一、Vsync简介:
屏幕的刷新过程是每一行从左到右(行刷新,水平刷新,Horizontal Scanning),从上到下(屏幕刷新,垂直刷新,Vertical Scanning)。当整个屏幕刷新完毕,即一个垂直刷新周期完成,会有短暂的空白期,此时发出 VSync 信号。所以,VSync 中的 V 指的是垂直刷新中的垂直-Vertical。
Android系统每隔16ms发出VSYNC信号,触发对UI进行渲染,VSync是Vertical Synchronization(垂直同步)的缩写,是一种在PC上很早就广泛使用的技术,可以简单的把它认为是一种定时中断。而在Android 4.1(JB)中已经开始引入VSync机制,用来同步渲染,让AppUI和SurfaceFlinger可以按硬件产生的VSync节奏进行工作。
二、黄油计划:三个方法改进显示系统
1.Vsync同步:
可见vsync信号没有提醒CPU/GPU工作的情况下,第二次vsync到来需要显示内容时,CPU和GPU还没有来得及准备好下一帧的数据,所以只能接着显示上一帧的数据,产生Jank!
CPU/GPU接收vsync信号提前准备下一帧要显示的内容,所以能够及时准备好每一帧的数据,保证画面的流程。
2.多级缓冲:
除了Vsync的机制,Android还使用了多级缓冲的手段以优化UI流程度,例如双缓冲(A+B),在显示buffer A的数据时,CPU/GPU就开始在buffer B中准备下一帧数据:
但是不能保证每一帧CPU、GPU都运行状态良好,可能由于资源抢占等性能问题导致某一帧GPU掉链子,vsync信号到来时buffer B的数据还没准备好,而此时Display又在显示buffer A的数据,导致后面CPU/GPU没有新的buffer着手准备数据,空白时间无事可做,后面Jank频出:
因此用三级缓冲来提高系统对性能波动的容忍度:
虽然GPU在准备buffer B的数据耗时过长,第二帧Jank,但是新增1个buffer可以减少CPU和GPU在vsync同步间的空白间隙,此时CPU/GPU能够利用buffer C继续工作,所以后面就不会再产生Jank了,当然具体使用多少个buffer要根据实际硬件性能情况调整,最终目的就是解决Display的Jank产生。
3.Vsync虚拟化(Vsync App + Vsync SurfaceFlinger):
虽然vsync使得CPU/GPU/Display同步了,但App UI和SurfaceFlinger的工作显然是一个流水线的模型。即对于一帧内容,先等App UI画完了,SurfaceFlinger再出场对其进行合并渲染后放入framebuffer,最后整到屏幕上。而现有的VSync模型是让大家一起开始干活,这样对于同一帧内容,第一个VSync信号时App UI的数据开始准备,第二个VSync信号时SurfaceFlinger工作,第三个VSync信号时用户看到Display内容,这样就两个VSync period(每个16ms)过去了,影响用户体验。
解决思路:SurfaceFlinger在App UI准备好数据后及时开工做合成。
Android 4.4(KitKat)引入了VSync的虚拟化,即把硬件的VSync信号先同步到一个本地VSync模型中,再从中一分为二,引出两条VSync时间与之有固定偏移的线程。示意图如下:
这样,大家工作既保持一定的节拍,又可以相互错开,一前一后保持着流水节奏。
注意其中两个Phase offset参数(即VSYNC_EVENT_PHASE_OFFSET_NS和SF_VSYNC_EVENT_PHASE_OFFSET_NS)是可调的。
处理流程:
类型DispSync表示了一个基于硬件VSync信号的同步模型,它会根据从HWComposer来的硬件VSync信号的采样来进行同步。其它两个EventThread分别用了两个不同的虚拟VSync信号源(用DispSyncSource表示,其中包含了与真实VSync信号的偏移值),这两个VSync信号源就是被虚拟出来分别用于控制App UI和SurfaceFlinger渲染。在EventThread的线程循环中,如果有需要就会向DispSync注册相应的listener。DispSyncThread就像乐队鼓手一样控制着大家的节奏。它在主循环中会先通过已经向DispSync注册的listener计算下一个要产生的虚拟VSync信号还要多久,等待相应时间后就会调用相应listener的callback函数。这样,对于那些注册了listener的监听者来说,就好像被真实的VSync信号控制着一样。至于EventControlThread是用来向真实的VSync硬件发命令。
三、Vsync框架
1.硬件或者软件创建vsyncThread产生vsync。
2.DispSyncThread处理vsync,把vsync虚拟化成vsync-app和vsync-sf。
3.vsync-app/sf按需产生(如果App和SurfaceFlinger都没有更新请求,则休眠省电):
APP端:APP需要更新界面时发出vsync请求给EventThread(设置connection.count>=0),DispSyncThread收到vsync信号后休眠offset,然后唤醒EventThread通知APP开始渲染。
SF端:sf请求EventThread-sf,EventThread-sf收到vsync后通知SF可以开始合成。
(vsync框架图)
4.代码分析:
4.1 创建五个线程:SurfaceFlingerThread、DispSyncThread、EventThead-App、EventThead-SF、VsyncThread,都属于SurfaceFlinger进程:
(1)启动SurfaceFlinger主线程:android-8.0.0_r4\frameworks\native\services\surfaceflinger\main_surfaceflinger.cpp
int main(int, char**) {
startHidlServices(); signal(SIGPIPE, SIG_IGN);
// When SF is launched in its own process, limit the number of
// binder threads to 4.
ProcessState::self()->setThreadPoolMaxThreadCount(); // start the thread pool
sp<ProcessState> ps(ProcessState::self());
ps->startThreadPool(); // instantiate surfaceflinger
sp<SurfaceFlinger> flinger = new SurfaceFlinger(); //其中创建了 mPrimaryDispSync 成员变量 setpriority(PRIO_PROCESS, , PRIORITY_URGENT_DISPLAY); set_sched_policy(, 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 init
if (cpusets_enabled()) set_cpuset_policy(, SP_SYSTEM); // initialize before clients can connect
flinger->init(); //传入mPrimaryDispSync并创建EventThread(app/sf)、HWComposer // publish surface flinger
sp<IServiceManager> sm(defaultServiceManager());
sm->addService(String16(SurfaceFlinger::getServiceName()), flinger, false); // publish GpuService
sp<GpuService> gpuservice = new GpuService();
sm->addService(String16(GpuService::SERVICE_NAME), gpuservice, false); struct sched_param param = {};
param.sched_priority = ;
if (sched_setscheduler(, SCHED_FIFO, ¶m) != ) {
ALOGE("Couldn't set SCHED_FIFO");
} // run surface flinger in this thread (SF的主线程)
flinger->run(); return ;
}
(2)new SurfaceFlinger() 时创建了成员变量 DispSync mPrimaryDispSync; android-8.0.0_r4\frameworks\native\services\surfaceflinger\SurfaceFlinger.h
其中 DispSync 的构造函数会启动DispSyncThread线程:
DispSync::DispSync(const char* name) :
mName(name),
mRefreshSkipCount(),
mThread(new DispSyncThread(name)), //创建了DispSyncThread
mIgnorePresentFences(!SurfaceFlinger::hasSyncFramework){ mPresentTimeOffset = SurfaceFlinger::dispSyncPresentTimeOffset;
mThread->run("DispSync", PRIORITY_URGENT_DISPLAY + PRIORITY_MORE_FAVORABLE);
// set DispSync to SCHED_FIFO to minimize jitter
struct sched_param param = {};
param.sched_priority = ;
if (sched_setscheduler(mThread->getTid(), SCHED_FIFO, ¶m) != ) {
ALOGE("Couldn't set SCHED_FIFO for DispSyncThread");
} reset();
beginResync(); if (kTraceDetailedInfo) {
// If we're not getting present fences then the ZeroPhaseTracer
// would prevent HW vsync event from ever being turned off.
// Even if we're just ignoring the fences, the zero-phase tracing is
// not needed because any time there is an event registered we will
// turn on the HW vsync events.
if (!mIgnorePresentFences && kEnableZeroPhaseTracer) {
addEventListener("ZeroPhaseTracer", , new ZeroPhaseTracer());
}
}
}
(3)接着分析SurfaceFlinger对象,它是一个strong point,在引用时会调用其onFirstRef()方法:
void SurfaceFlinger::onFirstRef()
{
//初始化消息队列,其中创建了loop和handle
mEventQueue.init(this);
}
flinger->run()的实现: android-8.0.0_r4\frameworks\native\services\surfaceflinger\SurfaceFlinger_hwc1.cpp
void SurfaceFlinger::run() {
do {
waitForEvent(); //其中就是调用mEventQueue.waitMessage()
} while (true);
}
waitMessage中等待AP和EventTHread给它发数据:
void MessageQueue::waitMessage() {
do {
IPCThreadState::self()->flushCommands();
int32_t ret = mLooper->pollOnce(-);
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 happen
ALOGE("Looper::pollOnce() returned unknown status %d", ret);
continue;
}
} while (true);
}
SurfaceFlinger初始化最重要的函数是init():
void SurfaceFlinger::init() {
ALOGI( "SurfaceFlinger's main thread ready to run. "
"Initializing graphics H/W..."); ALOGI("Phase offest NS: %" PRId64 "", vsyncPhaseOffsetNs); { // Autolock scope
Mutex::Autolock _l(mStateLock); // initialize EGL for the default display
mEGLDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
eglInitialize(mEGLDisplay, NULL, NULL); // start the EventThread (创建了两个EventThread,他们的名字和offset不同)
sp<VSyncSource> vsyncSrc = new DispSyncSource(&mPrimaryDispSync,
vsyncPhaseOffsetNs, true, "app");
mEventThread = new EventThread(vsyncSrc, *this, false);
sp<VSyncSource> sfVsyncSrc = new DispSyncSource(&mPrimaryDispSync,
sfVsyncPhaseOffsetNs, true, "sf");
mSFEventThread = new EventThread(sfVsyncSrc, *this, true); // 创建sf与EventThread之间的connection
mEventQueue.setEventThread(mSFEventThread); // set EventThread and SFEventThread to SCHED_FIFO to minimize jitter
struct sched_param param = {};
param.sched_priority = ;
if (sched_setscheduler(mSFEventThread->getTid(), SCHED_FIFO, ¶m) != ) {
ALOGE("Couldn't set SCHED_FIFO for SFEventThread");
}
if (sched_setscheduler(mEventThread->getTid(), SCHED_FIFO, ¶m) != ) {
ALOGE("Couldn't set SCHED_FIFO for EventThread");
} // Get a RenderEngine for the given display / config (can't fail)
mRenderEngine = RenderEngine::create(mEGLDisplay,
HAL_PIXEL_FORMAT_RGBA_8888);
}
其中 mEventQueue.setEventThread(mSFEventThread) 的实现:
//sufaceflinger/MessageQueue.cpp
void MessageQueue::setEventThread(const sp<EventThread>& eventThread)
{
mEventThread = eventThread;
//创建连接,从连接获得dataChannel,把它的Fd添加到Looper,
//也就是把EventThread里的一个fd传给了SF线程,
//以后EventThread与SF就可以通过这个fd通信,
mEvents = eventTHread->createEnvetConnection();
mEventTube = mEvents->getDataChannel();
mLooper->addFd(mEventTube->getFd(), , Looper::EVENT_INPUT,
MessageQueue::cb_eventReceiver, this); //这个cb_eventRecevier很重要,它负责处理EventThread发过来的信号
}
(4)hwcomposer的构造函数:android-8.0.0_r4\frameworks\native\services\surfaceflinger\DisplayHardware\HWComposer_hwc1.cpp
HWComposer::HWComposer(
const sp<SurfaceFlinger>& flinger,
EventHandler& handler)
: mFlinger(flinger),
mFbDev(), mHwc(), mNumDisplays(),
mCBContext(new cb_context),
mEventHandler(handler),
mDebugForceFakeVSync(false)
{
for (size_t i = ; i<MAX_HWC_DISPLAYS ; i++) {
mLists[i] = ;
} for (size_t i= ; i<HWC_NUM_PHYSICAL_DISPLAY_TYPES ; i++) {
mLastHwVSync[i] = ;
mVSyncCounts[i] = ;
} char value[PROPERTY_VALUE_MAX];
property_get("debug.sf.no_hw_vsync", value, "");
mDebugForceFakeVSync = atoi(value); bool needVSyncThread = true; // Note: some devices may insist that the FB HAL be opened before HWC.
int fberr = loadFbHalModule();
loadHwcModule(); if (mFbDev && mHwc && hwcHasApiVersion(mHwc, HWC_DEVICE_API_VERSION_1_1)) {
// close FB HAL if we don't needed it.
// FIXME: this is temporary until we're not forced to open FB HAL
// before HWC.
framebuffer_close(mFbDev);
mFbDev = NULL;
} // If we have no HWC, or a pre-1.1 HWC, an FB dev is mandatory.
if ((!mHwc || !hwcHasApiVersion(mHwc, HWC_DEVICE_API_VERSION_1_1))
&& !mFbDev) {
ALOGE("ERROR: failed to open framebuffer (%s), aborting",
strerror(-fberr));
abort();
} // these display IDs are always reserved
for (size_t i= ; i<NUM_BUILTIN_DISPLAYS ; i++) {
mAllocatedDisplayIDs.markBit(i);
} if (mHwc) {
ALOGI("Using %s version %u.%u", HWC_HARDWARE_COMPOSER,
(hwcApiVersion(mHwc) >> ) & 0xff,
(hwcApiVersion(mHwc) >> ) & 0xff);
if (mHwc->registerProcs) {
mCBContext->hwc = this;
mCBContext->procs.invalidate = &hook_invalidate;
mCBContext->procs.vsync = &hook_vsync;
if (hwcHasApiVersion(mHwc, HWC_DEVICE_API_VERSION_1_1))
mCBContext->procs.hotplug = &hook_hotplug;
else
mCBContext->procs.hotplug = NULL;
memset(mCBContext->procs.zero, , sizeof(mCBContext->procs.zero));
mHwc->registerProcs(mHwc, &mCBContext->procs);
} // don't need a vsync thread if we have a hardware composer
needVSyncThread = false;
// always turn vsync off when we start
eventControl(HWC_DISPLAY_PRIMARY, HWC_EVENT_VSYNC, ); // the number of displays we actually have depends on the
// hw composer version
if (hwcHasApiVersion(mHwc, HWC_DEVICE_API_VERSION_1_3)) {
// 1.3 adds support for virtual displays
mNumDisplays = MAX_HWC_DISPLAYS;
} else if (hwcHasApiVersion(mHwc, HWC_DEVICE_API_VERSION_1_1)) {
// 1.1 adds support for multiple displays
mNumDisplays = NUM_BUILTIN_DISPLAYS;
} else {
mNumDisplays = ;
}
} if (mFbDev) {
ALOG_ASSERT(!(mHwc && hwcHasApiVersion(mHwc, HWC_DEVICE_API_VERSION_1_1)),
"should only have fbdev if no hwc or hwc is 1.0"); DisplayData& disp(mDisplayData[HWC_DISPLAY_PRIMARY]);
disp.connected = true;
disp.format = mFbDev->format;
DisplayConfig config = DisplayConfig();
config.width = mFbDev->width;
config.height = mFbDev->height;
config.xdpi = mFbDev->xdpi;
config.ydpi = mFbDev->ydpi;
config.refresh = nsecs_t(1e9 / mFbDev->fps);
disp.configs.push_back(config);
disp.currentConfig = ;
} else if (mHwc) {
// here we're guaranteed to have at least HWC 1.1
for (size_t i = ; i<NUM_BUILTIN_DISPLAYS ; i++) {
queryDisplayProperties(i);
}
} if (needVSyncThread) {
// we don't have VSYNC support, we need to fake it
// 如果不支持硬件Vsync则创建软件vysnc线程,它是一个sp<>,其onFirstRef()真正创建运行这个线程
mVSyncThread = new VSyncThread(*this);
}
}
加载并准备hw composer模块。Sets mHwc
void HWComposer::loadHwcModule()
{
hw_module_t const* module; if (hw_get_module(HWC_HARDWARE_MODULE_ID, &module) != ) {
ALOGE("%s module not found", HWC_HARDWARE_MODULE_ID);
return;
} int err = hwc_open_1(module, &mHwc);
if (err) {
ALOGE("%s device failed to initialize (%s)",
HWC_HARDWARE_COMPOSER, strerror(-err));
return;
} if (!hwcHasApiVersion(mHwc, HWC_DEVICE_API_VERSION_1_0) ||
hwcHeaderVersion(mHwc) < MIN_HWC_HEADER_VERSION ||
hwcHeaderVersion(mHwc) > HWC_HEADER_VERSION) {
ALOGE("%s device version %#x unsupported, will not be used",
HWC_HARDWARE_COMPOSER, mHwc->common.version);
hwc_close_1(mHwc);
mHwc = NULL;
return;
}
}
4.2 SurfaceFLinger使用vsync过程
(1)App发数据给sf,sf发请求给EventThread-sf:AP是Producer,它通过listener->onFrameAvailable() ->进入消费者 -> mFrameAvailableListener(就是Layer对象) -> 进入SF线程-> mFlinger->signalLayerUpdate() -> mEventQueue.invalidate();
//surfaceflinger/MessageQueue.cpp
void MessageQueue::invalidate() {
//mEvents是sp<IDisplayEventConnection>
//也就是sf线程使用connection向EventThread线程请求下一个vsync信号
mEvents->requestNextVsync();
}
--->
//surfaceFlinger/EventThread.cpp
void EventThread::Connection::requestNextVsync() {
mEventThread->requestrNextVsync(this);
}
--->
void EventTHread::requestNextVysnc(
const sp<EventTHread::Connection>& connection) {
if(connection->count < ){
//若cnt小于0,则cnt=0,然后发出广播,来唤醒某个线程,
//当connection的cnt >= 0怎么它需要从EventThread得到vsync
//这个函数得代码在EventThread,但是它执行在SF线程
//也就是说,SF线程使用EventThread的函数向EventThread发出广播来唤醒EventThread线程
connection->count = ;
mCondition.boradcast();
}
}
(2)EventThread-sf发请求给DispSyncThread,EventThread里面一定有一个threadLoop: android-8.0.0_r4\frameworks\native\services\surfaceflinger\EventThread.cpp
bool EventThread::threadLoop() {
DisplayEventReceiver::Event event;
Vector< sp<EventThread::Connection> > signalConnections; //1,EventThread向DispSyncThread发出vsync请求
//2,等待vsync
signalConnections = waitForEvent(&event); // dispatch events to listeners...
const size_t count = signalConnections.size();
for (size_t i= ; i<count ; i++) {
const sp<Connection>& conn(signalConnections[i]);
// now see if we still need to report this event
// 当EventThread收到Vsync,把它转交给SF线程
status_t err = conn->postEvent(event);
if (err == -EAGAIN || err == -EWOULDBLOCK) {
// The destination doesn't accept events anymore, it's probably
// full. For now, we just drop the events on the floor.
// FIXME: Note that some events cannot be dropped and would have
// to be re-sent later.
// Right-now we don't have the ability to do this.
ALOGW("EventThread: dropping event (%08x) for connection %p",
event.header.type, conn.get());
} else if (err < ) {
// handle any other error on the pipe as fatal. the only
// reasonable thing to do is to clean-up this connection.
// The most common error we'll get here is -EPIPE.
removeDisplayEventConnection(signalConnections[i]);
}
}
return true;
}
分析waitForEvent():
//this will return when
//1, a vsync event has benn recevied
//2,there was as least one connection interested in receiving it when we started waiting
Vector< sp<EventThread::Connection > >EventThread::waitForEvent(
DisplayEventReceiver::Event* event)
{
//find out connections waitting for events
size_t count = mDisplayEventConnections.size();
ofr(size_t i=; i<count; i++) {
if(connection->count >= ) {
//we need vsync events because at least
//one connnection is waiting for it
waitForVSync = true;
}
......
if(waitFOrVSync){
enableVSyncLocked(); //如果上面的count >= 0,代表需要得到vsync信号,然后调用enableVSyncLocked()
} if(waitForVSync){
......
} else {
//EventThread之后就会休眠等待vsync
mCondition.wait(mLock);
}
}
}
enableVSyncLocked中给DisplaySyncThread设置回调,在DisplaySyncThread收到vsync信号后就调用这个回调函数:
void EventThread::enableVSyncLocked() {
if(!mVsyncEnabled) {
mVsyncEnabled = true;
mVSyncSource->setCallback(static_cast<VSyncSource::Callback*)(this));
mVSYncSource->setVSyncEnabled(true);
}
}
(3)H/S vsync唤醒DispSyncThread:
//surfaceFlinger/DIsplayHardware/HWComposer_hwc1.cpp
bool HWComposer::VSyncThread::threadLoop() {
clock_nanosleep();
//休眠 完成后,调用它,发出vsync信号
//mEventHanlder就是SurfaceFlinger,
mHwc.mEventHandler.onVSyncReceived(, next_vsync);
}
--->
//surfaceflinger/SurafceFLinger.cpp
void SurfaceFLinger::onVSyncReceived(type, nescs_t timestamp){
if(type == && mPrimaryHWVsyncEnabled) {
//DispSync::addResyncSample => updateModelLocked() =>
//mThread->updateModel => mCond.signal()来唤醒某个线程,
//mCond.signal()在DispSync.cpp,属于DispSYncThread,
//还是之前说的套路,swVsyncThread使用DispSync的函数唤醒DispSYncThread
needsHwVsync = mPrimaryDIspSync.addResyncSample(timestamp);
} if(needsHwVsync) {
enableHardwareVsync();
}
}
(4)DispSyncThread发信号给EventThread,EventThread发信号给SF线程。
//surfaceflinger/DispSync.cpp
class DispSyncThread : public Thread {
virtual bool threadLoop() {
//计算最近的eventThread的时间,EventThread是Listener,
// =>computeListenerNextEventTimeLocked
targetTime = computeNextEventTimeLocked(now); //休眠
if(now < targetTime) {
mCond.waitRelative(mMutex, targetrTime-now);
} //之后被vsync信号唤醒,获取callback
callbackInvacations = gatherCallbackInvocationsLocked(now); if(callbackInvocations.size() > ) {
//执行callback,导致EventThread的onVsyncEvent函数被调用
fireCallbackInvocations(callbackInvovcations);
}
}
}
如果EventThread发现Connection的cnt >= 0,就会向DispSyncThread注册回调函数,最后会通过callback构造出Listener,而且EventThread运行时间是收到vsync之后加一个offset,fireCallbackInvocations()调用EventThread类的onVSyncEvent来唤醒EventThread线程:
//surfaceFlinger/EventThread.cpp
void EventThread::onVSyncEvent(nsecs_t timestamp) {
Mutex::Autolock _l(mLock);
mVSyncEvent[].header.id = ;
mVsyncEvent[].vsync.count++;
//发出广播,唤醒EvenThread::threadLoop()向app或sf发出信号
mCondition.broadcast();
}
EventThread::threadLoop()在waitForEvent里面休眠(mCondition.wait),收到广播后被唤醒,然后调用conn->postEvent(event)向SF线程或者AP发出信号,并通过connection的fd把数据写到SF线程,同样SF线程通过fd获得数据,然后调用SF线程的处理函数。
status_t EventThread::Connection::postEvent(
const DisplayEventReceiver::Event& event) {
ssize_t size = DisplayEventReceiver::sendEvents(&mChannel, &event, );
return size < ? status_t(size) : status_t(NO_ERROR);
}
(5)sf线程对vsync的处理:在flinger->init()创建connection时,得到了一个fd,然后会检测fd。
flinger->init() => MessageQueue::setEventThread:
mEventTube = mEvent->getDataChannel();
//检测fd,从fd得到数据,会调用MessageQueue::cb_eventRecevier函数
mLooper->addFd(mEventTube0>getFd(),....,MessageQueue::cb_eventRecevier, this);
--->
//surfaceflinger/MessageQueue.cpp
int MessageQueue::cb_eventRecevier(int fd, int event, void* data) {
return queue->eventRecevier(fd, events);
}
--->
int MessageQueue::eventReceiver(int fd, int events) {
mHanlder->displatchInvalidate();
}
--->
void MessageQueue::Handler::displayInvaliadate() {
mQueue.mLooper->sendMessage(this, Message(MessageQueue::INVALIDATE));
}
SurfaceFlinger中接收并处理消息:
void MessageQueue::Handler::handleMessage(const Message& message) {
switch(message.what) {
...
case INVALIDATE:
mQueue.mFlinger->onMessageReceived(message.what);
}
} ---> // android-8.0.0_r4\frameworks\native\services\surfaceflinger\SurfaceFlinger_hwc1.cpp
void SurfaceFlinger::onMessageReceived(int32_t what) {
ATRACE_CALL();
switch (what) {
case MessageQueue::INVALIDATE: {
bool refreshNeeded = handleMessageTransaction(); //处理事务(设置flag,并未实际操作各个buffer):
//①在handleTransactionLocked()中遍历每个Layer,执行layer->doTransaction(0)
//②处理Display事务(add/remove)
//③Layer角度发生了变化
//④处理sf本身事务: Layer的增加或者删除
refreshNeeded |= handleMessageInvalidate(); //处理各Layer的buffer更换,使原来的界面无效,并准备好新数据用来更新:
//①accquire next buffer
//②release previous buffer
//③bindTextureImageLocked() ---> glEGLImageTargetTexture2DOES()
refreshNeeded |= mRepaintEverything;
if (refreshNeeded) {
// Signal a refresh if a transaction modified the window state,
// a new buffer was latched, or if HWC has requested a full
// repaint
signalRefresh(); //发出Refresh信号,导致下面的 handleMessageRefresh()函数被调用
}
break;
}
case MessageQueue::REFRESH: {
handleMessageRefresh(); //①计算各Layer的可视区域
//②合成显示:a.调用opengl把各个Layer的可视区域在一个内存上描绘出来
// b.使用hw composer硬件合成
break; } } }
(Vsync时序图)