文章目录

  • BufferQueue
    • Native应用绘制界面
    • SurfaceFlinger创建Layer
    • Native窗口
      • ANativeWindow
      • Surface
      • SurfaceControl
      • 窗口销毁的善后处理

BufferQueue

前面结合应用中WindowSurfaceWrapper的,讲解了应用怎么和SurfaceFlinger建立连接,进行交互的。

BufferQueue 类是 Android 中所有图形处理操作的核心。它的作用很简单:将生成图形数据缓冲区的一方(生产方)连接到接受数据以进行显示或进一步处理的一方(消耗方)。几乎所有在系统中移动图形数据缓冲区的内容都依赖于 BufferQueue。

现在,我们添加一个空的drawNativeWindow实现,先将我们的应用跑起来吧。

int drawNativeWindow(sp /* windowSurface */) {    return NO_ERROR;}int main(int argc, char *argv[]) {    unsigned samples = 0;    printf("usage: %s [samples]\n", argv[0]);    if (argc == 2) {        samples = atoi( argv[1] );        printf("Multisample enabled: GL_SAMPLES = %u\n", samples);    }    sp proc(ProcessState::self());    ProcessState::self()->startThreadPool();    sp windowSurface(new WindowSurfaceWrapper(String8("NativeBinApp")));    drawNativeWindow(windowSurface);    IPCThreadState::self()->joinThreadPool();    return EXIT_SUCCESS;}

Android.bp如下:

cc_binary {    name: "NativeApp",    srcs: [        "NativeApp.cpp",        "WindowSurfaceWrapper.cpp",    ],    shared_libs: [        "liblog",        "libbinder",        "libui",        "libgui",        "libutils",    ],    init_rc: ["NativeApp.rc"],}

NativeApp.rc文件如下:

service NativeApp /system/bin/NativeApp    class core    oneshot

将应用push到系统的bin目录下就可以运行了:

adb push out/target/product/generic/system/bin/NativeApp /vendor/bin/

运行应用:

adb shell NativeBin

很遗憾的是,我们在手机屏幕上是看不是任何东西的。Why?因为没有画任何东西。但是,我们dump SurfaceFlinger的时候,还是能够看到我们创建的应用窗口的,只是没有内容,SurfaceFlinger不显示,即使去显示,也看不到。

adb shell dumpsys SurfaceFlinger

我们创建应用Layer时,名字为“NativeBinApp”,下面就是我们dump出来的Layer的信息:

+ Layer 0x7b3ba66000 (NativeBinApp#0)  Region transparentRegion (this=0x7b3ba66380, count=1)    [  0,   0,   0,   0]  Region visibleRegion (this=0x7b3ba66010, count=1)    [  0,   0,   0,   0]  Region surfaceDamageRegion (this=0x7b3ba66088, count=1)    [  0,   0,   0,   0]      layerStack=   0, z=2147483647, pos=(0,0), size=( 720,1280), crop=(   0,   0,  -1,  -1), finalCrop=(   0,   0,  -1,  -1), isOpaque=0, invalidate=0, dataspace=Default (0), pixelformat=Unknown/None alpha=1.000, flags=0x00000002, tr=[1.00, 0.00][0.00, 1.00]      client=0x7b4002d0c0      format= 2, activeBuffer=[   0x   0:   0,  0], queued-frames=0, mRefreshPending=0            mTexName=7 mCurrentTexture=-1            mCurrentCrop=[0,0,0,0] mCurrentTransform=0            mAbandoned=0            - BufferQueue mMaxAcquiredBufferCount=1 mMaxDequeuedBufferCount=2              mDequeueBufferCannotBlock=0 mAsyncMode=0              default-size=[720x1280] default-format=2 transform-hint=00 frame-counter=0            FIFO(0):            Slots:              [00:0x0] state=FREE                  [01:0x0] state=FREE                  [02:0x0] state=FREE    

我们已经创建了窗口,但是界面没有内容显示,我们先完善我们的应用,在窗口中显示点内容吧~

Native应用绘制界面

下面是drawNativeWindow窗口的对应的代码,关键的步骤的用序号标出来了~

int drawNativeWindow(sp windowSurface) {    status_t err = NO_ERROR;    ANativeWindowBuffer *aNativeBuffer = nullptr;    sp surfaceControl = windowSurface->getSurfaceControl();    ANativeWindow* aNativeWindow = surfaceControl->getSurface().get();    // 1. We need to reconnect to the ANativeWindow as a CPU client to ensure that no frames     //  get dropped by SurfaceFlinger assuming that these are other frames.    err = native_window_api_disconnect(aNativeWindow, NATIVE_WINDOW_API_CPU);    if (err != NO_ERROR) {        ALOGE("ERROR: unable to native_window_api_disconnect ignore...\n");    }    // 2. connect the ANativeWindow as a CPU client    err = native_window_api_connect(aNativeWindow, NATIVE_WINDOW_API_CPU);    if (err != NO_ERROR) {        ALOGE("ERROR: unable to native_window_api_connect\n");        return EXIT_FAILURE;    }    // 3. set the ANativeWindow dimensions    err = native_window_set_buffers_user_dimensions(aNativeWindow, windowSurface->width(), windowSurface->height());    if (err != NO_ERROR) {        ALOGE("ERROR: unable to native_window_set_buffers_user_dimensions\n");        return EXIT_FAILURE;    }    // 4. set the ANativeWindow format    int format = PIXEL_FORMAT_RGBX_8888;    err = native_window_set_buffers_format(aNativeWindow,format );    if (err != NO_ERROR) {        ALOGE("ERROR: unable to native_window_set_buffers_format\n");        return EXIT_FAILURE;    }    // 5. set the ANativeWindow transform    int rotation = 0;    int transform = 0;    if ((rotation % 90) == 0) {        switch ((rotation / 90) & 3) {            case 1:  transform = HAL_TRANSFORM_ROT_90;  break;            case 2:  transform = HAL_TRANSFORM_ROT_180; break;            case 3:  transform = HAL_TRANSFORM_ROT_270; break;            default: transform = 0;                     break;        }    }    err = native_window_set_buffers_transform(aNativeWindow, transform);    if (err != NO_ERROR) {        ALOGE("native_window_set_buffers_transform failed: %s (%d)", strerror(-err), -err);        return err;    }    // 6. handle the ANativeWindow usage    int consumerUsage = 0;    err = aNativeWindow->query(aNativeWindow, NATIVE_WINDOW_CONSUMER_USAGE_BITS, &consumerUsage);    if (err != NO_ERROR) {        ALOGE("failed to get consumer usage bits. ignoring");        err = NO_ERROR;    }    // Make sure to check whether either  requested protected buffers.    int usage = GRALLOC_USAGE_SW_WRITE_OFTEN;    if (usage & GRALLOC_USAGE_PROTECTED) {        // Check if the ANativeWindow sends images directly to SurfaceFlinger.        int queuesToNativeWindow = 0;        err = aNativeWindow->query(                aNativeWindow, NATIVE_WINDOW_QUEUES_TO_WINDOW_COMPOSER, &queuesToNativeWindow);        if (err != NO_ERROR) {            ALOGE("error authenticating native window: %s (%d)", strerror(-err), -err);            return err;        }        // Check if the consumer end of the ANativeWindow can handle protected content.        int isConsumerProtected = 0;        err = aNativeWindow->query(                aNativeWindow, NATIVE_WINDOW_CONSUMER_IS_PROTECTED, &isConsumerProtected);        if (err != NO_ERROR) {            ALOGE("error query native window: %s (%d)", strerror(-err), -err);            return err;        }        // Deny queuing into native window if neither condition is satisfied.        if (queuesToNativeWindow != 1 && isConsumerProtected != 1) {            ALOGE("native window cannot handle protected buffers: the consumer should either be "                  "a hardware composer or support hardware protection");            return PERMISSION_DENIED;        }    }    // 7. set the ANativeWindow usage    int finalUsage = usage | consumerUsage;    ALOGE("gralloc usage: %#x(producer) + %#x(consumer) = %#x", usage, consumerUsage, finalUsage);    err = native_window_set_usage(aNativeWindow, finalUsage);    if (err != NO_ERROR) {        ALOGE("native_window_set_usage failed: %s (%d)", strerror(-err), -err);        return err;    }    // 8. set the ANativeWindow scale mode    err = native_window_set_scaling_mode(            aNativeWindow, NATIVE_WINDOW_SCALING_MODE_SCALE_TO_WINDOW);    if (err != NO_ERROR) {        ALOGE("native_window_set_scaling_mode failed: %s (%d)", strerror(-err), -err);        return err;    }    ALOGE("set up nativeWindow %p for %dx%d, color %#x, rotation %d, usage %#x",            aNativeWindow, windowSurface->width(), windowSurface->height(), format, rotation, finalUsage);    // 9. set the ANativeWindow permission to allocte new buffer, default is true    static_cast(aNativeWindow)->getIGraphicBufferProducer()->allowAllocation(true);    // 10. set the ANativeWindow buffer count    int numBufs = 0;    int minUndequeuedBufs = 0;    err = aNativeWindow->query(aNativeWindow,            NATIVE_WINDOW_MIN_UNDEQUEUED_BUFFERS, &minUndequeuedBufs);    if (err != NO_ERROR) {        ALOGE("error pushing blank frames: MIN_UNDEQUEUED_BUFFERS query "                "failed: %s (%d)", strerror(-err), -err);        goto handle_error;    }    numBufs = minUndequeuedBufs + 1;    err = native_window_set_buffer_count(aNativeWindow, numBufs);    if (err != NO_ERROR) {        ALOGE("error pushing blank frames: set_buffer_count failed: %s (%d)", strerror(-err), -err);        goto handle_error;    }    // 11. draw the ANativeWindow    for (int i = 0; i < numBufs + 1; i++) {        // 12. dequeue a buffer        int hwcFD= -1;        err = aNativeWindow->dequeueBuffer(aNativeWindow, &aNativeBuffer, &hwcFD);        if (err != NO_ERROR) {            ALOGE("error pushing blank frames: dequeueBuffer failed: %s (%d)",                    strerror(-err), -err);            break;        }        // 13. make sure really control the dequeued buffer        sp hwcFence(new Fence(hwcFD));        int waitResult = hwcFence->waitForever("dequeueBuffer_EmptyNative");        if (waitResult != OK) {            ALOGE("dequeueBuffer_EmptyNative: Fence::wait returned an error: %d", waitResult);            break;        }        sp buf(GraphicBuffer::from(aNativeBuffer));        // 14. Fill the buffer with black        uint8_t *img = NULL;        err = buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));        if (err != NO_ERROR) {            ALOGE("error pushing blank frames: lock failed: %s (%d)", strerror(-err), -err);            break;        }        //15. Draw the window, here we fill the window with black.        *img = 0;        err = buf->unlock();        if (err != NO_ERROR) {            ALOGE("error pushing blank frames: unlock failed: %s (%d)", strerror(-err), -err);            break;        }        // 16. queue the buffer to display        int gpuFD = -1;        err = aNativeWindow->queueBuffer(aNativeWindow, buf->getNativeBuffer(), gpuFD);        if (err != NO_ERROR) {            ALOGE("error pushing blank frames: queueBuffer failed: %s (%d)", strerror(-err), -err);            break;        }        aNativeBuffer = NULL;    }handle_error:    // 17. cancel buffer    if (aNativeBuffer != NULL) {        aNativeWindow->cancelBuffer(aNativeWindow, aNativeBuffer, -1);        aNativeBuffer = NULL;    }    // 18. Clean up after success or error.    status_t err2 = native_window_api_disconnect(aNativeWindow, NATIVE_WINDOW_API_CPU);    if (err2 != NO_ERROR) {        ALOGE("error pushing blank frames: api_disconnect failed: %s (%d)", strerror(-err2), -err2);        if (err == NO_ERROR) {            err = err2;        }    }    return err;}

关键步骤如下:
0. 获取我们已经创建的Layer的窗口ANativeWindow

  1. 断掉之前的BufferQueue连接native_window_api_disconnect,这一步是可选的
  2. 连接Window到BufferQueue native_window_api_connect
  3. 设置Buffer的大小尺寸native_window_set_buffers_user_dimensions,可选
  4. 设置Buffer格式,可选,之前创建Layer的时候已经设置了。
  5. 设置Buffer的transform
  6. 处理Buffer的usage,主要的DRM内容的处理
  7. 设置Buffer的usage,usage由producer的usage和Consumer的usage组成
  8. 设置scale模式,如果上层给的数据,比如Video,超出Buffer的大小后,怎么处理,是截取一部分还是,缩小。
  9. 设置permission,设置Buffer,默认true,可选。
  10. 设置Buffer数量,就是,BufferQueue中有多少个buffer可以用,可选
  11. 绘制窗口,窗口有一个buffer队列,对每一个buffer都需要绘制。
  12. dequeueBuffer先拿到一块可用的Buffer,也就是FREE的Buffer。
  13. Buffer虽然是Free的,但是在异步模式下,Buffer不可能还在使用中,需要等到Fence才能确保buffer没有在被使用
  14. 往Free的Buffer里面绘制东西,
  15. 我们这里直接显示全黑,*img = 0
  16. 将绘制好的Buffer,queue到Buffer队列中,queueBuffer。
  17. 错误处理,取消掉Buffer,cancelBuffer
  18. 断开BufferQueue和窗口的连接,native_window_api_disconnect

OK~再编译执行一下,屏幕是不是黑了?
Dumps一下SurfaceFlinger,我们的应用窗口信息如下:

+ Layer 0x7b3ba61000 (NativeBinApp#0)  Region transparentRegion (this=0x7b3ba61380, count=1)    [  0,   0,   0,   0]  Region visibleRegion (this=0x7b3ba61010, count=1)    [  0,   0, 720, 1280]  Region surfaceDamageRegion (this=0x7b3ba61088, count=1)    [  0,   0,  -1,  -1]      layerStack=   0, z=2147483647, pos=(0,0), size=( 720,1280), crop=(   0,   0,  -1,  -1), finalCrop=(   0,   0,  -1,  -1), isOpaque=1, invalidate=0, dataspace=Default (0), pixelformat=RGBx_8888 alpha=1.000, flags=0x00000002, tr=[1.00, 0.00][0.00, 1.00]      client=0x7b4002d6c0      format= 2, activeBuffer=[ 720x1280: 720,  2], queued-frames=0, mRefreshPending=0            mTexName=2 mCurrentTexture=1            mCurrentCrop=[0,0,0,0] mCurrentTransform=0            mAbandoned=0            - BufferQueue mMaxAcquiredBufferCount=1 mMaxDequeuedBufferCount=1              mDequeueBufferCannotBlock=0 mAsyncMode=0              default-size=[720x1280] default-format=2 transform-hint=00 frame-counter=3            FIFO(0):            Slots:              [01:0x0] state=FREE                  [02:0x0] state=FREE 

对比看一下,和前面的dump信息有什么不一样?

另外,如果我们将原来的*img = 0替换掉,可以绘制其他一些东西。fillWithCheckerboard可以将屏幕填充为小方块。

fillWithCheckerboard(img, windowSurface->width(), windowSurface->height(), buf->getStride());void fillWithCheckerboard(uint8_t* img, int width, int height, int stride) {    bool change = false;    for (int y = 0; y < height; y++) {        for (int x = 0; x < width; x++) {            uint8_t* pixel = img + (4 * (y*stride + x));            if ( x % 10 == 0) {                change = !change;            }            if(change) {                pixel[0] = 255;                pixel[1] = 255;                pixel[2] = 255;            } else {                pixel[0] = 0;                pixel[1] = 0;                pixel[2] = 0;            }            pixel[3] = 0;        }        if ( y % 10 == 0) {            change = !change;        }    }}

绘制应用,我们这里直接用的API,这些API是怎么工作的,数据怎么送给显示的?接下里,我们将具体分析。

SurfaceFlinger创建Layer

上一章讲到,应用创建Layer时,流程只跟到SurfaceFlinger,SurfaceFlinger是怎么窗口Layer的,和 Layer和BufferQueue又是怎么关联的,我们接着就来看看。
Layer分两种类型:

  • bNormal Layer,普通Layer,由createBufferLayer创建,由BufferLayer类描述。
  • Coler Layer,由createColorLayer创建,由ColorLayer类描述。

Layer相关类的关系如下:

  • BufferLayer和ColorLayer继承Layer类
  • Layer类,有LayerBE的一个实例
  • BufferLayer实现ContentsChangedListener和FrameAvailableListener两个接口类,主要是监听显示内容的改变。

ColorLayer比较 简单,我们先来看BufferLayer。reateBufferLayer实现如下:

status_t SurfaceFlinger::createBufferLayer(const sp& client,        const String8& name, uint32_t w, uint32_t h, uint32_t flags, PixelFormat& format,        sp* handle, sp* gbp, sp* outLayer){    ... ...    sp layer = new BufferLayer(this, client, name, w, h, flags);    status_t err = layer->setBuffers(w, h, format, flags);    if (err == NO_ERROR) {        *handle = layer->getHandle();        *gbp = layer->getProducer();        *outLayer = layer;    }    ALOGE_IF(err, "createBufferLayer() failed (%s)", strerror(-err));    return err;}

createBufferLayer时,创建一个BufferLayer。

BufferLayer的构造函数如下:

BufferLayer::BufferLayer(SurfaceFlinger* flinger, const sp& client, const String8& name,                         uint32_t w, uint32_t h, uint32_t flags)      : Layer(flinger, client, name, w, h, flags),        mConsumer(nullptr),        mTextureName(UINT32_MAX),        mFormat(PIXEL_FORMAT_NONE),        mCurrentScalingMode(NATIVE_WINDOW_SCALING_MODE_FREEZE),        mBufferLatched(false),        mPreviousFrameNumber(0),        mUpdateTexImageFailed(false),        mRefreshPending(false) {    ALOGV("Creating Layer %s", name.string());    mFlinger->getRenderEngine().genTextures(1, &mTextureName);    mTexture.init(Texture::TEXTURE_EXTERNAL, mTextureName);    if (flags & ISurfaceComposerClient::eNonPremultiplied) mPremultipliedAlpha = false;    mCurrentState.requested = mCurrentState.active;    // drawing state & current state are identical    mDrawingState = mCurrentState;}

在LayerBuffer的构造函数中,主要是初始化了一个mTextureName,已经一些状态的初始化;以及调用Layer的构造函数。

Layer::Layer(SurfaceFlinger* flinger, const sp& client, const String8& name, uint32_t w,             uint32_t h, uint32_t flags)      : contentDirty(false),        sequence(uint32_t(android_atomic_inc(&sSequence))),        mFlinger(flinger),        mPremultipliedAlpha(true),        mName(name),        mTransactionFlags(0),        mPendingStateMutex(),        mPendingStates(),        mQueuedFrames(0),        mSidebandStreamChanged(false),        mActiveBufferSlot(BufferQueue::INVALID_BUFFER_SLOT),        mCurrentTransform(0),        mOverrideScalingMode(-1),        mCurrentOpacity(true),        mCurrentFrameNumber(0),        mFrameLatencyNeeded(false),        mFiltering(false),        mNeedsFiltering(false),        mProtectedByApp(false),        mClientRef(client),        mPotentialCursor(false),        mQueueItemLock(),        mQueueItemCondition(),        mQueueItems(),        mLastFrameNumberReceived(0),        mAutoRefresh(false),        mFreezeGeometryUpdates(false) {    mCurrentCrop.makeInvalid();    uint32_t layerFlags = 0;    if (flags & ISurfaceComposerClient::eHidden) layerFlags |= layer_state_t::eLayerHidden;    if (flags & ISurfaceComposerClient::eOpaque) layerFlags |= layer_state_t::eLayerOpaque;    if (flags & ISurfaceComposerClient::eSecure) layerFlags |= layer_state_t::eLayerSecure;    mName = name;    mTransactionName = String8("TX - ") + mName;    mCurrentState.active.w = w;    ... ... init mCurrentState    mCurrentState.type = 0;    // drawing state & current state are identical    mDrawingState = mCurrentState;    const auto& hwc = flinger->getHwComposer();    const auto& activeConfig = hwc.getActiveConfig(HWC_DISPLAY_PRIMARY);    nsecs_t displayPeriod = activeConfig->getVsyncPeriod();    mFrameTracker.setDisplayRefreshPeriod(displayPeriod);    CompositorTiming compositorTiming;    flinger->getCompositorTiming(&compositorTiming);    mFrameEventHistory.initializeCompositorTiming(compositorTiming);}

Layerd的构造函数中,主要做一些变量的初始化,以及mCurrentState的初始化。

BufferLayer和Layer都是继承RefBase的,还要一个地方做初始化,那就是onFirstRef。

Layer的onFirstRef是空的:

void Layer::onFirstRef() {}

BufferLayer的onFirstRef则做了很多操作。在这里我们就看到Producer和Consumer出场了。

void BufferLayer::onFirstRef() {    // Creates a custom BufferQueue for SurfaceFlingerConsumer to use    sp producer;    sp consumer;    BufferQueue::createBufferQueue(&producer, &consumer, true);    mProducer = new MonitoredProducer(producer, mFlinger, this);    mConsumer = new BufferLayerConsumer(consumer,            mFlinger->getRenderEngine(), mTextureName, this);    mConsumer->setConsumerUsageBits(getEffectiveUsage(0));    mConsumer->setContentsChangedListener(this);    mConsumer->setName(mName);    if (mFlinger->isLayerTripleBufferingDisabled()) {        mProducer->setMaxDequeuedBufferCount(2);    }    const sp hw(mFlinger->getDefaultDisplayDevice());    updateTransformHint(hw);}

BufferLayer,通过BufferQueue的createBufferQueue,创建了一个buffer队列,一个buffer队列,有一个生产者producer,和一个消费者consumer。

createBufferQueue实现如下:
void BufferQueue::createBufferQueue(sp* outProducer,
sp* outConsumer,
bool consumerIsSurfaceFlinger) {
… …

sp core(new BufferQueueCore());LOG_ALWAYS_FATAL_IF(core == NULL,        "BufferQueue: failed to create BufferQueueCore");sp producer(new BufferQueueProducer(core, consumerIsSurfaceFlinger));LOG_ALWAYS_FATAL_IF(producer == NULL,        "BufferQueue: failed to create BufferQueueProducer");sp consumer(new BufferQueueConsumer(core));LOG_ALWAYS_FATAL_IF(consumer == NULL,        "BufferQueue: failed to create BufferQueueConsumer");*outProducer = producer;*outConsumer = consumer;

}

  • 首先创建了一个BufferQueueCore,这个是BufferQueue的核心。
  • 然后创建了一个BufferQueueProducer和一个BufferQueueConsumer,注意Producer和Consumer都持有BufferQueueCore的引用。

BufferQueue创建完后,BufferLayer,又对BufferQueueCore中的Producer和Consume进行封装。分别创建了MonitoredProducer和BufferLayerConsumer。

最后,再对创建的mConsumer和mProducer进行初始化。

mConsumer这边主要有:

  • setConsumerUsageBits,设置Consumer的usage
  • setContentsChangedListener,这种内容改变的监听,注意这里传的是this指针,因为BufferLayer实现了两个接口,还记得不?
  • setName,设置Consumer 名

mProducer这边主要有

  • setMaxDequeuedBufferCount
    根据系统的属性,设置Producer最多可以申请多少个Buffer,默认是3个;如果配置了属性ro.sf.disable_triple_buffer为true,那就只能用2个。

这个是在SurfaceFlinger初始化时,在SurfaceFlinger的构造函数中决定的。

    property_get("ro.sf.disable_triple_buffer", value, "1");    mLayerTripleBufferingDisabled = atoi(value);    ALOGI_IF(mLayerTripleBufferingDisabled, "Disabling Triple Buffering");

我们来看看Layer和BufferQueue之间的关系~

解释一下:

  • 一个Layer对应一个BufferQueue,一个BufferQueue中有多个Buffer,一般是2个或者3个。
  • 一个Layer有一个Producer,一个Consumer
  • 结合前面的分析,一个Surface和一个Layer也是一一对应的,和窗口也是一一对应的。

可见,BufferQueue就是两个连接纽带,连接着Producer和Consumer。接下来,我们就来分别看一下Producer和Consumer。

MonitoredProducer是对BufferQueueProducer的封装,其目的,就是Producer销毁时,能通知SurfaceFlinger。这就是取名Monitored的愿意。余下的,MonitoredProducer的很多接口都是直接调,对应的BufferQueueProducer的实现。

销毁监听,就是在MonitoredProducer析构函数中,post一个消息到SurfaceFlinger的主线程中。通知SurFaceFlinger Producer已经销毁,SurfaceFlinger 会将销毁的Producer从mGraphicBufferProducerList中删掉。代码如下:

MonitoredProducer::~MonitoredProducer() {    // Remove ourselves from SurfaceFlinger's list. We do this asynchronously    // because we don't know where this destructor is called from. It could be    // called with the mStateLock held, leading to a dead-lock (it actually    // happens).    class MessageCleanUpList : public MessageBase {    public:        MessageCleanUpList(const sp& flinger,                const wp& producer)            : mFlinger(flinger), mProducer(producer) {}        virtual ~MessageCleanUpList() {}        virtual bool handler() {            Mutex::Autolock _l(mFlinger->mStateLock);            mFlinger->mGraphicBufferProducerList.remove(mProducer);            return true;        }    private:        sp mFlinger;        wp mProducer;    };    mFlinger->postMessageAsync(new MessageCleanUpList(mFlinger, asBinder(mProducer)));}

BufferQueueProducer就是Producer真是实现的地方了。前面我们的应用代码中,要绘制一个窗口,有很多个步骤,而每一步的实现,基本都在BufferQueueProducer中。

BufferQueueProducer的类图如下:

其中,dequeueBuffer和queueBuffer是两个非常重要的函数。我们的应用中,是不是通过ANativeWindow的dequeueBuffer函数,获取到一个Buffer,再通过ANativeWindow的queueBuffer,送到显示这边的。具体过程我们稍后我讲解。

再来看Consumer,BufferLayerConsumer继承ConsumerBase。BufferLayerConsumer的构造函数中,主要是一些变量的初始化,主要是ConsumerBase的构造函数:

* frameworks/native/libs/gui/ConsumerBase.cppConsumerBase::ConsumerBase(const sp& bufferQueue, bool controlledByApp) :        mAbandoned(false),        mConsumer(bufferQueue),        mPrevFinalReleaseFence(Fence::NO_FENCE) {    // Choose a name using the PID and a process-unique ID.    mName = String8::format("unnamed-%d-%d", getpid(), createProcessUniqueId());    // Note that we can't create an sp<...>(this) in a ctor that will not keep a    // reference once the ctor ends, as that would cause the refcount of 'this'    // dropping to 0 at the end of the ctor.  Since all we need is a wp<...>    // that's what we create.    wp listener = static_cast(this);    sp proxy = new BufferQueue::ProxyConsumerListener(listener);    status_t err = mConsumer->consumerConnect(proxy, controlledByApp);    if (err != NO_ERROR) {        CB_LOGE("ConsumerBase: error connecting to BufferQueue: %s (%d)",                strerror(-err), err);    } else {        mConsumer->setConsumerName(mName);    }}

在ConsumerBase的构造函数中,给BufferQueue设置了监听,这样Consumer和BufferQueue,就算是连上了。

注意这里的Listener。BufferLayer是实现了BufferLayerConsumer的ContentsChangedListener,在BufferLayer的onFirstRef中,这个Listener被设置给了BufferLayerConsumer。

mConsumer->setContentsChangedListener(this);

BufferLayerConsumer的setContentsChangedListener函数如下:

void BufferLayerConsumer::setContentsChangedListener(const wp& listener) {    setFrameAvailableListener(listener);    Mutex::Autolock lock(mMutex);    mContentsChangedListener = listener;}

可见,在setFrameAvailableListener函数中,BufferLayer的Listener实现被赋值给了mFrameAvailableListener。同时调用setFrameAvailableListener

setFrameAvailableListener的实现在父类ConsumerBase中。

void ConsumerBase::setFrameAvailableListener(        const wp& listener) {    CB_LOGV("setFrameAvailableListener");    Mutex::Autolock lock(mFrameAvailableMutex);    mFrameAvailableListener = listener;}

此时,又被赋值给了mFrameAvailableListener,注意,这里的mFrameAvailableListener是BufferLayer中实现的Listener。

ConsumerBase自身实现ConsumerListener,中构造的Listener,通过代理ProxyConsumerListener,在connect时传给了BufferQueueConsumer。

* frameworks/native/libs/gui/BufferQueueConsumer.cppstatus_t BufferQueueConsumer::connect(        const sp& consumerListener, bool controlledByApp) {    ATRACE_CALL();    if (consumerListener == NULL) {        BQ_LOGE("connect: consumerListener may not be NULL");        return BAD_VALUE;    }    BQ_LOGV("connect: controlledByApp=%s",            controlledByApp ? "true" : "false");    Mutex::Autolock lock(mCore->mMutex);    if (mCore->mIsAbandoned) {        BQ_LOGE("connect: BufferQueue has been abandoned");        return NO_INIT;    }    mCore->mConsumerListener = consumerListener;    mCore->mConsumerControlledByApp = controlledByApp;    return NO_ERROR;}

看明白了吧?BufferLayer实现的ContentsChangedListener被保存在ConsumerBase中mFrameAvailableListener。而ConsumerBase实现的ConsumerListener,被传到BufferQueueConsumer,保存在BufferQueueCore的mConsumerListener中。

所以,Listener的通知路线应该是这样的~

  1. Producer生产完后,会通过BufferQueueCore中的mConsumerListener通知ConsumerBase
  2. ConsumerBase,接受到BufferQueueConsumer的通知,再通过BufferLayer传下来的信使mFrameAvailableListener,通知BufferLayer。
  3. BufferLayer接受到通知后,就可以去消费生产完的Buffer了。

到此,Consumer这边准备就绪了,就等着Producer去生产了。注意一点,在分析应用创建Layer时,会得到一个IGraphicBufferProducer,这个就是对应BufferLayer

sp SurfaceComposerClient::createSurface(        ... ...        sp gbp;        if (parent != nullptr) {            parentHandle = parent->getHandle();        }        status_t err = mClient->createSurface(name, w, h, format, flags, parentHandle,                windowType, ownerUid, &handle, &gbp);        ALOGE_IF(err, "SurfaceComposerClient::createSurface error %s", strerror(-err));        if (err == NO_ERROR) {            sur = new SurfaceControl(this, handle, gbp);        }    }    return sur;}

让我们回到我们的应用代码~

Native窗口

在应用代码中,我们已经用到几个关键的类,Surface和SurfaceControl,ANativeWindow和ANativeWindowBuffer;他们又是什么的关系呢,怎么和BufferQueue产生联系的呢?

ANativeWindow

ANativeWindow是Native对一个窗口的描述,和Surface是对等的,Why?可以通过接口ANativeWindow_fromSurface()将Surface转换为ANativeWindow。而事实也ANativeWindow是对BufferQueue的Producer端进行一个封装。

ANativeWindow的定义如下,英文的注释很详细

* frameworks/native/libs/nativewindow/include/system/window.hstruct ANativeWindow{#ifdef __cplusplus    ANativeWindow()        : flags(0), minSwapInterval(0), maxSwapInterval(0), xdpi(0), ydpi(0)    {        common.magic = ANDROID_NATIVE_WINDOW_MAGIC;        common.version = sizeof(ANativeWindow);        memset(common.reserved, 0, sizeof(common.reserved));    }    /* Implement the methods that sp expects so that it       can be used to automatically refcount ANativeWindow's. */    void incStrong(const void* /*id*/) const {        common.incRef(const_cast(&common));    }    void decStrong(const void* /*id*/) const {        common.decRef(const_cast(&common));    }#endif    // 相当于从android_native_base_t继承    struct android_native_base_t common;    /* flags describing some attributes of this surface or its updater */    const uint32_t flags;    /* min swap interval supported by this updated */    const int   minSwapInterval;    /* max swap interval supported by this updated */    const int   maxSwapInterval;    /* horizontal and vertical resolution in DPI */    const float xdpi;    const float ydpi;    /* Some storage reserved for the OEM's driver. */    intptr_t    oem[4];     // 设置swap的间隔,也就是设置Producer是同步还是异步    int     (*setSwapInterval)(struct ANativeWindow* window,                int interval);    // dequeue一块buffer,执行后,buffer就不是locked状态,内容不能修改    // 这里会造成block,引起ANR等如果没有空闲Buffer    // 这个方法现象不建议使用,现在直接使用下面的dequeueBuffer方法    int     (*dequeueBuffer_DEPRECATED)(struct ANativeWindow* window,                struct ANativeWindowBuffer** buffer);    // 在修改Buffer的内容前,先锁住这个Buffer    int     (*lockBuffer_DEPRECATED)(struct ANativeWindow* window,                struct ANativeWindowBuffer* buffer);    // 修改完后,通过此方法将buffer送输出,这个Buffer也没有在用了。    int     (*queueBuffer_DEPRECATED)(struct ANativeWindow* window,                struct ANativeWindowBuffer* buffer);    // 获取我们需要的值    int     (*query)(const struct ANativeWindow* window,                int what, int* value);    // 执行对应的操纵    int     (*perform)(struct ANativeWindow* window,                int operation, ... );    // 取消掉一个已经被deueue出来的值    int     (*cancelBuffer_DEPRECATED)(struct ANativeWindow* window,                struct ANativeWindowBuffer* buffer);    // dequeueBuffer_DEPRECATED的新版本,使用者自己处理Fence    int     (*dequeueBuffer)(struct ANativeWindow* window,                struct ANativeWindowBuffer** buffer, int* fenceFd);    // queueBuffer_DEPRECATED的新版本    int     (*queueBuffer)(struct ANativeWindow* window,                struct ANativeWindowBuffer* buffer, int fenceFd);    // cancelBuffer_DEPRECATED的新版本,必须要和dequeue在同一个线程中    int     (*cancelBuffer)(struct ANativeWindow* window,                struct ANativeWindowBuffer* buffer, int fenceFd);};

此外,window.h头文件中还提供了很多类型native_window_**的API,这些API就是通过ANativeWindow的perform函数调下去的。API很多,这里就不一一介绍了,前面我们的应用代码中已经使用了不少。

为什么说ANativeWindow和Surface是对等的?我们来看看Surface

Surface

Surface也是BufferQueue在Producer端的封装,每个窗口都有且只有一个自己的Surface(同一时刻)。为什么说ANativeWindow和Surface是对等的,实际上Surface继承ANativeWindow。

* frameworks/native/libs/gui/include/gui/Surface.hclass Surface    : public ANativeObjectBase

ANativeWindow是一个模板类,主要是将类似ANativeWindow这样的类型,转换为引用计数控制的类型,实现对象的自动释放。

template class ANativeObjectBase : public NATIVE_TYPE, public REF{

Surface的代码比较多,这里就不贴代码了。但是整体而言,主要如下:

  • ANativeWindow的hooks函数,命名为hook_***,总共10个hook函数,如hook_perform,hook_dequeueBuffer等
  • window.h头文件中定义的API的分发,命名为dispatch***,总共29个,如dispatchConnect,dispatchSetCrop等
  • Surface对hook函数和dispatch函数的具体实现,这些给函数就和BufferQueue交互。
  • 窗口,Buffer的很多描述的属性定义在Surface中。

Surface的实现在:

* frameworks/native/libs/gui/Surface.cpp

在构造函数中,主要是变量的初始化,和ANativeWindow的函数的初始化,将hook函数直接赋值给ANativeWindow对应的函数。

根据我们应用的代码,我们来看看具有代表行的一两个流程,就看native_window_set_buffers_format。

* frameworks/native/libs/nativewindow/include/system/window.hstatic inline int native_window_set_buffers_format(        struct ANativeWindow* window,        int format){    return window->perform(window, NATIVE_WINDOW_SET_BUFFERS_FORMAT, format);}

native_window_api_connect 调的是 ANativeWindow 的 perform 函数,而perform的类型为 NATIVE_WINDOW_SET_BUFFERS_FORMAT。

perform函数是Surface中实现的:

* frameworks/native/libs/gui/Surface.cppint Surface::perform(int operation, va_list args){    int res = NO_ERROR;    switch (operation) {    ... ...    case NATIVE_WINDOW_SET_BUFFERS_FORMAT:        res = dispatchSetBuffersFormat(args);        break;     ... ...}

dispatch函数为dispatchSetBuffersFormat

int Surface::dispatchSetBuffersFormat(va_list args) {    PixelFormat format = va_arg(args, PixelFormat);    return setBuffersFormat(format);}

Surface的实现为:

int Surface::setBuffersFormat(PixelFormat format){    ALOGV("Surface::setBuffersFormat");    Mutex::Autolock lock(mMutex);    if (format != mReqFormat) {        mSharedBufferSlot = BufferItem::INVALID_BUFFER_SLOT;    }    mReqFormat = format;    return NO_ERROR;}

设置的Buffer格式被赋值给了mReqFormat。

以此类推,window.h 头文件中的API,都会设置一个类型,然后通过perform函数,调到Surface中的具体实现。

hook的函数也是类似的,我们以ANativeWindow的dequeueBuffer为例,ANativeWindow的dequeueBuffer函数,直接被赋值为Surface的dequeueBuffer。

int Surface::dequeueBuffer(android_native_buffer_t** buffer, int* fenceFd) {    ... ...    status_t result = mGraphicBufferProducer->dequeueBuffer(&buf, &fence, reqWidth, reqHeight,                                                            reqFormat, reqUsage, &mBufferAge,                                                            enableFrameTimestamps ? &frameTimestamps                                                                                  : nullptr);    ... ...    sp& gbuf(mSlots[buf].buffer);    ... ...    *buffer = gbuf.get();    ... ...    return OK;}

dequeueBuffer的时候,通过mGraphicBufferProducer的dequeueBuffer,去找到可用Buffer的id,然后根据id去队列里面取Buffer。

这下明白,为什么说 ANativeWindow和Surface是对等的了吧。但是… …

但是,对不对等,取决于是否真是的用到Surface。比如,我不想用 Surface的这个流程,我自己写一个MySurface,继承与ANativeWindow,然后我用自己的MySurface。此时,元芳,你怎么看?

那么ANativeWindow和Surface怎么对等的呢?我们且来看SurfaceControl。

SurfaceControl

SurfaceControl,简单理解就是控制Surface的。怎么控制?我们先来看,什么时候创建的SurfaceControl。

创建Layer的时候,通过createSurface创建了Layer,

sp SurfaceComposerClient::createSurface(        ... ...        sp gbp;        if (parent != nullptr) {            parentHandle = parent->getHandle();        }        status_t err = mClient->createSurface(name, w, h, format, flags, parentHandle,                windowType, ownerUid, &handle, &gbp);        ALOGE_IF(err, "SurfaceComposerClient::createSurface error %s", strerror(-err));        if (err == NO_ERROR) {            sur = new SurfaceControl(this, handle, gbp);        }    }    return sur;}

创建了Layer后,获取到Layer的handle和BufferQueue的Producer,SurfaceControl中就有了Layer的handle和Producer了。

SurfaceControl的类图:

构造函数如下:

* frameworks/native/libs/gui/SurfaceControl.cppSurfaceControl::SurfaceControl(        const sp& client,        const sp& handle,        const sp& gbp)    : mClient(client), mHandle(handle), mGraphicBufferProducer(gbp){}

这里SurfaceControl就和Layer,BufferQueue建立联系了。

再回到我们的代码:

ANativeWindow* aNativeWindow = surfaceControl->getSurface().get();

这里SurfaceControl的getSurface是一个sp,这里是多态的用法,这就是为什么说ANativeWindow和Surface对等了。

getSurface函数如下:

sp SurfaceControl::getSurface() const{    Mutex::Autolock _l(mLock);    if (mSurfaceData == 0) {        return generateSurfaceLocked();    }    return mSurfaceData;}

generateSurfaceLocked函数中,创建一个Surface

sp SurfaceControl::generateSurfaceLocked() const{    // This surface is always consumed by SurfaceFlinger, so the    // producerControlledByApp value doesn't matter; using false.    mSurfaceData = new Surface(mGraphicBufferProducer, false);    return mSurfaceData;}

看到了吧,Surface中的mGraphicBufferProducer是从哪儿来的了吧。在Layer端为MonitoredProducer,Surface这边是Binder的Bp端。

我们先来看Surface相关类的关系吧

看了Surface相关的关系类图,再和SurfaceFlinger,Layer相关的关系类似结合,应用和SurfaceFlinger服务的关系是不是就很清楚了。

到此,应用该做的准备工作都准备完了,应用端主要通过IGraphicBufferProducer和ISurfaceComposerClient两个接口SurfaceFlinger进行交互。

在开始下面的知识之前,我们先来看看这个LayerCleaner

窗口销毁的善后处理

应用被销毁后,Client端就被清理了,SurfaceControl,SurfaceComposerClient,被销毁。但是服务端,SurfaceFlinger是另外一个进程,为应用进程申请的相关资源什么很好释放呢?

关键还是看上面类图中的Handler。我们就来看一下流程:

SurfaceControl::~SurfaceControl(){    destroy();}

在destroy函数中,销毁应用进程中的资源:

void SurfaceControl::destroy(){    if (isValid()) {        mClient->destroySurface(mHandle);    }    // clear all references and trigger an IPC now, to make sure things    // happen without delay, since these resources are quite heavy.    mClient.clear();    mHandle.clear();    mGraphicBufferProducer.clear();    IPCThreadState::self()->flushCommands();}

而服务端的,有两种方式:

  • 直接通过 Client destroySurface:
* frameworks/native/services/surfaceflinger/Client.cppstatus_t Client::destroySurface(const sp& handle) {    return mFlinger->onLayerRemoved(this, handle);}
status_t SurfaceFlinger::onLayerRemoved(const sp& client, const sp& handle){    // called by a client when it wants to remove a Layer    status_t err = NO_ERROR;    sp l(client->getLayerUser(handle));    if (l != NULL) {        mInterceptor.saveSurfaceDeletion(l);        err = removeLayer(l);        ALOGE_IF(err<0 && err != NAME_NOT_FOUND,                "error removing layer=%p (%s)", l.get(), strerror(-err));    }    return err;}

但是,注意这里的isValid()

如果isValid无效呢?
这个时候,我们就要通过mClient和mHandle。这个时候是引用计数控制的自动释放。

  • 引用计数控制自动释放
    mClient.clear();    mHandle.clear();

clear函数会是否对象的应用,最终调用析构函数:

Client::~Client(){    const size_t count = mLayers.size();    for (size_t i=0 ; i l = mLayers.valueAt(i).promote();        if (l != nullptr) {            mFlinger->removeLayer(l);        }    }}

这里是不是和destroySurface函数是异曲同工之处。

再来看Handle:

* frameworks/native/services/surfaceflinger/Layer.h    class Handle : public BBinder, public LayerCleaner {    public:        Handle(const sp& flinger, const sp& layer)              : LayerCleaner(flinger, layer), owner(layer) {}        wp owner;    };

Handle析构时,会调父类的析构:

    protected:        ~LayerCleaner() {            // destroy client resources            mFlinger->onLayerDestroyed(mLayer);        }    };

LayerCleaner的析构中同样调的SurfaceFlinger的onLayerRemoved函数。再调的removeLayer

status_t SurfaceFlinger::removeLayer(const sp& layer, bool topLevelOnly) {    ... ...    const auto& p = layer->getParent();    ssize_t index;    if (p != nullptr) {        ... ...        index = p->removeChild(layer);    } else {        index = mCurrentState.layersSortedByZ.remove(layer);    }    ... ...    layer->onRemovedFromCurrentState();    mLayersPendingRemoval.add(layer);    mLayersRemoved = true;    mNumLayers -= 1 + layer->getChildrenCount();    setTransactionFlags(eTransactionNeeded);    return NO_ERROR;}

删除Layer时,主要做了以下几件事:

  • 将Layer从父Layer中删掉,或者从mCurrentState中删掉,放到待删除Layer列表中
  • onRemovedFromCurrentState,清理Layer,如果是父Layer,子Layer也删掉
  • setTransactionFlags,通知SurfaceFlinger更新,更新后,我们删掉的Layer就没有了,屏幕就不显示了。

最后销毁Layer

* frameworks/native/services/surfaceflinger/Layer.cppLayer::~Layer() {    sp c(mClientRef.promote());    if (c != 0) {        c->detachLayer(this);    }    for (auto& point : mRemoteSyncPoints) {        point->setTransactionApplied();    }    for (auto& point : mLocalSyncPoints) {        point->setFrameAvailable();    }    mFrameTracker.logAndResetStats(mName);}

善终… …

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