基于API 23
SurfaceComposerClient的创建过程
WMS.addWinodw
WMS添加window过程,最后会执行到session.windowAddedLocked
//WMS
public int addWindow(Session session, IWindow client, int seq, WindowManager.LayoutParams attrs, int viewVisibility, int displayId, Rect outContentInsets, Rect outStableInsets, Rect outOutsets, InputChannel outInputChannel) {
...
win.attach(); // WindowState
...
}
// WindowState.attch
void attach() {
mSession.windowAddedLocked();
}
Session.windowAddedLocked
创建 SurfaceSession 对象,并将当前 Session 添加到 WMS.mSessions 成员变量
void windowAddedLocked() {
if (mSurfaceSession == null) {
mSurfaceSession = new SurfaceSession();
mService.mSessions.add(this);
if (mLastReportedAnimatorScale != mService.getCurrentAnimatorScale()) {
mService.dispatchNewAnimatorScaleLocked(this);
}
}
mNumWindow++;
}
android_view_SurfaceSession.cpp
SurfaceSession 的创建会调用 JNI,在 JNI 调用 nativeCreate()
构造了一个SurfaceComposerClient对象。并返回它的指针。这个对象一个应用程序就有一个,它是应用程序与SurfaceFlinger沟通的桥梁
// SurfaceSeesion
public SurfaceSession() {
mNativeClient = nativeCreate();
}
// JNI
static jlong nativeCreate(JNIEnv* env, jclass clazz) {
// 创建 SurfaceComposeClient 空实现,查看onFirstRef
SurfaceComposerClient* client = new SurfaceComposerClient();
client->incStrong((void*)nativeCreate);
return reinterpret_cast<jlong>(client);
}
SurfaceComposerClient.onFirstRef
通过SurfaceFlinger创造了一个Client对象,每一个APP都有一个Client对象向对应,通过这个代理对象可以跟SurfaceFlinger通信
void SurfaceComposerClient::onFirstRef() {
....
sp<ISurfaceComposerClient> conn;
//sf 就是SurfaceFlinger
conn = (rootProducer != nullptr) ? sf->createScopedConnection(rootProducer) :
sf->createConnection();
...
}
SurfaceFlinger.cpp
构造了一个Client对象,Client实现了ISurfaceComposerClient接口。是一个可以跨进程通信的aidl对象。除此之外它还可以创建Surface,并且维护一个应用程序的所有Layer
sp<ISurfaceComposerClient> SurfaceFlinger::createConnection(){
sp<ISurfaceComposerClient> bclient;
sp<Client> client(new Client(this));
return bclient;
}
Client.h
class Client : public BnSurfaceComposerClient
{
public:
void attachLayer(const sp<IBinder>& handle, const sp<Layer>& layer);
void detachLayer(const Layer* layer);
};
Surface的创建
一个ViewRootImpl就对应一个Surface
final Surface mSurface = new Surface();
public Surface() {
// 空构造函数,需要继续追看Surface赋值过程
}
ViewRootImpl.relayoutWindow
直接看ViewRootImpl的绘制流程
private void performTraversals() {
finalView host = mView; //mView是一个Window的根View,对于Activity来说就是DecorView
...
relayoutWindow(params, viewVisibility, insetsPending);
...
performMeasure(childWidthMeasureSpec, childHeightMeasureSpec);
...
performLayout(lp, mWidth, mHeight);
...
performDraw();
...
}
// 重布window
private int relayoutWindow(WindowManager.LayoutParams params, ...) throws RemoteException {
...
int relayoutResult = mWindowSession.relayout(mWindow,..., mSurface);
...
}
WindowManagerService.relayoutWindow
winAnimator.createSurfaceLocked实际上是创建了一个SurfaceControl。即上面是先构造SurfaceControl,然后在构造Surface
public int relayoutWindow(Session session, IWindow client....Surface outSurface){
...
result = createSurfaceControl(outSurface, result, win, winAnimator);
...
}
private int createSurfaceControl(Surface outSurface, int result, WindowState win,WindowStateAnimator winAnimator) {
...
surfaceController = winAnimator.createSurfaceLocked(win.mAttrs.type, win.mOwnerUid);
...
surfaceController.getSurface(outSurface);
}
SurfaceControl的创建
通过SurfaceControl的构造函数创建了一个SurfaceControl对象,这个对象的作用其实就是负责维护Surface,Surface其实也是由这个对象负责创建的
long mNativeObject; //成员指针变量,指向native创建的SurfaceControl
private SurfaceControl(...){
...
mNativeObject = nativeCreate(session, name, w, h, format, flags,
parent != null ? parent.mNativeObject : 0, windowType, ownerUid);
}
android_view_SurfaceControl.cpp
static jlong nativeCreate(JNIEnv* env, ...) {
//这个client为前面创建的SurfaceComposerClinent
sp<SurfaceComposerClient> client(android_view_SurfaceSession_getClient(env, sessionObj));
//创建成功之后,这个指针会指向新创建的SurfaceControl
sp<SurfaceControl> surface;
status_t err = client->createSurface(String8(name.c_str()), w, h, format, &surface, flags, parent, windowType, ownerUid);
...
return reinterpret_cast<jlong>(surface.get()); //返回这个SurfaceControl的地址
}
SurfaceComposerClient.createSurface
创建时传入了一个对象 sp<IGraphicBufferProducer> gbp, 后面会说吗应用所渲染的每一帧,实际上都会添加到IGraphicBufferProducer中,来等待SurfaceFlinger的渲染
//outSurface会指向新创建的SurfaceControl
status_t SurfaceComposerClient::createSurface(...sp<SurfaceControl>* outSurface..)
{
sp<IGraphicBufferProducer> gbp;
...
// 调用 之前缓存的client进行创建
err = mClient->createSurface(name, w, h, format, flags, parentHandle, windowType, ownerUid, &handle, &gbp);
if (err == NO_ERROR) {
//SurfaceControl创建成功, 指针赋值
sur = new SurfaceControl(this, handle, gbp, true);
}
return sur;
}
Client.createSurface
Client将应用程序创建Surface的请求转换为异步消息投递到SurfaceFlinger的消息队列中,将创建Surface的任务转交给SurfaceFlinger,因为同一时刻可以有多个应用程序请求SurfaceFlinger为其创建Surface,通过消息队列可以实现请求排队,然后SurfaceFlinger依次为应用程序创建Surface
status_t Client::createSurface(
const String8& name,
uint32_t w, uint32_t h, PixelFormat format, uint32_t flags,
sp<IBinder>* handle,
sp<IGraphicBufferProducer>* gbp)
{
...
sp<MessageBase> msg = new MessageCreateLayer(mFlinger.get(),
name, this, w, h, format, flags, handle, gbp);
mFlinger->postMessageSync(msg);
return static_cast<MessageCreateLayer*>( msg.get() )->getResult();
}
SurfaceFlinger.createLayer
该函数中根据flag创建不同的Layer,Layer用于标示一个图层。
除了SurfaceFlinger需要统一管理系统中创建的所有Layer对象外,专门为每个应用程序进程服务的Client也需要统一管理当前应用程序进程所创建的Layer,因此在addClientLayer函数里还会通过Client::attachLayer将创建的Layer和该类对应的handle以键值对的方式保存到Client的成员变量mLayers表中
status_t SurfaceFlinger::createLayer(const String8& name,const sp<Client>& client...)
{
status_t result = NO_ERROR;
//创建的layer
sp<Layer> layer;
switch (flags & ISurfaceComposerClient::eFXSurfaceMask) {
case ISurfaceComposerClient::eFXSurfaceNormal:
result = createBufferLayer(client,
uniqueName, w, h, flags, format,
handle, gbp, &layer);
break;
... //Layer 其它情况的创建
}
...
//这个layer和client相关联, 添加到Client的mLayers集合中
result = addClientLayer(client, *handle, *gbp, layer, *parent);
...
return result;
}
SurfaceFlinger.createNormalLayer
SurfaceFlinger为应用程序创建好Layer后,需要统一管理这些Layer对象,因此通过函数addClientLayer将创建的Layer保存到当前State的Z秩序列表layersSortedByZ中,同时将这个Layer所对应的IGraphicBufferProducer本地Binder对象gbp保存到SurfaceFlinger的成员变量mGraphicBufferProducerList中
status_t SurfaceFlinger::createNormalLayer(const sp<Client>& client,
const String8& name, uint32_t w, uint32_t h, uint32_t flags, PixelFormat& format,
sp<IBinder>* handle, sp<IGraphicBufferProducer>* gbp, sp<Layer>* outLayer)
{
// initialize the surfaces
switch (format) {
case PIXEL_FORMAT_TRANSPARENT:
case PIXEL_FORMAT_TRANSLUCENT:
format = PIXEL_FORMAT_RGBA_8888;
break;
case PIXEL_FORMAT_OPAQUE:
format = PIXEL_FORMAT_RGBX_8888;
break;
}
*outLayer = new Layer(this, client, name, w, h, flags);
status_t err = (*outLayer)->setBuffers(w, h, format, flags);
if (err == NO_ERROR) {
*handle = (*outLayer)->getHandle();
*gbp = (*outLayer)->getProducer();
}
ALOGE_IF(err, "createNormalLayer() failed (%s)", strerror(-err));
return err;
}
Layer.cpp
void Layer::onFirstRef() {
// Creates a custom BufferQueue for SurfaceFlingerConsumer to use
sp<IGraphicBufferProducer> producer;
sp<IGraphicBufferConsumer> consumer;
BufferQueue::createBufferQueue(&producer, &consumer);
mProducer = new MonitoredProducer(producer, mFlinger);
mSurfaceFlingerConsumer = new SurfaceFlingerConsumer(consumer, mTextureName);
mSurfaceFlingerConsumer->setConsumerUsageBits(getEffectiveUsage(0));
mSurfaceFlingerConsumer->setContentsChangedListener(this);
mSurfaceFlingerConsumer->setName(mName);
#ifdef TARGET_DISABLE_TRIPLE_BUFFERING
#warning "disabling triple buffering"
mSurfaceFlingerConsumer->setDefaultMaxBufferCount(2);
#else
mSurfaceFlingerConsumer->setDefaultMaxBufferCount(3);
#endif
const sp<const DisplayDevice> hw(mFlinger->getDefaultDisplayDevice());
updateTransformHint(hw);
}
BufferQueue.cpp
- BufferQueue是一个服务中心,IGraphicBufferProducer和IGraphicBufferConsumer
所需要使用的buffer必须要通过它来管理。比如说当IGraphicBufferProducer想要获取一个buffer时,它不能越过BufferQueue直接与IGraphicBufferConsumer进行联系,反之亦然。 - IGraphicBufferProducer就是“填充”buffer空间的人,通常情况下是应用程序。因为应用程序不断地刷新UI,从而将产生的显示数据源源不断地写到buffer中。当IGraphicBufferProducer需要使用一块buffer时,它首先会向中介BufferQueue发起dequeueBuffer申请,然后才能对指定的buffer进行操作。此时buffer就只属于IGraphicBufferProducer一个人的了,它可以对buffer进行任何必要的操作,而IGraphicBufferConsumer此刻绝不能操作这块buffer。当IGraphicBufferProducer认为一块buffer已经写入完成后,它进一步调用queueBuffer函数。从字面上看这个函数是“入列”的意思,形象地表达了buffer此时的操作,把buffer归还到BufferQueue的队列中。一旦queue成功后,buffer的owner也就随之改变为BufferQueue了
- IGraphicBufferConsumer是与IGraphicBufferProducer相对应的,它的操作同样受到BufferQueue的管控。当一块buffer已经就绪后,IGraphicBufferConsumer就可以开始工作了。
void BufferQueue::createBufferQueue(sp<IGraphicBufferProducer>* outProducer,
sp<IGraphicBufferConsumer>* outConsumer,
const sp<IGraphicBufferAlloc>& allocator) {
sp<BufferQueueCore> core(new BufferQueueCore(allocator));
*outProducer = producer;
*outConsumer = consumer;
}
从SurfaceControl中获取Surface
上面完成了 surfaceController的创建跟踪,下面分析从surfaceController获取surface过程
private int createSurfaceControl(Surface outSurface, int result, WindowState win,WindowStateAnimator winAnimator) {
...
// 上面完成了 surfaceController的创建
SurfaceControl surfaceController = winAnimator.createSurfaceLocked();
// 下面分析 surfaceController获取surface
outSurface.copyFrom(surfaceControl);
}
android_view_Surface.nativeCreateFromSurfaceControl
JNI构建方法获取到一个指针,
static jlong nativeCreateFromSurfaceControl(JNIEnv* env, jclass clazz, jlong surfaceControlNativeObj) {
// 把java指针转化内native指针
sp<SurfaceControl> ctrl(reinterpret_cast<SurfaceControl *>(surfaceControlNativeObj));
// 直接构造一个Surface,指向 ctrl->getSurface()
sp<Surface> surface(ctrl->getSurface());
if (surface != NULL) {
surface->incStrong(&sRefBaseOwner); //强引用
}
return reinterpret_cast<jlong>(surface.get());
}
SurfaceControl.getSurface
创建一个native层的Surface对象,并将该对象指针返回给Java层的Surface,从而建立Java层的Surface和native层Surface的关联关系
另外Surface和SurfaceControl都持有mGraphicBufferProducer用于操作位于SurfaceFlinger中的图形buffer
sp<Surface> SurfaceControl::getSurface() const
{
Mutex::Autolock _l(mLock);
if (mSurfaceData == 0) {
mSurfaceData = new Surface(mGraphicBufferProducer, false);
}
return mSurfaceData;
}
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