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Android P 图形显示系统(十二) BufferQueue

Android P 图形显示系统(十二) BufferQueue

作者: 夕月风 | 来源:发表于2019-01-07 16:18 被阅读0次

    Buffer状态

    对于生产者这边,BufferQueue的流程基本讲完了。简单说来,首先提需求,告诉BufferQueue需要什么样的Buffer,大小,格式,usage等等;然后dequeue Buffer出来,往Buffer里面绘制显示数据;绘制完成后,queue到BufferQueue里面,并通知消费者进行消费。如此不断的的dequeue,绘制,queue。

    消费者这边的流程,我们还没有讲到。对于消费者来说,收到通知后,将从BufferQueue里面取queue过来的Buffer进行合成,合成完的Buffer再释放掉,这里的释放,是概念上的,并没有真正释放内存,只是让其返回队列,可以被再次dequeue。消费者这边也是不断的接通知,取buffer合成,然后释放,不断循环。
    此图是Android官网对BufferQueue通信过程的描述,这很好的描述这个过程。


    BufferQueue数据流

    在Android 6.0及之前的版本,在这些通信过程中,都将Buffer的状态标记为具体的状态。这四个过程Buffer分别对应不同的四个状态:

    • DEQUEUED 状态
      Producer dequeue一个Buffer后,这个Buffer就变为DEQUEUED状态,release Fence发信号后,Producer就可以修改Buffer的内容,我们称为release Fence。此时Buffer被Producer占用。DEQUEUED状态的Buffer可以迁移到 QUEUED 状态,通过queueBuffer或attachBuffer流程。也可以迁移到FREE装,通过cancelBuffer或detachBuffer流程。

    • QUEUED 状态
      Buffer绘制完后,queue到BufferQueue中,给Consumer进行消费。此时Buffer可能还没有真正绘制完成,必现要等对应的Fence发信号出来后,才真正完成。此时Buffer是BufferQueue持有,可以迁移到ACQUIRED状态,通过acquireBuffer流程。而已可以迁移到FREE状态,如果另外一个Buffer被异步的queue进来。

    • ACQUIRED 状态
      Buffer已经被Consumer获取,但是也必须要等对应的Fence发信号才能被Consumer读写,找个Fence是从Producer那边,queueBuffer的时候传过来的。我们将其称为acquire fence。此时,Buffer被Consumer持有。状态可以迁移到FREE状态,通过releaseBuffer或detachBuffer流程。除了从acquireBuffer流程可以迁移到ACQUIRED状态,attachBuffer流程也可以迁移到ACQUIRED状态。

    • FREE 状态
      FREE状态,说明Buffer被BufferQueue持有,可以被Producer dequeue,它将迁移到DEQUEUED状态,通过dequeueBuffer流程。

    • SHARED状态
      SHARED状态是一个特殊的状态,SHARED的Buffer并不参与前面所说的状态迁移。它说明Buffer被用与共享Buffer模式。除了FREE状态,它可以是其他的任何状态。它可以被多次dequeued, queued, 或者 acquired。这中共享Buffer的模式,主要用于VR等低延迟要求的场合。

    目前,Buffer的状态,都是通过各个状态的Buffer的量来表示状态,对应的关系如下:

    Buffer状态 mShared mDequeueCount mQueueCount mAcquireCount
    FREE false 0 0 0
    DEQUEUED false 1 0 0
    QUEUED false 0 1 0
    ACQUIRED false 0 0 1
    SHARED true any any any

    Buffer的状态在代码中用BufferState描述,BufferState的定义如下:

    * frameworks/native/libs/gui/include/gui/BufferSlot.h
    
    struct BufferState {
    
        BufferState()
        : mDequeueCount(0),
          mQueueCount(0),
          mAcquireCount(0),
          mShared(false) {
        }
    
        uint32_t mDequeueCount;
        uint32_t mQueueCount;
        uint32_t mAcquireCount;
        bool mShared;
    
        ... ...
    };
    

    前面讲解dequeueBuffer和queueBuffer流程时,BufferQueue有很多个队列,我们再来看一下BufferQueue中,几个队列间的关系。

    BufferQueueCore中的定义如下:

    * frameworks/native/libs/gui/include/gui/BufferQueueCore.h
    
    class BufferQueueCore : public virtual RefBase {
    
        ... ...
    
        typedef Vector<BufferItem> Fifo;
        
        ... ...
    
        // mSlots is an array of buffer slots that must be mirrored on the producer
        // side. This allows buffer ownership to be transferred between the producer
        // and consumer without sending a GraphicBuffer over Binder. The entire
        // array is initialized to NULL at construction time, and buffers are
        // allocated for a slot when requestBuffer is called with that slot's index.
        BufferQueueDefs::SlotsType mSlots;
    
        // mQueue is a FIFO of queued buffers used in synchronous mode.
        Fifo mQueue;
    
        // mFreeSlots contains all of the slots which are FREE and do not currently
        // have a buffer attached.
        std::set<int> mFreeSlots;
    
        // mFreeBuffers contains all of the slots which are FREE and currently have
        // a buffer attached.
        std::list<int> mFreeBuffers;
    
        // mUnusedSlots contains all slots that are currently unused. They should be
        // free and not have a buffer attached.
        std::list<int> mUnusedSlots;
    
        // mActiveBuffers contains all slots which have a non-FREE buffer attached.
        std::set<int> mActiveBuffers;
    
    • mSlots
      mSlots 是Buffer序号的一个数组,Producer端的mSlots也是这个mSlots,Consumer端是mSlots也是里的mSlots的引用。它可实现Buffer在Producer和Consumer之间转移,而不需要真正的在Binder间去传输一个GraphicBuffer。初始状态时为空,当requestBuffer流程执行时,将去为对应的Buffer序号,分配真正的Buffer。

    • mQueue
      mQueue是一个先进先出的Vector,是同步模式下使用。里面就是处于QUEUED状态的Buffer。

    • mFreeSlots
      mFreeSlots包含所有是FREE状态,且还没有分配Buffer的,Buffer序号集合。刚开始时,mFreeSlots被初始化为MaxBufferCount个Buffer序号集合,dequeueBuffer的时候,将先从这个集合中获取。但是消费者消费完成,释放的Buffer并不返回到这个队列中,而是返回到mFreeBuffers中。

    • mFreeBuffers
      mFreeBuffers包含的是所有FREE状态,且已经分配Buffer的,Buffer序号的结合。消费者消费完成,释放的Buffer并不返回到这个队列中,而是返回到mFreeBuffers中。

    • mUnusedSlots
      mUnusedSlots和mFreeSlots有些相似,只是mFreeSlots会被用到,而mUnusedSlots中的Buffer序号不会不用到。也就是,总的Buffer序号NUM_BUFFER_SLOTS中,除去MaxBufferCount个mFreeSlots,剩余的集合。

    • mActiveBuffers
      mActiveBuffers包含所有非FREE状态的Buffer。也就是包含了DEQUEUED,QUEUED,ACQUIRED以及SHARED这几个状态的。

    我们从数学的角度来看看他们之间的关系:
    mSlots的数组大小为NUM_BUFFER_SLOTS,但是其中,真正用起来的也只有MaxBufferCount个,其他的都不会被用到。所以,我们可以这么理解,mSlots是BufferQueue中实际流转起来的Buffer。

    mSlots = mFreeBuffers + mActiveBuffers
    

    对于整体而言:

    NUM_BUFFER_SLOTS = mUnusedSlots + mFreeSlots + mFreeBuffers + mActiveBuffers
    

    mSlots是BufferSlot的集合,BufferSlot定义如下:

    struct BufferSlot {
    
        BufferSlot()
        : mGraphicBuffer(nullptr),
          mEglDisplay(EGL_NO_DISPLAY),
          mBufferState(),
          mRequestBufferCalled(false),
          mFrameNumber(0),
          mEglFence(EGL_NO_SYNC_KHR),
          mFence(Fence::NO_FENCE),
          mAcquireCalled(false),
          mNeedsReallocation(false) {
        }
    
        // Buffer序号对应的Buffer
        sp<GraphicBuffer> mGraphicBuffer;
    
        // 创建EGLSyncKHR对象用
        EGLDisplay mEglDisplay;
    
        // Buffer序号当前的状态
        BufferState mBufferState;
    
        // mRequestBufferCalled 表示Producer确实已经调用requestBuffer
        bool mRequestBufferCalled;
    
        // mFrameNumber 表示该Buffer序号已经被queue的次数.  主要用于dequeueBuffer时,遵从LRU,这很有用,因为buffer 变FREE时,可能release Fence还没有发信号出来。
        uint64_t mFrameNumber;
    
        // 现在已经被mFence替换了,基本不用
        EGLSyncKHR mEglFence;
    
        // mFence 是同步的一种方式,上一个owner使用完Buffer后,需要发信号出来,下一个owner才可以使用。
        sp<Fence> mFence;
    
        // 表示Buffer已经被Consumer取走
        bool mAcquireCalled;
    
        // 表示Buffer需要重新分配,需要设置BUFFER_NEEDS_REALLOCATION 通知Producer,不要用原来的缓存的Buffer
        bool mNeedsReallocation;
    };
    

    看完Buffer的状态后,再回头去看看前面介绍的dequeueBuffer和queueBuffer,是不是就很好理解了。

    我们再来看看BufferQueue的工作模式,BufferQueue可以工作在几个模式:

    • 同步模式 Synchronous-like mode
      默认情况下,BufferQueue将工作在同步模式下。在该模式下,每个Buffer都从Producer进入,从Consumer退出,没有Buffer没有丢弃掉。如果Producer生产的太快,Consumer来不及消费,Producer将阻塞等待FREE的Buffer。前面的分析流程的时候在waitForFreeSlotThenRelock也说到了这点。
      这是waitForFreeSlotThenRelock函数中的逻辑:
                if (mDequeueTimeout >= 0) {
                    status_t result = mCore->mDequeueCondition.waitRelative(
                            mCore->mMutex, mDequeueTimeout);
                    if (result == TIMED_OUT) {
                        return result;
                    }
                } else {
                    mCore->mDequeueCondition.wait(mCore->mMutex);
                }
    
    • 非同步模式 Non-blocking mode
      和同步模式相反,BufferQueue工作在非阻塞模式下,在这种模式下,如果没有FREE Buffer,将生成一个错误,而不是阻塞等待FREE的Buffer。这种模式,也没有Buffer不丢弃。这中模式可以避免潜在的死锁,如果应用不理解Graphics框架中复杂的依赖条件。前面我们的代码分析中也看到这一点。waitForFreeSlotThenRelock什么时候不去tryAgain
            if (tryAgain) {
                if ((mCore->mDequeueBufferCannotBlock || mCore->mAsyncMode) &&
                        (acquiredCount <= mCore->mMaxAcquiredBufferCount)) {
                    return WOULD_BLOCK;
                }
    

    mAsyncMode是通过BufferQueueProducer的setAsyncMode函数设置的,从Producer调用过来,受Producer控制。

    mDequeueBufferCannotBlock则是在Producer 连接到BufferQueue时,根据条件判断的,具体逻辑如下:

    status_t BufferQueueProducer::connect(const sp<IProducerListener>& listener,
            int api, bool producerControlledByApp, QueueBufferOutput *output) {
        ... ...
    
        if (mDequeueTimeout < 0) {
            mCore->mDequeueBufferCannotBlock =
                    mCore->mConsumerControlledByApp && producerControlledByApp;
        }
    
        mCore->mAllowAllocation = true;
        VALIDATE_CONSISTENCY();
        return status;
    }
    
    • 舍弃模式 Discard mode
      BufferQueue可以配置为丢弃旧Buffer,而不是生成错误或进行等待。比如,如果用GL对纹理进行快速的绘制,那么旧的Buffer不要丢弃。

    • 共享Buffer模式 shared buffer mode
      共享Buffer模式,表示Buffer是Producer和Consumer共享。共享Buffer模式下,一直用的都是同一个Buffer。而Buffer的状态不能迁移为FREE状态。代码中可以留意mCore->mSharedBufferModemCore->mSharedBufferSlot。这个模式其实也包含在同步模式中,只是比较特殊,单独说一下。

    现在,再回头去看看前面介绍的dequeueBuffer和queueBuffer,是不是就更好理解了。

    acquireBuffer流程

    Buffer queue到BufferQueue中后,将通知消费者去消费。消费时,通过acquireBuffer来获取Buffer,我们且不管acquireBuffer是什么地方调的,我们先来看BufferQueue中acquireBuffer的处理流程。

    * frameworks/native/libs/gui/BufferQueueConsumer.cpp
    
    status_t BufferQueueConsumer::acquireBuffer(BufferItem* outBuffer,
            nsecs_t expectedPresent, uint64_t maxFrameNumber) {
        ATRACE_CALL();
    
        int numDroppedBuffers = 0;
        sp<IProducerListener> listener;
        {
            Mutex::Autolock lock(mCore->mMutex);
    
            int numAcquiredBuffers = 0;
            for (int s : mCore->mActiveBuffers) {
                if (mSlots[s].mBufferState.isAcquired()) {
                    ++numAcquiredBuffers;
                }
            }
            if (numAcquiredBuffers >= mCore->mMaxAcquiredBufferCount + 1) {
                BQ_LOGE("acquireBuffer: max acquired buffer count reached: %d (max %d)",
                        numAcquiredBuffers, mCore->mMaxAcquiredBufferCount);
                return INVALID_OPERATION;
            }
    
            bool sharedBufferAvailable = mCore->mSharedBufferMode &&
                    mCore->mAutoRefresh && mCore->mSharedBufferSlot !=
                    BufferQueueCore::INVALID_BUFFER_SLOT;
    
            // In asynchronous mode the list is guaranteed to be one buffer deep,
            // while in synchronous mode we use the oldest buffer.
            if (mCore->mQueue.empty() && !sharedBufferAvailable) {
                return NO_BUFFER_AVAILABLE;
            }
    
    • acquireBuffer时,也是受mCore->mMutex控制的。
    • numAcquiredBuffers,已经acquired的Buffer。mMaxAcquiredBufferCount最大可以acquire的Buffer,可以溢出一个,以便Consumer能方便替换旧的Buffer,如果旧的Buffer还没有释放时。
    • sharedBufferAvailable,共享Buffer模式下使用。在这个模式下,mAutoRefresh表示,Consumer永远可以acquire到一块Buffer,即使BufferQueue还没有处于可以acquire的状态。
    • mQueue,如没有Buffer被queue过来,mQueue为空,那么Consumer这边就acquire不到新的Buffer,Consumer这边已经acquire的会被继续使用。

    如果有Buffer或是共享Buffer模式,继续~

    * frameworks/native/libs/gui/BufferQueueConsumer.cpp
    
            BufferQueueCore::Fifo::iterator front(mCore->mQueue.begin());
    
            if (expectedPresent != 0 && !mCore->mQueue.empty()) {
                const int MAX_REASONABLE_NSEC = 1000000000ULL; // 1 second
    
                while (mCore->mQueue.size() > 1 && !mCore->mQueue[0].mIsAutoTimestamp) {
                    const BufferItem& bufferItem(mCore->mQueue[1]);
    
                    // If dropping entry[0] would leave us with a buffer that the
                    // consumer is not yet ready for, don't drop it.
                    if (maxFrameNumber && bufferItem.mFrameNumber > maxFrameNumber) {
                        break;
                    }
    
                    if (desiredPresent < expectedPresent - MAX_REASONABLE_NSEC ||
                            desiredPresent > expectedPresent) {
                        // This buffer is set to display in the near future, or
                        // desiredPresent is garbage. Either way we don't want to drop
                        // the previous buffer just to get this on the screen sooner.
                        BQ_LOGV("acquireBuffer: nodrop desire=%" PRId64 " expect=%"
                                PRId64 " (%" PRId64 ") now=%" PRId64,
                                desiredPresent, expectedPresent,
                                desiredPresent - expectedPresent,
                                systemTime(CLOCK_MONOTONIC));
                        break;
                    }
    
                    BQ_LOGV("acquireBuffer: drop desire=%" PRId64 " expect=%" PRId64
                            " size=%zu",
                            desiredPresent, expectedPresent, mCore->mQueue.size());
    
                    if (!front->mIsStale) {
                        // Front buffer is still in mSlots, so mark the slot as free
                        mSlots[front->mSlot].mBufferState.freeQueued();
    
                        if (!mCore->mSharedBufferMode &&
                                mSlots[front->mSlot].mBufferState.isFree()) {
                            mSlots[front->mSlot].mBufferState.mShared = false;
                        }
    
                        // Don't put the shared buffer on the free list
                        if (!mSlots[front->mSlot].mBufferState.isShared()) {
                            mCore->mActiveBuffers.erase(front->mSlot);
                            mCore->mFreeBuffers.push_back(front->mSlot);
                        }
    
                        listener = mCore->mConnectedProducerListener;
                        ++numDroppedBuffers;
                    }
    
                    mCore->mQueue.erase(front);
                    front = mCore->mQueue.begin();
                }
    
                bool bufferIsDue = desiredPresent <= expectedPresent ||
                        desiredPresent > expectedPresent + MAX_REASONABLE_NSEC;
                bool consumerIsReady = maxFrameNumber > 0 ?
                        front->mFrameNumber <= maxFrameNumber : true;
                if (!bufferIsDue || !consumerIsReady) {
    
                    return PRESENT_LATER;
                }
    
            }
    

    这里主要做了一些几件事:

    • expectedPresent 期望被显示的时间
      也就是这个Buffer希望在什么时候被显示到屏幕上。如果Buffer的DesiredPresent的时间早于这个时间,那么这个Buffer将被准时显示。或者稍晚才被显示,如果我们不想显示直到expectedPresent时间之后,我们返回PRESENT_LATER,不去acquire它。但是如果时间在一秒之内,就不会延迟了,直接acquire回去。
    • 检查是否需要丢弃一些帧
      如果是Surface自动生成的时间,就不去检查是否需要丢弃掉一些帧,这些Surface对显示时间是没有严格的要求的。如果mQueue中有多个Buffer,我们将丢掉一些queue过来比较早的Buffer。如果最近queue的Buffer,离期望显示的时间已经没有一秒了,那之前queue过来的Buffer都将被丢弃掉。这很好理解,你好比你要买一款手机,新款的广告虽然来了,但是还有一段时间才能上市,你等不了这么就久,就先买就旧款了,总得用手机吧。但是,如果新款不到一秒就上市了,我们就稍微等会儿直接买新款,不买旧款了。
      front->mIsStale,表示Buffer已经被释放了,这是在BufferQueueCore::freeAllBuffersLocked时置的位。此时,我们需要将Buffer都返回到BufferQueue FREE状态中。

    该丢弃的丢弃了,余下的就可以用来去显示了。

    * frameworks/native/libs/gui/BufferQueueConsumer.cpp
    
            int slot = BufferQueueCore::INVALID_BUFFER_SLOT;
    
            if (sharedBufferAvailable && mCore->mQueue.empty()) {
                // make sure the buffer has finished allocating before acquiring it
                mCore->waitWhileAllocatingLocked();
    
                slot = mCore->mSharedBufferSlot;
    
                // Recreate the BufferItem for the shared buffer from the data that
                // was cached when it was last queued.
                outBuffer->mGraphicBuffer = mSlots[slot].mGraphicBuffer;
                outBuffer->mFence = Fence::NO_FENCE;
                outBuffer->mFenceTime = FenceTime::NO_FENCE;
                outBuffer->mCrop = mCore->mSharedBufferCache.crop;
                outBuffer->mTransform = mCore->mSharedBufferCache.transform &
                        ~static_cast<uint32_t>(
                        NATIVE_WINDOW_TRANSFORM_INVERSE_DISPLAY);
                outBuffer->mScalingMode = mCore->mSharedBufferCache.scalingMode;
                outBuffer->mDataSpace = mCore->mSharedBufferCache.dataspace;
                outBuffer->mFrameNumber = mCore->mFrameCounter;
                outBuffer->mSlot = slot;
                outBuffer->mAcquireCalled = mSlots[slot].mAcquireCalled;
                outBuffer->mTransformToDisplayInverse =
                        (mCore->mSharedBufferCache.transform &
                        NATIVE_WINDOW_TRANSFORM_INVERSE_DISPLAY) != 0;
                outBuffer->mSurfaceDamage = Region::INVALID_REGION;
                outBuffer->mQueuedBuffer = false;
                outBuffer->mIsStale = false;
                outBuffer->mAutoRefresh = mCore->mSharedBufferMode &&
                        mCore->mAutoRefresh;
            } else {
                slot = front->mSlot;
                *outBuffer = *front;
            }
    

    如果是共享Buffer模式,即使mQueue为空,也会把共享的Buffer返回去。其他情况下就返回,mQueue的第一个Buffer。

    * frameworks/native/libs/gui/BufferQueueConsumer.cpp
    
            ATRACE_BUFFER_INDEX(slot);
    
            if (!outBuffer->mIsStale) {
                mSlots[slot].mAcquireCalled = true;
    
                if (mCore->mQueue.empty()) {
                    mSlots[slot].mBufferState.acquireNotInQueue();
                } else {
                    mSlots[slot].mBufferState.acquire();
                }
                mSlots[slot].mFence = Fence::NO_FENCE;
            }
    
            if (outBuffer->mAcquireCalled) {
                outBuffer->mGraphicBuffer = NULL;
            }
    
            mCore->mQueue.erase(front);
    
            mCore->mDequeueCondition.broadcast();
    
            ATRACE_INT(mCore->mConsumerName.string(),
                    static_cast<int32_t>(mCore->mQueue.size()));
            mCore->mOccupancyTracker.registerOccupancyChange(mCore->mQueue.size());
    
            VALIDATE_CONSISTENCY();
        }
    
        if (listener != NULL) {
            for (int i = 0; i < numDroppedBuffers; ++i) {
                listener->onBufferReleased();
            }
        }
    
        return NO_ERROR;
    }
    

    acquire到Buffer后,修改mSlots中对应Buffer序号的mBufferState状态。acquire的Buffer,需要从mQueue中 删掉。留意这里的ATRACE_INT,这个在systrace分析时,非常有用。如果Buffer被丢弃了,可以通过Producer的监听者,去通知Producer Buffer已经被release掉了。

    releaseBuffer流程分析

    Consumer具体怎么消费的,我们暂时不管,我们先来看消费完成后,releaseBuffer的流程。

    * frameworks/native/libs/gui/BufferQueueConsumer.cpp
    
    status_t BufferQueueConsumer::releaseBuffer(int slot, uint64_t frameNumber,
            const sp<Fence>& releaseFence, EGLDisplay eglDisplay,
            EGLSyncKHR eglFence) {
        ATRACE_CALL();
        ATRACE_BUFFER_INDEX(slot);
    
        if (slot < 0 || slot >= BufferQueueDefs::NUM_BUFFER_SLOTS ||
                releaseFence == NULL) {
            BQ_LOGE("releaseBuffer: slot %d out of range or fence %p NULL", slot,
                    releaseFence.get());
            return BAD_VALUE;
        }
    
        sp<IProducerListener> listener;
        { // Autolock scope
            Mutex::Autolock lock(mCore->mMutex);
    
            // FrameNumber已经变,buffer已经被重新分配
            if (frameNumber != mSlots[slot].mFrameNumber &&
                    !mSlots[slot].mBufferState.isShared()) {
                return STALE_BUFFER_SLOT;
            }
    
            if (!mSlots[slot].mBufferState.isAcquired()) {
                BQ_LOGE("releaseBuffer: attempted to release buffer slot %d "
                        "but its state was %s", slot,
                        mSlots[slot].mBufferState.string());
                return BAD_VALUE;
            }
    
            mSlots[slot].mEglDisplay = eglDisplay;
            mSlots[slot].mEglFence = eglFence;
            mSlots[slot].mFence = releaseFence;
            mSlots[slot].mBufferState.release();
    
            if (!mCore->mSharedBufferMode && mSlots[slot].mBufferState.isFree()) {
                mSlots[slot].mBufferState.mShared = false;
            }
            // Don't put the shared buffer on the free list.
            if (!mSlots[slot].mBufferState.isShared()) {
                mCore->mActiveBuffers.erase(slot);
                mCore->mFreeBuffers.push_back(slot);
            }
    
            listener = mCore->mConnectedProducerListener;
            BQ_LOGV("releaseBuffer: releasing slot %d", slot);
    
            mCore->mDequeueCondition.broadcast();
            VALIDATE_CONSISTENCY();
        } // Autolock scope
    
        // Call back without lock held
        if (listener != NULL) {
            listener->onBufferReleased();
        }
    
        return NO_ERROR;
    }
    
    • release Buffer的流程相对简单,slot就是需要释放的Buffer的序号。
    • Buffer的FrameNumber变了,可能Buffer已经重新分配,这个是不用管。
    • 只能释放acquire状态的buffer序号,释放后是Buffer放会mFreeBuffers中。
    • releaseFence,从Consumer那边传过来,Producer可以Dequeue mFreeBuffers中的Buffer,但是只有releaseFence发信号出来后,Consumer才真正用完,Producer才可以写。
    • 同样的,可以通过listener通知Producer。

    就这么多~~

    小结

    本章主要通过测试应用,讲解ANativeWindow,Surface间的关系,Surface和Producer,Consumer间的关系;P应用怎么使用BufferQueue。讲解了BufferQueue相关的几个流程,dequeueBuffer,queueBuffer,acquireBuffer,releaseBuffer;以及Buffer的状态,DEQUEUED,QUEUED,ACQUIRED,FREE迁移。

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