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Android系统的编舞者Choreographer

Android系统的编舞者Choreographer

作者: 静默加载 | 来源:发表于2018-04-25 10:34 被阅读315次

    个人博客地址 http://dandanlove.com/

    前言

    上一篇文章 Android的16ms和垂直同步以及三重缓存 解释了手机流畅性的问题,并在文章中提到了在Android4.1中添加的VsyncChoreographer机制,用于同Vsync机制配合,实现统一调度界面绘图。

    1、Choreographer的构造

    Choreographer是线程级别的单例,并且具有处理当前线程消息循环队列的功能。

    public final class Choreographer {
        // Enable/disable vsync for animations and drawing.
        private static final boolean USE_VSYNC = SystemProperties.getBoolean(
                "debug.choreographer.vsync", true);
        
        //单例
        public static Choreographer getInstance() {
            return sThreadInstance.get();
        }
    
        //每个线程一个Choreographer实例
        private static final ThreadLocal<Choreographer> sThreadInstance =
                new ThreadLocal<Choreographer>() {
            @Override
            protected Choreographer initialValue() {
                Looper looper = Looper.myLooper();
                if (looper == null) {
                    throw new IllegalStateException("The current thread must have a looper!");
                }
                return new Choreographer(looper);
            }
        };
    
        private Choreographer(Looper looper) {
            mLooper = looper;
            //创建handle对象,用于处理消息,其looper为当前的线程的消息队列
            mHandler = new FrameHandler(looper);
            //创建VSYNC的信号接受对象
            mDisplayEventReceiver = USE_VSYNC ? new FrameDisplayEventReceiver(looper) : null;
            //初始化上一次frame渲染的时间点
            mLastFrameTimeNanos = Long.MIN_VALUE;
            //计算帧率,也就是一帧所需的渲染时间,getRefreshRate是刷新率,一般是60
            mFrameIntervalNanos = (long)(1000000000 / getRefreshRate());
            //创建消息处理队列
            mCallbackQueues = new CallbackQueue[CALLBACK_LAST + 1];
            for (int i = 0; i <= CALLBACK_LAST; i++) {
                mCallbackQueues[i] = new CallbackQueue();
            }
        }
    }
    

    变量USE_VSYNC用于表示系统是否是用了Vsync同步机制,该值是通过读取系统属性debug.choreographer.vsync来获取的。如果系统使用了Vsync同步机制,则创建一个FrameDisplayEventReceiver对象用于请求并接收Vsync事件,最后Choreographer创建了一个大小为3的CallbackQueue队列数组,用于保存不同类型的Callback。

    2、Choreographer的使用

    2.1、注册Runnable对象

    作者之前写过一篇关于ViewRootImpl的文章:ViewRootImpl的独白,我不是一个View(布局篇)里面有涉及使用Choreographer进行View的绘制,这次我们从ViewRootImpl的绘制出发来看看Choreographer的使用。

    public final class ViewRootImpl implements ViewParent,
            View.AttachInfo.Callbacks, HardwareRenderer.HardwareDrawCallbacks {
        Choreographer mChoreographer;
        /***部分代码省略***/
        public ViewRootImpl(Context context, Display display) {
            /***部分代码省略***/
            mChoreographer = Choreographer.getInstance();
            /***部分代码省略***/
        }
        /***部分代码省略***/
        void scheduleTraversals() {
            if (!mTraversalScheduled) {
                mTraversalScheduled = true;
                mTraversalBarrier = mHandler.getLooper().postSyncBarrier();
                mChoreographer.postCallback(
                        Choreographer.CALLBACK_TRAVERSAL, mTraversalRunnable, null);
                if (!mUnbufferedInputDispatch) {
                    scheduleConsumeBatchedInput();
                }
                notifyRendererOfFramePending();
            }
        }
    }
    

    2.1、注册FrameCallback对象

    无论是注册Runnable还是注册FrameCallback对象最终都会调用postCallbackDelayedInternal方法往mCallbackQueues添加回调,区别在于FrameCallback的token为FRAME_CALLBACK_TOKEN,两者在回调的时候不相同。

    public final class Choreographer {
        // All frame callbacks posted by applications have this token.
        private static final Object FRAME_CALLBACK_TOKEN = new Object() {
            public String toString() { return "FRAME_CALLBACK_TOKEN"; }
        };
    
        private static final class CallbackRecord {
            public CallbackRecord next;
            public long dueTime;
            public Object action; // Runnable or FrameCallback
            public Object token;
    
            public void run(long frameTimeNanos) {
                if (token == FRAME_CALLBACK_TOKEN) {
                    ((FrameCallback)action).doFrame(frameTimeNanos);
                } else {
                    ((Runnable)action).run();
                }
            }
        }
    }
    

    3、Choreographer的消息处理

    3.1、Choreographer接受消息

    public final class Choreographer {
        //Input callback.  Runs first.
        public static final int CALLBACK_INPUT = 0;
        //Animation callback.  Runs before traversals.
        public static final int CALLBACK_ANIMATION = 1;
        // Traversal callback.  Handles layout and draw.  
        //Runs last after all other asynchronous messages have been handled.
        public static final int CALLBACK_TRAVERSAL = 2;
        private static final int CALLBACK_LAST = CALLBACK_TRAVERSAL;
    
        //长度为3(CALLBACK_LAST+1)的CallbackQueue类型的数组
        private final CallbackQueue[] mCallbackQueues;
    
        //发送回调事件
        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) {
            if (action == null) {
                throw new IllegalArgumentException("action must not be null");
            }
            if (callbackType < 0 || callbackType > CALLBACK_LAST) {
                throw new IllegalArgumentException("callbackType is invalid");
            }
    
            postCallbackDelayedInternal(callbackType, action, token, delayMillis);
        }
    
        private void postCallbackDelayedInternal(int callbackType,
                Object action, Object token, long delayMillis) {
            /***部分代码省略***/
            synchronized (mLock) {
                //从开机到现在的毫秒数(手机睡眠的时间不包括在内); 
                final long now = SystemClock.uptimeMillis();
                final long dueTime = now + delayMillis;
                //添加类型为callbackType的CallbackQueue(将要执行的回调封装而成)
                mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token);
                //函数执行时间
                if (dueTime <= now) {
                    //立即执行
                    scheduleFrameLocked(now);
                } else {
                    //异步回调延迟执行
                    Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_CALLBACK, action);
                    msg.arg1 = callbackType;
                    msg.setAsynchronous(true);
                    mHandler.sendMessageAtTime(msg, dueTime);
                }
            }
        }
        /**
         * @param dueTime 任务开始时间
         * @param action 任务
         * @param token 标识
         */
        private CallbackRecord obtainCallbackLocked(long dueTime, Object action, Object token) {
            CallbackRecord callback = mCallbackPool;
            if (callback == null) {
                callback = new CallbackRecord();
            } else {
                mCallbackPool = callback.next;
                callback.next = null;
            }
            callback.dueTime = dueTime;
            callback.action = action;
            callback.token = token;
            return callback;
        }
        private final class CallbackQueue {
            private CallbackRecord mHead;
            public void addCallbackLocked(long dueTime, Object action, Object token) {
                CallbackRecord callback = obtainCallbackLocked(dueTime, action, token);
                CallbackRecord entry = mHead;
                //判断当前的是否不头节点
                if (entry == null) {
                    mHead = callback;
                    return;
                }
                //判断当前任务出发起始时间是不是当前所有任务的最开始时间
                if (dueTime < entry.dueTime) {
                    callback.next = entry;
                    mHead = callback;
                    return;
                }
                //根据任务开始时间由小到大插入到链表当中
                while (entry.next != null) {
                    if (dueTime < entry.next.dueTime) {
                        callback.next = entry.next;
                        break;
                    }
                    entry = entry.next;
                }
                entry.next = callback;
            }
        }
    }
    

    3.1.1、CallbackQueue

    public final class Choreographer {
        /**
         * Callback type: Input callback.  Runs first.
         * @hide
         */
        public static final int CALLBACK_INPUT = 0;
    
        /**
         * Callback type: Animation callback.  Runs before traversals.
         * @hide
         */
        public static final int CALLBACK_ANIMATION = 1;
    
        /**
         * Callback type: Traversal callback.  Handles layout and draw.  Runs
         * after all other asynchronous messages have been handled.
         * @hide
         */
        public static final int CALLBACK_TRAVERSAL = 2;
    }
    

    三种类型不同的CallbackRecord链表,按照任务触发时间由小到大排列。

    CallbackQueue.png

    3.2、FrameHandler异步处理

    public final class Choreographer {
    
        private static final int MSG_DO_FRAME = 0;
        private static final int MSG_DO_SCHEDULE_VSYNC = 1;
        private static final int MSG_DO_SCHEDULE_CALLBACK = 2;
        private final class FrameHandler extends Handler {
            public FrameHandler(Looper looper) {
                super(looper);
            }
    
            @Override
            public void handleMessage(Message msg) {
                switch (msg.what) {
                    case MSG_DO_FRAME:
                        //刷新当前这一帧
                        doFrame(System.nanoTime(), 0);
                        break;
                    case MSG_DO_SCHEDULE_VSYNC:
                        //做VSYNC的信号同步
                        doScheduleVsync();
                        break;
                    case MSG_DO_SCHEDULE_CALLBACK:
                        //将当前任务加入执行队列
                        doScheduleCallback(msg.arg1);
                        break;
                }
            }
        }
    }
    

    3.2.1、doFrame

    public final class Choreographer {
        void doFrame(long frameTimeNanos, int frame) {
            final long startNanos;
            synchronized (mLock) {
                if (!mFrameScheduled) {
                    return; // no work to do
                }
                //当前时间
                startNanos = System.nanoTime();
                //抖动间隔
                final long jitterNanos = startNanos - frameTimeNanos;
                //抖动间隔大于屏幕刷新时间间隔(16ms)
                if (jitterNanos >= mFrameIntervalNanos) {
                    final long skippedFrames = jitterNanos / mFrameIntervalNanos;
                    //跳过了几帧!,也许当前应用在主线程做了太多的事情。
                    if (skippedFrames >= SKIPPED_FRAME_WARNING_LIMIT) {
                        Log.i(TAG, "Skipped " + skippedFrames + " frames!  "
                                + "The application may be doing too much work on its main thread.");
                    }
                    //最后一次的屏幕刷是lastFrameOffset之前开始的
                    final long lastFrameOffset = jitterNanos % mFrameIntervalNanos;
                    if (DEBUG) {
                        Log.d(TAG, "Missed vsync by " + (jitterNanos * 0.000001f) + " ms "
                                + "which is more than the frame interval of "
                                + (mFrameIntervalNanos * 0.000001f) + " ms!  "
                                + "Skipping " + skippedFrames + " frames and setting frame "
                                + "time to " + (lastFrameOffset * 0.000001f) + " ms in the past.");
                    }
                    //最后一帧的刷新开始时间
                    frameTimeNanos = startNanos - lastFrameOffset;
                }
                //由于跳帧可能造成了当前展现的是之前的帧,这样需要等待下一个vsync信号
                if (frameTimeNanos < mLastFrameTimeNanos) {
                    if (DEBUG) {
                        Log.d(TAG, "Frame time appears to be going backwards.  May be due to a "
                                + "previously skipped frame.  Waiting for next vsync.");
                    }
                    scheduleVsyncLocked();
                    return;
                }
                //当前画面刷新的状态置false
                mFrameScheduled = false;
                //更新最后一帧的刷新时间
                mLastFrameTimeNanos = frameTimeNanos;
            }
            //按照优先级策略进行画面刷新时间处理
            doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos);
            doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos);
            doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos);
            
            if (DEBUG) {
                final long endNanos = System.nanoTime();
                Log.d(TAG, "Frame " + frame + ": Finished, took "
                        + (endNanos - startNanos) * 0.000001f + " ms, latency "
                        + (startNanos - frameTimeNanos) * 0.000001f + " ms.");
            }
        }
    }
    

    3.2.2、doScheduleVsync

    public final class Choreographer {
        //等待vsync信号
        void doScheduleVsync() {
            synchronized (mLock) {
                if (mFrameScheduled) {
                    scheduleVsyncLocked();
                }
            }
        }
        //当运行在Looper线程,则立刻调度vsync
        private void scheduleVsyncLocked() {
            mDisplayEventReceiver.scheduleVsync();
        }
    }
    

    3.2.3、doScheduleCallback

    public final class Choreographer {
        // Enable/disable vsync for animations and drawing.
        private static final boolean USE_VSYNC = SystemProperties.getBoolean(
                "debug.choreographer.vsync", true);
        private final class CallbackQueue {
            //判断是否有能执行的任务
            public boolean hasDueCallbacksLocked(long now) {
                return mHead != null && mHead.dueTime <= now;
            }
            /***部分代码省略***/
        }
        /***部分代码省略***/
        //执行任务回调
        void doScheduleCallback(int callbackType) {
            synchronized (mLock) {
                if (!mFrameScheduled) {
                    final long now = SystemClock.uptimeMillis();
                    //有能执行的任务
                    if (mCallbackQueues[callbackType].hasDueCallbacksLocked(now)) {
                        scheduleFrameLocked(now);
                    }
                }
            }
        }
    
        private void scheduleFrameLocked(long now) {
            if (!mFrameScheduled) {
                mFrameScheduled = true;
                if (USE_VSYNC) {
                    if (DEBUG) {
                        Log.d(TAG, "Scheduling next frame on vsync.");
                    }
    
                    // If running on the Looper thread, then schedule the vsync immediately,
                    // otherwise post a message to schedule the vsync from the UI thread
                    // as soon as possible.
                    if (isRunningOnLooperThreadLocked()) {
                        //当运行在Looper线程,则立刻调度vsync
                        scheduleVsyncLocked();
                    } else {
                        //切换到主线程,调度vsync
                        Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_VSYNC);
                        msg.setAsynchronous(true);
                        mHandler.sendMessageAtFrontOfQueue(msg);
                    }
                } else {
                    //如果没有VSYNC的同步,则发送消息刷新画面
                    final long nextFrameTime = Math.max(
                            mLastFrameTimeNanos / TimeUtils.NANOS_PER_MS + sFrameDelay, now);
                    if (DEBUG) {
                        Log.d(TAG, "Scheduling next frame in " + (nextFrameTime - now) + " ms.");
                    }
                    Message msg = mHandler.obtainMessage(MSG_DO_FRAME);
                    msg.setAsynchronous(true);
                    mHandler.sendMessageAtTime(msg, nextFrameTime);
                }
            }
        }
        //检测当前的Looper线程是不是主线程
        private boolean isRunningOnLooperThreadLocked() {
            return Looper.myLooper() == mLooper;
        }
    }
    
    public final class Choreographer {
        // The display event receiver can only be accessed by the looper thread to which
        // it is attached.  We take care to ensure that we post message to the looper
        // if appropriate when interacting with the display event receiver.
        private final FrameDisplayEventReceiver mDisplayEventReceiver;
    
        private Choreographer(Looper looper) {
            /***部分代码省略***/
            //在Choreographer的构造函数中,我们使用USE_VSYNC则会有FrameDisplayEventReceiver做为与显示器时间进行交互
            mDisplayEventReceiver = USE_VSYNC ? new FrameDisplayEventReceiver(looper) : null;
        }
        /***部分代码省略***/
        private final class FrameDisplayEventReceiver extends DisplayEventReceiver
                implements Runnable {
            //构造函数需要传入当前的looper队列  
            public FrameDisplayEventReceiver(Looper looper) {
                super(looper);
            }
            /***部分代码省略***/  
        }
    }
    
    public abstract class DisplayEventReceiver {
        private static native void nativeScheduleVsync(long receiverPtr);
        /**
         * Creates a display event receiver.
         *
         * @param looper The looper to use when invoking callbacks.
         */
        public DisplayEventReceiver(Looper looper) {
            if (looper == null) {
                throw new IllegalArgumentException("looper must not be null");
            }
            mMessageQueue = looper.getQueue();
            //接受数量多少等于looper中消息的多少
            mReceiverPtr = nativeInit(this, mMessageQueue);
            mCloseGuard.open("dispose");
        }
        /**
         * Schedules a single vertical sync pulse to be delivered when the next
         * display frame begins.
         */
        public void scheduleVsync() {
            if (mReceiverPtr == 0) {
                Log.w(TAG, "Attempted to schedule a vertical sync pulse but the display event "
                        + "receiver has already been disposed.");
            } else {
                nativeScheduleVsync(mReceiverPtr);
            }
        }
    }
    

    3.3、Choreographer流程汇总

    choreographer.png

    4、native端的消息处理

    文件路径:frameworks/base/core/jni/android_view_DisplayEventReceiver.cpp

    4.1、NativeDisplayEventReceiver类结构

    //NativeDisplayEventReceiver类的定义
    class NativeDisplayEventReceiver : public LooperCallback {
    public://对象公共方法
        //构造函数
        NativeDisplayEventReceiver(JNIEnv* env,
                jobject receiverObj, const sp<MessageQueue>& messageQueue);
        status_t initialize();  //初始化方法
        void dispose();
        status_t scheduleVsync();//获取下一个VSYNC信号
    
    protected:
        virtual ~NativeDisplayEventReceiver();//析构函数
    
    private:
        jobject mReceiverObjGlobal;//java层的DisplayEventReceiver的全局引用
        sp<MessageQueue> mMessageQueue;//looper的消息队列
        DisplayEventReceiver mReceiver;//frameworks/nivate/libs/gui/DisplayEventReceiver.cpp
        bool mWaitingForVsync;//默认为false
    
        virtual int handleEvent(int receiveFd, int events, void* data);
        bool processPendingEvents(nsecs_t* outTimestamp, int32_t* id, uint32_t* outCount);
        void dispatchVsync(nsecs_t timestamp, int32_t id, uint32_t count);
        void dispatchHotplug(nsecs_t timestamp, int32_t id, bool connected);
    };
    
    //ststem/core/include/utils/Looper.h
    /**
     * A looper callback.
     */
    //NativeDisplayEventReceiver的父类,用与looper中消息的回调
    class LooperCallback : public virtual RefBase {
    protected:
        virtual ~LooperCallback() { }
    
    public:
        virtual int handleEvent(int fd, int events, void* data) = 0;
    };
    

    4.2、NativeDisplayEventReceiver初始化

    //初始化native的消息队列
    static jlong nativeInit(JNIEnv* env, jclass clazz, jobject receiverObj,
            jobject messageQueueObj) {
        sp<MessageQueue> messageQueue = android_os_MessageQueue_getMessageQueue(env, messageQueueObj);
        if (messageQueue == NULL) {
            jniThrowRuntimeException(env, "MessageQueue is not initialized.");
            return 0;
        }
        //构造NativeDisplayEventReceiver对象
        sp<NativeDisplayEventReceiver> receiver = new NativeDisplayEventReceiver(env,
                receiverObj, messageQueue);
        status_t status = receiver->initialize();
        if (status) {
            String8 message;
            message.appendFormat("Failed to initialize display event receiver.  status=%d", status);
            jniThrowRuntimeException(env, message.string());
            return 0;
        }
    
        receiver->incStrong(gDisplayEventReceiverClassInfo.clazz); // retain a reference for the object
        return reinterpret_cast<jlong>(receiver.get());
    }
    //NativeDisplayEventReceiver的构造函数
    NativeDisplayEventReceiver::NativeDisplayEventReceiver(JNIEnv* env,
            jobject receiverObj, const sp<MessageQueue>& messageQueue) :
            mReceiverObjGlobal(env->NewGlobalRef(receiverObj)),
            mMessageQueue(messageQueue), mWaitingForVsync(false) {
        ALOGV("receiver %p ~ Initializing input event receiver.", this);
    }
    //receiver内部数据的初始化
    status_t NativeDisplayEventReceiver::initialize() {
        status_t result = mReceiver.initCheck();
        if (result) {
            ALOGW("Failed to initialize display event receiver, status=%d", result);
            return result;
        }
        //监听mReceiver的所获取的文件句柄。
        int rc = mMessageQueue->getLooper()->addFd(mReceiver.getFd(), 0, Looper::EVENT_INPUT,
                this, NULL);
        if (rc < 0) {
            return UNKNOWN_ERROR;
        }
        return OK;
    }
    

    4.3、NativeDisplayEventReceiver请求VSYNC的同步

    //java层调用DisplayEventReceiver的scheduleVsync请求VSYNC的同步
    static void nativeScheduleVsync(JNIEnv* env, jclass clazz, jlong receiverPtr) {
        sp<NativeDisplayEventReceiver> receiver =
                reinterpret_cast<NativeDisplayEventReceiver*>(receiverPtr);
        status_t status = receiver->scheduleVsync();
        if (status) {
            String8 message;
            message.appendFormat("Failed to schedule next vertical sync pulse.  status=%d", status);
            jniThrowRuntimeException(env, message.string());
        }
    }
    
    status_t NativeDisplayEventReceiver::scheduleVsync() {
        if (!mWaitingForVsync) {
            ALOGV("receiver %p ~ Scheduling vsync.", this);
    
            // Drain all pending events.
            nsecs_t vsyncTimestamp;
            int32_t vsyncDisplayId;
            uint32_t vsyncCount;
            processPendingEvents(&vsyncTimestamp, &vsyncDisplayId, &vsyncCount);
            //请求下一次Vsync信息处理
            status_t status = mReceiver.requestNextVsync();
            if (status) {
                ALOGW("Failed to request next vsync, status=%d", status);
                return status;
            }
    
            mWaitingForVsync = true;
        }
        return OK;
    }
    
    //frameworks/native/libs/gui/DisplayEventReceiver.cpp
    //通过IDisplayEventConnection接口来请求Vsync信号,IDisplayEventConnection实现了Binder通信框架,可以跨进程调用。
    //因为Vsync信号请求进程和Vsync产生进程有可能不在同一个进程空间,因此这里就借助IDisplayEventConnection接口来实现。
    status_t DisplayEventReceiver::requestNextVsync() {
        if (mEventConnection != NULL) {
            mEventConnection->requestNextVsync();
            return NO_ERROR;
        }
        return NO_INIT;
    }
    

    4.4、NativeDisplayEventReceiver处理消息

    //NativeDisplayEventReceiver处理消息
    int NativeDisplayEventReceiver::handleEvent(int receiveFd, int events, void* data) {
        ...
        nsecs_t vsyncTimestamp;
        int32_t vsyncDisplayId;
        uint32_t vsyncCount;
        //过滤出最后一次的vsync
        if (processPendingEvents(&vsyncTimestamp, &vsyncDisplayId, &vsyncCount)) {
            mWaitingForVsync = false;
            //分发Vsync,调用到native的android/view/DisplayEventReceiver.class的dispatchVsync方法
            dispatchVsync(vsyncTimestamp, vsyncDisplayId, vsyncCount);
        }
        return 1;
    }
    

    4.5、DisplayEventReceiver分发VSYNC信号

    public abstract class DisplayEventReceiver {
        /***部分代码省略***/
        public void onVsync(long timestampNanos, int builtInDisplayId, int frame) {
        }
        // Called from native code.
        @SuppressWarnings("unused")
        private void dispatchVsync(long timestampNanos, int builtInDisplayId, int frame) {
            onVsync(timestampNanos, builtInDisplayId, frame);
        }
    }
    
    private final class FrameDisplayEventReceiver extends DisplayEventReceiver
                implements Runnable {
        private boolean mHavePendingVsync;
        private long mTimestampNanos;
        private int mFrame;
        /***部分代码省略***/
        @Override
        public void onVsync(long timestampNanos, int builtInDisplayId, int frame) {
            //忽略来自第二显示屏的Vsync
            if (builtInDisplayId != SurfaceControl.BUILT_IN_DISPLAY_ID_MAIN) {
                scheduleVsync();
                return;
            }
            /***部分代码省略***/
            mTimestampNanos = timestampNanos;
            mFrame = frame;
            //该消息的callback为当前对象FrameDisplayEventReceiver
            Message msg = Message.obtain(mHandler, this);
            msg.setAsynchronous(true);
            mHandler.sendMessageAtTime(msg, timestampNanos / TimeUtils.NANOS_PER_MS);
        }
    
        @Override
        public void run() {
            mHavePendingVsync = false;
            //DisplayEventReceiver消息处理
            doFrame(mTimestampNanos, mFrame);
        }
    }
    

    4.6、DisplayEventReceiver消息处理

    参见3.2.1、doFrame介绍

    6、Choreographer处理回调

    6.1、Choreographer触发可执行任务的回调

    这里为什么说可执行任务呢?因为每个任务都有自己的触发时间,Choreographer只选择它能触发的任务。

    public final class Choreographer {
        //进行回调的标识
        private boolean mCallbacksRunning;
        /***部分代码省略***/
        void doCallbacks(int callbackType, long frameTimeNanos) {
            CallbackRecord callbacks;
            synchronized (mLock) {
                final long now = SystemClock.uptimeMillis();
                //找到当前能触发的回调链表
                callbacks = mCallbackQueues[callbackType].extractDueCallbacksLocked(now);
                if (callbacks == null) {
                    return;
                }
                mCallbacksRunning = true;
            }
            try {
                for (CallbackRecord c = callbacks; c != null; c = c.next) {
                    //循环遍历,回调所有的任务
                    c.run(frameTimeNanos);
                }
            } finally {
                synchronized (mLock) {
                    mCallbacksRunning = false;
                    do {
                        final CallbackRecord next = callbacks.next;
                        recycleCallbackLocked(callbacks);
                        callbacks = next;
                    } while (callbacks != null);
                }
            }
        }
        //回收回调任务资源
        private void recycleCallbackLocked(CallbackRecord callback) {
            callback.action = null;
            callback.token = null;
            callback.next = mCallbackPool;
            mCallbackPool = callback;
        }
        private final class CallbackQueue {
            public CallbackRecord extractDueCallbacksLocked(long now) {
                CallbackRecord callbacks = mHead;
                //当链表头部的任务触发事件都比当前时间晚,那么整个链表则没有任务需要触发
                if (callbacks == null || callbacks.dueTime > now) {
                    return null;
                }
    
                CallbackRecord last = callbacks;
                CallbackRecord next = last.next;
                //找到当前时间之前需要触发任务链表,将该链表截断并返回
                while (next != null) {
                    if (next.dueTime > now) {
                        last.next = null;
                        break;
                    }
                    last = next;
                    next = next.next;
                }
                //mHead重置为原始链表截断的头部
                mHead = next;
                return callbacks;
            }
        }
    }
    

    6.2、处理Choreographer回调

    2、Choreographer的使用部分讲述了ViewRootImpl使用Choreographer的使用,那么我们现在来看一下ViewRootImplChoreographer回调时间的处理。

    public final class ViewRootImpl implements ViewParent,
            View.AttachInfo.Callbacks, HardwareRenderer.HardwareDrawCallbacks {
        Choreographer mChoreographer;
        /***部分代码省略***/
        public ViewRootImpl(Context context, Display display) {
            /***部分代码省略***/
            mChoreographer = Choreographer.getInstance();
            /***部分代码省略***/
        }
        /***部分代码省略***/
        void scheduleTraversals() {
            if (!mTraversalScheduled) {
                mTraversalScheduled = true;
                mTraversalBarrier = mHandler.getLooper().postSyncBarrier();
                mChoreographer.postCallback(
                        Choreographer.CALLBACK_TRAVERSAL, mTraversalRunnable, null);
                if (!mUnbufferedInputDispatch) {
                    scheduleConsumeBatchedInput();
                }
                notifyRendererOfFramePending();
            }
        }
        final class TraversalRunnable implements Runnable {
            @Override
            public void run() {
                //开始View的测量、布局、绘制
                doTraversal();
            }
        }
        final TraversalRunnable mTraversalRunnable = new TraversalRunnable();
    }
    

    7、总结

    整片文章单独看起来留下的印象不是很深刻,以前阅读过 Android的16ms和垂直同步以及三重缓存 这篇文章之后就会知道本文章是对 Android的16ms和垂直同步以及三重缓存 这篇文章其中的一些疑问进行解答。从代码的角度讲述了android的屏幕绘制部分知识。

    文章到这里就全部讲述完啦,若有其他需要交流的可以留言哦

    想阅读作者的更多文章,可以查看我 个人博客 和公共号:

    振兴书城

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        本文标题:Android系统的编舞者Choreographer

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