android surfaceflinger研究----Surface机制

                 

转自: http://blog.csdn.net/windskier/article/details/7041610

       前一篇文章介绍了android的显示系统,这篇文章中,我们把视角往上层移动一下,研究一下framework是如何与surfaceflinger进行业务交互的。

       1)如何创建surface

       2)如何显示窗口等等

       所有的这一切都是通过系统服务WindowManagerService与surfaceflinger来进行的。

        Android中的Surface机制这一块代码写的比较难理解,光叫Surface的类就有3个,因此本篇文章从两部分来分析。

       首先,想要理解Surface机制,还是需要首先理清各个类之间的关系。

       其次,在理解了整个Surface机制的类关系之后,到时我们再结合前一篇文章中对显示系统的介绍,研究一下一个Surface是如何和显示系统建立起联系来的,这个联系主要是指Surface的显示buffer的存储管理。

        在下篇文章中,再分析SurfaceFlinger是如何将已经存储了窗口图形数据的Surface Buffer显示到显示系统中。

1. Surface机制的静态关系

    将这一部分叫做Surface机制,是有别于SurfaceFlinger而言的,android的图形系统中,作为C/S模型两端的WMS和SurfaceFlinger是图形系统业务的核心,但是不把WMS和SurfaceFlinger中间的这层联系搞清楚的话,是很难理解整个图形系统的,在本文中我将两者之间的这个联系关系称之为Surface机制,它的主要任务就是创建一个Surface,ViewRoot在这个Surface上描绘当前的窗口,SurfaceFlinger将这个Surface flinger(扔)给显示系统将其呈现在硬件设备上。其实这里这个Surface在不同的模块中是以不同的形态存在的,唯一不变的就是其对应的显示Buffer。

1.1 ViewRoot和WMS共享Surface

      我们知道每个Activity都会有一个ViewRootImpl作为Activity Window与WMS交互的接口,ViewRootImpl会绘制整个Activity的窗口View到Surface上,因此我们在ViewRootImpl中就有了创建Surface的需求。看一下代码中的Surface的定义:

ViewRootImpl.java

    // These can be accessed by any thread, must be protected with a lock.    // Surface can never be reassigned or cleared (use Surface.clear()).    private final Surface mSurface = new Surface();


Surface(SurfaceTexture surfaceTexture)@Surface.java

    /**     * Create Surface from a {@link SurfaceTexture}.     *     * Images drawn to the Surface will be made available to the {@link     * SurfaceTexture}, which can attach them an OpenGL ES texture via {@link     * SurfaceTexture#updateTexImage}.     *     * @param surfaceTexture The {@link SurfaceTexture} that is updated by this     * Surface.     */    public Surface(SurfaceTexture surfaceTexture) {        if (DEBUG_RELEASE) {            mCreationStack = new Exception();        }        mCanvas = new CompatibleCanvas();        initFromSurfaceTexture(surfaceTexture);    }


       由上面可以看出在ViewRootImpl中定义的Surface只是一个空壳,那么真正的Surface是在哪里被初始化的呢?大管家WMS中!当ViewRootImpl请求WMS relayout时,会将ViewSurface中的Surface交给WMS初始化。在WMS中,对应每个WindowState对象,在relayout窗口时,同样会创建一个Surface,wms中的这个Surface会真正的初始化,然后再将这个WMS Surface复制给ViewRootImpl中的Surface。这么实现的目的就是保证ViewRootImpl和WMS共享同一个Surface。ViewRootImpl对Surface进行绘制,WMS对这个Surface进行初始化及管理。很和谐!

[email protected]

    private int relayoutWindow(WindowManager.LayoutParams params, int viewVisibility,            boolean insetsPending) throws RemoteException {        ...         int relayoutResult = sWindowSession.relayout(                mWindow, mSeq, params,                (int) (mView.getMeasuredWidth() * appScale + 0.5f),                (int) (mView.getMeasuredHeight() * appScale + 0.5f),                viewVisibility, insetsPending, mWinFrame,                mPendingContentInsets, mPendingVisibleInsets,                mPendingConfiguration, mSurface);        //Log.d(TAG, "<<<<<< BACK FROM relayout");        if (restore) {            params.restore();        }                if (mTranslator != null) {            mTranslator.translateRectInScreenToAppWinFrame(mWinFrame);            mTranslator.translateRectInScreenToAppWindow(mPendingContentInsets);            mTranslator.translateRectInScreenToAppWindow(mPendingVisibleInsets);        }        return relayoutResult;    }

relayoutWindow()@WindowManagerService.java

    public int relayoutWindow(Session session, IWindow client, int seq,            WindowManager.LayoutParams attrs, int requestedWidth,            int requestedHeight, int viewVisibility, boolean insetsPending,            Rect outFrame, Rect outContentInsets, Rect outVisibleInsets,            Configuration outConfig, Surface outSurface) {        boolean displayed = false;        boolean inTouchMode;        boolean configChanged;        // if they don't have this permission, mask out the status bar bits        synchronized(mWindowMap) {            WindowState win = windowForClientLocked(session, client, false);            if (viewVisibility == View.VISIBLE &&                    (win.mAppToken == null || !win.mAppToken.clientHidden)) {                displayed = !win.isVisibleLw();                ...                try {                    Surface surface = win.createSurfaceLocked();                    if (surface != null) {                        outSurface.copyFrom(surface);                        win.mReportDestroySurface = false;                        win.mSurfacePendingDestroy = false;                        if (SHOW_TRANSACTIONS) Slog.i(TAG,                                "  OUT SURFACE " + outSurface + ": copied");                    } else {                        // For some reason there isn't a surface.  Clear the                        // caller's object so they see the same state.                        outSurface.release();                    }                } catch (Exception e) {                    mInputMonitor.updateInputWindowsLw(true /*force*/);                                        Slog.w(TAG, "Exception thrown when creating surface for client "                             + client + " (" + win.mAttrs.getTitle() + ")",                             e);                    Binder.restoreCallingIdentity(origId);                    return 0;                }                ...           }    }


 

1.2 SurfaceSession

     SurfaceSession可以认为是创建Surface过程中,WMS和SurfaceFlinger之间的会话层,通过这个SurfaceSession实现了Surface的创建。 

     一个SurfaceSession表示一个到SurfaceFlinger的连接,通过它可以创建一个或多个Surface实例。

       SurfaceSession是JAVA层的概念,@SurfaceSession.java。它对应的native实体是一个SurfaceComposerClient对象。

       SurfaceComposerClient通过ComposerService类来获得SurfaceFlinger的IBinder接口ISurfaceComposer,但是光获得SurfaceFlinger的IBinder接口是不够的,要想请求SurfaceFlinger创建一个Surface,还需要向SurfaceFlinger获得一个IBinder接口ISurfaceComposerClient,通过这个ISurfaceComposerClient来请求SurfaceFlinger创建一个Surface,为什么这么绕呢,为什么不直接让SurfaceFlinger创建Surface呢?

     站在SurfaceFlinger的角度来考虑,对于SurfaceFlinger来说,可能有多个Client来请求SurfaceFlinger的业务,每个Client可能会请求SurfaceFlinger创建多个Surface,那么SurfaceFlinger本地需要提供一套机制来保存每个client请求创建的Surface,SurfaceFlinger通过为每个client创建一个Client对象实现这个机制,并将这个Client的IBinder接口ISurfaceComposerClient返给SurfaceComposerClient对象。SurfaceComposerClient对象在通过ISurfaceComposerClient去请求创建Surface(ISurfaceComposerClient的功能只有创建和销毁Surface)。

@SurfaceFlinger.h

class Client : public BnSurfaceComposerClientclass SurfaceFlinger :        public BinderService<SurfaceFlinger>,        public BnSurfaceComposer,        public IBinder::DeathRecipient,        protected Thread


@SurfaceComposerClient.cpp

void SurfaceComposerClient::onFirstRef() {    sp<ISurfaceComposer> sm(getComposerService());    if (sm != 0) {        sp<ISurfaceComposerClient> conn = sm->createConnection();        if (conn != 0) {            mClient = conn;            mStatus = NO_ERROR;        }    }}


在SurfaceFlinger中对应的执行代码为:

sp<ISurfaceComposerClient> SurfaceFlinger::createConnection(){    sp<ISurfaceComposerClient> bclient;    sp<Client> client(new Client(this));    status_t err = client->initCheck();    if (err == NO_ERROR) {        bclient = client;    }    return bclient;}

     下图描述了整个SurfaceSession的内部结构与工作流程。

      蓝色箭头是SurfaceComposerClient通过ComposerService获得SurfaceFlinger的IBinder接口ISurfaceComposer过程;

      红色箭头表示SurfaceComposerClient通过IPC请求SurfaceFlinger创建Client的过程,并获得Client的IBinder接口ISurfaceComposerClient;

      绿色箭头表示SurfaceComposerClient通过IPC请求Client创建Surface。


1.3 Surface的形态

       上一节我们分析了SurfaceSession的静态结构,得知Surface的创建过程是通过SurfaceSession这个中间会话层去请求SurfaceFlinger去创建的,并且这篇文章中,我们说了半天Surface了,那么究竟我们要创建的Surface究竟是什么样的一个东西呢,它的具体形态是什么呢?这一小节我们就来分析以下Surface的形态。

1.3.1 client端Surface的形态

    首先,我们看一下Surface在WMS中定义的代码

createSurfaceLocked()@WindowState.java

  Surface createSurfaceLocked() {        if (mSurface == null) {            ...            try {                final boolean isHwAccelerated = (mAttrs.flags &                        WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED) != 0;                final int format = isHwAccelerated ? PixelFormat.TRANSLUCENT : mAttrs.format;                if (!PixelFormat.formatHasAlpha(mAttrs.format)) {                    flags |= Surface.OPAQUE;                }                mSurface = new Surface(                        mSession.mSurfaceSession, mSession.mPid,                        mAttrs.getTitle().toString(),                        0, w, h, format, flags);                if (SHOW_TRANSACTIONS || SHOW_SURFACE_ALLOC) Slog.i(WindowManagerService.TAG,                        "  CREATE SURFACE "                        + mSurface + " IN SESSION "                        + mSession.mSurfaceSession                        + ": pid=" + mSession.mPid + " format="                        + mAttrs.format + " flags=0x"                        + Integer.toHexString(flags)                        + " / " + this);            }             ...        }        return mSurface;    }


       我们可以看到,它将SurfaceSession对象当作参数传递给了Surface的构造函数。往下看Surface的构造函数。

@Surface.java

    /** create a surface with a name @hide */    public Surface(SurfaceSession s,            int pid, String name, int display, int w, int h, int format, int flags)        throws OutOfResourcesException {        if (DEBUG_RELEASE) {            mCreationStack = new Exception();        }        mCanvas = new CompatibleCanvas();        init(s,pid,name,display,w,h,format,flags);        mName = name;    }


       这个构造函数,不同于我们在ViewRootImpl中看到的Surface的构造函数,这个构造函数并不是一个空壳,它做了本地实体的初始化工作,因此这个Surface才是一个真正的Suface。

       Native函数init(Surface_init@android_view_Surface.cpp)会调到SurfaceComposerClient::createSurface,再向下的过程在上一节的图中描述很清楚了,在此不作介绍了。同时,先不管SurfaceFlinger为SurfaceComposerClient创建的Surface到底是一个什么东西,我们先看看SurfaceComposerClient为WMS创建的是一个什么东西?

 

@SurfaceComposerClient.cpp

sp<SurfaceControl> SurfaceComposerClient::createSurface(        const String8& name,        DisplayID display,        uint32_t w,        uint32_t h,        PixelFormat format,        uint32_t flags){    sp<SurfaceControl> result;    if (mStatus == NO_ERROR) {        ISurfaceComposerClient::surface_data_t data;        sp<ISurface> surface = mClient->createSurface(&data, name, //mClient为BpSurfaceComposerClient                display, w, h, format, flags);        if (surface != 0) {            result = new SurfaceControl(this, surface, data);        }    }    return result;}

       从上面的代码我们可以看出,SurfaceComposerClient为WMS返回的是一个SurfaceControl对象,这个SurfaceControl对象包含了surfaceFlinger为SurfaceComposerClient创建的surface,这个surfaceFlinge创建的Surface在Client端的形态为ISurface。这个过程下面分析SurfaceFlinger端的Surface形态时会看到。

    SurfaceControl类中还有一个非常重要的成员mSurfaceData<class Surface : public SurfaceTextureClient>,它的类型也叫做Surface,定义在frameworks/base/include/surfaceflinger/surface.h。这个Surface提供了显示Buffer的管理。在文章的后面再介绍。

@frameworks/base/libs/gui/Surface.cpp

sp<Surface> SurfaceControl::getSurface() const{    Mutex::Autolock _l(mLock);    if (mSurfaceData == 0) {        sp<SurfaceControl> surface_control(const_cast<SurfaceControl*>(this));        mSurfaceData = new Surface(surface_control);    }    return mSurfaceData;}


1.3.2 SurfaceFlinger端Surface形态

SurfaceFlinger::[email protected]  
sp<ISurface> SurfaceFlinger::createSurface(        ISurfaceComposerClient::surface_data_t* params,        const String8& name,        const sp<Client>& client,        DisplayID d, uint32_t w, uint32_t h, PixelFormat format,        uint32_t flags){    sp<LayerBaseClient> layer;    sp<ISurface> surfaceHandle;    if (int32_t(w|h) < 0) {        LOGE("createSurface() failed, w or h is negative (w=%d, h=%d)",                int(w), int(h));        return surfaceHandle;    }    //LOGD("createSurface for pid %d (%d x %d)", pid, w, h);    sp<Layer> normalLayer;    switch (flags & eFXSurfaceMask) {        case eFXSurfaceNormal:            normalLayer = createNormalSurface(client, d, w, h, flags, format);            layer = normalLayer;            break;        case eFXSurfaceBlur:            // for now we treat Blur as Dim, until we can implement it            // efficiently.        case eFXSurfaceDim:            layer = createDimSurface(client, d, w, h, flags);            break;        case eFXSurfaceScreenshot:            layer = createScreenshotSurface(client, d, w, h, flags);            break;    }    if (layer != 0) {        layer->initStates(w, h, flags);        layer->setName(name);        ssize_t token = addClientLayer(client, layer);        surfaceHandle = layer->getSurface();        if (surfaceHandle != 0) {            params->token = token;            params->identity = layer->getIdentity();            if (normalLayer != 0) {                Mutex::Autolock _l(mStateLock);                mLayerMap.add(layer->getSurfaceBinder(), normalLayer);            }        }        setTransactionFlags(eTransactionNeeded);    }    return surfaceHandle;}

       当client请求SurfaceFlinger创建Surface时,SurfaceFlinger首先根据WMS提供的窗口的属性来一个命名为Layer概念的对象,然后再根据Layer创建它的子类对象LayerBaseClient::BSurface。此时第三个名为Surface(BSurface)类出现了,下一节我们来介绍一下这个Layer的概念。

 

 1.4 Layer 

1.4.1 Layer的分类

    目前,android4.0中有3中Layer类型,如上图所示。  

    1. Layer, 普通的Layer,它为每个Client端请求的Surface创建显示Buffer。

    2. LayerDim,这种Layer不会创建显示Buffer,它只是将通过这个Layer将原来FrameBuffer上的数据进行暗淡处理;

    3. LayerScreenshot,这种Layer不会创建显示Buffer,它只是将通过这个Layer将原来FrameBuffer上的数据进行抓取;

     从这些Layer看出,我们分析的重点就是第一种Layer,下面我们着重分析一下普通的Layer。Layer的具体业务我们在下一篇文章中分析

1.4.2 Layer的管理

    上文我们在分析SurfaceSession的时候,也分析过,一个Client可能会创建多个Surface,也就是要创建多个Layer,那么SurfaceFlinger端如何管理多个Layer呢?SurfaceFlinger维护了3个Vector来管理Layer<Client:DefaultKeyedVector< size_t, wp<LayerBaseClient> > mLayers;SurfaceFlinger:LayerVector     layersSortedByZ;>。

       第一种方式,我们知道SurfaceFlinger会为每个SurfaceSession创建一个Client对象,这第一种方式就是将所有为某一个SurfacSession创建的Layer保存在它对应的Client对象中。

     SurfaceFlinger::createSurface()@SurfaceFlinger.cpp,调用路径如下:

     SurfaceFlinger::addClientLayer->

         client->attachLayer(lbc)->

              mLayers.add(name, layer);

       第二种方式,在SurfaceFlinger中以排序的方式保存下来。其调用路径如下:

       SurfaceFlinger::addClientLayer->

          SurfaceFlinger::addLayer_l->

             mCurrentState.layersSortedByZ.add(layer)

 

       第三种方式,将所有的创建的普通的Layer保存起来,以便Client Surface在请求实现Buffer时能够辨识Client Surface对应的Layer。

SurfaceFlinger::createSurface()@SurfaceFlinger.cpp

        surfaceHandle = layer->getSurface();        if (surfaceHandle != 0) {            params->token = token;            params->identity = layer->getIdentity();            if (normalLayer != 0) {                Mutex::Autolock _l(mStateLock);                mLayerMap.add(layer->getSurfaceBinder(), normalLayer);            }        }

2. Surface 显示Buffer的存储管理

       在前文介绍Client端的Surface形态的内容时,我们提到SurfaceControl中还会维护一个名为Surface对象,它定义在 frameworks/base/libs/surfaceflinger/Surface.h中,它负责向LayerBaseClient::BSurface请求显示Buffer,同时将显示Buffer交给JAVA Surface的Canvas去绘制窗口,我们称这个Surface为Client Surface

2.1 窗口绘制

    我们先从ViewRootImpl中分析一下,它是如何显示窗口View的,如何用到Client Surface请求的显示Buffer的。

draw()@ViewRoot.java

            Canvas canvas;            try {                int left = dirty.left;                int top = dirty.top;                int right = dirty.right;                int bottom = dirty.bottom;                final long lockCanvasStartTime;                if (ViewDebug.DEBUG_LATENCY) {                    lockCanvasStartTime = System.nanoTime();                }                canvas = surface.lockCanvas(dirty);                if (ViewDebug.DEBUG_LATENCY) {                    long now = System.nanoTime();                    Log.d(TAG, "Latency: Spent "                            + ((now - lockCanvasStartTime) * 0.000001f)                            + "ms waiting for surface.lockCanvas()");                }                if (left != dirty.left || top != dirty.top || right != dirty.right ||                        bottom != dirty.bottom) {                    mAttachInfo.mIgnoreDirtyState = true;                }                // TODO: Do this in native                canvas.setDensity(mDensity);            


       上面的代码显示,JAVA Surface 会lock canvas。而Client Surface的创建就在这个过程中,即下面代码中的第一行getSurface().我们先不管Client Surface的创建,先看看Canvas是如何与Client Surface的显示Buffer关联的。

       Surface_lockCanvas@android_view_Surface.cpp

static jobject Surface_lockCanvas(JNIEnv* env, jobject clazz, jobject dirtyRect){    const sp<Surface>& surface(getSurface(env, clazz));    if (!Surface::isValid(surface)) {        doThrowIAE(env);        return 0;    }    // get dirty region    Region dirtyRegion;    if (dirtyRect) {        Rect dirty;        dirty.left  = env->GetIntField(dirtyRect, ro.l);        dirty.top   = env->GetIntField(dirtyRect, ro.t);        dirty.right = env->GetIntField(dirtyRect, ro.r);        dirty.bottom= env->GetIntField(dirtyRect, ro.b);        if (!dirty.isEmpty()) {            dirtyRegion.set(dirty);        }    } else {        dirtyRegion.set(Rect(0x3FFF,0x3FFF));    }    Surface::SurfaceInfo info;    status_t err = surface->lock(&info, &dirtyRegion);    if (err < 0) {        const char* const exception = (err == NO_MEMORY) ?            OutOfResourcesException :            "java/lang/IllegalArgumentException";        jniThrowException(env, exception, NULL);        return 0;    }    // Associate a SkCanvas object to this surface    jobject canvas = env->GetObjectField(clazz, so.canvas);    env->SetIntField(canvas, co.surfaceFormat, info.format);    SkCanvas* nativeCanvas = (SkCanvas*)env->GetIntField(canvas, no.native_canvas);    SkBitmap bitmap;    ssize_t bpr = info.s * bytesPerPixel(info.format);    bitmap.setConfig(convertPixelFormat(info.format), info.w, info.h, bpr);    if (info.format == PIXEL_FORMAT_RGBX_8888) {        bitmap.setIsOpaque(true);    }    if (info.w > 0 && info.h > 0) {        bitmap.setPixels(info.bits);    } else {        // be safe with an empty bitmap.        bitmap.setPixels(NULL);    }    nativeCanvas->setBitmapDevice(bitmap);    SkRegion clipReg;    if (dirtyRegion.isRect()) { // very common case        const Rect b(dirtyRegion.getBounds());        clipReg.setRect(b.left, b.top, b.right, b.bottom);    } else {        size_t count;        Rect const* r = dirtyRegion.getArray(&count);        while (count) {            clipReg.op(r->left, r->top, r->right, r->bottom, SkRegion::kUnion_Op);            r++, count--;        }    }    nativeCanvas->clipRegion(clipReg);    int saveCount = nativeCanvas->save();    env->SetIntField(clazz, so.saveCount, saveCount);    if (dirtyRect) {        const Rect& bounds(dirtyRegion.getBounds());        env->SetIntField(dirtyRect, ro.l, bounds.left);        env->SetIntField(dirtyRect, ro.t, bounds.top);        env->SetIntField(dirtyRect, ro.r, bounds.right);        env->SetIntField(dirtyRect, ro.b, bounds.bottom);    }    return canvas;}


      上面的代码,我们可以看出,Canvas的Bitmap设备设置了Client Surface的显示Buffer为其Bitmap pixel存储空间。 
   

        bitmap.setPixels(info.bits);

    这样Canvas的绘制空间就有了。下一步就该绘制窗口了。

   draw()@ViewRootImpl.java

                  try {                        canvas.translate(0, -yoff);                        if (mTranslator != null) {                            mTranslator.translateCanvas(canvas);                        }                        canvas.setScreenDensity(scalingRequired                                ? DisplayMetrics.DENSITY_DEVICE : 0);                        mAttachInfo.mSetIgnoreDirtyState = false;                        mView.draw(canvas);                    }


    其中ViewRootImpl中的mView为整个窗口的View。它将Render自己和所有它的子View。

2.2 Client Surface的初始化(SurfaceControl中的Surface)

        Client Surface的创建是从ViewRootImpl首次Lock canvas时进行的,这么做的目的可能也是为了节约空间,减少不必要的开支。

        Client Surface的初始化和显示Buffer的管理过程比较复杂,下图给出了这一部分的一个静态结构图,有些东西从图上表现不出来,下面我简单的介绍一下。

 

           

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