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Surfaceflinger process流程分析

2013-05-17 10:58 323 查看


Surfaceflinger process流程分析

转载地址:http://blog.csdn.net/myarrow/article/details/7165701,多谢分享喽

根据前面的介绍,surfaceflinger作为一个server process(其进程入口见main_surfaceflinger.cpp中的main函数),上层的应用程序(作为client)通过Binder方式与其进行通信。Surfaceflinger作为一个进程,这里把它分为3个部分,如下:

1、 Thread本身处理部分,包括初始化以及thread loop。
2、 Binder部分,负责接收上层应用的各个设置和命令,并反馈状态标志给上层。
3、 与底层的交互,负责调用底层接口(HAL)。
结构图如下:



注释:
a、 Binder接收到应用程序的命令(如创建surface、设置参数等),传递给flinger。
b、 Flinger完成对应命令后将相关结果状态反馈给上层。
c、 在处理上层命令过程中,根据需要设置event(主要和显示有关),通知Thread Loop进行处理。
d、 Flinger根据上层命令通知底层进行处理(主要是设置一些参数,Layer、position等)
e、 Thread Loop中进行surface的合成并通知底层进行显示(Post buffer)。
f、 DisplayHardware层根据flinger命令调用HAL进行HW的操作。
下面来具体分析一些SurfaceFlinger中重要的处理函数以及surface、Layer的属性
1. SurfaceFlinger::readyToRun
SurfaceFlinger thread的初始化函数,主要任务是分配内存和设置底层接口(EGL&HAL)。

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status_t SurfaceFlinger::readyToRun()

{

LOGI( "SurfaceFlinger's main thread ready to run. "

"Initializing graphics H/W...");



// we only support one display currently

int dpy = 0;



{

// initialize the main display

GraphicPlane& plane(graphicPlane(dpy));

DisplayHardware* const hw = new DisplayHardware(this, dpy);

plane.setDisplayHardware(hw);

}



// create the shared control-block

mServerHeap = new MemoryHeapBase(4096,

MemoryHeapBase::READ_ONLY, "SurfaceFlinger read-only heap");

LOGE_IF(mServerHeap==0, "can't create shared memory dealer");



mServerCblk = static_cast<surface_flinger_cblk_t*>(mServerHeap->getBase());

LOGE_IF(mServerCblk==0, "can't get to shared control block's address");



new(mServerCblk) surface_flinger_cblk_t;



// initialize primary screen

// (other display should be initialized in the same manner, but

// asynchronously, as they could come and go. None of this is supported

// yet).

const GraphicPlane& plane(graphicPlane(dpy));

const DisplayHardware& hw = plane.displayHardware();

const uint32_t w = hw.getWidth();

const uint32_t h = hw.getHeight();

const uint32_t f = hw.getFormat();

hw.makeCurrent();



// initialize the shared control block

mServerCblk->connected |= 1<<dpy;

display_cblk_t* dcblk = mServerCblk->displays + dpy;

memset(dcblk, 0, sizeof(display_cblk_t));

dcblk->w = plane.getWidth();

dcblk->h = plane.getHeight();

dcblk->format = f;

dcblk->orientation = ISurfaceComposer::eOrientationDefault;

dcblk->xdpi = hw.getDpiX();

dcblk->ydpi = hw.getDpiY();

dcblk->fps = hw.getRefreshRate();

dcblk->density = hw.getDensity();



// Initialize OpenGL|ES

glPixelStorei(GL_UNPACK_ALIGNMENT, 4);

glPixelStorei(GL_PACK_ALIGNMENT, 4);

glEnableClientState(GL_VERTEX_ARRAY);

glEnable(GL_SCISSOR_TEST);

glShadeModel(GL_FLAT);

glDisable(GL_DITHER);

glDisable(GL_CULL_FACE);



const uint16_t g0 = pack565(0x0F,0x1F,0x0F);

const uint16_t g1 = pack565(0x17,0x2f,0x17);

const uint16_t wormholeTexData[4] = { g0, g1, g1, g0 };

glGenTextures(1, &mWormholeTexName);

glBindTexture(GL_TEXTURE_2D, mWormholeTexName);

glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);

glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0,

GL_RGB, GL_UNSIGNED_SHORT_5_6_5, wormholeTexData);



const uint16_t protTexData[] = { pack565(0x03, 0x03, 0x03) };

glGenTextures(1, &mProtectedTexName);

glBindTexture(GL_TEXTURE_2D, mProtectedTexName);

glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);

glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0,

GL_RGB, GL_UNSIGNED_SHORT_5_6_5, protTexData);



glViewport(0, 0, w, h);

glMatrixMode(GL_PROJECTION);

glLoadIdentity();

// put the origin in the left-bottom corner

glOrthof(0, w, 0, h, 0, 1); // l=0, r=w ; b=0, t=h



mReadyToRunBarrier.open();



/*

* We're now ready to accept clients...

*/



// start boot animation

property_set("ctl.start", "bootanim");



return NO_ERROR;

}

2. SurfaceFlinger::threadLoop
Surfaceflinger的loop函数,主要是等待其他接口发送的event,进行显示数据的合成以及显示。

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bool SurfaceFlinger::threadLoop()

{

waitForEvent(); //等待其他接口的signal event



// post surfaces (if needed)

handlePageFlip(); //处理翻页机制



if (UNLIKELY(mHwWorkListDirty)) {

// build the h/w work list

handleWorkList();

}



const DisplayHardware& hw(graphicPlane(0).displayHardware());

if (LIKELY(hw.canDraw())) {

// repaint the framebuffer (if needed)



const int index = hw.getCurrentBufferIndex();

GraphicLog& logger(GraphicLog::getInstance());



logger.log(GraphicLog::SF_REPAINT, index);

handleRepaint(); //合并所有layer并填充到buffer中去



// inform the h/w that we're done compositing

logger.log(GraphicLog::SF_COMPOSITION_COMPLETE, index);

hw.compositionComplete();



logger.log(GraphicLog::SF_SWAP_BUFFERS, index);

postFramebuffer(); //互换front buffer和back buffer,调用EGL接口进行显示



logger.log(GraphicLog::SF_REPAINT_DONE, index);

} else {

// pretend we did the post

hw.compositionComplete();

usleep(16667); // 60 fps period,每秒刷新60次

}

return true;

}

3. SurfaceFlinger::createSurface
提供给应用程序的主要接口,该接口可以创建一个surface,底层会根据参数创建layer以及分配内存(共2个buffer:front/back buffer),surface相关参数会反馈给上层。

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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;

//创建layer,根据参数(宽高格式)分配内存(共2个buffer:front/back buffer)

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);



//创建surface

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;

}

4. SurfaceFlinger::setTransactionState
处理上层的各个命令,并根据flag设置event通知Threadloop进行处理。

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void SurfaceFlinger::setTransactionState(const Vector<ComposerState>& state,

int orientation) {

Mutex::Autolock _l(mStateLock);



uint32_t flags = 0;

if (mCurrentState.orientation != orientation) {

if (uint32_t(orientation)<=eOrientation270 || orientation==42) {

mCurrentState.orientation = orientation;

flags |= eTransactionNeeded;

mResizeTransationPending = true;

} else if (orientation != eOrientationUnchanged) {

LOGW("setTransactionState: ignoring unrecognized orientation: %d",

orientation);

}

}



const size_t count = state.size();

for (size_t i=0 ; i<count ; i++) {

const ComposerState& s(state[i]);

sp<Client> client( static_cast<Client *>(s.client.get()) );

flags |= setClientStateLocked(client, s.state);

}

if (flags) {

setTransactionFlags(flags);

}



signalEvent();



// if there is a transaction with a resize, wait for it to

// take effect before returning.

while (mResizeTransationPending) {

status_t err = mTransactionCV.waitRelative(mStateLock, s2ns(5));

if (CC_UNLIKELY(err != NO_ERROR)) {

// just in case something goes wrong in SF, return to the

// called after a few seconds.

LOGW_IF(err == TIMED_OUT, "closeGlobalTransaction timed out!");

mResizeTransationPending = false;

break;

}

}

}

5. SurfaceFlinger::composeSurfaces
该接口在threadLoop->handleRepaint中被调用,负责将所有存在的surface进行合并,OpenGL模块负责这个部分。
6. SurfaceFlinger::postFramebuffer
该接口在threadLoop中被调用,负责将合成好的数据(存在于back buffer中)推入front buffer中,然后调用HAL接口命令底层显示。
7. surface与layer
从3中可知,上层每创建一个surface的时候,底层都会同时创建一个layer,下面看一下surface及layer的相关属性。
Note:code中相关结构体太大,就不全部罗列出来了
A、Surface相关属性(详细参考文件surface.h)
a1:SurfaceID:根据此ID把相关surface和layer对应起来
a2:SurfaceInfo 包括宽高格式等信息
a3:2个buffer指针、buffer索引等信息
B、Layer相关属性(详细参考文件layer.h/layerbase.h/layerbitmap.h)
包括Layer的ID、宽高、位置、layer、alpha指、前后buffer地址及索引、layer的状态信息(如eFlipRequested、eBusy、eLocked等)
待续。。。
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