
本文共 11261 字,大约阅读时间需要 37 分钟。
一 概述
该部分代码是在上一章节中 Surface 测试程序源码的精简版,保存了最关键的流程,如下所示:
#include#include #include #include #include #include #include #include using namespace android; int main(int argc, char** argv){ //... //1 创建surfaceflinger的客户端 sp client = new SurfaceComposerClient(); //2 获取surface sp surfaceControl = client->createSurface(String8("resize"), 160, 240, PIXEL_FORMAT_RGB_565, 0); sp surface = surfaceControl->getSurface(); //设置layer,layer值越大,显示层越靠前 SurfaceComposerClient::openGlobalTransaction(); surfaceControl->setLayer(100000); SurfaceComposerClient::closeGlobalTransaction(); //3 获取buffer->锁定buffer->写入buffer->解锁并提交buffer //这里主要关注:申请Buff 和 提交Buff ANativeWindow_Buffer outBuffer; surface->lock(&outBuffer, NULL); ssize_t bpr = outBuffer.stride * bytesPerPixel(outBuffer.format); android_memset16((uint16_t*)outBuffer.bits, 0xF800, bpr*outBuffer.height); surface->unlockAndPost(); //... return 0;}
主要的步骤为:
- 获取 SurfaceFlinger(后简称 SF)的客户端,通过 SF 的客户端获取 SurfaceControl,进而获得 Surface
- 通过 SurfaceControl 设置 Layer 层数值(忽略),通过 Surface 获取 Buffer,锁定 Buffer 并写入 Buffer
- 最后提交 Buffer
本章节主要关注第3步中的提交 Buffer 阶段。
surface->unlockAndPost();
status_t Surface::unlockAndPost(){ //... int fd = -1; status_t err = mLockedBuffer->unlockAsync(&fd); err = queueBuffer(mLockedBuffer.get(), fd); mPostedBuffer = mLockedBuffer; mLockedBuffer = 0; return err;}
二 GraphicBuffer.unlockAsync
status_t GraphicBuffer::unlockAsync(int *fenceFd){ status_t res = getBufferMapper().unlockAsync(handle, fenceFd); return res;}
这里调用了 GraphicBufferMapper 的 unlockAsync 方法,内容如下:
status_t GraphicBufferMapper::unlockAsync(buffer_handle_t handle, int *fenceFd){ //... if (mAllocMod->common.module_api_version >= GRALLOC_MODULE_API_VERSION_0_3) { err = mAllocMod->unlockAsync(mAllocMod, handle, fenceFd); } else { *fenceFd = -1; err = mAllocMod->unlock(mAllocMod, handle); } return err;}
再往下就是 HAL 层 Gralloc 模块的调用了,接下来最后调用的是 Gralloc 的 gralloc_unlock 方法,代码如下:
int gralloc_unlock(gralloc_module_t const* /*module*/, buffer_handle_t handle){ // we're done with a software buffer. nothing to do in this // implementation. typically this is used to flush the data cache. if (private_handle_t::validate(handle) < 0) return -EINVAL; return 0;}
这里什么都没做,但实际上该是刷新数据的操作,即确保数据完全写入到缓冲区中。
三 queueBuffer分析
int Surface::queueBuffer(android_native_buffer_t* buffer, int fenceFd) { //... //获取Buffer的slots索引值 int i = getSlotFromBufferLocked(buffer); //... //根据索引值i执行queueBuffer操作 status_t err = mGraphicBufferProducer->queueBuffer(i, input, &output); //... return err;}
因为这里涉及 Layer 层的消费者部分代码,因此在分析 queueBuffer 方法前我们首先回顾下之前分析的 Layer 层初始化关于消费者部分的代码,之后在此基础上分析 mGraphicBufferProducer 的 queueBuffer 方法。
3.1 Layer对象生产者消费者
关于 Layer层的生产者和消费者,主要分析 Layer 的 onFirstRef 方法,代码如下:
void Layer::onFirstRef() { // Creates a custom BufferQueue for SurfaceFlingerConsumer to use spproducer; sp consumer; BufferQueue::createBufferQueue(&producer, &consumer); mProducer = new MonitoredProducer(producer, mFlinger); //关键点1 mSurfaceFlingerConsumer = new SurfaceFlingerConsumer(consumer, mTextureName); mSurfaceFlingerConsumer->setConsumerUsageBits(getEffectiveUsage(0)); //关键点2 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 hw(mFlinger->getDefaultDisplayDevice()); updateTransformHint(hw);}
3.1.1 SurfaceFlingerConsumer对象分析
这里专注分析 SurfaceFlingerConsumer 类构造器代码如下:
SurfaceFlingerConsumer(const sp& consumer, uint32_t tex) : GLConsumer(consumer, tex, GLConsumer::TEXTURE_EXTERNAL, false, false), mTransformToDisplayInverse(false){ }
它是继承 GLConsumer 的,继续分析 GLConsumer 的构造器,代码如下:
GLConsumer::GLConsumer(const sp& bq, uint32_t tex, uint32_t texTarget, bool useFenceSync, bool isControlledByApp) : ConsumerBase(bq, isControlledByApp), //... mAttached(true){ ST_LOGV("GLConsumer"); memcpy(mCurrentTransformMatrix, mtxIdentity, sizeof(mCurrentTransformMatrix)); mConsumer->setConsumerUsageBits(DEFAULT_USAGE_FLAGS);}
GLConsumer 是继承 ConsumerBase 的,这里继续分析 ConsumerBase 的构造器,代码如下:
ConsumerBase::ConsumerBase(const sp& bufferQueue, bool controlledByApp) : mAbandoned(false), mConsumer(bufferQueue) { // Choose a name using the PID and a process-unique ID. mName = String8::format("unnamed-%d-%d", getpid(), createProcessUniqueId()); //这里的this就是SurfaceFlingerConsumer对象 wp listener = static_cast (this); //使用listener初始化BufferQueue内部的mConsumerListener成员变量 sp proxy = new BufferQueue::ProxyConsumerListener(listener); //使用proxy 初始化BufferQueueConsumer内部的mConsumerListener成员变量 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); }}
这里主要看下 BufferQueue::ProxyConsumerListener 和 mConsumer->consumerConnect 的实现。
BufferQueue的ProxyConsumerListener构造器代码实现如下:
BufferQueue::ProxyConsumerListener::ProxyConsumerListener( const wp& consumerListener): mConsumerListener(consumerListener) { }
仔细分析会得出:主要是将 SurfaceFlingerConsumer 的 mConsumerListener 对象赋值给 Proxy 的 mConsumerListener 对象。
consumerConnect的代码实现如下:
virtual status_t consumerConnect(const sp& consumer, bool controlledByApp) { return connect(consumer, controlledByApp);}
继续分析 connect,代码如下:
status_t BufferQueueConsumer::connect( const sp& consumerListener, bool controlledByApp) { //... Mutex::Autolock lock(mCore->mMutex); //... mCore->mConsumerListener = consumerListener; mCore->mConsumerControlledByApp = controlledByApp; return NO_ERROR;}
仔细分析会得出:主要是将 Proxy 的 mConsumerListener 对象赋值给 BufferQueueConsumer 的 mConsumerListener 对象。
3.2.2 SurfaceFlingerConsumer.setContentsChangedListener
void SurfaceFlingerConsumer::setContentsChangedListener( const wp& listener) { setFrameAvailableListener(listener); Mutex::Autolock lock(mMutex); mContentsChangedListener = listener;}
继续分析 setFrameAvailableListener,代码实现如下:
void ConsumerBase::setFrameAvailableListener( const wp& listener) { Mutex::Autolock lock(mMutex); mFrameAvailableListener = listener;}
这里主要是把 SurfaceFlingerConsumer 的 mFrameAvailableListener 设置为 Layer(上面的 listener 就是 Layer 对象)。
3.1.3 小结
- SurfaceFlingerConsumer 的 mConsumerListener 对象赋值给 ProxyConsumerListener 的 mConsumerListener 对象
- ProxyConsumerListener 的 mConsumerListener 对象赋值给 BufferQueueConsumer 的 mConsumerListener 对象
- SurfaceFlingerConsumer 的 mFrameAvailableListener 设置为 Layer 对象
3.2 mGraphicBufferProducer.queueBuffer
这里继续分析 mGraphicBufferProducer 的 queueBuffer 方法,代码如下:
status_t BufferQueueProducer::queueBuffer(int slot, const QueueBufferInput &input, QueueBufferOutput *output) { //... spframeAvailableListener; sp frameReplacedListener; int callbackTicket = 0; BufferItem item; { // Autolock scope //... const sp & graphicBuffer(mSlots[slot].mGraphicBuffer); Rect bufferRect(graphicBuffer->getWidth(), graphicBuffer->getHeight()); Rect croppedRect; crop.intersect(bufferRect, &croppedRect); //mSlots item 初始化... if (mCore->mQueue.empty()) { //将构造的item放入队列mQueue中 mCore->mQueue.push_back(item); //将之前分析的proxy的Listener赋值给frameAvailableListener frameAvailableListener = mCore->mConsumerListener; } else { // When the queue is not empty, we need to look at the front buffer // state to see if we need to replace it BufferQueueCore::Fifo::iterator front(mCore->mQueue.begin()); if (front->mIsDroppable) { if (mCore->stillTracking(front)) { mSlots[front->mSlot].mBufferState = BufferSlot::FREE; mSlots[front->mSlot].mFrameNumber = 0; } // Overwrite the droppable buffer with the incoming one *front = item; frameReplacedListener = mCore->mConsumerListener; } else { mCore->mQueue.push_back(item); frameAvailableListener = mCore->mConsumerListener; } } mCore->mBufferHasBeenQueued = true; mCore->mDequeueCondition.broadcast(); output->inflate(mCore->mDefaultWidth, mCore->mDefaultHeight, mCore->mTransformHint, mCore->mQueue.size()); callbackTicket = mNextCallbackTicket++; } // Autolock scope //... // Call back without the main BufferQueue lock held, but with the callback // lock held so we can ensure that callbacks occur in order { Mutex::Autolock lock(mCallbackMutex); while (callbackTicket != mCurrentCallbackTicket) { mCallbackCondition.wait(mCallbackMutex); } if (frameAvailableListener != NULL) { //关键方法 frameAvailableListener->onFrameAvailable(item); } else if (frameReplacedListener != NULL) { frameReplacedListener->onFrameReplaced(item); } ++mCurrentCallbackTicket; mCallbackCondition.broadcast(); } return NO_ERROR;}
这里关注 frameAvailableListener->onFrameAvailable(item) 的实现,通过前面的分析可知 listener 是 proxyConsumerListener 类对象,因此代码如下:
void BufferQueue::ProxyConsumerListener::onFrameAvailable( const android::BufferItem& item) { splistener(mConsumerListener.promote()); if (listener != NULL) { listener->onFrameAvailable(item); }}
这里的 listener 是 SurfaceFlingerConsumer 类的对象(继承 GLConsumer->继承 ConsumerBase),代码实现如下:
void ConsumerBase::onFrameAvailable(const BufferItem& item) { splistener; { // scope for the lock Mutex::Autolock lock(mMutex); listener = mFrameAvailableListener.promote(); } if (listener != NULL) { listener->onFrameAvailable(item); }}
这里的 mFrameAvailableListener.promote() 返回的是 Layer 对象,Layer 的 onFrameAvailable 方法实现如下:
void Layer::onFrameAvailable(const BufferItem& item) { // Add this buffer from our internal queue tracker { // Autolock scope Mutex::Autolock lock(mQueueItemLock); mQueueItems.push_back(item); } android_atomic_inc(&mQueuedFrames); mFlinger->signalLayerUpdate();}
这里调用了 SF 相关操作,继续分析 mFlinger->signalLayerUpdate(),代码如下:
void SurfaceFlinger::signalLayerUpdate() { mEventQueue.invalidate();}
这里就是唤醒另外一个线程了,本章节的分析就先到这里。
总结:
listener 的监听通知顺序从下到上依次是:生产者->消费者->Layer->SF。即 queueBuffer 的流程是将加入队列的 Buffer 的消息通知 proxyConsumerListener,进而通知消费者 SurafceFlingerConsumer,进而通知 Layer,通知 SF。
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