"setSize", "(II)V",(void*)Surface_setSize }, {"hide", "()V", (void*)Surface_hide }, {"show", "()V", (void*)Surface_show }, {"freeze", "()V", (void*)Surface_freeze }, {"unfreeze", "()V", (void*)Surface_unfreeze }, {"setFlags", "(II)V",(void*)Surface_setFlags }, {"setTransparentRegionHint","(Landroid/graphics/Region;)V", (void*)Surface_setTransparentRegion }, {"setAlpha", "(F)V", (void*)Surface_setAlpha }, {"setMatrix", "(FFFF)V", (void*)Surface_setMatrix }, {"setFreezeTint", "(I)V", (void*)Surface_setFreezeTint }, {"readFromParcel", "(Landroid/os/Parcel;)V", (void*)Surface_readFromParcel }, {"writeToParcel", "(Landroid/os/Parcel;I)V", (void*)Surface_writeToParcel }, };
在SurfaceFlinger端创建BSurface,在客户端返回SurfaceControl,同时在SurfaceControl中拥有了BpSurface用于与BSurface交互。
BpSurfaceComposerClient->createSurface返回BpSurface。且通过参数返回ISurfaceComposerClient::surface_data_t,其定义如下:
其中token在SurfaceComposerClient的函数参数中,对应于SurfaceID。即在客户端,它就是SurfaceID。
token: 加入到Client::mLayers中的序号,在Client中单调递增,初始值为:1,一个Layer创建一个BSurface
identity: LayerBaseClient中的mIdentity,在所有的Layer中单调递增,初始值为:1
struct surface_data_t { int32_t token; //加入到Client::mLayers中的序号,在Client中单调递增,初始值为:1 int32_t identity; //LayerBaseClient中的mIdentity,在所有的Layer中单调递增,初始值为:1 status_t readFromParcel(const Parcel& parcel); status_t writeToParcel(Parcel* parcel) const; };
在Layer::createSurface中创建真正的BSurface,在SurfaceFlinger::createSurface中调用layer->getSurface时创建的。此BSurface定义如下:
sp<ISurface> Layer::createSurface() { class BSurface : public BnSurface, public LayerCleaner { wp<const Layer> mOwner; virtual sp<ISurfaceTexture> getSurfaceTexture() const { //实现了ISurface的接口 sp<ISurfaceTexture> res; sp<const Layer> that( mOwner.promote() ); if (that != NULL) { res = that->mSurfaceTexture; } return res; } public: BSurface(const sp<SurfaceFlinger>& flinger, const sp<Layer>& layer) : LayerCleaner(flinger, layer), mOwner(layer) { } }; sp<ISurface> sur(new BSurface(mFlinger, this)); return sur; }
在此BSurface中实现了ISurface的接口getSurfaceTexture,在此接口中返回Layer::mSurfaceTexture(类型为:SurfaceTextureLayer,它才是真正操作内存的东东),此成员在Layer::onFirstRef中创建,SurfaceTextureLayer是SurfaceTexture的派生类,代码如下:
void Layer::onFirstRef() { LayerBaseClient::onFirstRef(); struct FrameQueuedListener : public SurfaceTexture::FrameAvailableListener { FrameQueuedListener(Layer* layer) : mLayer(layer) { } private: wp<Layer> mLayer; virtual void onFrameAvailable() { sp<Layer> that(mLayer.promote()); if (that != 0) { that->onFrameQueued(); } } }; mSurfaceTexture = new SurfaceTextureLayer(mTextureName, this); //创建Layer中的mSurfaceTexture mSurfaceTexture->setFrameAvailableListener(new FrameQueuedListener(this)); mSurfaceTexture->setSynchronousMode(true); mSurfaceTexture->setBufferCountServer(2); }
本来Surface_init调用SurfaceComposerClient::createSurface创建一个Surface,可却返回了一个SurfaceControl,下面看看SurfaceCotrol到底做了些什么,以及如何做的?
相关数据结构如下图所示:
SurfaceControl定义如下:
class SurfaceControl : public RefBase { public: // release surface data from java void clear(); //调用SurfaceComposerClient中对应方法,把对应信息保存在 //Composer的ComposerState中 status_t setLayer(int32_t layer); status_t setPosition(int32_t x, int32_t y); status_t setSize(uint32_t w, uint32_t h); status_t hide(); status_t show(int32_t layer = -1); status_t freeze(); status_t unfreeze(); status_t setFlags(uint32_t flags, uint32_t mask); status_t setTransparentRegionHint(const Region& transparent); status_t setAlpha(float alpha=1.0f); status_t setMatrix(float dsdx, float dtdx, float dsdy, float dtdy); status_t setFreezeTint(uint32_t tint); //把SurfaceControl中的mSurface和mIdentity写入parcel static status_t writeSurfaceToParcel( const sp<SurfaceControl>& control, Parcel* parcel); //以SurfaceControl为参数创建一个Surface返回,此Surface派生关系如下: //class Surface : public SurfaceTextureClient //class SurfaceTextureClient: public ANativeWindow, RefBase //struct ANativeWindow sp<Surface> getSurface() const; private: SurfaceControl( const sp<SurfaceComposerClient>& client, const sp<ISurface>& surface, const ISurfaceComposerClient::surface_data_t& data); ~SurfaceControl(); void destroy(); sp<SurfaceComposerClient> mClient; sp<ISurface> mSurface; SurfaceID mToken; //对应SurfaceID,在Client中单调递增 uint32_t mIdentity; //Layer在系统中唯一的序列号,在系统中单调递增 mutable Mutex mLock; mutable sp<Surface> mSurfaceData; }
从其定义中可以看出,在getSurface中将有新花样,其它操作函数都是直接以mToken作为SurfaceID,直接调用SurfaceComposerClient中对应方法。 经过这样一分析,SurfaceControl也没什么神秘的了。但它的getSurface到有点神秘。
getSurface在客户端返回Surface(派生于SurfaceTextureClient),并在Surface的mSurfaceTexture域中保存了BpSurfaceTexture。
前面Surface初始化之后,就可以getSurface了。getSurface流程如下图所示:
有了Surface,且在Surface中又有了BpSurfaceTexture,下一步就操作GraphicBuffer了。
对于画图流程,可以从ViewRootImpl(ViewRootImpl.java)的draw函数看起,在画图之间,它要调用java层的surface.lockCanvas,画完图之后调用surface.unlockCanvasAndPost来提交显示。
surface.lockCanvas->
lockCanvasNative(Java)->
(C++)Surface_lockCanvas<android_view_Surface.cpp>
surface.unlockCanvasAndPost(Java)->
(C++)Surface_unlockCanvasAndPost<android_view_Surface.cpp>
本章主要分析这两个函数到底做了些什么>
Android图形系统中一个重要的概念是surface。View及其子类(如TextView, Button)要画在surface上。每个surface创建一个Canvas对象(但属性时常改变),用来管理view在surface上的绘图操作,如画点画线。每个canvas对象对应一个bitmap,存储画在surface上的内容。
typedef struct ANativeWindow_Buffer { // The number of pixels that are show horizontally. int32_t width; // The number of pixels that are shown vertically. int32_t height; // The number of *pixels* that a line in the buffer takes in // memory. This may be >= width. int32_t stride; // The format of the buffer. One of WINDOW_FORMAT_* int32_t format; // The actual bits. void* bits; //显示内存基地址,通过服务器端fd通过flat_binder_object传给客户端, 然后客户端通过mmap获取。 // Do not touch. uint32_t reserved[6]; } ANativeWindow_Buffer;
struct SurfaceInfo { uint32_t w; uint32_t h; uint32_t s; uint32_t usage; PixelFormat format; void* bits;//显示内存基地址,通过服务器端fd通过flat_binder_object传给客户端, 然后客户端通过mmap获取。 uint32_t reserved[2]; };
SurfaceInfo* other; ANativeWindow_Buffer outBuffer; other->w = uint32_t(outBuffer.width); other->h = uint32_t(outBuffer.height); other->s = uint32_t(outBuffer.stride); other->usage = GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN; other->format = uint32_t(outBuffer.format); other->bits = outBuffer.bits;
在分析下面的流程时, 不得不对GraphicBuffer进行深入了解,特别是其Flattenable interface,这是实现画图buffer的关键。其相关定义如下:
typedef struct native_handle { int version; /* sizeof(native_handle_t) */ int numFds; /* number of file-descriptors at &data[0] */ int numInts; /* number of ints at &data[numFds] */ int data[0]; /* numFds + numInts ints */ } native_handle_t; typedef const native_handle_t* buffer_handle_t; class GraphicBuffer : public EGLNativeBase< ANativeWindowBuffer, GraphicBuffer, LightRefBase<GraphicBuffer> >, public Flattenable { ... // Flattenable interface size_t getFlattenedSize() const; size_t getFdCount() const; status_t flatten(void* buffer, size_t size, int fds[], size_t count) const; status_t unflatten(void const* buffer, size_t size, int fds[], size_t count); ... buffer_handle_t handle; //定义于基类ANativeWindowBuffer中 };
下面看看每个Flattenable interface是如何实现的:
size_t GraphicBuffer::getFlattenedSize() const { return (8 + (handle ? handle->numInts : 0))*sizeof(int); }
size_t GraphicBuffer::getFdCount() const { return handle ? handle->numFds : 0; }
status_t GraphicBuffer::flatten(void* buffer, size_t size, int fds[], size_t count) const { size_t sizeNeeded = GraphicBuffer::getFlattenedSize(); if (size < sizeNeeded) return NO_MEMORY; size_t fdCountNeeded = GraphicBuffer::getFdCount(); if (count < fdCountNeeded) return NO_MEMORY; int* buf = static_cast<int*>(buffer); buf[0] = 'GBFR'; buf[1] = width; buf[2] = height; buf[3] = stride; buf[4] = format; buf[5] = usage; buf[6] = 0; buf[7] = 0; if (handle) { buf[6] = handle->numFds; buf[7] = handle->numInts; native_handle_t const* const h = handle; memcpy(fds, h->data, h->numFds*sizeof(int)); memcpy(&buf[8], h->data + h->numFds, h->numInts*sizeof(int)); } return NO_ERROR; }
把handle中的numFds拷贝到fds中,把handle中的numInts拷贝到buffer中。
status_t GraphicBuffer::unflatten(void const* buffer, size_t size, int fds[], size_t count) { if (size < 8*sizeof(int)) return NO_MEMORY; int const* buf = static_cast<int const*>(buffer); if (buf[0] != 'GBFR') return BAD_TYPE; const size_t numFds = buf[6]; const size_t numInts = buf[7]; const size_t sizeNeeded = (8 + numInts) * sizeof(int); if (size < sizeNeeded) return NO_MEMORY; size_t fdCountNeeded = 0; if (count < fdCountNeeded) return NO_MEMORY; if (handle) { // free previous handle if any free_handle(); } if (numFds || numInts) { width = buf[1]; height = buf[2]; stride = buf[3]; format = buf[4]; usage = buf[5]; native_handle* h = native_handle_create(numFds, numInts); memcpy(h->data, fds, numFds*sizeof(int)); memcpy(h->data + numFds, &buf[8], numInts*sizeof(int)); handle = h; } else { width = height = stride = format = usage = 0; handle = NULL; } mOwner = ownHandle; if (handle != 0) { mBufferMapper.registerBuffer(handle); } return NO_ERROR; }
把width,height,stride,format和usage保存到成员变量中,并创建一个native_handle,然后把numFds和numInts拷贝到handle的data中。同时把此handle注册到mBufferMapper中,mBufferMapper的注册函数实现代码如下:
status_t GraphicBufferMapper::registerBuffer(buffer_handle_t handle) { status_t err; //gralloc_module_t const *mAllocMod;是一个硬件抽象层实现。通过hw_get_module(GRALLOC_HARDWARE_MODULE_ID, &module)方式获取 err = mAllocMod->registerBuffer(mAllocMod, handle); LOGW_IF(err, "registerBuffer(%p) failed %d (%s)", handle, err, strerror(-err)); return err; }
GraphicBufferMapper::GraphicBufferMapper() : mAllocMod(0) { hw_module_t const* module; int err = hw_get_module(GRALLOC_HARDWARE_MODULE_ID, &module); LOGE_IF(err, "FATAL: can't find the %s module", GRALLOC_HARDWARE_MODULE_ID); if (err == 0) { mAllocMod = (gralloc_module_t const *)module; } }
对于GRALLOC_HARDWARE_MODULE_ID,以hardware/msm7k/libgralloc/gralloc.cpp为例进行分析。其registerBuffer实现函数:gralloc_register_buffer(hardware/msm7k/libgralloc/mapper.cpp),其相关代码如下:
int gralloc_register_buffer(gralloc_module_t const* module, buffer_handle_t handle) { if (private_handle_t::validate(handle) < 0) return -EINVAL; // if this handle was created in this process, then we keep it as is. int err = 0; private_handle_t* hnd = (private_handle_t*)handle; if (hnd->pid != getpid()) { hnd->base = NULL; if (!(hnd->flags & private_handle_t::PRIV_FLAGS_USES_GPU)) { void *vaddr; err = gralloc_map(module, handle, &vaddr); } } return err; } static int gralloc_map(gralloc_module_t const* module, buffer_handle_t handle, void** vaddr) { private_handle_t* hnd = (private_handle_t*)handle; if (!(hnd->flags & private_handle_t::PRIV_FLAGS_FRAMEBUFFER)) { size_t size = hnd->size; #if PMEM_HACK size += hnd->offset; #endif void* mappedAddress = mmap(0, size, PROT_READ|PROT_WRITE, MAP_SHARED, hnd->fd, 0); if (mappedAddress == MAP_FAILED) { LOGE("Could not mmap handle %p, fd=%d (%s)", handle, hnd->fd, strerror(errno)); hnd->base = 0; return -errno; } hnd->base = intptr_t(mappedAddress) + hnd->offset; //LOGD("gralloc_map() succeeded fd=%d, off=%d, size=%d, vaddr=%p", // hnd->fd, hnd->offset, hnd->size, mappedAddress); } *vaddr = (void*)hnd->base; return 0; }
从gralloc_map可以看出,这个registerBuffer主要做了一件事:
1)根据handle中传过来的fd和size进行mmap映射(把kernel中的内存映射到用户空间),映射之后的地址再加上hnd->offset便获得hnd->base供后面使用。
从这里可以初步看出,这个图形buffer数据并不是真正的从client传递到server,而是在lock是从server把fd传递给client,由客户端进行mmap,然后进行使用。关于这个是怎么实现的,后面将详细分析其实现过程。
对于如何从native_handle转换为private_handle_t,且在private_handle_t中可以获取fd和offset? 看一下其数据结构和flatten的实现方式就可以得知:
native_handle:
typedef struct native_handle { int version; /* sizeof(native_handle_t) */ int numFds; /* number of file-descriptors at &data[0] */ int numInts; /* number of ints at &data[numFds] */ int data[0]; /* numFds + numInts ints */ } native_handle_t;
这个data[0]是关键,虽然分配了哪么多buffer,但实质上native_handle只占了3个int.其它的数据由包含它的数据结构来解析。
private_handle_t:
struct private_handle_t { native_handle_t nativeHandle; #endif enum { PRIV_FLAGS_FRAMEBUFFER = 0x00000001, PRIV_FLAGS_USES_PMEM = 0x00000002, PRIV_FLAGS_USES_GPU = 0x00000004, }; // file-descriptors int fd; // ints int magic; int flags; int size; int offset; int gpu_fd; // stored as an int, b/c we don't want it marshalled // FIXME: the attributes below should be out-of-line int base; int map_offset; int pid; #ifdef __cplusplus static const int sNumInts = 8; //numInts在这儿明确指定 static const int sNumFds = 1; //numFds在这儿明确指定 static const int sMagic = 'gmsm'; private_handle_t(int fd, int size, int flags) : fd(fd), magic(sMagic), flags(flags), size(size), offset(0), base(0), pid(getpid()) { version = sizeof(native_handle); numInts = sNumInts; numFds = sNumFds; } ~private_handle_t() { magic = 0; } static int validate(const native_handle* h) { const private_handle_t* hnd = (const private_handle_t*)h; if (!h || h->version != sizeof(native_handle) || h->numInts != sNumInts || h->numFds != sNumFds || hnd->magic != sMagic) { LOGE("invalid gralloc handle (at %p)", h); return -EINVAL; } return 0; } #endif }
查看高清大图
功能:Surface_lockCanvas获取显示buffer在本进程用户空间的地址,并据此创建一个SkBitmap给Java使用。
关键技术:BINDER_TYPE_FD类型的Binder、mmap、gralloc硬件抽象层
相关代码如下:
const sp<GraphicBuffer>& buffer(mSlots[buf].mGraphicBuffer); if ((buffer == NULL) || (uint32_t(buffer->width) != w) || (uint32_t(buffer->height) != h) || (uint32_t(buffer->format) != format) || ((uint32_t(buffer->usage) & usage) != usage)) { usage |= GraphicBuffer::USAGE_HW_TEXTURE; status_t error; sp<GraphicBuffer> graphicBuffer( //创建GraphicBuffer mGraphicBufferAlloc->createGraphicBuffer( w, h, format, usage, &error)); if (graphicBuffer == 0) { ST_LOGE("dequeueBuffer: SurfaceComposer::createGraphicBuffer " "failed"); return error; } if (updateFormat) { mPixelFormat = format; } mSlots[buf].mGraphicBuffer = graphicBuffer; mSlots[buf].mRequestBufferCalled = false; if (mSlots[buf].mEglImage != EGL_NO_IMAGE_KHR) { eglDestroyImageKHR(mSlots[buf].mEglDisplay, mSlots[buf].mEglImage); mSlots[buf].mEglImage = EGL_NO_IMAGE_KHR; mSlots[buf].mEglDisplay = EGL_NO_DISPLAY; } returnFlags |= ISurfaceTexture::BUFFER_NEEDS_REALLOCATION; }
mGraphicBufferAlloc也是通过调用BpSurfaceComposer->createGraphicBufferAlloc而获取,它对应的服务器为SufaceFlinger中的GraphicBufferAlloc。
mGraphicBufferAlloc实质为一个BpGraphicBufferAlloc,它真正创建GraphicBuffer的代码位于GraphicBufferAlloc::createGraphicBuffer中。代码关键调用流程如下:
new GraphicBuffer(w, h, format, usage)->
initSize(w, h, reqFormat, reqUsage)->
GraphicBufferAllocator::get()->
allocator.alloc(w, h, format, reqUsage, &handle, &stride)->
返回handle,此handle为ANativeWindowBuffer成员,类型为native_handle。
GraphicBufferAllocator::alloc->
mAllocDev->alloc->
mAllocDev类型为alloc_device_t,它通过gralloc_open向
GRALLOC_HARDWARE_MODULE_ID获取,根据上面的实例msm7k,
它最终执行gralloc_device_open而获取gralloc_context_t.device.common,
alloc的实现函数为gralloc_alloc.
gralloc_alloc->
gralloc_alloc_buffer->
1)获取GPU内存(调用SimpleBestFitAllocator::allocate进行分配)
2)fd = open("/dev/null", O_RDONLY)获取fd
3)根据fd、size和flags创建private_handle_t,其相关代码如下:
private_handle_t* hnd = new private_handle_t(fd, size, flags); if (base == NULL) {... } } else { private_module_t* m = reinterpret_cast<private_module_t*>( dev->common.module); hnd->offset = offset; hnd->base = int(base)+offset; hnd->gpu_fd = gpu_fd; hnd->map_offset = m->fb_map_offset; *pHandle = hnd; }
来自:http://blog.csdn.net/myarrow/article/details/7180561