android graphic(3)—surfaceflinger的启动流程

  • 如何启动
  • 执行流程
    • new SurfaceFlinger
    • init函数
    • run函数
      • 给SF发消息
      • SF处理消息

这篇文章只分析SF消息驱动流程的建立,不涉及具体的功能实现,关于SF和HWC如何交互后续分析,基于android 4.4,以下将surfaceflinger简称为SF。

如何启动

android 4.4中SF在init.rc中启动,如下所示:

service surfaceflinger /system/bin/surfaceflinger
    class main
    user system
    group graphics drmrpc
    onrestart restart zygote

可以看出,SF是/system/bin/下的一个应用程序,在makefile中搜索LOCAL_MODULE:= surfaceflinger即可找到具体的makefile和代码,

#首先是个SF的动态库
LOCAL_MODULE:= libsurfaceflinger

include $(BUILD_SHARED_LIBRARY)

# 其次是surfaceflinger,
LOCAL_SRC_FILES:= \
    main_surfaceflinger.cpp 

LOCAL_SHARED_LIBRARIES := \
    libsurfaceflinger \
    libcutils \
    liblog \
    libbinder \
    libutils

LOCAL_MODULE:= surfaceflinger

include $(BUILD_EXECUTABLE)

从上面makefile就能看出来,首先有个动态库libsurfaceflinger.so,然后SF只是对库的一个“封装调用”,多了一个main_surfaceflinger.cpp,里面仅有个main函数,下面展开。

执行流程

只关注SF流程,不关注binder线程等。

int main(int argc, char** argv) {
    // When SF is launched in its own process, limit the number of
    // binder threads to 4.
    ProcessState::self()->setThreadPoolMaxThreadCount(4);

    // start the thread pool
    sp<ProcessState> ps(ProcessState::self());
    ps->startThreadPool();

    // instantiate surfaceflinger
    // ①
    sp<SurfaceFlinger> flinger = new SurfaceFlinger();

#if defined(HAVE_PTHREADS)
    setpriority(PRIO_PROCESS, 0, PRIORITY_URGENT_DISPLAY);
#endif
    set_sched_policy(0, SP_FOREGROUND);

    // initialize before clients can connect
    // ②
    flinger->init();

    // publish surface flinger
    sp<IServiceManager> sm(defaultServiceManager());
    sm->addService(String16(SurfaceFlinger::getServiceName()), flinger, false);

    // run in this thread
    // ③
    flinger->run();

    return 0;
}

main函数主要的内容包含三方面,逐步分析。

new SurfaceFlinger

首先,new了一个SF,并使用sp指针,所以我们需要关注SF类中是否实现了onFirstRef()函数。

sp<SurfaceFlinger> flinger = new SurfaceFlinger();

构造函数中初始化一些值,

SurfaceFlinger::SurfaceFlinger()
    :   BnSurfaceComposer(),
        mTransactionFlags(0),
        mTransactionPending(false),
        mAnimTransactionPending(false),
        mLayersRemoved(false),
        mRepaintEverything(0),
        mRenderEngine(NULL),
        mBootTime(systemTime()),
        mVisibleRegionsDirty(false),
        mHwWorkListDirty(false),
        mAnimCompositionPending(false),
        mDebugRegion(0),
        mDebugDDMS(0),
        mDebugDisableHWC(0),
        mDebugFps(0),
        mDebugDisableTransformHint(0),
        mDebugInSwapBuffers(0),
        mLastSwapBufferTime(0),
        mDebugInTransaction(0),
        mLastTransactionTime(0),
        mBootFinished(false),
        mPrimaryHWVsyncEnabled(false),
        mHWVsyncAvailable(false),
        mDaltonize(false)
{
//一些调试的变量等

}

SF确实实现了onFirstRef()函数,

//mutable MessageQueue mEventQueue;
void SurfaceFlinger::onFirstRef()
{
    mEventQueue.init(this);
}

调用MessageQueue的init,在MessageQueue中建了一个Looper和Handler,注意不是java中的,native实现的。 到后面就可以看到SF的核心就是接收消息,处理消息。

void MessageQueue::init(const sp<SurfaceFlinger>& flinger)
{
    mFlinger = flinger;
    mLooper = new Looper(true);
    mHandler = new Handler(*this);
}

init函数

init中主要创建了OpenGL ES环境,对显示器的初始化等。

void SurfaceFlinger::init() {
    ALOGI(  "SurfaceFlinger's main thread ready to run. "
            "Initializing graphics H/W...");

    status_t err;
    Mutex::Autolock _l(mStateLock);

    // initialize EGL for the default display
    mEGLDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
    eglInitialize(mEGLDisplay, NULL, NULL);

    // Initialize the H/W composer object. There may or may not be an
    // actual hardware composer underneath.
    mHwc = new HWComposer(this,
            *static_cast<HWComposer::EventHandler *>(this));

    // First try to get an ES2 config
    err = selectEGLConfig(mEGLDisplay, mHwc->getVisualID(), EGL_OPENGL_ES2_BIT,
            &mEGLConfig);

    if (err != NO_ERROR) {
        // If ES2 fails, try ES1
        err = selectEGLConfig(mEGLDisplay, mHwc->getVisualID(),
                EGL_OPENGL_ES_BIT, &mEGLConfig);
    }

    if (err != NO_ERROR) {
        // still didn't work, probably because we're on the emulator...
        // try a simplified query
        ALOGW("no suitable EGLConfig found, trying a simpler query");
        err = selectEGLConfig(mEGLDisplay, mHwc->getVisualID(), 0, &mEGLConfig);
    }

    if (err != NO_ERROR) {
        // this EGL is too lame for android
        LOG_ALWAYS_FATAL("no suitable EGLConfig found, giving up");
    }

    // print some debugging info
    EGLint r,g,b,a;
    eglGetConfigAttrib(mEGLDisplay, mEGLConfig, EGL_RED_SIZE,   &r);
    eglGetConfigAttrib(mEGLDisplay, mEGLConfig, EGL_GREEN_SIZE, &g);
    eglGetConfigAttrib(mEGLDisplay, mEGLConfig, EGL_BLUE_SIZE,  &b);
    eglGetConfigAttrib(mEGLDisplay, mEGLConfig, EGL_ALPHA_SIZE, &a);
    ALOGI("EGL informations:");
    ALOGI("vendor : %s", eglQueryString(mEGLDisplay, EGL_VENDOR));
    ALOGI("version : %s", eglQueryString(mEGLDisplay, EGL_VERSION));
    ALOGI("extensions: %s", eglQueryString(mEGLDisplay, EGL_EXTENSIONS));
    ALOGI("Client API: %s", eglQueryString(mEGLDisplay, EGL_CLIENT_APIS)?:"Not Supported");
    ALOGI("EGLSurface: %d-%d-%d-%d, config=%p", r, g, b, a, mEGLConfig);

    // get a RenderEngine for the given display / config (can't fail)
    mRenderEngine = RenderEngine::create(mEGLDisplay, mEGLConfig);

    // retrieve the EGL context that was selected/created
    mEGLContext = mRenderEngine->getEGLContext();

    // figure out which format we got
    eglGetConfigAttrib(mEGLDisplay, mEGLConfig,
            EGL_NATIVE_VISUAL_ID, &mEGLNativeVisualId);

    LOG_ALWAYS_FATAL_IF(mEGLContext == EGL_NO_CONTEXT,
            "couldn't create EGLContext");

    // initialize our non-virtual displays
    for (size_t i=0 ; i<DisplayDevice::NUM_BUILTIN_DISPLAY_TYPES ; i++) {
        DisplayDevice::DisplayType type((DisplayDevice::DisplayType)i);
        // set-up the displays that are already connected
        if (mHwc->isConnected(i) || type==DisplayDevice::DISPLAY_PRIMARY) {
            // All non-virtual displays are currently considered secure.
            bool isSecure = true;
            createBuiltinDisplayLocked(type);
            wp<IBinder> token = mBuiltinDisplays[i];

            sp<BufferQueue> bq = new BufferQueue(new GraphicBufferAlloc());
            sp<FramebufferSurface> fbs = new FramebufferSurface(*mHwc, i, bq);
            sp<DisplayDevice> hw = new DisplayDevice(this,
                    type, allocateHwcDisplayId(type), isSecure, token,
                    fbs, bq,
                    mEGLConfig);
            if (i > DisplayDevice::DISPLAY_PRIMARY) {
                // FIXME: currently we don't get blank/unblank requests
                // for displays other than the main display, so we always
                // assume a connected display is unblanked.
                ALOGD("marking display %d as acquired/unblanked", i);
                hw->acquireScreen();
            }
            mDisplays.add(token, hw);
        }
    }

    // make the GLContext current so that we can create textures when creating Layers
    // (which may happens before we render something)
    getDefaultDisplayDevice()->makeCurrent(mEGLDisplay, mEGLContext);

    // start the EventThread
    sp<VSyncSource> vsyncSrc = new DispSyncSource(&mPrimaryDispSync,
            vsyncPhaseOffsetNs, true);
    mEventThread = new EventThread(vsyncSrc);
    sp<VSyncSource> sfVsyncSrc = new DispSyncSource(&mPrimaryDispSync,
            sfVsyncPhaseOffsetNs, false);
    mSFEventThread = new EventThread(sfVsyncSrc);
    mEventQueue.setEventThread(mSFEventThread);

    mEventControlThread = new EventControlThread(this);
    mEventControlThread->run("EventControl", PRIORITY_URGENT_DISPLAY);

    // set a fake vsync period if there is no HWComposer
    if (mHwc->initCheck() != NO_ERROR) {
        mPrimaryDispSync.setPeriod(16666667);
    }

    // initialize our drawing state
    mDrawingState = mCurrentState;

    // set initial conditions (e.g. unblank default device)
    initializeDisplays();

    // start boot animation
    startBootAnim();
}

最后部分启动了开机动画程序bootanim,肯定是SF启动起来后才能去执行绘画相关的进程。

void SurfaceFlinger::startBootAnim() {
    // start boot animation
    property_set("service.bootanim.exit", "0");
    property_set("ctl.start", "bootanim");
}

run函数

run函数非常简单,但却是SF的核心,是个while循环,循环处理消息等。

void SurfaceFlinger::run() {
    do {
        waitForEvent();
    } while (true);
}
void SurfaceFlinger::waitForEvent() {
    mEventQueue.waitMessage();
}

可以看到,接收处理消息的关键在mLooper->pollOnce(-1);

void MessageQueue::waitMessage() {
    do {
        IPCThreadState::self()->flushCommands();
        int32_t ret = mLooper->pollOnce(-1);
        switch (ret) {
            case ALOOPER_POLL_WAKE:
            case ALOOPER_POLL_CALLBACK:
                continue;
            case ALOOPER_POLL_ERROR:
                ALOGE("ALOOPER_POLL_ERROR");
            case ALOOPER_POLL_TIMEOUT:
                // timeout (should not happen)
                continue;
            default:
                // should not happen
                ALOGE("Looper::pollOnce() returned unknown status %d", ret);
                continue;
        }
    } while (true);
}

给SF发消息

首先关注如何给SF发送消息,以Client创建surface为例,

status_t Client::createSurface(
        const String8& name,
        uint32_t w, uint32_t h, PixelFormat format, uint32_t flags,
        sp<IBinder>* handle,
        sp<IGraphicBufferProducer>* gbp)
{
    /* * createSurface must be called from the GL thread so that it can * have access to the GL context. */

    class MessageCreateLayer : public MessageBase {
        SurfaceFlinger* flinger;
        Client* client;
        sp<IBinder>* handle;
        sp<IGraphicBufferProducer>* gbp;
        status_t result;
        const String8& name;
        uint32_t w, h;
        PixelFormat format;
        uint32_t flags;
    public:
        MessageCreateLayer(SurfaceFlinger* flinger,
                const String8& name, Client* client,
                uint32_t w, uint32_t h, PixelFormat format, uint32_t flags,
                sp<IBinder>* handle,
                sp<IGraphicBufferProducer>* gbp)
            : flinger(flinger), client(client),
              handle(handle), gbp(gbp),
              name(name), w(w), h(h), format(format), flags(flags) {
        }
        status_t getResult() const { return result; }
        //handler是执行消息动作的地方,
        virtual bool handler() {
            result = flinger->createLayer(name, client, w, h, format, flags,
                    handle, gbp);
            return true;
        }
    };
    //首先封装消息
    sp<MessageBase> msg = new MessageCreateLayer(mFlinger.get(),
            name, this, w, h, format, flags, handle, gbp);
    //调用SF的postMessageSync发送同步消息
    mFlinger->postMessageSync(msg);
    return static_cast<MessageCreateLayer*>( msg.get() )->getResult();
}

类MessageBase就是封装了类似于一个Handler,里面有个Barrier,我们能够猜到,这个Barrier 肯定是用来进行同步发送消息的,利用Barrier 去等待”wait”。

class MessageBase : public MessageHandler
{
public:
    MessageBase();

    // return true if message has a handler
    virtual bool handler() = 0;

    // waits for the handler to be processed
    void wait() const { barrier.wait(); }

protected:
    virtual ~MessageBase();

private:
    virtual void handleMessage(const Message& message);

    mutable Barrier barrier;
};

MessageBase的handleMessage函数,可以看到MessageBase的handler()函数是真正消息处理的地方,执行完成后,调用barrier.open();,打开barrier,这样调用barrier.wait()的地方就能退出了。

void MessageBase::handleMessage(const Message&) {
    this->handler();
    barrier.open();
};

接着分析mFlinger->postMessageSync(msg);,这是给SF发同步消息的入口,当然也可以发异步消息,实现是类似的,

        status_t SurfaceFlinger::postMessageSync(const sp<MessageBase>& msg,
                nsecs_t reltime, uint32_t flags) {
            //向mEventQueue,即MessageQueue中发送消息
            status_t res = mEventQueue.postMessage(msg, reltime);
            //这里等着,同步就在同步函数中等着
            if (res == NO_ERROR) {
                msg->wait();
            }
            return res;
        }

可以看到在同步发送消息中,barrier在postMessageSync函数中一直等着呢(wait),等待SF调用handleMessage()函数去将barrier这个栅栏打开(open)。

SF处理消息

上面提到,处理消息的关键就在mLooper->pollOnce(-1);函数中,而pollOnce又会调用pollInner,只摘取了处理消息的一段,

int Looper::pollInner(int timeoutMillis) {
  // Invoke pending message callbacks.
    mNextMessageUptime = LLONG_MAX;
    while (mMessageEnvelopes.size() != 0) {
        nsecs_t now = systemTime(SYSTEM_TIME_MONOTONIC);
        const MessageEnvelope& messageEnvelope = mMessageEnvelopes.itemAt(0);
        if (messageEnvelope.uptime <= now) {
            // Remove the envelope from the list.
            // We keep a strong reference to the handler until the call to handleMessage
            // finishes. Then we drop it so that the handler can be deleted *before*
            // we reacquire our lock.
            { // obtain handler
                sp<MessageHandler> handler = messageEnvelope.handler;
                Message message = messageEnvelope.message;
                //把头删除啊
                mMessageEnvelopes.removeAt(0);
                mSendingMessage = true;
                mLock.unlock();

#if DEBUG_POLL_AND_WAKE || DEBUG_CALLBACKS
                ALOGD("%p ~ pollOnce - sending message: handler=%p, what=%d",
                        this, handler.get(), message.what);
#endif 
                //处理消息啊
                handler->handleMessage(message);
            } // release handler

            mLock.lock();
            mSendingMessage = false;
            result = ALOOPER_POLL_CALLBACK;
        } else {
            // The last message left at the head of the queue determines the next wakeup time.
            mNextMessageUptime = messageEnvelope.uptime;
            break;
        }
    }
}

从上面代码可以看到,发给SF的消息被封装在MessageEnvelope结构中,SF一直在mMessageEnvelopes队列中从头部取出消息,然后执行,即handler->handleMessage(message);

void MessageBase::handleMessage(const Message&) {
    this->handler();
    //打开栅栏
    barrier.open();
};

调用handleMessage执行handler(),所以SF创建Surface的核心代码就是SF的createLayer函数,

            result = flinger->createLayer(name, client, w, h, format, flags,
                    handle, gbp);

执行完成后,打开barrier。

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