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Android4.0.3 显示系统深入理解

2012-08-14 15:45 501 查看
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1. 简介

网上已经有很多兄弟对Android的显示系统做了深入解剖,很是佩服。可最近小弟在研究Android4.0时发现出入比较大,也许是Android4.0的修改比较多吧!因为小弟没有看Android4.0以前的代码。

面对这么复杂一个Android显示系统,如何入手呢? 根据以前的经验,不管它有多么复杂,其功能不就是以下三步曲吗?

  1)显示系统的创建及初始化

2)画图

3)销毁

哪我的分析就从显示系统的创建及初始化开始吧!由于小弟对Java没有什么研究兴趣,所有重点就分析Native部分。当然Native的入口就在android_view_Surface.cpp中,此文件主要包含以下两部分给Java层调用:

1)gSurfaceSessionMethods: 操作SurfaceSession的方法

2)gSurfaceMethods:操作Surface的方法


2. android_view_Surface.cpp



2.1 SurfaceSession操作方法

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static JNINativeMethod gSurfaceSessionMethods[] = {

{"init", "()V", (void*)SurfaceSession_init }, //创建SurfaceComposerClient

{"destroy", "()V", (void*)SurfaceSession_destroy }, //直接销毁SurfaceComposerClient

{"kill", "()V", (void*)SurfaceSession_kill },//先clear,再销毁SurfaceComposerClient

};


2.1.1 SurfaceSession_init

其功能如下:

1)创建SurfaceComposerClient对象

2)调用SurfaceComposerClient::onFirstRef方法

现在已经进入到SurfaceComposerClient的地盘,根据其名字含义,它应该是一个进行Surface合成的客户端,通过它发命令给SurfaceFlinger来进行需要的操作。其初始化流程如下图所示:




2.1.2 SurfaceComposerClient.cpp中的宝贝

为了方便后面的理解,先看看SurfaceComposerClient中有些什么宝贝来完成这个任务。在其中定义了如下几个类:

2.1.2.1 ComposerService(获取SurfaceFlinger服务)


一看到名字为Service,应该是用于从SurfaceFlinger中获取Service以建立连接关系<它是一个单实例,一个进程有且只有一个实例对象>,然后供后面进行相关的操作。其构造函数代码如下:

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class ComposerService : public Singleton<ComposerService>

{

//实质为BpSurfaceComposer,通过它与SurfaceFlinger进行通信,

//BnSurfaceComposer是SurfaceFlinger基类中的一个

sp<ISurfaceComposer> mComposerService;

//实质为BpMemoryHeap,它在SurfaceFlinger中对应为管理一个4096字节的

//一个MemoryHeapBase对象,在SurfaceFlinger::readyToRun中创建

sp<IMemoryHeap> mServerCblkMemory;

//为MemoryHeapBase管理的内存在用户空间的基地址,通过mmap而来,

//具体见MemoryHeapBase::mapfd

surface_flinger_cblk_t volatile* mServerCblk;

ComposerService();

friend class Singleton<ComposerService>;

public:

static sp<ISurfaceComposer> getComposerService();

static surface_flinger_cblk_t const volatile * getControlBlock();

};

ComposerService::ComposerService()

: Singleton<ComposerService>() {

const String16 name("SurfaceFlinger");

//获取SurfaceFlinger服务,即BpSurfaceComposer对象

while (getService(name, &mComposerService) != NO_ERROR) {

usleep(250000);

}

//获取共享内存块

mServerCblkMemory = mComposerService->getCblk();

//获取共享内存块基地址

mServerCblk = static_cast<surface_flinger_cblk_t volatile *>(

mServerCblkMemory->getBase());

}

由此可见,ComposerService主要是获取SurfaceFlinger服务、获取在SurfaceFlinger::readyToRun中创建的共享内存块及其基地址。在Client中,谁要想与SurfaceFlinger通信,需要通过接口getComposerService来获取此BpSurfaceComposer。

此ComposerService是在调用ComposerService::getInstance时进行有且只有一个的实例化,因为前面讲过,它是一个单实例。


2.1.2.2 Composer


它也是一个单实例,管理并发送每个layer的ComposerState。其定义如下:

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struct ComposerState {

sp<ISurfaceComposerClient> client;

layer_state_t state;

status_t write(Parcel& output) const;

status_t read(const Parcel& input);

};

class Composer : public Singleton<Composer>

{

friend class Singleton<Composer>;

mutable Mutex mLock;

//SurfaceComposerClient+SurfaceID与一个ComposerState一一对应

SortedVector<ComposerState> mStates;

int mOrientation;//整个屏幕的方向

Composer() : Singleton<Composer>(),

mOrientation(ISurfaceComposer::eOrientationUnchanged) { }

//通过BpSurfaceComposer把mStates发送给SurfaceFlinger处理

void closeGlobalTransactionImpl();

//根据client和id从mStates中获取对应原ComposerState,从而获取对应的layer_state_t

layer_state_t* getLayerStateLocked(

const sp<SurfaceComposerClient>& client, SurfaceID id);

public:

//设置与client和id对应的layer_state_t中的位置信息,并保存在mStates中

status_t setPosition(const sp<SurfaceComposerClient>& client, SurfaceID id,

float x, float y);

//设置与client和id对应的layer_state_t中的Size信息,并保存在mStates中

status_t setSize(const sp<SurfaceComposerClient>& client, SurfaceID id,

uint32_t w, uint32_t h);

//设置与client和id对应的layer_state_t中的z-order信息,并保存在mStates中

status_t setLayer(const sp<SurfaceComposerClient>& client, SurfaceID id,

int32_t z);

//设置与client和id对应的layer_state_t中的flags信息,并保存在mStates中

status_t setFlags(const sp<SurfaceComposerClient>& client, SurfaceID id,

uint32_t flags, uint32_t mask);

//设置与client和id对应的layer_state_t中的透明区域信息,并保存在mStates中

status_t setTransparentRegionHint(

const sp<SurfaceComposerClient>& client, SurfaceID id,

const Region& transparentRegion);

//设置与client和id对应的layer_state_t中的alpha信息,并保存在mStates中

status_t setAlpha(const sp<SurfaceComposerClient>& client, SurfaceID id,

float alpha);

//设置与client和id对应的layer_state_t中的矩阵信息,并保存在mStates中

status_t setMatrix(const sp<SurfaceComposerClient>& client, SurfaceID id,

float dsdx, float dtdx, float dsdy, float dtdy);

//设置与client和id对应的layer_state_t中的位置信息,并保存在mStates中

status_t setFreezeTint(

const sp<SurfaceComposerClient>& client, SurfaceID id,

uint32_t tint);

//设置整个屏幕的方向

status_t setOrientation(int orientation);

//通过BpSurfaceComposer把mStates发送给SurfaceFlinger处理

static void closeGlobalTransaction() {

Composer::getInstance().closeGlobalTransactionImpl();

}

}

把上面的comments看完就明白了,Composer管理每个SurfaceComposerClient中的每一个Surface的状态,并记录在ComposerState的layer_state_t中,然后调用者可以调用其closeGlobalTransaction方法把这些mStates发送给SurfaceFlinger处理(处理函数为:SurfaceFlinger::setTransactionState)。

谁来调用它的方法设置层的属性及发送mStates呢? -----答案是由SurfaceComposerClient来调用。


2.1.2.3 SurfaceComposerClient


前面介绍的两个类一个用于获取SurfaceFlinger服务;一个用于记录每个Layer的状态,且可按要求把这些CoposerState发送给SurfaceFlinger。这个类是不是来使用前面两个类提供的服务呢? --答案是肯定的。其定义及详细注释如下:

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#define NUM_DISPLAY_MAX 4 //最多支持四个显示屏

struct display_cblk_t //每个显示屏的配置参数

{

uint16_t w;

uint16_t h;

uint8_t format;

uint8_t orientation;

uint8_t reserved[2];

float fps;

float density;

float xdpi;

float ydpi;

uint32_t pad[2];

};

//在SurfaceFlinger::readyToRun中创建的共享控制块

struct surface_flinger_cblk_t // 4KB max,管理系统中所有的显示屏

{

uint8_t connected; //每一个bit表示一个显示屏

uint8_t reserved[3];

uint32_t pad[7];

display_cblk_t displays[NUM_DISPLAY_MAX];

};

class SurfaceComposerClient : public RefBase

{

friend class Composer;

public:

//获取Composer实例,并保存在mComposer中

SurfaceComposerClient();

virtual ~SurfaceComposerClient();

//通过BpSurfaceComposerClient<mClient>创建Surface,

//同时通过ISurfaceComposerClient::surface_data_t返回SurfaceID.然后创建一个SurfaceControl

//并把返回的BpSurface和当前的SurfaceComposerClient保存在SurfaceControl中,

//然后返回此SurfaceControl

sp<SurfaceControl> createSurface(

const String8& name,// name of the surface

DisplayID display, // Display to create this surface on

uint32_t w, // width in pixel

uint32_t h, // height in pixel

PixelFormat format, // pixel-format desired

uint32_t flags = 0 // usage flags

);

// Composer parameters <合成参数>

//所有的合成参数必须在一个transaction中被修改,多个surface可在一个transaction中被更新,

//所有的变化在关闭transaction时被一次性提交(通过调用closeGlobalTransaction来提交所有变化)。

//什么都没有做

static void openGlobalTransaction();

//通过调用Composer::closeGlobalTransaction(),

// 把Composer中记录的ComposerState(即mStates)发送给SurfaceFlinger

static void closeGlobalTransaction();

//什么都没做

static status_t freezeDisplay(DisplayID dpy, uint32_t flags = 0);

//什么都没做

static status_t unfreezeDisplay(DisplayID dpy, uint32_t flags = 0);

//把新的显示方向保存在Composer实例中

static int setOrientation(DisplayID dpy, int orientation, uint32_t flags);

//从surface_flinger_cblk_t.connected中获取显示屏个数

static ssize_t getNumberOfDisplays();

//获取显示屏的信息

static status_t getDisplayInfo(DisplayID dpy, DisplayInfo* info);

static ssize_t getDisplayWidth(DisplayID dpy);

static ssize_t getDisplayHeight(DisplayID dpy);

static ssize_t getDisplayOrientation(DisplayID dpy);

//通过注册,当Binder异常退出时,可以获得通知

status_t linkToComposerDeath(const sp<IBinder::DeathRecipient>& recipient,

void* cookie = NULL, uint32_t flags = 0);

//Start####: 以下函数都是把相应的修改状态记录在Composer的mStates中

//调用Composer::setFlags来设置对应(client+id)的layer状态〈即ComposerState中的layer_state_t〉

status_t hide(SurfaceID id);

status_t show(SurfaceID id, int32_t layer = -1);

status_t freeze(SurfaceID id);

status_t unfreeze(SurfaceID id);

status_t setFlags(SurfaceID id, uint32_t flags, uint32_t mask);

//调用Composer::setTransparentRegionHint

status_t setTransparentRegionHint(SurfaceID id, const Region& transparent);

//调用Composer::setLayer

status_t setLayer(SurfaceID id, int32_t layer);

//调用Composer::setAlpha

status_t setAlpha(SurfaceID id, float alpha=1.0f);

//调用Composer::setFreezeTint

status_t setFreezeTint(SurfaceID id, uint32_t tint);

//调用Composer::setMatrix

status_t setMatrix(SurfaceID id, float dsdx, float dtdx, float dsdy, float dtdy);

//调用Composer::setPosition

status_t setPosition(SurfaceID id, float x, float y);

//调用Composer::setSize

status_t setSize(SurfaceID id, uint32_t w, uint32_t h);

//End####:

status_t destroySurface(SurfaceID sid);//通过BpSurfaceComposerClient销毁Surface

private:

//通过BpSurfaceComposer从SurfaceFlinger获取BpSurfaceComposerClient,

//并把它保存在mClient中

virtual void onFirstRef();

Composer& getComposer();

mutable Mutex mLock;

status_t mStatus;

//实质为BpSurfaceComposerClient,与SurfaceFlinger.cpp中的Client相对应

sp<ISurfaceComposerClient> mClient;

//Composer实例

Composer& mComposer;

}

其功能列表如下:

1)获取BpSurfaceComposerClient(即mClient),在onFirstRef中实现

2)通过BpSurfaceComposerClient(即mClient)创建和销毁Surface

3)通过Composer来记录Surface和显示屏状态变化,及在Composer中通过BpSurfaceComposer把状态变化发给SurfaceFlinger处理

至此,SurfaceComposerClient功能已经分析清楚。可是从这三个类中,我们已经看到三个Bp(BpSurfaceComposer,BpSurfaceComposerClient和BpSurface)及三个对应的接口。下面总结一下,每个接口的功能,在客户端由谁使用,在服务器端谁来实现。

2.1.2.4 Surface相关接口总结





2.2 Surface操作

其相关接口如下:

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static JNINativeMethod gSurfaceMethods[] = {

{"nativeClassInit", "()V", (void*)nativeClassInit },

{"init", "(Landroid/view/SurfaceSession;ILjava/lang/String;IIIII)V", (void*)Surface_init },

{"init", "(Landroid/os/Parcel;)V", (void*)Surface_initParcel },

{"initFromSurfaceTexture", "(Landroid/graphics/SurfaceTexture;)V", (void*)Surface_initFromSurfaceTexture },

{"getIdentity", "()I", (void*)Surface_getIdentity },

{"destroy", "()V", (void*)Surface_destroy },

{"release", "()V", (void*)Surface_release },

{"copyFrom", "(Landroid/view/Surface;)V", (void*)Surface_copyFrom },

{"isValid", "()Z", (void*)Surface_isValid },

{"lockCanvasNative", "(Landroid/graphics/Rect;)Landroid/graphics/Canvas;", (void*)Surface_lockCanvas },

{"unlockCanvasAndPost", "(Landroid/graphics/Canvas;)V", (void*)Surface_unlockCanvasAndPost },

{"unlockCanvas", "(Landroid/graphics/Canvas;)V", (void*)Surface_unlockCanvas },

{"openTransaction", "()V", (void*)Surface_openTransaction },

{"closeTransaction", "()V", (void*)Surface_closeTransaction },

{"setOrientation", "(III)V", (void*)Surface_setOrientation },

{"freezeDisplay", "(I)V", (void*)Surface_freezeDisplay },

{"unfreezeDisplay", "(I)V", (void*)Surface_unfreezeDisplay },

{"screenshot", "(II)Landroid/graphics/Bitmap;", (void*)Surface_screenshotAll },

{"screenshot", "(IIII)Landroid/graphics/Bitmap;", (void*)Surface_screenshot },

{"setLayer", "(I)V", (void*)Surface_setLayer },

{"setPosition", "(FF)V",(void*)Surface_setPosition },

{"setSize", "(II)V",(void*)Surface_setSize },

{"hide", "()V", (void*)Surface_hide },

{"show", "()V", (void*)Surface_show },

{"freeze", "()V", (void*)Surface_freeze },

{"unfreeze", "()V", (void*)Surface_unfreeze },

{"setFlags", "(II)V",(void*)Surface_setFlags },

{"setTransparentRegionHint","(Landroid/graphics/Region;)V", (void*)Surface_setTransparentRegion },

{"setAlpha", "(F)V", (void*)Surface_setAlpha },

{"setMatrix", "(FFFF)V", (void*)Surface_setMatrix },

{"setFreezeTint", "(I)V", (void*)Surface_setFreezeTint },

{"readFromParcel", "(Landroid/os/Parcel;)V", (void*)Surface_readFromParcel },

{"writeToParcel", "(Landroid/os/Parcel;I)V", (void*)Surface_writeToParcel },

};



2.2.1 Surface_init调用流程

在SurfaceFlinger端创建BSurface,在客户端返回SurfaceControl,同时在SurfaceControl中拥有了BpSurface用于与BSurface交互。




2.2.1.1 调用流程分析

BpSurfaceComposerClient->createSurface返回BpSurface。且通过参数返回ISurfaceComposerClient::surface_data_t,其定义如下:

其中token在SurfaceComposerClient的函数参数中,对应于SurfaceID。即在客户端,它就是SurfaceID。

token: 加入到Client::mLayers中的序号,在Client中单调递增,初始值为:1,一个Layer创建一个BSurface

identity: LayerBaseClient中的mIdentity,在所有的Layer中单调递增,初始值为:1

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struct surface_data_t {

int32_t token; //加入到Client::mLayers中的序号,在Client中单调递增,初始值为:1

int32_t identity; //LayerBaseClient中的mIdentity,在所有的Layer中单调递增,初始值为:1

status_t readFromParcel(const Parcel& parcel);

status_t writeToParcel(Parcel* parcel) const;

};


2.2.1.2 创建真正的Surface


在Layer::createSurface中创建真正的BSurface,在SurfaceFlinger::createSurface中调用layer->getSurface时创建的。此BSurface定义如下:

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sp<ISurface> Layer::createSurface()

{

class BSurface : public BnSurface, public LayerCleaner {

wp<const Layer> mOwner;

virtual sp<ISurfaceTexture> getSurfaceTexture() const { //实现了ISurface的接口

sp<ISurfaceTexture> res;

sp<const Layer> that( mOwner.promote() );

if (that != NULL) {

res = that->mSurfaceTexture;

}

return res;

}

public:

BSurface(const sp<SurfaceFlinger>& flinger,

const sp<Layer>& layer)

: LayerCleaner(flinger, layer), mOwner(layer) { }

};

sp<ISurface> sur(new BSurface(mFlinger, this));

return sur;

}

在此BSurface中实现了ISurface的接口getSurfaceTexture,在此接口中返回Layer::mSurfaceTexture(类型为:SurfaceTextureLayer,它才是真正操作内存的东东),此成员在Layer::onFirstRef中创建,SurfaceTextureLayer是SurfaceTexture的派生类,代码如下:

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void Layer::onFirstRef()

{

LayerBaseClient::onFirstRef();

struct FrameQueuedListener : public SurfaceTexture::FrameAvailableListener {

FrameQueuedListener(Layer* layer) : mLayer(layer) { }

private:

wp<Layer> mLayer;

virtual void onFrameAvailable() {

sp<Layer> that(mLayer.promote());

if (that != 0) {

that->onFrameQueued();

}

}

};

mSurfaceTexture = new SurfaceTextureLayer(mTextureName, this); //创建Layer中的mSurfaceTexture

mSurfaceTexture->setFrameAvailableListener(new FrameQueuedListener(this));

mSurfaceTexture->setSynchronousMode(true);

mSurfaceTexture->setBufferCountServer(2);

}



2.2.1.3 不得不说的SurfaceControl


本来Surface_init调用SurfaceComposerClient::createSurface创建一个Surface,可却返回了一个SurfaceControl,下面看看SurfaceCotrol到底做了些什么,以及如何做的?

相关数据结构如下图所示:



SurfaceControl定义如下:

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class SurfaceControl : public RefBase

{

public:

// release surface data from java

void clear();

//调用SurfaceComposerClient中对应方法,把对应信息保存在

//Composer的ComposerState中

status_t setLayer(int32_t layer);

status_t setPosition(int32_t x, int32_t y);

status_t setSize(uint32_t w, uint32_t h);

status_t hide();

status_t show(int32_t layer = -1);

status_t freeze();

status_t unfreeze();

status_t setFlags(uint32_t flags, uint32_t mask);

status_t setTransparentRegionHint(const Region& transparent);

status_t setAlpha(float alpha=1.0f);

status_t setMatrix(float dsdx, float dtdx, float dsdy, float dtdy);

status_t setFreezeTint(uint32_t tint);

//把SurfaceControl中的mSurface和mIdentity写入parcel

static status_t writeSurfaceToParcel(

const sp<SurfaceControl>& control, Parcel* parcel);

//以SurfaceControl为参数创建一个Surface返回,此Surface派生关系如下:

//class Surface : public SurfaceTextureClient

//class SurfaceTextureClient: public ANativeWindow, RefBase

//struct ANativeWindow

sp<Surface> getSurface() const;

private:

SurfaceControl(

const sp<SurfaceComposerClient>& client,

const sp<ISurface>& surface,

const ISurfaceComposerClient::surface_data_t& data);

~SurfaceControl();

void destroy();

sp<SurfaceComposerClient> mClient;

sp<ISurface> mSurface;

SurfaceID mToken; //对应SurfaceID,在Client中单调递增

uint32_t mIdentity; //Layer在系统中唯一的序列号,在系统中单调递增

mutable Mutex mLock;

mutable sp<Surface> mSurfaceData;

}

从其定义中可以看出,在getSurface中将有新花样,其它操作函数都是直接以mToken作为SurfaceID,直接调用SurfaceComposerClient中对应方法。 经过这样一分析,SurfaceControl也没什么神秘的了。但它的getSurface到有点神秘。


2.2.2 getSurface流程

getSurface在客户端返回Surface(派生于SurfaceTextureClient),并在Surface的mSurfaceTexture域中保存了BpSurfaceTexture。

前面Surface初始化之后,就可以getSurface了。getSurface流程如下图所示:



有了Surface,且在Surface中又有了BpSurfaceTexture,下一步就操作GraphicBuffer了。


3. 画图流程

对于画图流程,可以从ViewRootImpl(ViewRootImpl.java)的draw函数看起,在画图之间,它要调用java层的surface.lockCanvas,画完图之后调用surface.unlockCanvasAndPost来提交显示。

surface.lockCanvas->

lockCanvasNative(Java)->

(C++)Surface_lockCanvas<android_view_Surface.cpp>

surface.unlockCanvasAndPost(Java)->

(C++)Surface_unlockCanvasAndPost<android_view_Surface.cpp>

本章主要分析这两个函数到底做了些什么>


3.1 Surface_lockCanvas

Android图形系统中一个重要的概念是surface。View及其子类(如TextView, Button)要画在surface上。每个surface创建一个Canvas对象(但属性时常改变),用来管理view在surface上的绘图操作,如画点画线。每个canvas对象对应一个bitmap,存储画在surface上的内容。


3.1.1 相关数据结构定义


3.1.1.1 ANativeWindow_Buffer


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typedef struct ANativeWindow_Buffer {

// The number of pixels that are show horizontally.

int32_t width;

// The number of pixels that are shown vertically.

int32_t height;

// The number of *pixels* that a line in the buffer takes in

// memory. This may be >= width.

int32_t stride;

// The format of the buffer. One of WINDOW_FORMAT_*

int32_t format;

// The actual bits.

void* bits; //显示内存基地址,通过服务器端fd通过flat_binder_object传给客户端, 然后客户端通过mmap获取。

// Do not touch.

uint32_t reserved[6];

} ANativeWindow_Buffer;


3.1.1.2 SurfaceInfo


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struct SurfaceInfo {

uint32_t w;

uint32_t h;

uint32_t s;

uint32_t usage;

PixelFormat format;

void* bits;//显示内存基地址,通过服务器端fd通过flat_binder_object传给客户端, 然后客户端通过mmap获取。

uint32_t reserved[2];

};



3.1.1.3 二者对应关系


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SurfaceInfo* other;

ANativeWindow_Buffer outBuffer;

other->w = uint32_t(outBuffer.width);

other->h = uint32_t(outBuffer.height);

other->s = uint32_t(outBuffer.stride);

other->usage = GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN;

other->format = uint32_t(outBuffer.format);

other->bits = outBuffer.bits;



3.1.1.4 GraphicBuffer


在分析下面的流程时, 不得不对GraphicBuffer进行深入了解,特别是其Flattenable interface,这是实现画图buffer的关键。其相关定义如下:

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typedef struct native_handle

{

int version; /* sizeof(native_handle_t) */

int numFds; /* number of file-descriptors at &data[0] */

int numInts; /* number of ints at &data[numFds] */

int data[0]; /* numFds + numInts ints */

} native_handle_t;

typedef const native_handle_t* buffer_handle_t;

class GraphicBuffer

: public EGLNativeBase<

ANativeWindowBuffer,

GraphicBuffer,

LightRefBase<GraphicBuffer> >, public Flattenable

{

...

// Flattenable interface

size_t getFlattenedSize() const;

size_t getFdCount() const;

status_t flatten(void* buffer, size_t size,

int fds[], size_t count) const;

status_t unflatten(void const* buffer, size_t size,

int fds[], size_t count);

...

buffer_handle_t handle; //定义于基类ANativeWindowBuffer中

};


3.1.1.5 Flattenable interface


下面看看每个Flattenable interface是如何实现的:

3.1.1.5.1 getFlattenedSize


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size_t GraphicBuffer::getFlattenedSize() const {

return (8 + (handle ? handle->numInts : 0))*sizeof(int);

}


3.1.1.5.2 getFdCount


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size_t GraphicBuffer::getFdCount() const {

return handle ? handle->numFds : 0;

}


3.1.1.5.3 flatten


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status_t GraphicBuffer::flatten(void* buffer, size_t size,

int fds[], size_t count) const

{

size_t sizeNeeded = GraphicBuffer::getFlattenedSize();

if (size < sizeNeeded) return NO_MEMORY;

size_t fdCountNeeded = GraphicBuffer::getFdCount();

if (count < fdCountNeeded) return NO_MEMORY;

int* buf = static_cast<int*>(buffer);

buf[0] = 'GBFR';

buf[1] = width;

buf[2] = height;

buf[3] = stride;

buf[4] = format;

buf[5] = usage;

buf[6] = 0;

buf[7] = 0;

if (handle) {

buf[6] = handle->numFds;

buf[7] = handle->numInts;

native_handle_t const* const h = handle;

memcpy(fds, h->data, h->numFds*sizeof(int));

memcpy(&buf[8], h->data + h->numFds, h->numInts*sizeof(int));

}

return NO_ERROR;

}

把handle中的numFds拷贝到fds中,把handle中的numInts拷贝到buffer中。

3.1.1.5.4 unflatten


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status_t GraphicBuffer::unflatten(void const* buffer, size_t size,

int fds[], size_t count)

{

if (size < 8*sizeof(int)) return NO_MEMORY;

int const* buf = static_cast<int const*>(buffer);

if (buf[0] != 'GBFR') return BAD_TYPE;

const size_t numFds = buf[6];

const size_t numInts = buf[7];

const size_t sizeNeeded = (8 + numInts) * sizeof(int);

if (size < sizeNeeded) return NO_MEMORY;

size_t fdCountNeeded = 0;

if (count < fdCountNeeded) return NO_MEMORY;

if (handle) {

// free previous handle if any

free_handle();

}

if (numFds || numInts) {

width = buf[1];

height = buf[2];

stride = buf[3];

format = buf[4];

usage = buf[5];

native_handle* h = native_handle_create(numFds, numInts);

memcpy(h->data, fds, numFds*sizeof(int));

memcpy(h->data + numFds, &buf[8], numInts*sizeof(int));

handle = h;

} else {

width = height = stride = format = usage = 0;

handle = NULL;

}

mOwner = ownHandle;

if (handle != 0) {

mBufferMapper.registerBuffer(handle);

}

return NO_ERROR;

}

把width,height,stride,format和usage保存到成员变量中,并创建一个native_handle,然后把numFds和numInts拷贝到handle的data中。同时把此handle注册到mBufferMapper中,mBufferMapper的注册函数实现代码如下:

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status_t GraphicBufferMapper::registerBuffer(buffer_handle_t handle)

{

status_t err;

//gralloc_module_t const *mAllocMod;是一个硬件抽象层实现。通过hw_get_module(GRALLOC_HARDWARE_MODULE_ID, &module)方式获取

err = mAllocMod->registerBuffer(mAllocMod, handle);

LOGW_IF(err, "registerBuffer(%p) failed %d (%s)",

handle, err, strerror(-err));

return err;

}

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GraphicBufferMapper::GraphicBufferMapper()

: mAllocMod(0)

{

hw_module_t const* module;

int err = hw_get_module(GRALLOC_HARDWARE_MODULE_ID, &module);

LOGE_IF(err, "FATAL: can't find the %s module", GRALLOC_HARDWARE_MODULE_ID);

if (err == 0) {

mAllocMod = (gralloc_module_t const *)module;

}

}


3.1.1.5.4 GRALLOC_HARDWARE_MODULE_ID实例


对于GRALLOC_HARDWARE_MODULE_ID,以hardware/msm7k/libgralloc/gralloc.cpp为例进行分析。其registerBuffer实现函数:gralloc_register_buffer(hardware/msm7k/libgralloc/mapper.cpp),其相关代码如下:

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int gralloc_register_buffer(gralloc_module_t const* module,

buffer_handle_t handle)

{

if (private_handle_t::validate(handle) < 0)

return -EINVAL;

// if this handle was created in this process, then we keep it as is.

int err = 0;

private_handle_t* hnd = (private_handle_t*)handle;

if (hnd->pid != getpid()) {

hnd->base = NULL;

if (!(hnd->flags & private_handle_t::PRIV_FLAGS_USES_GPU)) {

void *vaddr;

err = gralloc_map(module, handle, &vaddr);

}

}

return err;

}

static int gralloc_map(gralloc_module_t const* module,

buffer_handle_t handle,

void** vaddr)

{

private_handle_t* hnd = (private_handle_t*)handle;

if (!(hnd->flags & private_handle_t::PRIV_FLAGS_FRAMEBUFFER)) {

size_t size = hnd->size;

#if PMEM_HACK

size += hnd->offset;

#endif

void* mappedAddress = mmap(0, size,

PROT_READ|PROT_WRITE, MAP_SHARED, hnd->fd, 0);

if (mappedAddress == MAP_FAILED) {

LOGE("Could not mmap handle %p, fd=%d (%s)",

handle, hnd->fd, strerror(errno));

hnd->base = 0;

return -errno;

}

hnd->base = intptr_t(mappedAddress) + hnd->offset;

//LOGD("gralloc_map() succeeded fd=%d, off=%d, size=%d, vaddr=%p",

// hnd->fd, hnd->offset, hnd->size, mappedAddress);

}

*vaddr = (void*)hnd->base;

return 0;

}

从gralloc_map可以看出,这个registerBuffer主要做了一件事:

1)根据handle中传过来的fd和size进行mmap映射(把kernel中的内存映射到用户空间),映射之后的地址再加上hnd->offset便获得hnd->base供后面使用。

从这里可以初步看出,这个图形buffer数据并不是真正的从client传递到server,而是在lock是从server把fd传递给client,由客户端进行mmap,然后进行使用。关于这个是怎么实现的,后面将详细分析其实现过程。

对于如何从native_handle转换为private_handle_t,且在private_handle_t中可以获取fd和offset? 看一下其数据结构和flatten的实现方式就可以得知:

native_handle:

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typedef struct native_handle

{

int version; /* sizeof(native_handle_t) */

int numFds; /* number of file-descriptors at &data[0] */

int numInts; /* number of ints at &data[numFds] */

int data[0]; /* numFds + numInts ints */

} native_handle_t;

这个data[0]是关键,虽然分配了哪么多buffer,但实质上native_handle只占了3个int.其它的数据由包含它的数据结构来解析。

private_handle_t:

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struct private_handle_t {

native_handle_t nativeHandle;

#endif

enum {

PRIV_FLAGS_FRAMEBUFFER = 0x00000001,

PRIV_FLAGS_USES_PMEM = 0x00000002,

PRIV_FLAGS_USES_GPU = 0x00000004,

};

// file-descriptors

int fd;

// ints

int magic;

int flags;

int size;

int offset;

int gpu_fd; // stored as an int, b/c we don't want it marshalled

// FIXME: the attributes below should be out-of-line

int base;

int map_offset;

int pid;

#ifdef __cplusplus

static const int sNumInts = 8; //numInts在这儿明确指定

static const int sNumFds = 1; //numFds在这儿明确指定

static const int sMagic = 'gmsm';

private_handle_t(int fd, int size, int flags) :

fd(fd), magic(sMagic), flags(flags), size(size), offset(0),

base(0), pid(getpid())

{

version = sizeof(native_handle);

numInts = sNumInts;

numFds = sNumFds;

}

~private_handle_t() {

magic = 0;

}

static int validate(const native_handle* h) {

const private_handle_t* hnd = (const private_handle_t*)h;

if (!h || h->version != sizeof(native_handle) ||

h->numInts != sNumInts || h->numFds != sNumFds ||

hnd->magic != sMagic)

{

LOGE("invalid gralloc handle (at %p)", h);

return -EINVAL;

}

return 0;

}

#endif

}


3.1.2 Surface_lockCanvas执行流程

查看高清大图





3.1.3 Surface_lockCanvas总结

功能:Surface_lockCanvas获取显示buffer在本进程用户空间的地址,并据此创建一个SkBitmap给Java使用。

关键技术:BINDER_TYPE_FD类型的Binder、mmap、gralloc硬件抽象层


3.1.4 SurfaceTexture::dequeueBuffer如何创建GraphicBuffer

相关代码如下:

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const sp<GraphicBuffer>& buffer(mSlots[buf].mGraphicBuffer);

if ((buffer == NULL) ||

(uint32_t(buffer->width) != w) ||

(uint32_t(buffer->height) != h) ||

(uint32_t(buffer->format) != format) ||

((uint32_t(buffer->usage) & usage) != usage))

{

usage |= GraphicBuffer::USAGE_HW_TEXTURE;

status_t error;

sp<GraphicBuffer> graphicBuffer( //创建GraphicBuffer

mGraphicBufferAlloc->createGraphicBuffer(

w, h, format, usage, &error));

if (graphicBuffer == 0) {

ST_LOGE("dequeueBuffer: SurfaceComposer::createGraphicBuffer "

"failed");

return error;

}

if (updateFormat) {

mPixelFormat = format;

}

mSlots[buf].mGraphicBuffer = graphicBuffer;

mSlots[buf].mRequestBufferCalled = false;

if (mSlots[buf].mEglImage != EGL_NO_IMAGE_KHR) {

eglDestroyImageKHR(mSlots[buf].mEglDisplay, mSlots[buf].mEglImage);

mSlots[buf].mEglImage = EGL_NO_IMAGE_KHR;

mSlots[buf].mEglDisplay = EGL_NO_DISPLAY;

}

returnFlags |= ISurfaceTexture::BUFFER_NEEDS_REALLOCATION;

}

mGraphicBufferAlloc也是通过调用BpSurfaceComposer->createGraphicBufferAlloc而获取,它对应的服务器为SufaceFlinger中的GraphicBufferAlloc。

mGraphicBufferAlloc实质为一个BpGraphicBufferAlloc,它真正创建GraphicBuffer的代码位于GraphicBufferAlloc::createGraphicBuffer中。代码关键调用流程如下:

new GraphicBuffer(w, h, format, usage)->

initSize(w, h, reqFormat, reqUsage)->

GraphicBufferAllocator::get()->

allocator.alloc(w, h, format, reqUsage, &handle, &stride)->

返回handle,此handle为ANativeWindowBuffer成员,类型为native_handle。

GraphicBufferAllocator::alloc->

mAllocDev->alloc->

mAllocDev类型为alloc_device_t,它通过gralloc_open向

GRALLOC_HARDWARE_MODULE_ID获取,根据上面的实例msm7k,

它最终执行gralloc_device_open而获取gralloc_context_t.device.common,

alloc的实现函数为gralloc_alloc.

gralloc_alloc->

gralloc_alloc_buffer->

1)获取GPU内存(调用SimpleBestFitAllocator::allocate进行分配)

2)fd = open("/dev/null", O_RDONLY)获取fd

3)根据fd、size和flags创建private_handle_t,其相关代码如下:

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private_handle_t* hnd = new private_handle_t(fd, size, flags);

if (base == NULL) {...

}

} else {

private_module_t* m = reinterpret_cast<private_module_t*>(

dev->common.module);

hnd->offset = offset;

hnd->base = int(base)+offset;

hnd->gpu_fd = gpu_fd;

hnd->map_offset = m->fb_map_offset;

*pHandle = hnd;

}


3.2 Surface_unlockCanvasAndPost

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