基于API 23
SurfaceComposerClient的创建过程 WMS.addWinodw WMS添加window过程,最后会执行到session.windowAddedLocked
1 2 3 4 5 6 7 8 9 10 11 //WMS public int addWindow(Session session, IWindow client, int seq, WindowManager.LayoutParams attrs, int viewVisibility, int displayId, Rect outContentInsets, Rect outStableInsets, Rect outOutsets, InputChannel outInputChannel) { ... win.attach(); // WindowState ... } // WindowState.attch void attach() { mSession.windowAddedLocked(); }
Session.windowAddedLocked 创建 SurfaceSession 对象,并将当前 Session 添加到 WMS.mSessions 成员变量
1 2 3 4 5 6 7 8 9 10 void windowAddedLocked() { if (mSurfaceSession == null) { mSurfaceSession = new SurfaceSession(); mService.mSessions.add(this); if (mLastReportedAnimatorScale != mService.getCurrentAnimatorScale()) { mService.dispatchNewAnimatorScaleLocked(this); } } mNumWindow++; }
android_view_SurfaceSession.cpp SurfaceSession 的创建会调用 JNI,在 JNI 调用 nativeCreate() 构造了一个SurfaceComposerClient对象。并返回它的指针。这个对象一个应用程序就有一个,它是应用程序与SurfaceFlinger沟通的桥梁
1 2 3 4 5 6 7 8 9 10 11 // SurfaceSeesion public SurfaceSession() { mNativeClient = nativeCreate(); } // JNI static jlong nativeCreate(JNIEnv* env, jclass clazz) { // 创建 SurfaceComposeClient 空实现,查看onFirstRef SurfaceComposerClient* client = new SurfaceComposerClient(); client->incStrong((void*)nativeCreate); return reinterpret_cast<jlong>(client); }
SurfaceComposerClient.onFirstRef 通过SurfaceFlinger创造了一个Client对象,每一个APP都有一个Client对象向对应,通过这个代理对象可以跟SurfaceFlinger通信
1 2 3 4 5 6 7 8 void SurfaceComposerClient::onFirstRef() { .... sp<ISurfaceComposerClient> conn; //sf 就是SurfaceFlinger conn = (rootProducer != nullptr) ? sf->createScopedConnection(rootProducer) : sf->createConnection(); ... }
SurfaceFlinger.cpp 构造了一个Client对象,Client实现了ISurfaceComposerClient接口。是一个可以跨进程通信的aidl对象。除此之外它还可以创建Surface,并且维护一个应用程序的所有Layer
1 2 3 4 5 sp<ISurfaceComposerClient> SurfaceFlinger::createConnection(){ sp<ISurfaceComposerClient> bclient; sp<Client> client(new Client(this)); return bclient; }
Client.h 1 2 3 4 5 6 7 8 class Client : public BnSurfaceComposerClient { public: void attachLayer(const sp<IBinder>& handle, const sp<Layer>& layer); void detachLayer(const Layer* layer); };
Surface的创建 一个ViewRootImpl就对应一个Surface
1 2 3 4 5 final Surface mSurface = new Surface(); public Surface() { // 空构造函数,需要继续追看Surface赋值过程 }
ViewRootImpl.relayoutWindow 直接看ViewRootImpl的绘制流程
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 private void performTraversals() { finalView host = mView; //mView是一个Window的根View,对于Activity来说就是DecorView ... relayoutWindow(params, viewVisibility, insetsPending); ... performMeasure(childWidthMeasureSpec, childHeightMeasureSpec); ... performLayout(lp, mWidth, mHeight); ... performDraw(); ... } // 重布window private int relayoutWindow(WindowManager.LayoutParams params, ...) throws RemoteException { ... int relayoutResult = mWindowSession.relayout(mWindow,..., mSurface); ... }
WindowManagerService.relayoutWindow winAnimator.createSurfaceLocked实际上是创建了一个SurfaceControl。即上面是先构造SurfaceControl,然后在构造Surface
1 2 3 4 5 6 7 8 9 10 11 12 public int relayoutWindow(Session session, IWindow client....Surface outSurface){ ... result = createSurfaceControl(outSurface, result, win, winAnimator); ... } private int createSurfaceControl(Surface outSurface, int result, WindowState win,WindowStateAnimator winAnimator) { ... surfaceController = winAnimator.createSurfaceLocked(win.mAttrs.type, win.mOwnerUid); ... surfaceController.getSurface(outSurface); }
SurfaceControl的创建 通过SurfaceControl的构造函数创建了一个SurfaceControl对象,这个对象的作用其实就是负责维护Surface,Surface其实也是由这个对象负责创建的
1 2 3 4 5 6 7 long mNativeObject; //成员指针变量,指向native创建的SurfaceControl private SurfaceControl(...){ ... mNativeObject = nativeCreate(session, name, w, h, format, flags, parent != null ? parent.mNativeObject : 0, windowType, ownerUid); }
android_view_SurfaceControl.cpp 1 2 3 4 5 6 7 8 9 static jlong nativeCreate(JNIEnv* env, ...) { //这个client为前面创建的SurfaceComposerClinent sp<SurfaceComposerClient> client(android_view_SurfaceSession_getClient(env, sessionObj)); //创建成功之后,这个指针会指向新创建的SurfaceControl sp<SurfaceControl> surface; status_t err = client->createSurface(String8(name.c_str()), w, h, format, &surface, flags, parent, windowType, ownerUid); ... return reinterpret_cast<jlong>(surface.get()); //返回这个SurfaceControl的地址 }
SurfaceComposerClient.createSurface 创建时传入了一个对象 sp gbp, 后面会说吗应用所渲染的每一帧,实际上都会添加到IGraphicBufferProducer中,来等待SurfaceFlinger的渲染
1 2 3 4 5 6 7 8 9 10 11 12 13 //outSurface会指向新创建的SurfaceControl status_t SurfaceComposerClient::createSurface(...sp<SurfaceControl>* outSurface..) { sp<IGraphicBufferProducer> gbp; ... // 调用 之前缓存的client进行创建 err = mClient->createSurface(name, w, h, format, flags, parentHandle, windowType, ownerUid, &handle, &gbp); if (err == NO_ERROR) { //SurfaceControl创建成功, 指针赋值 sur = new SurfaceControl(this, handle, gbp, true); } return sur; }
Client.createSurface Client将应用程序创建Surface的请求转换为异步消息投递到SurfaceFlinger的消息队列中,将创建Surface的任务转交给SurfaceFlinger,因为同一时刻可以有多个应用程序请求SurfaceFlinger为其创建Surface,通过消息队列可以实现请求排队,然后SurfaceFlinger依次为应用程序创建Surface
1 2 3 4 5 6 7 8 9 10 11 12 13 14 status_t Client::createSurface( const String8& name, uint32_t w, uint32_t h, PixelFormat format, uint32_t flags, sp<IBinder>* handle, sp<IGraphicBufferProducer>* gbp) { ... sp<MessageBase> msg = new MessageCreateLayer(mFlinger.get(), name, this, w, h, format, flags, handle, gbp); mFlinger->postMessageSync(msg); return static_cast<MessageCreateLayer*>( msg.get() )->getResult(); }
SurfaceFlinger.createLayer 该函数中根据flag创建不同的Layer,Layer用于标示一个图层。 除了SurfaceFlinger需要统一管理系统中创建的所有Layer对象外,专门为每个应用程序进程服务的Client也需要统一管理当前应用程序进程所创建的Layer,因此在addClientLayer函数里还会通过Client::attachLayer将创建的Layer和该类对应的handle以键值对的方式保存到Client的成员变量mLayers表中
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 status_t SurfaceFlinger::createLayer(const String8& name,const sp<Client>& client...) { status_t result = NO_ERROR; //创建的layer sp<Layer> layer; switch (flags & ISurfaceComposerClient::eFXSurfaceMask) { case ISurfaceComposerClient::eFXSurfaceNormal: result = createBufferLayer(client, uniqueName, w, h, flags, format, handle, gbp, &layer); break; ... //Layer 其它情况的创建 } ... //这个layer和client相关联, 添加到Client的mLayers集合中 result = addClientLayer(client, *handle, *gbp, layer, *parent); ... return result; }
SurfaceFlinger.createNormalLayer SurfaceFlinger为应用程序创建好Layer后,需要统一管理这些Layer对象,因此通过函数addClientLayer将创建的Layer保存到当前State的Z秩序列表layersSortedByZ中,同时将这个Layer所对应的IGraphicBufferProducer本地Binder对象gbp保存到SurfaceFlinger的成员变量mGraphicBufferProducerList中
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 status_t SurfaceFlinger::createNormalLayer(const sp<Client>& client, const String8& name, uint32_t w, uint32_t h, uint32_t flags, PixelFormat& format, sp<IBinder>* handle, sp<IGraphicBufferProducer>* gbp, sp<Layer>* outLayer) { // initialize the surfaces switch (format) { case PIXEL_FORMAT_TRANSPARENT: case PIXEL_FORMAT_TRANSLUCENT: format = PIXEL_FORMAT_RGBA_8888; break; case PIXEL_FORMAT_OPAQUE: format = PIXEL_FORMAT_RGBX_8888; break; } *outLayer = new Layer(this, client, name, w, h, flags); status_t err = (*outLayer)->setBuffers(w, h, format, flags); if (err == NO_ERROR) { *handle = (*outLayer)->getHandle(); *gbp = (*outLayer)->getProducer(); } ALOGE_IF(err, "createNormalLayer() failed (%s)", strerror(-err)); return err; }
Layer.cpp 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 void Layer::onFirstRef() { // Creates a custom BufferQueue for SurfaceFlingerConsumer to use sp<IGraphicBufferProducer> producer; sp<IGraphicBufferConsumer> consumer; BufferQueue::createBufferQueue(&producer, &consumer); mProducer = new MonitoredProducer(producer, mFlinger); mSurfaceFlingerConsumer = new SurfaceFlingerConsumer(consumer, mTextureName); mSurfaceFlingerConsumer->setConsumerUsageBits(getEffectiveUsage(0)); mSurfaceFlingerConsumer->setContentsChangedListener(this); mSurfaceFlingerConsumer->setName(mName); #ifdef TARGET_DISABLE_TRIPLE_BUFFERING #warning "disabling triple buffering" mSurfaceFlingerConsumer->setDefaultMaxBufferCount(2); #else mSurfaceFlingerConsumer->setDefaultMaxBufferCount(3); #endif const sp<const DisplayDevice> hw(mFlinger->getDefaultDisplayDevice()); updateTransformHint(hw); }
BufferQueue.cpp
BufferQueue是一个服务中心,IGraphicBufferProducer和IGraphicBufferConsumer 所需要使用的buffer必须要通过它来管理。比如说当IGraphicBufferProducer想要获取一个buffer时,它不能越过BufferQueue直接与IGraphicBufferConsumer进行联系,反之亦然。
IGraphicBufferProducer就是“填充”buffer空间的人,通常情况下是应用程序。因为应用程序不断地刷新UI,从而将产生的显示数据源源不断地写到buffer中。当IGraphicBufferProducer需要使用一块buffer时,它首先会向中介BufferQueue发起dequeueBuffer申请,然后才能对指定的buffer进行操作。此时buffer就只属于IGraphicBufferProducer一个人的了,它可以对buffer进行任何必要的操作,而IGraphicBufferConsumer此刻绝不能操作这块buffer。当IGraphicBufferProducer认为一块buffer已经写入完成后,它进一步调用queueBuffer函数。从字面上看这个函数是“入列”的意思,形象地表达了buffer此时的操作,把buffer归还到BufferQueue的队列中。一旦queue成功后,buffer的owner也就随之改变为BufferQueue了
IGraphicBufferConsumer是与IGraphicBufferProducer相对应的,它的操作同样受到BufferQueue的管控。当一块buffer已经就绪后,IGraphicBufferConsumer就可以开始工作了。
1 2 3 4 5 6 7 8 void BufferQueue::createBufferQueue(sp<IGraphicBufferProducer>* outProducer, sp<IGraphicBufferConsumer>* outConsumer, const sp<IGraphicBufferAlloc>& allocator) { sp<BufferQueueCore> core(new BufferQueueCore(allocator)); *outProducer = producer; *outConsumer = consumer; }
从SurfaceControl中获取Surface 上面完成了 surfaceController的创建跟踪,下面分析从surfaceController获取surface过程
1 2 3 4 5 6 7 private int createSurfaceControl(Surface outSurface, int result, WindowState win,WindowStateAnimator winAnimator) { ... // 上面完成了 surfaceController的创建 SurfaceControl surfaceController = winAnimator.createSurfaceLocked(); // 下面分析 surfaceController获取surface outSurface.copyFrom(surfaceControl); }
android_view_Surface.nativeCreateFromSurfaceControl JNI构建方法获取到一个指针,
1 2 3 4 5 6 7 8 9 10 static jlong nativeCreateFromSurfaceControl(JNIEnv* env, jclass clazz, jlong surfaceControlNativeObj) { // 把java指针转化内native指针 sp<SurfaceControl> ctrl(reinterpret_cast<SurfaceControl *>(surfaceControlNativeObj)); // 直接构造一个Surface,指向 ctrl->getSurface() sp<Surface> surface(ctrl->getSurface()); if (surface != NULL) { surface->incStrong(&sRefBaseOwner); //强引用 } return reinterpret_cast<jlong>(surface.get()); }
SurfaceControl.getSurface 创建一个native层的Surface对象,并将该对象指针返回给Java层的Surface,从而建立Java层的Surface和native层Surface的关联关系 另外Surface和SurfaceControl都持有mGraphicBufferProducer用于操作位于SurfaceFlinger中的图形buffer
1 2 3 4 5 6 7 8 sp<Surface> SurfaceControl::getSurface() const { Mutex::Autolock _l(mLock); if (mSurfaceData == 0) { mSurfaceData = new Surface(mGraphicBufferProducer, false); } return mSurfaceData; }
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