SurfaceFlinger是一个独立的进程,我们来看下init.rc关于SurfaceFlinger的代码,我们可以看到SurfaceFlinger是属于core服务的。
service surfaceflinger /system/bin/surfaceflinger class core user system group graphics drmrpc onrestart restart zygote writepid /dev/cpuset/system-background/tasks
一、SurfaceFlinger的启动过程
SurfaceFlinger的main函数在framework/native/services/surfaceflinger/main_surfaceflinger.cpp中
int main(int, char**) { // When SF is launched in its own process, limit the number of // binder threads to 4. ProcessState::self()->setThreadPoolMaxThreadCount(4);//设置了Binder线程池最大线程为4 // start the thread pool sp<ProcessState> ps(ProcessState::self()); ps->startThreadPool(); // instantiate surfaceflinger sp<SurfaceFlinger> flinger = new SurfaceFlinger();//创建SurfaceFlinger对象 setpriority(PRIO_PROCESS, 0, PRIORITY_URGENT_DISPLAY); set_sched_policy(0, SP_FOREGROUND); // initialize before clients can connect flinger->init();//调用SurfaceFlinger的init函数 // publish surface flinger sp<IServiceManager> sm(defaultServiceManager()); sm->addService(String16(SurfaceFlinger::getServiceName()), flinger, false);//像serviceManager注册SurfaceFlinger服务 // run in this thread flinger->run();//运行 return 0; }
在主函数中先设置了该进程的binder线程池最大数为4,然后创建了SurfaceFlinger对象,并且调用了其init函数,接着把SurfaceFlinger服务注册到ServiceManager中,然后调用了run方法。
我们先来看下init函数
void SurfaceFlinger::init() { ALOGI( "SurfaceFlinger's main thread ready to run. " "Initializing graphics H/W..."); Mutex::Autolock _l(mStateLock); // initialize EGL for the default display 将EGL初始化成缺省的显示 mEGLDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY); eglInitialize(mEGLDisplay, NULL, NULL); // start the EventThread sp<VSyncSource> vsyncSrc = new DispSyncSource(&mPrimaryDispSync, vsyncPhaseOffsetNs, true, "app"); mEventThread = new EventThread(vsyncSrc); sp<VSyncSource> sfVsyncSrc = new DispSyncSource(&mPrimaryDispSync, sfVsyncPhaseOffsetNs, true, "sf"); mSFEventThread = new EventThread(sfVsyncSrc); mEventQueue.setEventThread(mSFEventThread); // Initialize the H/W composer object. There may or may not be an // actual hardware composer underneath. mHwc = new HWComposer(this,//显示硬件抽象类 *static_cast<HWComposer::EventHandler *>(this)); // get a RenderEngine for the given display / config (can't fail) mRenderEngine = RenderEngine::create(mEGLDisplay, mHwc->getVisualID()); // retrieve the EGL context that was selected/created mEGLContext = mRenderEngine->getEGLContext(); LOG_ALWAYS_FATAL_IF(mEGLContext == EGL_NO_CONTEXT, "couldn't create EGLContext"); // initialize our non-virtual displays 初始化显示设备 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<IGraphicBufferProducer> producer; sp<IGraphicBufferConsumer> consumer; BufferQueue::createBufferQueue(&producer, &consumer, new GraphicBufferAlloc()); sp<FramebufferSurface> fbs = new FramebufferSurface(*mHwc, i, consumer); int32_t hwcId = allocateHwcDisplayId(type); sp<DisplayDevice> hw = new DisplayDevice(this, type, hwcId, mHwc->getFormat(hwcId), isSecure, token, fbs, producer, mRenderEngine->getEGLConfig()); 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 %zu as acquired/unblanked", i); hw->setPowerMode(HWC_POWER_MODE_NORMAL); } 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); 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();//初始化显示设备 // start boot animation startBootAnim();//启动开机动画 }
init函数主要工作:
1.初始化OpenGL ES图形库。
2. 创建显示设备的抽象代表,负责和显示设备打交道。
3. 创建显示设备对象。
4. 启动EventThread。监听和处理SurfaceFlinger中的事件。
5.设置软件VSync信号周期。
6.初始化显示设备,调用initializeDisplays完成。
7.启动开机动画,调用了startBootAnim函数,只是设置了两个属性,其中一个ctl.start是启动了bootanim进程。
void SurfaceFlinger::startBootAnim() { // start boot animation property_set("service.bootanim.exit", "0"); property_set("ctl.start", "bootanim"); }
二、消息和事件分发 MessageQueue和EventThread
MessageQueue和用于消息和事件的分发,这个和之前博客分析过得消息机制原理差不多。
我们先来看看MessageQueue的主要成员变量
class MessageQueue { ...... sp<SurfaceFlinger> mFlinger;//指向SurfaceFlinger sp<Looper> mLooper;//消息机制Looper对象 sp<EventThread> mEventThread;//关联的EventThread sp<IDisplayEventConnection> mEvents; sp<BitTube> mEventTube; sp<Handler> mHandler;//消息处理器其中mEventThread主要是用来分析VSync信号的。
在SurfaceFlinger中有一个类型为MessageQueue的成员变量mEventQueue,在SurfaceFlinger的onFirstRef函数中会调用其init函数
void SurfaceFlinger::onFirstRef() { mEventQueue.init(this); }在这个函数中创建了Looper和Handler对象,并且把flinger保存在mFlinger中。
void MessageQueue::init(const sp<SurfaceFlinger>& flinger) { mFlinger = flinger; mLooper = new Looper(true); mHandler = new Handler(*this); }我们来看下Handler这个类,它是MessageQueue类的一个内部类,这个类主要处理3个消息。
class Handler : public MessageHandler { enum { eventMaskInvalidate = 0x1,//invalidate消息 eventMaskRefresh = 0x2,//刷新消息 eventMaskTransaction = 0x4 }; MessageQueue& mQueue; int32_t mEventMask; public: Handler(MessageQueue& queue) : mQueue(queue), mEventMask(0) { } virtual void handleMessage(const Message& message); void dispatchRefresh(); void dispatchInvalidate(); void dispatchTransaction(); };
我们再来看在SurfaceFlinger主函数最后调用了下面方法。
flinger->run();
SurfaceFlinger::run代码如下
void SurfaceFlinger::run() { do { waitForEvent(); } while (true); }
waitForEvent函数如下:
void SurfaceFlinger::waitForEvent() { mEventQueue.waitMessage(); }
然后又调用了EventQueue的waitMessage方法,记住这里是在主线程中循环调用的。
下面我们来看下waitMessage方法,flushCommands之前在分析Binder的博客中有提到,主要是清理工作的,和Binder驱动的交互关了。而pollOnce是消息机制,主要调用了epoll_wait函数,会阻塞,阻塞完了会分发消息队列中的消息。这里的消息只有自己在Handler中发的消息,还有在setEventThread中自己添加的fd。
void MessageQueue::waitMessage() { do { IPCThreadState::self()->flushCommands(); int32_t ret = mLooper->pollOnce(-1); switch (ret) { case Looper::POLL_WAKE: case Looper::POLL_CALLBACK: continue; case Looper::POLL_ERROR: ALOGE("Looper::POLL_ERROR"); case Looper::POLL_TIMEOUT: // timeout (should not happen) continue; default: // should not happen ALOGE("Looper::pollOnce() returned unknown status %d", ret); continue; } } while (true); }
下面是Handler中发送消息,这个会在pollOnce中处理。
void MessageQueue::Handler::dispatchRefresh() { if ((android_atomic_or(eventMaskRefresh, &mEventMask) & eventMaskRefresh) == 0) { mQueue.mLooper->sendMessage(this, Message(MessageQueue::REFRESH)); } } void MessageQueue::Handler::dispatchInvalidate() { if ((android_atomic_or(eventMaskInvalidate, &mEventMask) & eventMaskInvalidate) == 0) { mQueue.mLooper->sendMessage(this, Message(MessageQueue::INVALIDATE)); } } void MessageQueue::Handler::dispatchTransaction() { if ((android_atomic_or(eventMaskTransaction, &mEventMask) & eventMaskTransaction) == 0) { mQueue.mLooper->sendMessage(this, Message(MessageQueue::TRANSACTION)); } }
在SurfaceFlinger的init函数还调用了如下函数
mSFEventThread = new EventThread(sfVsyncSrc); mEventQueue.setEventThread(mSFEventThread);
我们来看setEventThread函数会调用Looper的addFd,这个最终也会在pollOnce中执行。mEventThread是一个EventThread对象,调用createEventConnection来创建一个连接。EventThread是一个线程类用来分发VSync消息。这个我们后面讲解VSync信号的时候还会详细分析。
void MessageQueue::setEventThread(const sp<EventThread>& eventThread) { mEventThread = eventThread; mEvents = eventThread->createEventConnection(); mEventTube = mEvents->getDataChannel(); mLooper->addFd(mEventTube->getFd(), 0, Looper::EVENT_INPUT, MessageQueue::cb_eventReceiver, this); }
三、显示设备 DisplayDevice类
DisplayDevice是显示设备的抽象,定义了3中类型的显示设备。
1.DISPLAY_PRIMARY:主显示设备,通常是LCD屏
2.DISPLAY_EXTERNAL:扩展显示设备。通过HDMI输出的显示信号
3.DISPLAY_VIRTUAL:虚拟显示设备,通过WIFI输出信号
这3钟设备,第一种是基本配置,另外两种需要硬件支持。这里我们主要讲解第一种。
SurfaceFlinger中需要显示的图层(layer)将通过DisplayDevice对象传递到OpenGLES中进行合成,合成之后的图像再通过HWComposer对象传递到Framebuffer中显示。DisplayDevice对象中的成员变量mVisibleLayersSortedByZ保存了所有需要显示在本显示设备中显示的Layer对象,同时DisplayDevice对象也保存了和显示设备相关的显示方向、显示区域坐标等信息。
上节在SurfaceFlinger的init函数中有一段代码来创建DisplayDevice对象
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);//给显示设备分配一个token wp<IBinder> token = mBuiltinDisplays[i]; sp<IGraphicBufferProducer> producer; sp<IGraphicBufferConsumer> consumer; BufferQueue::createBufferQueue(&producer, &consumer, new GraphicBufferAlloc()); sp<FramebufferSurface> fbs = new FramebufferSurface(*mHwc, i, consumer); int32_t hwcId = allocateHwcDisplayId(type); sp<DisplayDevice> hw = new DisplayDevice(this, type, hwcId, mHwc->getFormat(hwcId), isSecure, token, fbs, producer, mRenderEngine->getEGLConfig()); 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 %zu as acquired/unblanked", i); hw->setPowerMode(HWC_POWER_MODE_NORMAL); } mDisplays.add(token, hw);//把显示设备对象保存在mDisplays列表中 } }
所有显示设备的输出都要通过HWComposer对象完成,因此上面这段代码先调用了HWComposer的isConnected来检查显示设备是否已连接,只有和显示设备连接的DisplayDevice对象才会被创建出来。即使没有任何物理显示设备被检测到,SurfaceFlinger都需要一个DisplayDevice对象才能正常工作,因此,DISPLAY_PRIMARY类型的DisplayDevice对象总是会被创建出来。
createBuiltinDisplayLocked函数就是为显示设备对象创建一个BBinder类型的Token而已。
void SurfaceFlinger::createBuiltinDisplayLocked(DisplayDevice::DisplayType type) { ALOGW_IF(mBuiltinDisplays[type], "Overwriting display token for display type %d", type); mBuiltinDisplays[type] = new BBinder(); DisplayDeviceState info(type); // All non-virtual displays are currently considered secure. info.isSecure = true; mCurrentState.displays.add(mBuiltinDisplays[type], info); }
然后会调用createBufferQueue函数创建一个producer和consumer,这个之前分析过。然后又创建了一个FramebufferSurface对象。这里我们看到在新建FramebufferSurface对象时把consumer参数传入了代表是一个消费者。而在DisplayDevice的构造函数中,会创建一个Surface对象传递给底层的OpenGL ES使用,而这个Surface是一个生产者。在OpenGl ES中合成好了图像之后会将图像数据写到Surface对象中,这将触发consumer对象的onFrameAvailable函数被调用:
这就是Surface数据好了就通知消费者来拿数据做显示用,在onFrameAvailable函数汇总,通过nextBuffer获得图像数据,然后调用HWComposer对象mHwc的fbPost函数输出。
void FramebufferSurface::onFrameAvailable(const BufferItem& /* item */) { sp<GraphicBuffer> buf; sp<Fence> acquireFence; status_t err = nextBuffer(buf, acquireFence); if (err != NO_ERROR) { ALOGE("error latching nnext FramebufferSurface buffer: %s (%d)", strerror(-err), err); return; } err = mHwc.fbPost(mDisplayType, acquireFence, buf); if (err != NO_ERROR) { ALOGE("error posting framebuffer: %d", err); } }
fbPost函数最后通过调用Gralloc模块的post函数来输出图像。
我们再来看看DisplayDevice的构造函数
DisplayDevice::DisplayDevice( const sp<SurfaceFlinger>& flinger, DisplayType type, int32_t hwcId, int format, bool isSecure, const wp<IBinder>& displayToken, const sp<DisplaySurface>& displaySurface, const sp<IGraphicBufferProducer>& producer, EGLConfig config) : lastCompositionHadVisibleLayers(false), mFlinger(flinger), mType(type), mHwcDisplayId(hwcId), mDisplayToken(displayToken), mDisplaySurface(displaySurface), mDisplay(EGL_NO_DISPLAY), mSurface(EGL_NO_SURFACE), mDisplayWidth(), mDisplayHeight(), mFormat(), mFlags(), mPageFlipCount(), mIsSecure(isSecure), mSecureLayerVisible(false), mLayerStack(NO_LAYER_STACK), mOrientation(), mPowerMode(HWC_POWER_MODE_OFF), mActiveConfig(0) { mNativeWindow = new Surface(producer, false);//创建Surface对象 ANativeWindow* const window = mNativeWindow.get(); /* * Create our display's surface */ EGLSurface surface; EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY); if (config == EGL_NO_CONFIG) { config = RenderEngine::chooseEglConfig(display, format); } surface = eglCreateWindowSurface(display, config, window, NULL); eglQuerySurface(display, surface, EGL_WIDTH, &mDisplayWidth); eglQuerySurface(display, surface, EGL_HEIGHT, &mDisplayHeight); // Make sure that composition can never be stalled by a virtual display // consumer that isn't processing buffers fast enough. We have to do this // in two places: // * Here, in case the display is composed entirely by HWC. // * In makeCurrent(), using eglSwapInterval. Some EGL drivers set the // window's swap interval in eglMakeCurrent, so they'll override the // interval we set here. if (mType >= DisplayDevice::DISPLAY_VIRTUAL)//虚拟设备不支持图像合成 window->setSwapInterval(window, 0); mConfig = config; mDisplay = display; mSurface = surface; mFormat = format; mPageFlipCount = 0; mViewport.makeInvalid(); mFrame.makeInvalid(); // virtual displays are always considered enabled 虚拟设备屏幕认为是不关闭的 mPowerMode = (mType >= DisplayDevice::DISPLAY_VIRTUAL) ? HWC_POWER_MODE_NORMAL : HWC_POWER_MODE_OFF; // Name the display. The name will be replaced shortly if the display // was created with createDisplay(). switch (mType) {//显示设备名称 case DISPLAY_PRIMARY: mDisplayName = "Built-in Screen"; break; case DISPLAY_EXTERNAL: mDisplayName = "HDMI Screen"; break; default: mDisplayName = "Virtual Screen"; // e.g. Overlay #n break; } // initialize the display orientation transform. setProjection(DisplayState::eOrientationDefault, mViewport, mFrame); }
上面构造函数主要功能是创建了一个Surface对象mNativeWindow,同时用它作为参数创建EGLSurface对象,这个EGLSurface对象是OpenGL ES中绘图需要的。
这样,在DisplayDevice中就建立了一个通向Framebuffer的通道,只要向DisplayDevice的mSurface写入数据。就会到消费者FrameBufferSurface的onFrameAvailable函数,然后到HWComposer在到Gralloc模块,最后输出到显示设备。
swapBuffers函数将内部缓冲区的图像数据刷新到显示设备的Framebuffer中,它通过调用eglSwapBuffers函数来完成缓冲区刷新工作。但是注意调用swapBuffers输出图像是在显示设备不支持硬件composer的情况下。
void DisplayDevice::swapBuffers(HWComposer& hwc) const { // We need to call eglSwapBuffers() if: // (1) we don't have a hardware composer, or // (2) we did GLES composition this frame, and either // (a) we have framebuffer target support (not present on legacy // devices, where HWComposer::commit() handles things); or // (b) this is a virtual display if (hwc.initCheck() != NO_ERROR || (hwc.hasGlesComposition(mHwcDisplayId) && (hwc.supportsFramebufferTarget() || mType >= DISPLAY_VIRTUAL))) { EGLBoolean success = eglSwapBuffers(mDisplay, mSurface); if (!success) { EGLint error = eglGetError(); if (error == EGL_CONTEXT_LOST || mType == DisplayDevice::DISPLAY_PRIMARY) { LOG_ALWAYS_FATAL("eglSwapBuffers(%p, %p) failed with 0x%08x", mDisplay, mSurface, error); } else { ALOGE("eglSwapBuffers(%p, %p) failed with 0x%08x", mDisplay, mSurface, error); } } } else if(hwc.supportsFramebufferTarget() || mType >= DISPLAY_VIRTUAL) { EGLBoolean success = eglSwapBuffersVIV(mDisplay, mSurface); if (!success) { EGLint error = eglGetError(); ALOGE("eglSwapBuffersVIV(%p, %p) failed with 0x%08x", mDisplay, mSurface, error); } } status_t result = mDisplaySurface->advanceFrame(); if (result != NO_ERROR) { ALOGE("[%s] failed pushing new frame to HWC: %d", mDisplayName.string(), result); } }
四、VSync信号的分发过程
在之前的博客分析过,当VSync信号到来时会调用HWComposer类中的vsync函数
void HWComposer::vsync(int disp, int64_t timestamp) { if (uint32_t(disp) < HWC_NUM_PHYSICAL_DISPLAY_TYPES) { { Mutex::Autolock _l(mLock); // There have been reports of HWCs that signal several vsync events // with the same timestamp when turning the display off and on. This // is a bug in the HWC implementation, but filter the extra events // out here so they don't cause havoc downstream. if (timestamp == mLastHwVSync[disp]) { ALOGW("Ignoring duplicate VSYNC event from HWC (t=%" PRId64 ")", timestamp); return; } mLastHwVSync[disp] = timestamp; } char tag[16]; snprintf(tag, sizeof(tag), "HW_VSYNC_%1u", disp); ATRACE_INT(tag, ++mVSyncCounts[disp] & 1); mEventHandler.onVSyncReceived(disp, timestamp); } }
这个函数主要是调用了mEventHandler.onVSyncReceived函数,让我们先来看下mEventHandler的构造,看HWComposer的构造函数,mEventHandler是传入的参数handler。
HWComposer::HWComposer( const sp<SurfaceFlinger>& flinger, EventHandler& handler) : mFlinger(flinger), mFbDev(0), mHwc(0), mNumDisplays(1), mCBContext(new cb_context), mEventHandler(handler), mDebugForceFakeVSync(false)
那么我们就要看新建HWComposer的地方了,是在SurfaceFlinger的init函数中新建的,这handler就是SurfaceFlinger对象。
mHwc = new HWComposer(this, *static_cast<HWComposer::EventHandler *>(this));
因此上面的mEventHandler.onVSyncReceived函数,就是调用了SurfaceFlinger的onVSyncReceived函数
void SurfaceFlinger::onVSyncReceived(int type, nsecs_t timestamp) { bool needsHwVsync = false; { // Scope for the lock Mutex::Autolock _l(mHWVsyncLock); if (type == 0 && mPrimaryHWVsyncEnabled) { needsHwVsync = mPrimaryDispSync.addResyncSample(timestamp); } } if (needsHwVsync) { enableHardwareVsync(); } else { disableHardwareVsync(false); } }
4.1 DispSync类
上面函数我们主要看下DispSync的addResyncSample函数,看这个函数之前先看下DispSync的构造函数,在构造函数中启动了DispSyncThread线程
DispSync::DispSync() : mRefreshSkipCount(0), mThread(new DispSyncThread()) { mThread->run("DispSync", PRIORITY_URGENT_DISPLAY + PRIORITY_MORE_FAVORABLE);
我们再来看addResyncSample函数,将VSync信号的时间戳保存大搜了数组mResyncSamples中。然后调用了updateModelLocked函数继续分发VSync信号。
bool DispSync::addResyncSample(nsecs_t timestamp) { Mutex::Autolock lock(mMutex); size_t idx = (mFirstResyncSample + mNumResyncSamples) % MAX_RESYNC_SAMPLES; mResyncSamples[idx] = timestamp; if (mNumResyncSamples < MAX_RESYNC_SAMPLES) { mNumResyncSamples++; } else { mFirstResyncSample = (mFirstResyncSample + 1) % MAX_RESYNC_SAMPLES; } updateModelLocked(); if (mNumResyncSamplesSincePresent++ > MAX_RESYNC_SAMPLES_WITHOUT_PRESENT) { resetErrorLocked(); } if (kIgnorePresentFences) { // If we don't have the sync framework we will never have // addPresentFence called. This means we have no way to know whether // or not we're synchronized with the HW vsyncs, so we just request // that the HW vsync events be turned on whenever we need to generate // SW vsync events. return mThread->hasAnyEventListeners(); } return mPeriod == 0 || mError > kErrorThreshold; }
updateModelLocked主要显示利用数组mResyncSamples中的值计算mPeriod和mPhase这两个时间值。然后最后调用了mThread的updateModel函数。mThread是DispSyncThread类。
void DispSync::updateModelLocked() { if (mNumResyncSamples >= MIN_RESYNC_SAMPLES_FOR_UPDATE) { ...... //计算mPeriod和mPhase mThread->updateModel(mPeriod, mPhase); } }
我们来看下DispSyncThread的updateModel函数,这个函数只是保存了参数,然后调用了Condition的signal唤醒线程。
void updateModel(nsecs_t period, nsecs_t phase) { Mutex::Autolock lock(mMutex); mPeriod = period; mPhase = phase; mCond.signal(); }
我们再来看DispSyncThread的threadLoop函数,主要这个函数比较计算时间来决定是否要发送信号。如果没有信号发送就会在mCond等待,有信号发送前面会在updateModel中调用mCond的singal函数,这里线程就唤醒了。gatherCallbackInvocationsLocked函数获取本次VSync信号的回调函数列表,这些回调函数是通过DispSync类的addEventListener函数加入的。接着就调用fireCallbackInvocations来依次调用列表中所有对象的onDispSyncEvent函数。
virtual bool threadLoop() { ...... while (true) { Vector<CallbackInvocation> callbackInvocations; nsecs_t targetTime = 0; { // Scope for lock ...... if (now < targetTime) { err = mCond.waitRelative(mMutex, targetTime - now); ...... } now = systemTime(SYSTEM_TIME_MONOTONIC); ...... callbackInvocations = gatherCallbackInvocationsLocked(now); } if (callbackInvocations.size() > 0) { fireCallbackInvocations(callbackInvocations); } } return false; }
fireCallbackInvocations函数就是遍历回调列表调用其onDispSyncEvent函数。
void fireCallbackInvocations(const Vector<CallbackInvocation>& callbacks) { for (size_t i = 0; i < callbacks.size(); i++) { callbacks[i].mCallback->onDispSyncEvent(callbacks[i].mEventTime); } }
4.2 EventThread和DispSync的关系
这里我们先不往下分析DispSync遍历调用回调,我们先来看看EventThread的threadLoop函数,这个函数逻辑很简单。调用waitForEvent来获取事件,然后调用每个连接的postEvent来发送Event。
bool EventThread::threadLoop() { DisplayEventReceiver::Event event; Vector< sp<EventThread::Connection> > signalConnections; signalConnections = waitForEvent(&event);//获取Event // dispatch events to listeners... const size_t count = signalConnections.size(); for (size_t i=0 ; i<count ; i++) { const sp<Connection>& conn(signalConnections[i]); // now see if we still need to report this event status_t err = conn->postEvent(event);//发送Event if (err == -EAGAIN || err == -EWOULDBLOCK) { // The destination doesn't accept events anymore, it's probably // full. For now, we just drop the events on the floor. // FIXME: Note that some events cannot be dropped and would have // to be re-sent later. // Right-now we don't have the ability to do this. ALOGW("EventThread: dropping event (%08x) for connection %p", event.header.type, conn.get()); } else if (err < 0) { // handle any other error on the pipe as fatal. the only // reasonable thing to do is to clean-up this connection. // The most common error we'll get here is -EPIPE. removeDisplayEventConnection(signalConnections[i]); } } return true; }
我们再来看下waitForEvent函数中下面代码段,timestamp为0表示没有时间,waitForSync为true表示至少有一个客户和EventThread建立了连接。这段代码一旦有客户连接,就调用enableVSyncLocked接收DispSyncSource的VSync信号。如果在接受信号中,所有客户都断开了连接,则调用disableVSyncLocked函数停止接受DispSyncSource对象的信号。
// Here we figure out if we need to enable or disable vsyncs if (timestamp && !waitForVSync) { // we received a VSYNC but we have no clients // don't report it, and disable VSYNC events disableVSyncLocked(); } else if (!timestamp && waitForVSync) { // we have at least one client, so we want vsync enabled // (TODO: this function is called right after we finish // notifying clients of a vsync, so this call will be made // at the vsync rate, e.g. 60fps. If we can accurately // track the current state we could avoid making this call // so often.) enableVSyncLocked(); }
我们先来看下enableVSyncLocked函数
void EventThread::enableVSyncLocked() { if (!mUseSoftwareVSync) { // never enable h/w VSYNC when screen is off if (!mVsyncEnabled) { mVsyncEnabled = true; mVSyncSource->setCallback(static_cast<VSyncSource::Callback*>(this)); mVSyncSource->setVSyncEnabled(true); } } mDebugVsyncEnabled = true; sendVsyncHintOnLocked(); }
我们先来看看mVSyncSource->setCallback函数。先要知道这个mVSyncSource是在SurfaceFlinger的init函数中。
sp<VSyncSource> vsyncSrc = new DispSyncSource(&mPrimaryDispSync, vsyncPhaseOffsetNs, true, "app"); mEventThread = new EventThread(vsyncSrc); sp<VSyncSource> sfVsyncSrc = new DispSyncSource(&mPrimaryDispSync, sfVsyncPhaseOffsetNs, true, "sf"); mSFEventThread = new EventThread(sfVsyncSrc); mEventQueue.setEventThread(mSFEventThread);
看到上面这段代码,我们知道这个mVsyncSource是DispSyncSource类,我们先来看起setCallback函数,就是把callback保存起来
virtual void setCallback(const sp<VSyncSource::Callback>& callback) { Mutex::Autolock lock(mCallbackMutex); mCallback = callback; }
再来看setVSyncEnabled函数,这里参数enable是true,就是调用了DispSync的addEventListenter。这里就回到了上一小节了,这里我们就在DispSync中注册了回调了
virtual void setVSyncEnabled(bool enable) { Mutex::Autolock lock(mVsyncMutex); if (enable) { status_t err = mDispSync->addEventListener(mPhaseOffset, static_cast<DispSync::Callback*>(this)); if (err != NO_ERROR) { ALOGE("error registering vsync callback: %s (%d)", strerror(-err), err); } //ATRACE_INT(mVsyncOnLabel.string(), 1); } else { status_t err = mDispSync->removeEventListener( static_cast<DispSync::Callback*>(this)); if (err != NO_ERROR) { ALOGE("error unregistering vsync callback: %s (%d)", strerror(-err), err); } //ATRACE_INT(mVsyncOnLabel.string(), 0); } mEnabled = enable; }
这样回想上一节在fireCallbackInvocations中遍历所有的回调时,就调用了DispSyncSource类的onDispSyncEvent函数,而这个函数主要是调用了其成员变量mCallback的onVSyncEvent,这个mCallback就是之前在EventThread中的waitForEvent注册的,就是EventThread自己。
virtual void onDispSyncEvent(nsecs_t when) { sp<VSyncSource::Callback> callback; { Mutex::Autolock lock(mCallbackMutex); callback = mCallback; if (mTraceVsync) { mValue = (mValue + 1) % 2; ATRACE_INT(mVsyncEventLabel.string(), mValue); } } if (callback != NULL) { callback->onVSyncEvent(when); } }
因此最后到了EventThread的onVsyncEvent函数,这个函数把数据放在mVSyncEvent数组第一个,然后调用了Condition的broadcast函数。
void EventThread::onVSyncEvent(nsecs_t timestamp) { Mutex::Autolock _l(mLock); mVSyncEvent[0].header.type = DisplayEventReceiver::DISPLAY_EVENT_VSYNC; mVSyncEvent[0].header.id = 0; mVSyncEvent[0].header.timestamp = timestamp; mVSyncEvent[0].vsync.count++; mCondition.broadcast(); }
最后之前在EventThread的threadLoop函数中调用waitForEvent会阻塞,当这里调用Condition的broadcast之后,waitForEvent就唤醒,并且得到了mVsynEvent中的数据。紧接着就是在EventThread中的threadLoop调用conn->postEvent来发送Event。这里是通过BitTube对象中的socket发送到MessageQueue中。这个我们在第二节中分析过了。
4.3 MessageQueue分发VSync信号
我们来回顾下,在MessageQueue中有下面这个函数。这样当EventThread通过BitTube传送数据的话,pollOnce会唤醒epoll_wait然后就到这个cb_eventReceiver这个回调函数
void MessageQueue::setEventThread(const sp<EventThread>& eventThread) { mEventThread = eventThread; mEvents = eventThread->createEventConnection(); mEventTube = mEvents->getDataChannel(); mLooper->addFd(mEventTube->getFd(), 0, Looper::EVENT_INPUT, MessageQueue::cb_eventReceiver, this); }
cb_eventReceiver就是调用了eventReceiver函数。
int MessageQueue::cb_eventReceiver(int fd, int events, void* data) { MessageQueue* queue = reinterpret_cast<MessageQueue *>(data); return queue->eventReceiver(fd, events); } int MessageQueue::eventReceiver(int /*fd*/, int /*events*/) { ssize_t n; DisplayEventReceiver::Event buffer[8]; while ((n = DisplayEventReceiver::getEvents(mEventTube, buffer, 8)) > 0) { for (int i=0 ; i<n ; i++) { if (buffer[i].header.type == DisplayEventReceiver::DISPLAY_EVENT_VSYNC) { #if INVALIDATE_ON_VSYNC mHandler->dispatchInvalidate(); #else mHandler->dispatchRefresh(); #endif break; } } } return 1; }
这里我们支持VSync信号就会调用mHandler的dispatchRefresh函数。
void MessageQueue::Handler::dispatchRefresh() { if ((android_atomic_or(eventMaskRefresh, &mEventMask) & eventMaskRefresh) == 0) { mQueue.mLooper->sendMessage(this, Message(MessageQueue::REFRESH)); } }
而在Hander的处理中,最终是调用了SurfaceFlinger的onMessageReceived函数
case REFRESH: android_atomic_and(~eventMaskRefresh, &mEventMask); mQueue.mFlinger->onMessageReceived(message.what); break;
而在SurfaceFlinger的onMessageReceived函数最终会调用了handleMessageRefresh函数。
void SurfaceFlinger::onMessageReceived(int32_t what) { ATRACE_CALL(); switch (what) { ...... case MessageQueue::REFRESH: { handleMessageRefresh(); break; } } }
handleMessageRefresh函数负责刷新系统的显示。这样我们就分析了从底层发送VSync信号最终到达SurfaceFlinger的handleMessageRefresh函数。
4.4 VSync信号分发总结
我们回顾下整个流程,VSync信号从底层产生后,经过几个函数,保存到了SurfaceFlinger的mPrimaryDispSync变量(DisySync类)的数组中,这样设计的目的让底层的调用尽快结束,否则会耽搁下次VSync信号的发送。然后在mPrimaryDispSync变量关联的线程开始分发数组中的VSync信号,分发的过程也调用了几个回调函数,最终结果是放在EventThread对象的数组中。EventThread是转发VSync信号的中心。不但会把VSync信号发给SurfaceFlinger,还会把信号发送到用户进程中去。EventThread的工作比较重,因此SurfaceFlinger中使用了两个EventThread对象来转发VSync信号。确保能及时转发。SurfaceFlinger中的MessageQueue收到Event后,会将Event转化成消息发送,这样最终就能在主线程调用SurfaceFlinger的函数处理VSync信号了。