SurfaceFlinger合成流程(二)
SurfaceFlinger合成流程
MessageQueue中分發兩個消息,一個INVALIDATE,一個REFRESH,SurfaceFlinger對這兩個消息的響應過程,就是合成的過程。
消息INVALIDATE處理
在onFrameAvailable時,調用signalLayerUpdate,將觸發INVALIDATE消息。SurfaceFlinger收到這個消息的處理如下:
void SurfaceFlinger::onMessageReceived(int32_t what) {
ATRACE_CALL();
switch (what) {
case MessageQueue::INVALIDATE: {
bool frameMissed = !mHadClientComposition &&
mPreviousPresentFence != Fence::NO_FENCE &&
(mPreviousPresentFence->getSignalTime() ==
Fence::SIGNAL_TIME_PENDING);
ATRACE_INT("FrameMissed", static_cast<int>(frameMissed));
if (mPropagateBackpressure && frameMissed) {
signalLayerUpdate();
break;
}
updateVrFlinger();
bool refreshNeeded = handleMessageTransaction();
refreshNeeded |= handleMessageInvalidate();
refreshNeeded |= mRepaintEverything;
if (refreshNeeded) {
signalRefresh();
}
break;
}
case MessageQueue::REFRESH: {
handleMessageRefresh();
break;
}
}
}
在INVALIDATE過程中,主要做以下處理:
- 對丟幀的處理
如果丟幀,且mPropagateBackpressure為true,mPropagateBackpressure表示顯示給壓力了。顯示說,太慢了,都丟幀了,給點壓力,上層趕緊處理。mPropagateBackpressure是在SurfaceFlinger的構造函數中初始化的,受debug.sf.disable_backpressure
屬性的控制。
property_get("debug.sf.disable_backpressure", value, "0");
mPropagateBackpressure = !atoi(value);
- 更新VR updateVrFlinger
這個只有在VR模式下才會起作用,我們這里先不管VR的事。
- 處理Transition
Transition的處理,前面我們已經說過,只是當時不清楚是什么時候觸發的,現在清楚了。Vsync到來后,觸發INVALIDATE消息時先去處理Transition。處理的過程就是前面已經說過的handleMessageTransaction,有需要可以回頭去看看。這個過程就是處理應用傳過來的各種Transition,需要記住的是在commit Transition時,又個狀態的更替,mCurrentState賦值給了mDrawingState。
void SurfaceFlinger::commitTransaction()
{
... ...
mDrawingState = mCurrentState;
mDrawingState.traverseInZOrder([](Layer* layer) {
layer->commitChildList();
});
... ...
}
所以SurfaceFlinger兩個狀態:
mCurrentState狀態, 準備數據,應用傳過來的數據保存在mCurrentState中。
mDrawingState狀態,進程合成狀態,需要進行合成的數據保存在mDrawingState中。
也就是說,每次合成時,先更新一下狀態數據。每一層Layer也需要去更新狀態數據。
- 處理Invalidate
這是一個重要的流程,handleMessageInvalidate函數如下:
bool SurfaceFlinger::handleMessageInvalidate() {
ATRACE_CALL();
return handlePageFlip();
}
主要是調用handlePageFlip,做Page的Flip。
bool SurfaceFlinger::handlePageFlip()
{
ALOGV("handlePageFlip");
nsecs_t latchTime = systemTime();
bool visibleRegions = false;
bool frameQueued = false;
bool newDataLatched = false;
mDrawingState.traverseInZOrder([&](Layer* layer) {
if (layer->hasQueuedFrame()) {
frameQueued = true;
if (layer->shouldPresentNow(mPrimaryDispSync)) {
mLayersWithQueuedFrames.push_back(layer);
} else {
layer->useEmptyDamage();
}
} else {
layer->useEmptyDamage();
}
});
for (auto& layer : mLayersWithQueuedFrames) {
const Region dirty(layer->latchBuffer(visibleRegions, latchTime));
layer->useSurfaceDamage();
invalidateLayerStack(layer, dirty);
if (layer->isBufferLatched()) {
newDataLatched = true;
}
}
mVisibleRegionsDirty |= visibleRegions;
// If we will need to wake up at some time in the future to deal with a
// queued frame that shouldn't be displayed during this vsync period, wake
// up during the next vsync period to check again.
if (frameQueued && (mLayersWithQueuedFrames.empty() || !newDataLatched)) {
signalLayerUpdate();
}
// Only continue with the refresh if there is actually new work to do
return !mLayersWithQueuedFrames.empty() && newDataLatched;
}
mLayersWithQueuedFrames,用于標記那些已經有Frame的Layer,這得從Layer的onFrameAvailable說起。
void BufferLayer::onFrameAvailable(const BufferItem& item) {
// Add this buffer from our internal queue tracker
{ // Autolock scope
Mutex::Autolock lock(mQueueItemLock);
mFlinger->mInterceptor.saveBufferUpdate(this, item.mGraphicBuffer->getWidth(),
item.mGraphicBuffer->getHeight(),
item.mFrameNumber);
// Reset the frame number tracker when we receive the first buffer after
// a frame number reset
if (item.mFrameNumber == 1) {
mLastFrameNumberReceived = 0;
}
// Ensure that callbacks are handled in order
while (item.mFrameNumber != mLastFrameNumberReceived + 1) {
status_t result = mQueueItemCondition.waitRelative(mQueueItemLock,
ms2ns(500));
if (result != NO_ERROR) {
ALOGE("[%s] Timed out waiting on callback", mName.string());
}
}
mQueueItems.push_back(item);
android_atomic_inc(&mQueuedFrames);
// Wake up any pending callbacks
mLastFrameNumberReceived = item.mFrameNumber;
mQueueItemCondition.broadcast();
}
mFlinger->signalLayerUpdate();
}
onFrameAvailable時,先將Buffer的窗口屬性保存在mInterceptor中,這里我們暫時不看,記得標記一下。然后對FrameNumber進行處理,一是確保FrameNumber被重置時,重置mLastFrameNumberReceived,二時,確保FrameNumber的順序。之后,將新過來的BufferItem,push到mQueueItems中,對mQueuedFrames數進行+1。最后才觸發SurfaceFlinger進行signalLayerUpdate。
回到handlePageFlip。所以,對于觸發SurfaceFlinger進行signalLayerUpdate的Layer,hasQueuedFrame為true,是有Queued的Frame的。
但是mLayersWithQueuedFrames還要一個條件,shouldPresentNow。
bool BufferLayer::shouldPresentNow(const DispSync& dispSync) const {
if (mSidebandStreamChanged || mAutoRefresh) {
return true;
}
Mutex::Autolock lock(mQueueItemLock);
if (mQueueItems.empty()) {
return false;
}
auto timestamp = mQueueItems[0].mTimestamp;
nsecs_t expectedPresent = mConsumer->computeExpectedPresent(dispSync);
// Ignore timestamps more than a second in the future
bool isPlausible = timestamp < (expectedPresent + s2ns(1));
ALOGW_IF(!isPlausible,
"[%s] Timestamp %" PRId64 " seems implausible "
"relative to expectedPresent %" PRId64,
mName.string(), timestamp, expectedPresent);
bool isDue = timestamp < expectedPresent;
return isDue || !isPlausible;
}
在shouldPresentNow的判斷邏輯中,首先根據DispSync,去計算期望顯示的時間。再看看Buffer的時間戳和期望顯示的時間,如果Buffer的時間還沒有到,且和期望顯示的時間之間差不到1秒,那么shouldPresentNow成立。該Layer標記為mLayersWithQueuedFrames;否則,Layer使用空的DamageRegion。記住這個DamageRegion。
void BufferLayer::useEmptyDamage() {
surfaceDamageRegion.clear();
}
繼續handlePageFlip函數分析。
- 對mLayersWithQueuedFrames標記的Layer進行處理
首先,通過latchBuffer獲取Layer的Buffer;再更新Surface的Damage;再通過invalidateLayerStack去刷新臟區域,驗證LayerStack。記住LayerStack這個概念。處理這塊稍后繼續~~~
注意這里重新signalLayerUpdate的邏輯。
if (frameQueued && (mLayersWithQueuedFrames.empty() || !newDataLatched)) {
signalLayerUpdate();
}
有BufferQueue過來,但是還沒有到顯示時間(mLayersWithQueuedFrames為空),或者沒有獲取到Buffer。重新觸發一次更新~
注意handlePageFlip的返回值,有Layer要顯示,且獲取到Buffer時,才返回true。注意這里的mVisibleRegionsDirty,mVisibleRegionsDirty,臟區域,表示可見區域有更新。
handlePageFlip獲取Buffer
繼續前面的Buffer的處理
for (auto& layer : mLayersWithQueuedFrames) {
const Region dirty(layer->latchBuffer(visibleRegions, latchTime));
layer->useSurfaceDamage();
invalidateLayerStack(layer, dirty);
if (layer->isBufferLatched()) {
newDataLatched = true;
}
}
- 獲取 Buffer
Layer的latchBuffer函數比較長,這里將去獲取Producer Queue過來的數據。我們分段來看:
* frameworks/native/services/surfaceflinger/BufferLayer.cpp
Region BufferLayer::latchBuffer(bool& recomputeVisibleRegions, nsecs_t latchTime) {
ATRACE_CALL();
if (android_atomic_acquire_cas(true, false, &mSidebandStreamChanged) == 0) {
// mSidebandStreamChanged was true
mSidebandStream = mConsumer->getSidebandStream();
// replicated in LayerBE until FE/BE is ready to be synchronized
getBE().compositionInfo.hwc.sidebandStream = mSidebandStream;
if (getBE().compositionInfo.hwc.sidebandStream != NULL) {
setTransactionFlags(eTransactionNeeded);
mFlinger->setTransactionFlags(eTraversalNeeded);
}
recomputeVisibleRegions = true;
const State& s(getDrawingState());
return getTransform().transform(Region(Rect(s.active.w, s.active.h)));
}
... ...
android_atomic_acquire_cas是比較-設置的原子操縱函數,如果變量第三個參數和第一個相等,那么將第二個參數賦值給第三個參數,成功返回0。mSidebandStreamChanged為true,說明Sideband流改變了,這里處理后,就返回了。
* frameworks/native/services/surfaceflinger/BufferLayer.cpp
... ...
Region outDirtyRegion;
... ... // 如果條件不滿足,直接返回
const State& s(getDrawingState());
const bool oldOpacity = isOpaque(s);
sp<GraphicBuffer> oldBuffer = getBE().compositionInfo.mBuffer;
if (!allTransactionsSignaled()) {
mFlinger->signalLayerUpdate();
return outDirtyRegion;
}
oldBuffer,前一幀的Buffer~
allTransactionsSignaled,確保所有的Fence都已經Signal出來。記住這個點,Fence相關的知識。
* frameworks/native/services/surfaceflinger/BufferLayer.cpp
... ...
bool queuedBuffer = false;
LayerRejecter r(mDrawingState, getCurrentState(), recomputeVisibleRegions,
getProducerStickyTransform() != 0, mName.string(),
mOverrideScalingMode, mFreezeGeometryUpdates);
status_t updateResult =
mConsumer->updateTexImage(&r, mFlinger->mPrimaryDispSync,
&mAutoRefresh, &queuedBuffer,
mLastFrameNumberReceived);
if (updateResult == BufferQueue::PRESENT_LATER) {
mFlinger->signalLayerUpdate();
return outDirtyRegion;
} else if (updateResult == BufferLayerConsumer::BUFFER_REJECTED) {
if (queuedBuffer) {
Mutex::Autolock lock(mQueueItemLock);
mQueueItems.removeAt(0);
android_atomic_dec(&mQueuedFrames);
}
return outDirtyRegion;
} else if (updateResult != NO_ERROR || mUpdateTexImageFailed) {
if (queuedBuffer) {
Mutex::Autolock lock(mQueueItemLock);
mQueueItems.clear();
android_atomic_and(0, &mQueuedFrames);
}
mUpdateTexImageFailed = true;
return outDirtyRegion;
}
LayerRejecter顧名思義,用以決定是否拒絕這個Layer。updateTexImage 很關鍵,這里去獲取的Buffer,將通過acquireBuffer函數去請求Buffer。前面我們已經說過BufferQueue的acquireBuffer流程。
updateTexImage有多種返回結果:
PRESENT_LATER:稍后顯示,暫時不顯示,觸發SurfaceFlinger重新刷新signalLayerUpdate。
BUFFER_REJECTED: Buffer被Reject掉,這一幀數據將不再被顯示,從mQueueItems中去掉這一幀的Buffer,mQueuedFrames也-1。
更新失敗或出錯:處理和BUFFER_REJECTED類似。
updateTexImage的流程稍后再看,我們將這個函數讀完。
-
frameworks/native/services/surfaceflinger/BufferLayer.cpp
... ...if (queuedBuffer) {
// Autolock scope
auto currentFrameNumber = mConsumer->getFrameNumber();Mutex::Autolock lock(mQueueItemLock); // 刪掉updateTexImage中已經被丟棄的Buffer while (mQueueItems[0].mFrameNumber != currentFrameNumber) { mQueueItems.removeAt(0); android_atomic_dec(&mQueuedFrames); } mQueueItems.removeAt(0);
}
if ((queuedBuffer && android_atomic_dec(&mQueuedFrames) > 1) ||
mAutoRefresh) {
mFlinger->signalLayerUpdate();
}
如果獲取Buffer后,隊列中還有其他的Buffer,觸發SurfaceFlinger去再做一次刷新signalLayerUpdate,在下一個Vsync再處理。
* frameworks/native/services/surfaceflinger/BufferLayer.cpp
... ...
// update the active buffer
getBE().compositionInfo.mBuffer =
mConsumer->getCurrentBuffer(&getBE().compositionInfo.mBufferSlot);
// replicated in LayerBE until FE/BE is ready to be synchronized
mActiveBuffer = getBE().compositionInfo.mBuffer;
if (getBE().compositionInfo.mBuffer == NULL) {
// this can only happen if the very first buffer was rejected.
return outDirtyRegion;
}
更新Active的Buffer,mActiveBuffer就是我們這次合成,該Layer的數據。如果沒有獲取到,返回。
-
frameworks/native/services/surfaceflinger/BufferLayer.cpp
... ...mBufferLatched = true;
mPreviousFrameNumber = mCurrentFrameNumber;
mCurrentFrameNumber = mConsumer->getFrameNumber();{
Mutex::Autolock lock(mFrameEventHistoryMutex);
mFrameEventHistory.addLatch(mCurrentFrameNumber, latchTime);
}
mFrameEventHistory,記錄Frame的歷史,Producer和Consumer對Frame的處理。
* frameworks/native/services/surfaceflinger/BufferLayer.cpp
... ...
mRefreshPending = true;
mFrameLatencyNeeded = true;
if (oldBuffer == NULL) {
// the first time we receive a buffer, we need to trigger a
// geometry invalidation.
recomputeVisibleRegions = true;
}
setDataSpace(mConsumer->getCurrentDataSpace());
Rect crop(mConsumer->getCurrentCrop());
const uint32_t transform(mConsumer->getCurrentTransform());
const uint32_t scalingMode(mConsumer->getCurrentScalingMode());
if ((crop != mCurrentCrop) ||
(transform != mCurrentTransform) ||
(scalingMode != mCurrentScalingMode)) {
mCurrentCrop = crop;
mCurrentTransform = transform;
mCurrentScalingMode = scalingMode;
recomputeVisibleRegions = true;
}
if (oldBuffer != NULL) {
uint32_t bufWidth = getBE().compositionInfo.mBuffer->getWidth();
uint32_t bufHeight = getBE().compositionInfo.mBuffer->getHeight();
if (bufWidth != uint32_t(oldBuffer->width) ||
bufHeight != uint32_t(oldBuffer->height)) {
recomputeVisibleRegions = true;
}
}
mCurrentOpacity = getOpacityForFormat(getBE().compositionInfo.mBuffer->format);
if (oldOpacity != isOpaque(s)) {
recomputeVisibleRegions = true;
}
這里主要是根據新的Buffer的屬性,和上一幀Buffer的的數據,做比較,看看是否需要重新去計算可見區域。
* frameworks/native/services/surfaceflinger/BufferLayer.cpp
... ...
{
Mutex::Autolock lock(mLocalSyncPointMutex);
auto point = mLocalSyncPoints.begin();
while (point != mLocalSyncPoints.end()) {
if (!(*point)->frameIsAvailable() || !(*point)->transactionIsApplied()) {
// This sync point must have been added since we started
// latching. Don't drop it yet.
++point;
continue;
}
if ((*point)->getFrameNumber() <= mCurrentFrameNumber) {
point = mLocalSyncPoints.erase(point);
} else {
++point;
}
}
}
// FIXME: postedRegion should be dirty & bounds
Region dirtyRegion(Rect(s.active.w, s.active.h));
// transform the dirty region to window-manager space
outDirtyRegion = (getTransform().transform(dirtyRegion));
return outDirtyRegion;
}
最后,是對SyncPoint進行處理,新latch的buffer相關的Syncpoint都刪掉。返回的是outDirtyRegion,對dirtyRegion做了transform變換后的區域大小。
我們再回過頭看updateTexImage,updateTexImage函數實現如下:
status_t BufferLayerConsumer::updateTexImage(BufferRejecter* rejecter, const DispSync& dispSync,
bool* autoRefresh, bool* queuedBuffer,
uint64_t maxFrameNumber) {
... ...
BufferItem item;
status_t err = acquireBufferLocked(&item, computeExpectedPresent(dispSync), maxFrameNumber);
if (err != NO_ERROR) {
if (err == BufferQueue::NO_BUFFER_AVAILABLE) {
err = NO_ERROR;
} else if (err == BufferQueue::PRESENT_LATER) {
// return the error, without logging
} else {
BLC_LOGE("updateTexImage: acquire failed: %s (%d)", strerror(-err), err);
}
return err;
}
if (autoRefresh) {
*autoRefresh = item.mAutoRefresh;
}
if (queuedBuffer) {
*queuedBuffer = item.mQueuedBuffer;
}
int slot = item.mSlot;
if (rejecter && rejecter->reject(mSlots[slot].mGraphicBuffer, item)) {
releaseBufferLocked(slot, mSlots[slot].mGraphicBuffer);
return BUFFER_REJECTED;
}
// Release the previous buffer.
err = updateAndReleaseLocked(item, &mPendingRelease);
if (err != NO_ERROR) {
return err;
}
if (!SyncFeatures::getInstance().useNativeFenceSync()) {
err = bindTextureImageLocked();
}
return err;
}
updateTexImage過程大致如下:
1.拿到一塊Buffer,從BufferQueue中,acquireBufferLocked
status_t BufferLayerConsumer::acquireBufferLocked(BufferItem* item, nsecs_t presentWhen,
uint64_t maxFrameNumber) {
status_t err = ConsumerBase::acquireBufferLocked(item, presentWhen, maxFrameNumber);
if (err != NO_ERROR) {
return err;
}
// If item->mGraphicBuffer is not null, this buffer has not been acquired
// before, so any prior EglImage created is using a stale buffer. This
// replaces any old EglImage with a new one (using the new buffer).
if (item->mGraphicBuffer != NULL) {
mImages[item->mSlot] = new Image(item->mGraphicBuffer, mRE);
}
return NO_ERROR;
}
acquireBufferLocked通過父類,ConsumerBase的acquireBufferLocked函數去獲取Buffer,如果Buffer不為空,創建Eglimage。
在ConsumerBase的acquireBufferLocked中,正式通過BufferQueue的BufferQueueConsumer去acquireBuffer。代碼如下:
status_t ConsumerBase::acquireBufferLocked(BufferItem *item,
nsecs_t presentWhen, uint64_t maxFrameNumber) {
if (mAbandoned) {
CB_LOGE("acquireBufferLocked: ConsumerBase is abandoned!");
return NO_INIT;
}
status_t err = mConsumer->acquireBuffer(item, presentWhen, maxFrameNumber);
if (err != NO_ERROR) {
return err;
}
if (item->mGraphicBuffer != NULL) {
if (mSlots[item->mSlot].mGraphicBuffer != NULL) {
freeBufferLocked(item->mSlot);
}
mSlots[item->mSlot].mGraphicBuffer = item->mGraphicBuffer;
}
mSlots[item->mSlot].mFrameNumber = item->mFrameNumber;
mSlots[item->mSlot].mFence = item->mFence;
CB_LOGV("acquireBufferLocked: -> slot=%d/%" PRIu64,
item->mSlot, item->mFrameNumber);
return OK;
}
acquireBuffer的流程前面已經說過,拿到Buffer后,將Buffer保存在mSlots[item->mSlot].mGraphicBuffer
中。同時更新mFrameNumber和mFence。
2.檢測Buffer可用不,不可用就Reject掉,rejecter->reject
相關的邏輯在類LayerRejecter中:
* frameworks/native/services/surfaceflinger/LayerRejecter.cpp
代碼這里就不貼了,在reject邏輯中,其一是判斷釋放需要重新計算可見區域mRecomputeVisibleRegions;其二,看看Buffer的屬性和狀態描述中的屬性釋放吻合,不一直就reject掉;
3.更新Buffer,釋放上一個Buffer,updateAndReleaseLocked
updateAndReleaseLocked函數實現如下:
status_t BufferLayerConsumer::updateAndReleaseLocked(const BufferItem& item,
PendingRelease* pendingRelease) {
status_t err = NO_ERROR;
int slot = item.mSlot;
// Do whatever sync ops we need to do before releasing the old slot.
if (slot != mCurrentTexture) {
err = syncForReleaseLocked();
if (err != NO_ERROR) {
// Release the buffer we just acquired. It's not safe to
// release the old buffer, so instead we just drop the new frame.
// As we are still under lock since acquireBuffer, it is safe to
// release by slot.
releaseBufferLocked(slot, mSlots[slot].mGraphicBuffer);
return err;
}
}
BLC_LOGV("updateAndRelease: (slot=%d buf=%p) -> (slot=%d buf=%p)", mCurrentTexture,
mCurrentTextureImage != NULL ? mCurrentTextureImage->graphicBufferHandle() : 0, slot,
mSlots[slot].mGraphicBuffer->handle);
// Hang onto the pointer so that it isn't freed in the call to
// releaseBufferLocked() if we're in shared buffer mode and both buffers are
// the same.
sp<Image> nextTextureImage = mImages[slot];
// release old buffer
if (mCurrentTexture != BufferQueue::INVALID_BUFFER_SLOT) {
if (pendingRelease == nullptr) {
status_t status =
releaseBufferLocked(mCurrentTexture, mCurrentTextureImage->graphicBuffer());
if (status < NO_ERROR) {
BLC_LOGE("updateAndRelease: failed to release buffer: %s (%d)", strerror(-status),
status);
err = status;
// keep going, with error raised [?]
}
} else {
pendingRelease->currentTexture = mCurrentTexture;
pendingRelease->graphicBuffer = mCurrentTextureImage->graphicBuffer();
pendingRelease->isPending = true;
}
}
// Update the BufferLayerConsumer state.
mCurrentTexture = slot;
mCurrentTextureImage = nextTextureImage;
mCurrentCrop = item.mCrop;
mCurrentTransform = item.mTransform;
mCurrentScalingMode = item.mScalingMode;
mCurrentTimestamp = item.mTimestamp;
mCurrentDataSpace = item.mDataSpace;
mCurrentHdrMetadata = item.mHdrMetadata;
mCurrentFence = item.mFence;
mCurrentFenceTime = item.mFenceTime;
mCurrentFrameNumber = item.mFrameNumber;
mCurrentTransformToDisplayInverse = item.mTransformToDisplayInverse;
mCurrentSurfaceDamage = item.mSurfaceDamage;
computeCurrentTransformMatrixLocked();
return err;
}
該函數中,處理Fence相關的邏輯比較多,后續我們將用專門的章節來講述Android中Fence同步機制,這里先不要太關注它。該函數中主要作用如下:
- syncForReleaseLocked,mCurrentTexture是上一個Buffer的序號slot,我們需要給舊Buffer設置ReleaseFence。
- releaseBufferLocked,release掉舊的Buffer,先加到mPendingRelease中,待合成完成后release掉Pending的Buffer。
- 更新BufferLayerConsumer的狀態,Buffer的屬性都保存到mCurrent**定義的屬性中。
到此updateTexImage函數完成。
latchBuffer中,再通過getCurrentBuffer去獲取Consumer中已經更了Buffer。代碼如下:
sp<GraphicBuffer> BufferLayerConsumer::getCurrentBuffer(int* outSlot) const {
Mutex::Autolock lock(mMutex);
if (outSlot != nullptr) {
*outSlot = mCurrentTexture;
}
return (mCurrentTextureImage == nullptr) ? NULL : mCurrentTextureImage->graphicBuffer();
}
mCurrentTextureImage,也是按照slot從mImages中獲取的,前面acquireBuffer時,Buffer根據slot保存在mImages中。
到此,Layer中已經獲取到Buffer的數據。需要注意的是,這不是對單個的Layer,而是所有的mLayersWithQueuedFrames都會走上面的流程,而每個Layer有自己的BufferLayerConsumer和BufferQueue。
我們先來看看看這里遇到的幾個類間的相互關系:
還算比較清晰吧~這里我們只關心Buffer從哪兒來,到哪兒去就行了
拿到Buffer后,更新Layer的Damage,useSurfaceDamage,Damage表示Layer的那些區域被破壞了,被破壞的區域需要重新合成顯示。
const Region& BufferLayerConsumer::getSurfaceDamage() const {
return mCurrentSurfaceDamage;
}
surfaceDamage就前面updateTexture時一起更新的mCurrentSurfaceDamage。
invalidateLayerStack的處理如下:
void SurfaceFlinger::invalidateLayerStack(const sp<const Layer>& layer, const Region& dirty) {
for (size_t dpy=0 ; dpy<mDisplays.size() ; dpy++) {
const sp<DisplayDevice>& hw(mDisplays[dpy]);
if (layer->belongsToDisplay(hw->getLayerStack(), hw->isPrimary())) {
hw->dirtyRegion.orSelf(dirty);
}
}
}
layerStack,Layer的棧,Android支持多個屏幕,layer可以定制化的只顯示到某個顯示屏幕上。其中就是靠layerStack來實現的。Layer的stack值如果和DisplayDevice的stack值一樣,那說明這個layer是屬于這個顯示屏幕的。
INVALIDATE消息處理,基本完成。如果需要刷新,觸發刷新的消息:
if (refreshNeeded) {
signalRefresh();
}
什么時候需要刷新?
- 有新的Transaction處理
- PageFlip時,有Buffer更新!~
- 有重新合成請求時mRepaintEverything,這是響應HWC的請求時觸發的。
刷新消息REFRESH處理
signalRefresh函數如下:
void SurfaceFlinger::signalRefresh() {
mRefreshPending = true;
mEventQueue.refresh();
}
還是通過MessageQueue來進行分發~
void MessageQueue::refresh() {
mHandler->dispatchRefresh();
}
最終,還是會調回SurfaceFlinger的onMessageReceived函數,這是這里的massage為REFRESH。注意,這過程中不用去等Vsync的,INVALIDATE時,是需要等Vsync的。也就是說,INVALIDATE和REFRESH是在同一個Vsync周期內完成的。
SurfaceFlinger收到REFRESH請求后,在 handleMessageRefresh 函數中進行處理。
void SurfaceFlinger::handleMessageRefresh() {
ATRACE_CALL();
mRefreshPending = false;
nsecs_t refreshStartTime = systemTime(SYSTEM_TIME_MONOTONIC);
preComposition(refreshStartTime);
rebuildLayerStacks();
setUpHWComposer();
doDebugFlashRegions();
doTracing("handleRefresh");
doComposition();
postComposition(refreshStartTime);
mPreviousPresentFence = getBE().mHwc->getPresentFence(HWC_DISPLAY_PRIMARY);
mHadClientComposition = false;
for (size_t displayId = 0; displayId < mDisplays.size(); ++displayId) {
const sp<DisplayDevice>& displayDevice = mDisplays[displayId];
mHadClientComposition = mHadClientComposition ||
getBE().mHwc->hasClientComposition(displayDevice->getHwcDisplayId());
}
mLayersWithQueuedFrames.clear();
}
handleMessageRefresh 函數中,包含了刷新一幀顯示數據所有的流程。下面我們分別來進行說明。
合成前處理 preComposition
preComposition函數如下:
void SurfaceFlinger::preComposition(nsecs_t refreshStartTime)
{
ATRACE_CALL();
ALOGV("preComposition");
bool needExtraInvalidate = false;
mDrawingState.traverseInZOrder([&](Layer* layer) {
if (layer->onPreComposition(refreshStartTime)) {
needExtraInvalidate = true;
}
});
if (needExtraInvalidate) {
signalLayerUpdate();
}
}
在合成前,先遍歷所有需要進行合成的Layer,調Layer的onPreComposition方法。
ColorLayer的onPreComposition,返回值是固定的,為true;BufferLayer的onPreComposition如下:
bool BufferLayer::onPreComposition(nsecs_t refreshStartTime) {
if (mBufferLatched) {
Mutex::Autolock lock(mFrameEventHistoryMutex);
mFrameEventHistory.addPreComposition(mCurrentFrameNumber,
refreshStartTime);
}
mRefreshPending = false;
return mQueuedFrames > 0 || mSidebandStreamChanged ||
mAutoRefresh;
}
onPreComposition中主要作用為:
- mFrameEventHistory記錄PreComposition事件
- 判斷是否需要再觸發SurfaceFlinger繼續接受Vsync進行合成
這3中情況需要:如果mQueuedFrames的值大于0,說明這個時候BufferQueue中還有Buffer,之前我們在acquireBuffer的時候,已經做了-1操縱;SidebandStream改變;或者是自動刷新模式。
如果需要再觸發SurfaceFlinger工作,調signalLayerUpdate函數。
重構Layer的Stack rebuildLayerStacks
現在,我們需要合成顯示的Layer數據,都保存在mDrawingState的layersSortedByZ中,且是按照z-order的順序進行存放。那么rebuild Layer又是做什么呢?
void SurfaceFlinger::rebuildLayerStacks() {
ATRACE_CALL();
ALOGV("rebuildLayerStacks");
// rebuild the visible layer list per screen
if (CC_UNLIKELY(mVisibleRegionsDirty)) {
ATRACE_NAME("rebuildLayerStacks VR Dirty");
mVisibleRegionsDirty = false;
invalidateHwcGeometry();
for (size_t dpy=0 ; dpy<mDisplays.size() ; dpy++) {
Region opaqueRegion;
Region dirtyRegion;
Vector<sp<Layer>> layersSortedByZ;
Vector<sp<Layer>> layersNeedingFences;
const sp<DisplayDevice>& displayDevice(mDisplays[dpy]);
const Transform& tr(displayDevice->getTransform());
const Rect bounds(displayDevice->getBounds());
if (displayDevice->isDisplayOn()) {
computeVisibleRegions(displayDevice, dirtyRegion, opaqueRegion);
... ...
}
displayDevice->setVisibleLayersSortedByZ(layersSortedByZ);
displayDevice->setLayersNeedingFences(layersNeedingFences);
displayDevice->undefinedRegion.set(bounds);
displayDevice->undefinedRegion.subtractSelf(
tr.transform(opaqueRegion));
displayDevice->dirtyRegion.orSelf(dirtyRegion);
}
}
}
rebuild Layer的前提是存在臟區域,mVisibleRegionsDirty為true。invalidateHwcGeometry重置mGeometryInvalid標記,這個標識后面會用到。
Android支持多個屏幕,每個屏幕的顯示數據并不是完全一樣的,每個Display是分開合成的;也就是說,layersSortedByZ中的layer需要根據顯示屏的特性,分別進行合成,合成后的數據,送給各自的顯示屏。
mDisplays是當前系統中的顯示屏,isDisplayOn判斷屏幕是否是打開的。主屏幕是默認支持的,處于打開狀態。
computeVisibleRegions,計算可見區域。Layer中有很多個區域,不太好理解。computeVisibleRegions函數實現如下:
void SurfaceFlinger::computeVisibleRegions(const sp<const DisplayDevice>& displayDevice,
Region& outDirtyRegion, Region& outOpaqueRegion)
{
ATRACE_CALL();
ALOGV("computeVisibleRegions");
Region aboveOpaqueLayers;
Region aboveCoveredLayers;
Region dirty;
outDirtyRegion.clear();
mDrawingState.traverseInReverseZOrder([&](Layer* layer) {
// start with the whole surface at its current location
const Layer::State& s(layer->getDrawingState());
// only consider the layers on the given layer stack
if (!layer->belongsToDisplay(displayDevice->getLayerStack(), displayDevice->isPrimary()))
return;
Region opaqueRegion;
Region visibleRegion;
Region coveredRegion;
Region transparentRegion;
我們先來看Display的幾個關于區域的概念:
臟區域 dirtyRegion
計算臟區域時,outDirtyRegion先清空~ 然后遍歷mDrawingState中的Layer,如果Layer不屬于Display,那么就返回了,outDirtyRegion為空。非透明區域 opaqueRegion
Surface(Layer)完全不透明的區域可見區域 visibleRegion
Layer可以被看見的區域,包括不完全透明的區域。原則上,這就是整個Surface減去非透明區域。被覆蓋區域 coveredRegion
Surface被上面的Surface覆蓋的區域,包括被透明區域覆蓋的區域。透明區域 transparentRegion
Surface完全透明的部分,如果沒有可見的非透明區域,這個Layer就可以從Layer列表中刪掉。它并不影響該Layer本身或其下方Layer的可見區域大小。這個區域可能不太準,如果App不遵守SurfaceView的限制,可悲的是,確實有不遵守的。
回到computeVisibleRegions函數,其是按照z-order進行反序號遍歷的,所以從最上面開始遍歷。
void SurfaceFlinger::computeVisibleRegions(const sp<const DisplayDevice>& displayDevice,
Region& outDirtyRegion, Region& outOpaqueRegion)
{
... ...
// handle hidden surfaces by setting the visible region to empty
if (CC_LIKELY(layer->isVisible())) {
const bool translucent = !layer->isOpaque(s);
Rect bounds(layer->computeScreenBounds());
visibleRegion.set(bounds);
Transform tr = layer->getTransform();
if (!visibleRegion.isEmpty()) {
// 將完全透明區域從可見區域中刪掉
if (translucent) {
if (tr.preserveRects()) {
// transform 透明區域
transparentRegion = tr.transform(s.activeTransparentRegion);
} else {
// 太復雜了,做不了優化
transparentRegion.clear();
}
}
// compute the opaque region
const int32_t layerOrientation = tr.getOrientation();
if (layer->getAlpha() == 1.0f && !translucent &&
((layerOrientation & Transform::ROT_INVALID) == false)) {
// the opaque region is the layer's footprint
opaqueRegion = visibleRegion;
}
}
}
這里用到Layer的幾個函數:
isOpaque 說明Layer是非透明的Layer,這個是上層應用設置的,注意,我們這里說的應用不只說App,也包括Android的Framework,是泛指。
computeScreenBounds 計算Layer的在屏幕上的大小
computeScreenBounds函數如下:
Rect Layer::computeScreenBounds(bool reduceTransparentRegion) const {
const Layer::State& s(getDrawingState());
Rect win(s.active.w, s.active.h);
if (!s.crop.isEmpty()) {
win.intersect(s.crop, &win);
}
Transform t = getTransform();
win = t.transform(win);
if (!s.finalCrop.isEmpty()) {
win.intersect(s.finalCrop, &win);
}
const sp<Layer>& p = mDrawingParent.promote();
if (p != nullptr) {
Rect bounds = p->computeScreenBounds(false);
bounds.intersect(win, &win);
}
if (reduceTransparentRegion) {
auto const screenTransparentRegion = t.transform(s.activeTransparentRegion);
win = reduce(win, screenTransparentRegion);
}
return win;
}
s.active.w
和s.active.h
,是Layer本身的大小,用win表示。
crop是Layer的源剪截區域,由上層設置,表示該Layer只截取crop的區域進行合成顯示,這個區域可以能比win大,也可能比win小,所以要和win做一個交集運算,截取兩個區域重復的部分。
finalCrop和crop類似,只是這里的finalCrop是處理win做了變換后的,最終的區域。finalCrop也是上層設置的。
Layer本身的crop處理完后,還要和父Layer的區域做一個交集運算,子Layer不讓超過父Layer的大小?
默認的需要減掉透明區域的,reduceTransparentRegion默認參數為true。
computeScreenBounds的返回值,就是Layer可見區域的大小,visibleRegion區域后續還會被裁剪。
- getTransform 獲取 Layer的變換矩陣
屏幕有旋轉,需要做變換,去適配顯示屏幕
回到 computeVisibleRegions函數,計算完可見區域,計算非透明區域,一般情況下,如果layer是非透明的,非透明區域就是可見區域。
void SurfaceFlinger::computeVisibleRegions(const sp<const DisplayDevice>& displayDevice,
Region& outDirtyRegion, Region& outOpaqueRegion)
{
... ...
// 遍歷時,第一層時,aboveCoveredLayers為空,coveredRegion也是為空,最上面一層是沒有被覆蓋的,當然為空。
coveredRegion = aboveCoveredLayers.intersect(visibleRegion);
// 更新aboveCoveredLayers,該層之下的Layer都被該層Layer覆蓋,所以這里和可見區域做一個或操縱,最下面的區域被覆蓋的越大
aboveCoveredLayers.orSelf(visibleRegion);
// 可見區域要減掉該層之上的非透明區域。
visibleRegion.subtractSelf(aboveOpaqueLayers);
上面部分的邏輯,都注釋在代碼中。繼續看~
下面是計算Layer的臟區域:
void SurfaceFlinger::computeVisibleRegions(const sp<const DisplayDevice>& displayDevice,
Region& outDirtyRegion, Region& outOpaqueRegion)
{
... ...
// compute this layer's dirty region
if (layer->contentDirty) {
// we need to invalidate the whole region
dirty = visibleRegion;
// as well, as the old visible region
dirty.orSelf(layer->visibleRegion);
layer->contentDirty = false;
} else {
const Region newExposed = visibleRegion - coveredRegion;
const Region oldVisibleRegion = layer->visibleRegion;
const Region oldCoveredRegion = layer->coveredRegion;
const Region oldExposed = oldVisibleRegion - oldCoveredRegion;
dirty = (visibleRegion&oldCoveredRegion) | (newExposed-oldExposed);
}
dirty.subtractSelf(aboveOpaqueLayers);
contentDirty表示Layer的可見區域被修改了,這個是需要和layer的visibleRegion做一個與運算。確保可見的區域都能被刷新到。如果contentDirty沒有被修改,開始計算暴露出來的區域 exposedRegion。exposedRegion包含兩部分,之前被覆蓋的區域,現在暴露了,直接暴露的區域,現在也是暴露的區域。dirty的區域,就是暴露的區域,再除去上面非透明的區域。
void SurfaceFlinger::computeVisibleRegions(const sp<const DisplayDevice>& displayDevice,
Region& outDirtyRegion, Region& outOpaqueRegion)
{
... ...
// accumulate to the screen dirty region
outDirtyRegion.orSelf(dirty);
// 更新之上非透明的區域,下面的Layer計算時會用到
aboveOpaqueLayers.orSelf(opaqueRegion);
// Store the visible region in screen space
layer->setVisibleRegion(visibleRegion);
layer->setCoveredRegion(coveredRegion);
layer->setVisibleNonTransparentRegion(
visibleRegion.subtract(transparentRegion));
});
outOpaqueRegion = aboveOpaqueLayers;
}
outDirtyRegion是屏幕的臟區域,它是每個Layer臟區域的合。最后將計算好的區域值設置到Layer中。outOpaqueRegion是屏幕的非透明區域。
- setVisibleRegion 設置可見區域
- setCoveredRegion 設置被覆蓋的區域
- setVisibleNonTransparentRegion 設置可見的非透明區域,它是可見區域,減去透明區域。
回到rebuildLayerStacks函數~ computeVisibleRegions結束后,屏幕的臟區域得到了,每個Layer的可見區域,被覆蓋的區域,以及可見非透明區域都計算出來了。
void SurfaceFlinger::rebuildLayerStacks() {
if (CC_UNLIKELY(mVisibleRegionsDirty)) {
...
for (size_t dpy=0 ; dpy<mDisplays.size() ; dpy++) {
... ...
if (displayDevice->isDisplayOn()) {
computeVisibleRegions(displayDevice, dirtyRegion, opaqueRegion);
mDrawingState.traverseInZOrder([&](Layer* layer) {
bool hwcLayerDestroyed = false;
if (layer->belongsToDisplay(displayDevice->getLayerStack(),
displayDevice->isPrimary())) {
Region drawRegion(tr.transform(
layer->visibleNonTransparentRegion));
drawRegion.andSelf(bounds);
if (!drawRegion.isEmpty()) {
layersSortedByZ.add(layer);
} else {
hwcLayerDestroyed = layer->destroyHwcLayer(
displayDevice->getHwcDisplayId());
}
} else {
hwcLayerDestroyed = layer->destroyHwcLayer(
displayDevice->getHwcDisplayId());
}
if (hwcLayerDestroyed) {
auto found = std::find(mLayersWithQueuedFrames.cbegin(),
mLayersWithQueuedFrames.cend(), layer);
if (found != mLayersWithQueuedFrames.cend()) {
layersNeedingFences.add(layer);
}
}
});
}
... ...
}
}
}
rebuildLayerStacks函數中對Layer再遍歷一次,這次是正序,也就是從下往上。遍歷時,主要做了一下處理:
- 計算Layer需要繪制的區域drawRegion,將Layer的可見區域和Display的大小做交集而得到
- 如果drawRegion不為空,將該Layer加到當前Display的Layer列表中,也是按照z-order進行存放layersSortedByZ。每個Display有自己的layersSortedByZ。
- 如果之前Layer是可見的,現在不可見,銷毀掉hwc Layer。銷毀的Layer放到layersNeedingFences中,它雖然不需要releaseFence,但是還是需要fence去釋放舊的Buffer。
rebuildLayerStacks的最后,將數據更新到Display中。
void SurfaceFlinger::rebuildLayerStacks() {
... ...
for (size_t dpy=0 ; dpy<mDisplays.size() ; dpy++) {
... ...
displayDevice->setVisibleLayersSortedByZ(layersSortedByZ);
displayDevice->setLayersNeedingFences(layersNeedingFences);
displayDevice->undefinedRegion.set(bounds);
displayDevice->undefinedRegion.subtractSelf(
tr.transform(opaqueRegion));
displayDevice->dirtyRegion.orSelf(dirtyRegion);
}
}
}
Display中還有一個區域,叫未定義的區域。也就是屏幕的大小減去屏幕的非透明區域opaqueRegion余下的部分。
創建Layer棧完成,此時需要進行合成顯示的數據已經被更新到每個Display各自的layersSortedByZ中。