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【surfaceflinger源码分析】surfaceflinger进程的消息驱动模型

概述

对于surfaceflinger大多数人都知道它的功能是做图形合成的,用英语表示就是指composite。其大致框图如下:

  • 各个Android app将自己的图形画面通过surface为载体通过AIDL接口(Binder IPC)传递到surfaceflinger进程
  • surfaceflinger进程中的composition engine与HWC协商,哪些图层HWC可以直接显示,哪些图层需要自己合成为一个图层后再送给HWC显示。
  • surfaceflinger与HWC把合成策略协商完后,再将合成后的图层和独立显示的图层分别传递给HWC,HWC再操作硬件显示在屏幕上。

本系列文章会深入分析surfaceflinger的各个方面,力争弄懂下列问题:

  1. surfaceflinger做合成的动作是如何触发的?进程的消息模型是什么样的? 如何驱动循环做合成动作的?
  2. surface是什么? surface与图形数据buffer有什么关系?
  3. surface对应在surfaceflinger进程内用什么东西表示?各个app的图形数据buffer怎么传递过来的?
  4. 图形数据在surfaceflinger进程内部流转过程是什么样的?
  5. 既然涉及到跨进程传递,图形buffer的生产和消费是如何同步的?Fence是什么玩意?
  6. Vsync是个什么意思?有什么用?
    surfaceflinger
    本篇文章先来阅读源码分析下第一个问题。

surfaceflinger进程的main函数

int main(int, char**) {signal(SIGPIPE, SIG_IGN);hardware::configureRpcThreadpool(1 /* maxThreads */,false /* callerWillJoin */);startGraphicsAllocatorService();// When SF is launched in its own process, limit the number of// binder threads to 4.ProcessState::self()->setThreadPoolMaxThreadCount(4);// start the thread poolsp<ProcessState> ps(ProcessState::self());ps->startThreadPool();// instantiate surfaceflingersp<SurfaceFlinger> flinger = surfaceflinger::createSurfaceFlinger();setpriority(PRIO_PROCESS, 0, PRIORITY_URGENT_DISPLAY);set_sched_policy(0, SP_FOREGROUND);// Put most SurfaceFlinger threads in the system-background cpuset// Keeps us from unnecessarily using big cores// Do this after the binder thread pool initif (cpusets_enabled()) set_cpuset_policy(0, SP_SYSTEM);// initialize before clients can connectflinger->init();// publish surface flingersp<IServiceManager> sm(defaultServiceManager());sm->addService(String16(SurfaceFlinger::getServiceName()), flinger, false,IServiceManager::DUMP_FLAG_PRIORITY_CRITICAL | IServiceManager::DUMP_FLAG_PROTO);startDisplayService(); // dependency on SF getting registered aboveif (SurfaceFlinger::setSchedFifo(true) != NO_ERROR) {ALOGW("Couldn't set to SCHED_FIFO: %s", strerror(errno));}// run surface flinger in this threadflinger->run();return 0;
}

上面的代码大致可以缩减为三句话:

int main(int, char**) {..............................;sp<SurfaceFlinger> flinger = surfaceflinger::createSurfaceFlinger();..............................;flinger->init();..............................;flinger->run();return 0;
}

下面再分别看下这三个函数分别做了什么?

surfaceflinger::createSurfaceFlinger

sp<SurfaceFlinger> createSurfaceFlinger() {static DefaultFactory factory;return new SurfaceFlinger(factory);
}

surfaceflinger::init

主要是对子模块mCompositionEngine,Displays, RenderEngine等模块的初始化,貌似和消息传递关系不大,先放着不深入分析。

void SurfaceFlinger::init() {ALOGI(  "SurfaceFlinger's main thread ready to run. ""Initializing graphics H/W...");Mutex::Autolock _l(mStateLock);mCompositionEngine->setRenderEngine(renderengine::RenderEngine::create(renderengine::RenderEngineCreationArgs::Builder().setPixelFormat(static_cast<int32_t>(defaultCompositionPixelFormat)).setImageCacheSize(maxFrameBufferAcquiredBuffers).setUseColorManagerment(useColorManagement).setEnableProtectedContext(enable_protected_contents(false)).setPrecacheToneMapperShaderOnly(false).setSupportsBackgroundBlur(mSupportsBlur).setContextPriority(useContextPriority? renderengine::RenderEngine::ContextPriority::HIGH: renderengine::RenderEngine::ContextPriority::MEDIUM).build()));mCompositionEngine->setTimeStats(mTimeStats);LOG_ALWAYS_FATAL_IF(mVrFlingerRequestsDisplay,"Starting with vr flinger active is not currently supported.");mCompositionEngine->setHwComposer(getFactory().createHWComposer(getBE().mHwcServiceName));mCompositionEngine->getHwComposer().setConfiguration(this, getBE().mComposerSequenceId);// Process any initial hotplug and resulting display changes.processDisplayHotplugEventsLocked();const auto display = getDefaultDisplayDeviceLocked();LOG_ALWAYS_FATAL_IF(!display, "Missing internal display after registering composer callback.");LOG_ALWAYS_FATAL_IF(!getHwComposer().isConnected(*display->getId()),"Internal display is disconnected.");................................................................;// initialize our drawing statemDrawingState = mCurrentState;// set initial conditions (e.g. unblank default device)initializeDisplays();char primeShaderCache[PROPERTY_VALUE_MAX];property_get("service.sf.prime_shader_cache", primeShaderCache, "1");if (atoi(primeShaderCache)) {getRenderEngine().primeCache();}// Inform native graphics APIs whether the present timestamp is supported:const bool presentFenceReliable =!getHwComposer().hasCapability(hal::Capability::PRESENT_FENCE_IS_NOT_RELIABLE);mStartPropertySetThread = getFactory().createStartPropertySetThread(presentFenceReliable);if (mStartPropertySetThread->Start() != NO_ERROR) {ALOGE("Run StartPropertySetThread failed!");}ALOGV("Done initializing");
}

surfaceflinger::run

看到死循环了,哈哈,这应该就是本篇文章要找的死循环。看来要重点看下这个mEventQueue在wait什么Message了,哪里来的Message。

void SurfaceFlinger::run() {while (true) {mEventQueue->waitMessage();}
}

std::unique_ptr mEventQueue创建

SurfaceFlinger::SurfaceFlinger(Factory& factory, SkipInitializationTag): mFactory(factory),mInterceptor(mFactory.createSurfaceInterceptor(this)),mTimeStats(std::make_shared<impl::TimeStats>()),mFrameTracer(std::make_unique<FrameTracer>()),mEventQueue(mFactory.createMessageQueue()),mCompositionEngine(mFactory.createCompositionEngine()),mInternalDisplayDensity(getDensityFromProperty("ro.sf.lcd_density", true)),mEmulatedDisplayDensity(getDensityFromProperty("qemu.sf.lcd_density", false)) {}std::unique_ptr<MessageQueue> DefaultFactory::createMessageQueue() {return std::make_unique<android::impl::MessageQueue>();
}

MessageQueue 的定义
可以看到MessageQueue类中还定义了一个Handler类。现在还不知道这些类中的成员变量和函数的作用。那么就从waitMessage()函数入手,一探究竟。

class MessageQueue final : public android::MessageQueue {class Handler : public MessageHandler {enum { eventMaskInvalidate = 0x1, eventMaskRefresh = 0x2, eventMaskTransaction = 0x4 };MessageQueue& mQueue;int32_t mEventMask;std::atomic<nsecs_t> mExpectedVSyncTime;public:explicit Handler(MessageQueue& queue) : mQueue(queue), mEventMask(0) {}virtual void handleMessage(const Message& message);void dispatchRefresh();void dispatchInvalidate(nsecs_t expectedVSyncTimestamp);};friend class Handler;sp<SurfaceFlinger> mFlinger;sp<Looper> mLooper;sp<EventThreadConnection> mEvents;gui::BitTube mEventTube;sp<Handler> mHandler;static int cb_eventReceiver(int fd, int events, void* data);int eventReceiver(int fd, int events);public:~MessageQueue() override = default;void init(const sp<SurfaceFlinger>& flinger) override;void setEventConnection(const sp<EventThreadConnection>& connection) override;void waitMessage() override;void postMessage(sp<MessageHandler>&&) override;// sends INVALIDATE message at next VSYNCvoid invalidate() override;// sends REFRESH message at next VSYNCvoid refresh() override;
};

MessageQueue

waitMessage源码分析

void MessageQueue::waitMessage() {do {IPCThreadState::self()->flushCommands();int32_t ret = mLooper->pollOnce(-1);switch (ret) {case Looper::POLL_WAKE:case Looper::POLL_CALLBACK:continue;case Looper::POLL_ERROR:ALOGE("Looper::POLL_ERROR");continue;case Looper::POLL_TIMEOUT:// timeout (should not happen)continue;default:// should not happenALOGE("Looper::pollOnce() returned unknown status %d", ret);continue;}} while (true);
}

看来要重点看下IPCThreadState和这个mLooper了
IPCThreadState这玩意是和Binder相关啊,看着这意思是要把Binder中的消息刷出来,看看各个app进程有没有通过Binder发消息过来。先放在着,后面回过头再来分析。

void IPCThreadState::flushCommands()
{if (mProcess->mDriverFD < 0)return;talkWithDriver(false);if (mOut.dataSize() > 0) {talkWithDriver(false);}if (mOut.dataSize() > 0) {ALOGW("mOut.dataSize() > 0 after flushCommands()");}
}

再来看看这个mLooper的实现。

class Looper : public RefBase {
protected:virtual ~Looper();
publicLooper(bool allowNonCallbacks);bool getAllowNonCallbacks() const;int pollOnce(int timeoutMillis, int* outFd, int* outEvents, void** outData);inline int pollOnce(int timeoutMillis) {return pollOnce(timeoutMillis, nullptr, nullptr, nullptr);}int pollAll(int timeoutMillis, int* outFd, int* outEvents, void** outData);inline int pollAll(int timeoutMillis) {return pollAll(timeoutMillis, nullptr, nullptr, nullptr);}void wake();int addFd(int fd, int ident, int events, Looper_callbackFunc callback, void* data);int addFd(int fd, int ident, int events, const sp<LooperCallback>& callback, void* data);int removeFd(int fd);void sendMessage(const sp<MessageHandler>& handler, const Message& message);void sendMessageDelayed(nsecs_t uptimeDelay, const sp<MessageHandler>& handler,const Message& message);void sendMessageAtTime(nsecs_t uptime, const sp<MessageHandler>& handler,const Message& message);void removeMessages(const sp<MessageHandler>& handler);void removeMessages(const sp<MessageHandler>& handler, int what);bool isPolling() const;static sp<Looper> prepare(int opts);static void setForThread(const sp<Looper>& looper);static sp<Looper> getForThread();
private:struct Request {int fd;int ident;int events;int seq;sp<LooperCallback> callback;void* data;void initEventItem(struct epoll_event* eventItem) const;};struct Response {int events;Request request;};struct MessageEnvelope {MessageEnvelope() : uptime(0) { }MessageEnvelope(nsecs_t u, const sp<MessageHandler> h,const Message& m) : uptime(u), handler(h), message(m) {}nsecs_t uptime;sp<MessageHandler> handler;Message message;};const bool mAllowNonCallbacks; // immutableandroid::base::unique_fd mWakeEventFd;  // immutableMutex mLock;Vector<MessageEnvelope> mMessageEnvelopes; // guarded by mLockbool mSendingMessage; // guarded by mLock// Whether we are currently waiting for work.  Not protected by a lock,// any use of it is racy anyway.volatile bool mPolling;android::base::unique_fd mEpollFd;  // guarded by mLock but only modified on the looper threadbool mEpollRebuildRequired; // guarded by mLock// Locked list of file descriptor monitoring requests.KeyedVector<int, Request> mRequests;  // guarded by mLockint mNextRequestSeq;// This state is only used privately by pollOnce and does not require a lock since// it runs on a single thread.Vector<Response> mResponses;size_t mResponseIndex;nsecs_t mNextMessageUptime; // set to LLONG_MAX when noneint pollInner(int timeoutMillis);int removeFd(int fd, int seq);void awoken();void pushResponse(int events, const Request& request);void rebuildEpollLocked();void scheduleEpollRebuildLocked();static void initTLSKey();static void threadDestructor(void *st);static void initEpollEvent(struct epoll_event* eventItem);
};

先来看看这个pollOnce(-1)函数是在干啥 ?

    int pollOnce(int timeoutMillis, int* outFd, int* outEvents, void** outData);inline int pollOnce(int timeoutMillis) {return pollOnce(timeoutMillis, nullptr, nullptr, nullptr);}
int Looper::pollOnce(int timeoutMillis, int* outFd, int* outEvents, void** outData) {int result = 0;for (;;) {//因为参数outFd, outEvents, outData都为null,所以此while循环不用太关注,//如果mResponses中有事件,就将mResponseIndex加一返回,没有事件就执行下面的pollInner//下面重点关注mResponses里面的item在哪里push进去的while (mResponseIndex < mResponses.size()) {const Response& response = mResponses.itemAt(mResponseIndex++);int ident = response.request.ident;if (ident >= 0) {int fd = response.request.fd;int events = response.events;void* data = response.request.data;if (outFd != nullptr) *outFd = fd;if (outEvents != nullptr) *outEvents = events;if (outData != nullptr) *outData = data;return ident;}}if (result != 0) {if (outFd != nullptr) *outFd = 0;if (outEvents != nullptr) *outEvents = 0;if (outData != nullptr) *outData = nullptr;return result;}//重点关注下这个实现result = pollInner(timeoutMillis);}
}

pollInner干了什么 ?

int Looper::pollInner(int timeoutMillis) {//计算出timeoutMillis作为epoll_wait的timeout时长if (timeoutMillis != 0 && mNextMessageUptime != LLONG_MAX) {nsecs_t now = systemTime(SYSTEM_TIME_MONOTONIC);int messageTimeoutMillis = toMillisecondTimeoutDelay(now, mNextMessageUptime);if (messageTimeoutMillis >= 0&& (timeoutMillis < 0 || messageTimeoutMillis < timeoutMillis)) {timeoutMillis = messageTimeoutMillis;}}// Poll.int result = POLL_WAKE;mResponses.clear();  //清空mResponses,我擦,看来mResponses就是在这里push和clear的mResponseIndex = 0;mPolling = true;struct epoll_event eventItems[EPOLL_MAX_EVENTS];//epoll_wait 等待事件的到来,后面再具体看下这个epoll中都有哪些被监控的文件句柄?int eventCount = epoll_wait(mEpollFd.get(), eventItems, EPOLL_MAX_EVENTS, timeoutMillis);mPolling = false;mLock.lock();...........................;for (int i = 0; i < eventCount; i++) {int fd = eventItems[i].data.fd;uint32_t epollEvents = eventItems[i].events;if (fd == mWakeEventFd.get()) {............................;} else {ssize_t requestIndex = mRequests.indexOfKey(fd);if (requestIndex >= 0) {int events = 0;if (epollEvents & EPOLLIN) events |= EVENT_INPUT;if (epollEvents & EPOLLOUT) events |= EVENT_OUTPUT;if (epollEvents & EPOLLERR) events |= EVENT_ERROR;if (epollEvents & EPOLLHUP) events |= EVENT_HANGUP;//将epoll监控到的event push到mResponses中pushResponse(events, mRequests.valueAt(requestIndex));} else {ALOGW("Ignoring unexpected epoll events 0x%x on fd %d that is ""no longer registered.", epollEvents, fd);}}}
Done: mNextMessageUptime = LLONG_MAX;//处理mMessageEnvelopes中具体message,这里面的message哪里来的,现在还不知道while (mMessageEnvelopes.size() != 0) {nsecs_t now = systemTime(SYSTEM_TIME_MONOTONIC);const MessageEnvelope& messageEnvelope = mMessageEnvelopes.itemAt(0);if (messageEnvelope.uptime <= now) {{ // obtain handlersp<MessageHandler> handler = messageEnvelope.handler;Message message = messageEnvelope.message;mMessageEnvelopes.removeAt(0);mSendingMessage = true;mLock.unlock();handler->handleMessage(message); //需要重点分析的函数} // release handlermLock.lock();mSendingMessage = false;result = POLL_CALLBACK;} else {// The last message left at the head of the queue determines the next wakeup time.mNextMessageUptime = messageEnvelope.uptime;break;}}mLock.unlock();//处理epoll监控到的事件,通过提前注册的callback来处理此event,这些callback是什么时候注册的,现在还不知道for (size_t i = 0; i < mResponses.size(); i++) {Response& response = mResponses.editItemAt(i);if (response.request.ident == POLL_CALLBACK) {int fd = response.request.fd;int events = response.events;void* data = response.request.data;int callbackResult = response.request.callback->handleEvent(fd, events, data);if (callbackResult == 0) {removeFd(fd, response.request.seq);}response.request.callback.clear();result = POLL_CALLBACK;}}return result;
}

通过上面的代码分析pollInner主要逻辑如下:

  1. 通过epoll_wait监控获取event,将获取到的event封装成response结构push到mResponses中。
  2. 处理mMessageEnvelopes中的message:
    sp handler = messageEnvelope.handler;
    Message message = messageEnvelope.message;
    handler->handleMessage(message);
  3. 处理mResponses中每一个response:
    response.request.callback->handleEvent(fd, events, data)

现在新疑问来了,

  1. mMessageEnvelopes中message哪里来的?
  2. epoll中被监控的fd是什么后添加到epoll中的 ?
void MessageQueue::setEventConnection(const sp<EventThreadConnection>& connection) {if (mEventTube.getFd() >= 0) {mLooper->removeFd(mEventTube.getFd());}mEvents = connection;mEvents->stealReceiveChannel(&mEventTube);//往epoll中添加mEventTube的fd,其中MessageQueue::cb_eventReceiver是epoll监控到事件后执行的callbackmLooper->addFd(mEventTube.getFd(), 0, Looper::EVENT_INPUT, MessageQueue::cb_eventReceiver,this);
}
//找到答案了: "epoll中被监控的fd是什么后添加到epoll中的"
int Looper::addFd(int fd, int ident, int events, const sp<LooperCallback>& callback, void* data) {....................;{ // acquire lockAutoMutex _l(mLock);Request request;request.fd = fd;request.ident = ident;request.events = events;request.seq = mNextRequestSeq++;request.callback = callback;request.data = data;struct epoll_event eventItem;request.initEventItem(&eventItem);ssize_t requestIndex = mRequests.indexOfKey(fd);if (requestIndex < 0) {int epollResult = epoll_ctl(mEpollFd.get(), EPOLL_CTL_ADD, fd, &eventItem);mRequests.add(fd, request);} else {........................;}} // release lockreturn 1;
}int MessageQueue::cb_eventReceiver(int fd, int events, void* data) {MessageQueue* queue = reinterpret_cast<MessageQueue*>(data);//执行MessageQueue中的eventReceiver函数return queue->eventReceiver(fd, events);
}int MessageQueue::eventReceiver(int /*fd*/, int /*events*/) {ssize_t n;DisplayEventReceiver::Event buffer[8];//监控到mEventTube中有事件后,从mEventTube中读取事件,处理事件while ((n = DisplayEventReceiver::getEvents(&mEventTube, buffer, 8)) > 0) {for (int i = 0; i < n; i++) {if (buffer[i].header.type == DisplayEventReceiver::DISPLAY_EVENT_VSYNC) {mHandler->dispatchInvalidate(buffer[i].vsync.expectedVSyncTimestamp);break;}}}return 1;
}void MessageQueue::Handler::dispatchInvalidate(nsecs_t expectedVSyncTimestamp) {if ((android_atomic_or(eventMaskInvalidate, &mEventMask) & eventMaskInvalidate) == 0) {mExpectedVSyncTime = expectedVSyncTimestamp;//从mEventTube读取VSYNC事件后,先Looper中发一个MessageQueue::INVALIDATE类型的消息mQueue.mLooper->sendMessage(this, Message(MessageQueue::INVALIDATE));}
}void Looper::sendMessage(const sp<MessageHandler>& handler, const Message& message) {nsecs_t now = systemTime(SYSTEM_TIME_MONOTONIC);sendMessageAtTime(now, handler, message);
}void Looper::sendMessageDelayed(nsecs_t uptimeDelay, const sp<MessageHandler>& handler,const Message& message) {nsecs_t now = systemTime(SYSTEM_TIME_MONOTONIC);sendMessageAtTime(now + uptimeDelay, handler, message);
}void Looper::sendMessageAtTime(nsecs_t uptime, const sp<MessageHandler>& handler,const Message& message) {{ // acquire lockAutoMutex _l(mLock);size_t messageCount = mMessageEnvelopes.size();while (i < messageCount && uptime >= mMessageEnvelopes.itemAt(i).uptime) {i += 1;}MessageEnvelope messageEnvelope(uptime, handler, message);//找到答案了: "mMessageEnvelopes中message哪里来的?"mMessageEnvelopes.insertAt(messageEnvelope, i, 1);if (mSendingMessage) {return;}} // release lockif (i == 0) {wake();}
}

上面的问题解答后,又来两个新疑问:

  1. MessageQueue::setEventConnection(…) 什么时候有谁调用的 ?
  2. mEventTube是个什么玩意?

下一篇文章继续深入分析,然后画图…

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