Choreographer应用最广泛的是其postCallback()方法可以提供在vsync信号来到时进行回调,本篇的就是为了说明其原理。
- Choreographer的初始化
private final Looper mLooper;
private final FrameHandler mHandler;
private final FrameDisplayEventReceiver mDisplayEventReceiver;
private Choreographer(Looper looper, int vsyncSource){
mLooper = looper;
mHandler = new FrameHandler(looper);
nDisplayEventReceiver = USE_VSYNC? new FrameDisplayEventReceiver(looper, vsyncSource):null;
mLastFrameTimeNanos = Long.MIN_VALUE;
mFrameIntervalNanos = (long)(1000000000/getRefreshRate());
mCallbackQueues = new CallbackQueue[CALLBACK_LAST + 1];
for(int i=0;i<=CALLBACK_LAST;i++){
mCallbackQueuesi[i] = new CallbackQueue();
}
setFPSDivisor(SystemProperties.getInt(ThreadRender.DEBUG_FPS_DIVISOR,1));
}
其他的都没有什么内容,这里的关键是这个FrameDisplayEventReceiver;我们目前在这里分析的是ViewRootImpl中的Choreographer,所以认为这里的looper为MainLooper(不影响整体分析,在Choreographer中可以看到有两个ThreadLocal提供线程单例)。
- FrameDisplayEventReceiver继承自DisplayEventReceiver,重写了onVsync与run
//DisplayEventReceiver.java
public DisplayEventReceiver(Looper looper, int vsyncSource){
mMessageQueue = looper.getQueue();
mReceiverPtr=nativeInit(new WeakReference<DisplayEventReceiver>(this), mMessageQueue, vsyncSource);
}
//messageQueue可以认为是主线程的MessageQueue,
//该方法的native实现在../framework/base/core/jni/android_view_DisplayEventReceiver.cpp
private static native long nativeInit(WeakReference<DisplayEventReceiver> receiver, MessageQueue messageQueue, int vsyncSource);
//android_view_DisplayEventReceiver.cpp
static jint nativeInit(JNIEnv* env, jclass clazz, jobject receiverObj, jobject messageQueueObj){
//Java层的MessageQueue还是依托native层的MessageQueue去实现的
sp<MessageQueue> messageQueue = android_os_MessageQueue_getMessageQueue(env, messageQueueObj);
//创建一个NativeDisplayEventReceiver对象
sp<NativeDisplayEventReceiver> receiver = new NativeDisplayEventReceiver(env, receiverObj, messageQueue);
status_t status = receiver->initialize();
receiver->incStrong(gDisplayEventReceiverClassInfo.clazz);
return reinterpret_cast<jnit>(receiver.get());
}
class NativeDisplayEventReceiver : public LooperCallback{
...
private:
...
DisplayEventReceiver mReceiver;
}
//保存成员变量
NativeDisplayEventReceiver::NativeDisplayEventReceiver(JNIEnv* env, jobject receiverObj, const sp<MessageQueue>& messageQueue):
mReceiverObjGlobal(env->NewGlobalRef(receiverObj)), mMessageQueue(mMessageQueue), mWaitingForVsync(false){}
status_t NativeDisplayEventReceiver::initialize(){
status_t result = mReceiver.initCheck();
int rc = mMessageQueue->getLooper()->addFd(mReceiver.getFd(), 0, ALOOPER_EVENT_INPUT, this, NULL);
}
在这里,mReceiver是DisplayEventReceiver对象
- DisplayEventReceiver.cpp
DisplayEventReceiver::DisplayEventReceiver(){
sp<ISurfaceComposer> sf(ComposerService::getComposerService());
if(sf != NULL){
mEventConnection = sf->createDisplayEventConnection();
if(mEventConnection != NULL){
mDataChannel = mEventConnection->getDataChannel();
}
}
}
//定义在DisplayEventReciver.h
sp<IDisplayEventConnection> mEventConnection;
sp<BitTube> mDataChannel;
从另外一篇SurfaceFlinger可以找到这里的mDataChannel为一个BitTube对象,内部为管道。并且在其创建的时候会注册在EventThread中,在接受到vsync信号后,会在EventThread中进行写入注册的BitTube的管道中。
int DisplayEventReceiver::getFd() const {
return mDataChannel->getFd();
}
- 结论
联系Handler的阻塞分析,在底层收到vsync信号后,EventThread会往注册的BitTube中写入数据,而这里Choreographer在底层正是将这个BitTube注册到MessageQueue的Looper,于是收到一个vsync后,对应的MessageQueue就会被唤醒,从而进行下一步。
如何利用BitTube的
//EventThread.cpp
void EventThread::Connection::onFirstRef(){
mEventThread->registerDisplayConnection(this);
}
status_t EventThread::registerDisplayEventConnection(const sp<EventThread::Connection>& connection){
mDisplayEventConnections.add(connection);
}
bool EventThread::threadLoop(){
...
status_t err = conn->postEvent(event);
...
}
status_t EventThread::Connection::postEvent(const DisplayEventReceiver::Event& event){
ssize_t size = DisplayEventReceiver::sendEvent(mChannel, &event, 1);
}
//DisplayEventReceiver.cpp
ssize_t DisplayEventReceiver::sendEvents(const sp<BitTube>& dataChannel, Event const* events, size_t count){
return BitTube::sendObject(dataChannel,events,count);
}
//BitTube.cpp
ssize_t BitTube::sendObjects(const sp<BitTube>& tube, void const* events, size_t count, size_t objSize){
...
const char* vaddr = reinterpret_cast<const char*>(events) + objSize*i;
ssize_t size = tube->write(vaddr, objsize);
...
}
ssize_t BitTube::write(void const* vaddr, size_t size){
...
len = ::send(mSendFd, vaddr, size, MSG_DONTWAIT | MSG_NOSIGNAL);
...
}
同时在Looper中的添加的fd为mReceiveFd,与mSendFd相对应,此时Looper就会被唤醒了。
因此每次收到vsync信号,对应的Looper中的MessageQueue都会在阻塞中被唤醒(如果被阻塞的话)。
//Choreographer
public void postCallback(int callbackType, Runnable action, Object token){
postCallbackDelayed(callbackType, action, token, 0);
}
public void postCallbackDelayed(int callbackType, Runnable action, Object token, long delayMillis){
postCallbackDelayInternal(callbackType, action, token, delayMillis);
}
private void postCallbackDelayInternal(int callbackType, Object action, Object token, long delayMillis){
synchronized(mLock){
final long now = SystemClock.uptimeMillis();
final long dueTime = now + delayMillis;
mCallbackQueues[callbackType].addCallbackLocked(dueTime,action,token);
if(dueTime <= now){
scheduleFrameLocked(now);
}else{
Message msg=mHandler.obtainMessage(MSG_DO_SCHEDULE_CALLBACK, action);
msg.arg1=callbackType;
msg.setAsynchronous(true);
mHandler.sendMessageAtTime(msg,dueTime);
}
}
}
//todo
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