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Android 4.4 Graphic系统详解(1) SurfaceFlinger的启动过程

2015-09-22 10:16 771 查看

init启动SurfaceFlinger

SurfaceFlinger目前的启动方式是做为init进程中的一个Service来启动。

在init中添加如下配置代码:
[cpp] view plaincopy



# Set this property so surfaceflinger is not started by system_init  
setprop system_init.startsurfaceflinger 0  
  
service surfaceflinger /system/bin/surfaceflinger  
class main  
user system  
group graphics drmrpc  
onrestart restart zygote


系统将启动/system/bin/目录下的surfaceflinger bin文件来运行SurfaceFlinger。

关于init.rc的语法问题,我们将有专门的文章展开讨论(TODO)。


SurfaceFlinger启动过程

我们继续来看下对应的bin文件中的代码,位置在android\frameworks\native\services\surfaceflinger下。
[cpp] view plaincopy



int main(int argc, char** argv) {  
    // 1.创建surfaceflinger对象  
    sp<SurfaceFlinger> flinger = new SurfaceFlinger();  
    // initialize before clients can connect  
    // 2.初始化  
    flinger->init();  
    // 3.注册SF服务  
    sp<IServiceManager> sm(defaultServiceManager());  
    sm->addService(String16(SurfaceFlinger::getServiceName()), flinger, false);  
    // 4.运行程序  
    flinger->run();  
    return 0;  
}


从上面代码中我们看到SF的创建过程主要有四个步骤,我们来逐一分析一下。


1. 创建SF对象

[cpp] view plaincopy



SurfaceFlinger::SurfaceFlinger()  
    :   BnSurfaceComposer(),  
        mTransactionFlags(0),  
        mTransactionPending(false),  
        mAnimTransactionPending(false),  
        mLayersRemoved(false),  
        mRepaintEverything(0),  
        mRenderEngine(NULL),  
        mBootTime(systemTime()),  
        mVisibleRegionsDirty(false),  
        mHwWorkListDirty(false),  
        mAnimCompositionPending(false),  
        mDebugRegion(0),  
        mDebugFps(0),  
        mDebugDDMS(0),  
        mDebugDisableHWC(0),  
        mDebugDisableTransformHint(0),  
        mDebugInSwapBuffers(0),  
        mLastSwapBufferTime(0),  
        mDebugInTransaction(0),  
        mLastTransactionTime(0),  
        mBootFinished(false),  
        mPrimaryHWVsyncEnabled(false),  
        mHWVsyncAvailable(false),  
        mDaltonize(false),  
        /* Activity-Activity: */  
        mProjectionType(ORTHOGRAPHIC_PROJECTION)  
        /* Activity-Activity: Change End*/  
// End  
{  
    ALOGI("SurfaceFlinger is starting");  
  
    // debugging stuff...  
    char value[PROPERTY_VALUE_MAX];  
  
    property_get("ro.bq.gpu_to_cpu_unsupported", value, "0");  
    mGpuToCpuSupported = !atoi(value);  
  
    property_get("debug.sf.showupdates", value, "0");  
    mDebugRegion = atoi(value);  
    property_get("debug.sf.showfps", value, "0");  
    mDebugFps = atoi(value);  
  
    property_get("debug.sf.ddms", value, "0");  
    mDebugDDMS = atoi(value);  
    if (mDebugDDMS) {  
        if (!startDdmConnection()) {  
            // start failed, and DDMS debugging not enabled  
            mDebugDDMS = 0;  
        }  
    }  
    ALOGI_IF(mDebugRegion, "showupdates enabled");  
//    ALOGI_IF(mDebugFps,          "showfps enabled");  
    ALOGI_IF(mDebugDDMS, "DDMS debugging enabled");  
}


其实这个创建过程很简单,无非就是初始化了一些值。从配置中读取了一些值。

需要注意的一点是,SurfaceFlinger实现了三个接口:
[cpp] view plaincopy



class SurfaceFlinger : public BnSurfaceComposer,  
                       private IBinder::DeathRecipient,  
                       private HWComposer::EventHandler


BnSurfaceComposer意思是指这个Surface混合的native端,这显然也符合我们对SF功能的认识—-用于Layer的混合处理。

另外,我们会在后面消息的处理一节中单独讲解HWComposer::EventHandler接口的作用。


2.初始化

其实相比SurfaceFlinger的创建,初始化做了更多的工作。

这一过程比较复杂,我们分为几部分来分析:

2.1 EGL初始化

[cpp] view plaincopy



void SurfaceFlinger::init() {  
    ALOGI(  "SurfaceFlinger's main thread ready to run. "  
            "Initializing graphics H/W...");  
    status_t err;  
    Mutex::Autolock _l(mStateLock);  
    // initialize EGL for the default display  
    mEGLDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);  
    eglInitialize(mEGLDisplay, NULL, NULL);  
   ...  
   }


首先SF初始化时,会进行一些EGL的初始化工作。

我们知道EGL是用来管理绘图表面(Drawing surfaces),并且提供了如下的机制

1) 与本地窗口系统进行通信(本地窗口在X-Window下是XDisplay ID,在MS Windows下是Window DC,而在Android平台上EGL是NativeDisplayType)

2) 查找绘图表面可用的类型和配置信息

3) 创建绘图表面

4) 同步OpenGL ES 2.0和其他的渲染API(Open VG、本地窗口系统的绘图命令等)

5) 管理渲染资源,比如材质

eglGetDisplay调用egl_display_t::get_display(dpy)获取(连接)显示设备的句柄。

egl_display_t结构用来存储get_display函数获取的物理显示设备。

这里的EGL_DEFAULT_DISPLAY类型是NativeDisplayType,是一个关联系统物理屏幕的通用数据类型。

每个 EGLDisplay 在使用前都需要通过eglInitialize函数来初始化。初始化 EGLDisplay 的同时,你可以得到系统中 EGL 的实现版本号。

这个整个过程是由平台实现的,我们看不到具体实现代码(libagl里面有一套谷歌的实现,但是非常简单)。

2.2 创建HWComposer

[cpp] view plaincopy



{  
...  
// Initialize the H/W composer object.  There may or may not be an  
    // actual hardware composer underneath.  
    mHwc = new HWComposer(this,  
            *static_cast<HWComposer::EventHandler *>(this));  
...  
}


接下来是创建了一个HWComposer,也就是一个负责硬件合成的模块。但是我们也看到上面的注释明确写着,下面可能并没有一个真正的硬件支持。我们来研究下这个HWComposer的创建过程:
[cpp] view plaincopy



HWComposer::HWComposer(  
        const sp<SurfaceFlinger>& flinger,  
        EventHandler& handler)  
    : mFlinger(flinger),  
      mFbDev(0), mHwc(0), mNumDisplays(1),  
      mCBContext(new cb_context),  
      mEventHandler(handler),  
      mDebugForceFakeVSync(false)  
{  
    for (size_t i =0 ; i<MAX_HWC_DISPLAYS ; i++) {  
        mLists[i] = 0;  
    }  
    //首先是一些和VSYNC有关的信息的初始化  
    //因为在硬件支持的情况下,VSYNC的功能就是由HWC提供的  
    for (size_t i=0 ; i<HWC_NUM_PHYSICAL_DISPLAY_TYPES ; i++) {  
        mLastHwVSync[i] = 0;  
        mVSyncCounts[i] = 0;  
    }  
    //根据配置来看是否需要模拟VSYNC消息  
    char value[PROPERTY_VALUE_MAX];  
    property_get("debug.sf.no_hw_vsync", value, "0");  
    mDebugForceFakeVSync = atoi(value);  
  
    bool needVSyncThread = true;  
    //加载Gralloc中的GRALLOC_HARDWARE_FB0设备,和HWC设备  
    // 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=0 ; i<NUM_BUILTIN_DISPLAYS ; i++) {  
        mAllocatedDisplayIDs.markBit(i);  
    }  
    //如果我们有HWC这个硬件设备,那么我们就注册一些HWC的函数  
    //另外,就不需要使用vsync的进程,因为我们有了硬件支持的VSYNC中断  
    if (mHwc) {  
        ALOGI("Using %s version %u.%u", HWC_HARDWARE_COMPOSER,  
              (hwcApiVersion(mHwc) >> 24) & 0xff,  
              (hwcApiVersion(mHwc) >> 16) & 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, 0, 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, 0);  
  
        // the number of displays we actually have depends on the  
        // hw composer version  
        //根据HWC硬件的支持情况,来设置显示屏幕的数量  
        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 = 1;  
        }  
    }  
    //如果我们能获取到FB设置,那么我们就从FB设备里面读取一些屏幕相关的I型难洗  
    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.width = mFbDev->width;  
        disp.height = mFbDev->height;  
        disp.format = mFbDev->format;  
        disp.xdpi = mFbDev->xdpi;  
        disp.ydpi = mFbDev->ydpi;  
        if (disp.refresh == 0) {  
            disp.refresh = nsecs_t(1e9 / mFbDev->fps);  
            ALOGW("getting VSYNC period from fb HAL: %lld", disp.refresh);  
        }  
        if (disp.refresh == 0) {  
            disp.refresh = nsecs_t(1e9 / 60.0);  
            ALOGW("getting VSYNC period from thin air: %lld",  
                    mDisplayData[HWC_DISPLAY_PRIMARY].refresh);  
        }  
    } else if (mHwc) {//否则我们将会从HWC中读取相关配置,打log确认下走哪个分支  
        // here we're guaranteed to have at least HWC 1.1  
        for (size_t i =0 ; i<NUM_BUILTIN_DISPLAYS ; i++) {  
            queryDisplayProperties(i);  
        }  
    }  
  
// End  
    //显然,如果需要模拟VSync信号的话,我们需要线程来做这个工作  
    if (needVSyncThread) {  
        // we don't have VSYNC support, we need to fake it  
        //VSyncThread类的实现很简单,无非就是一个计时器而已,定时发送消息而已  
        //TODO VSYNC专题  
        mVSyncThread = new VSyncThread(*this);  
    }  
}


2.3 EGL配置


HWC模块创建完成之后,我们继续回到SurfaceFlinger的初始化过程,后面将继续是一些EGL相关的配置:
[cpp] view plaincopy



{  
...  
    //首先获取OpenGL ES2.0的配置,在另外一篇文档中,我们提到过从KK之后,SF开始使用ES 2.0  
    // First try to get an ES2 config  
    err = selectEGLConfig(mEGLDisplay, mHwc->getVisualID(), EGL_OPENGL_ES2_BIT,  
            &mEGLConfig);  
    //当然如果获取失败,还是会继续使用1.0,TODO 我们会新开一个专题讲OpengGL  
    if (err != NO_ERROR) {  
        // If ES2 fails, try ES1  
        err = selectEGLConfig(mEGLDisplay, mHwc->getVisualID(),  
                EGL_OPENGL_ES_BIT, &mEGLConfig);  
    }  
  
    if (err != NO_ERROR) {  
        // still didn't work, probably because we're on the emulator...  
        // try a simplified query  
        ALOGW("no suitable EGLConfig found, trying a simpler query");  
        err = selectEGLConfig(mEGLDisplay, mHwc->getVisualID(), 0, &mEGLConfig);  
    }  
  
    if (err != NO_ERROR) {  
        // this EGL is too lame for android  
        LOG_ALWAYS_FATAL("no suitable EGLConfig found, giving up");  
    }  
  
    // 打印一些配置信息  
    EGLint r,g,b,a;  
    eglGetConfigAttrib(mEGLDisplay, mEGLConfig, EGL_RED_SIZE,   &r);  
    eglGetConfigAttrib(mEGLDisplay, mEGLConfig, EGL_GREEN_SIZE, &g);  
    eglGetConfigAttrib(mEGLDisplay, mEGLConfig, EGL_BLUE_SIZE,  &b);  
    eglGetConfigAttrib(mEGLDisplay, mEGLConfig, EGL_ALPHA_SIZE, &a);  
    ALOGI("EGL informations:");  
    ALOGI("vendor    : %s", eglQueryString(mEGLDisplay, EGL_VENDOR));  
    ALOGI("version   : %s", eglQueryString(mEGLDisplay, EGL_VERSION));  
    ALOGI("extensions: %s", eglQueryString(mEGLDisplay, EGL_EXTENSIONS));  
    ALOGI("Client API: %s", eglQueryString(mEGLDisplay, EGL_CLIENT_APIS)?:"Not Supported");  
    ALOGI("EGLSurface: %d-%d-%d-%d, config=%p", r, g, b, a, mEGLConfig);  
  
    // get a RenderEngine for the given display / config (can't fail)  
    // KK升级一章中我们讲过SF通过RenderEngine来实现了使用不同版本的OpenGL  
    mRenderEngine = RenderEngine::create(mEGLDisplay, mEGLConfig);  
  
    // retrieve the EGL context that was selected/created  
    //获取ES的上下文,这个是用于SF的上下文  
    mEGLContext = mRenderEngine->getEGLContext();  
  
    // figure out which format we got  
    eglGetConfigAttrib(mEGLDisplay, mEGLConfig,  
            EGL_NATIVE_VISUAL_ID, &mEGLNativeVisualId);  
  
    LOG_ALWAYS_FATAL_IF(mEGLContext == EGL_NO_CONTEXT,  
            "couldn't create EGLContext");  
...  
}


2.4 display设置


EGL和OpenGL ES的配置设置完毕之后,我们将对display进行设置。
[cpp] view plaincopy



{  
...  
  // initialize our non-virtual displays  
    for (size_t i=0 ; i<DisplayDevice::NUM_BUILTIN_DISPLAY_TYPES ; i++) {  
        DisplayDevice::DisplayType type((DisplayDevice::DisplayType)i);  
        // set-up the displays that are already connected  
        if (mHwc->isConnected(i) || type==DisplayDevice::DISPLAY_PRIMARY) {  
            // All non-virtual displays are currently considered secure.  
            bool isSecure = true;  
            createBuiltinDisplayLocked(type);  
            wp<IBinder> token = mBuiltinDisplays[i];  
  
            //对于每个display,SF都会创建一个新的BufferQueue  
            sp<BufferQueue> bq = new BufferQueue(new GraphicBufferAlloc());  
            sp<FramebufferSurface> fbs = new FramebufferSurface(*mHwc, i, bq);  
            //最后,用我们创建的这些内容,来创建一个DisplayDevice  
            //它有两个重要的变量,一个是mFrameBufferSurface和mNativeWindow。  
            //mFrameBufferSurace是FrameBufferSurface类型,  
            //当显示设备不属于VIRTUAL类型的话,则该变量不为空  
            sp<DisplayDevice> hw = new DisplayDevice(this,  
                    type, allocateHwcDisplayId(type), isSecure, token,  
                    fbs, bq,  
                    mEGLConfig);  
            if (i > DisplayDevice::DISPLAY_PRIMARY) {  
                // FIXME: currently we don't get blank/unblank requests  
                // for displays other than the main display, so we always  
                // assume a connected display is unblanked.  
                ALOGD("marking display %d as acquired/unblanked", i);  
                //这里应该是指非主屏幕的屏幕一旦注册,就长期处于开启状态  
                hw->acquireScreen();  
            }  
            mDisplays.add(token, hw);  
        }  
    }  
    ...  
    }


上面这段代码其实涉及到了三个重要的概念,BufferQueue、FrameBufferSurface以及DisplayDevice。

BufferQueue做为Graphic的核心组件,我们在讲解Graphic总体结构时已经有说明,后面会另开专题说明。我们先来看下FrameBufferSurface的实现:
[cpp] view plaincopy



FramebufferSurface::FramebufferSurface(HWComposer& hwc, int disp,  
        const sp<IGraphicBufferConsumer>& consumer) :  
    ConsumerBase(consumer),  
    mDisplayType(disp),  
    mCurrentBufferSlot(-1),  
    mCurrentBuffer(0),  
    mHwc(hwc)  
{  
    mName = "FramebufferSurface";  
    mConsumer->setConsumerName(mName);  
    mConsumer->setConsumerUsageBits(GRALLOC_USAGE_HW_FB |  
                                       GRALLOC_USAGE_HW_RENDER |  
                                       GRALLOC_USAGE_HW_COMPOSER);  
    mConsumer->setDefaultBufferFormat(mHwc.getFormat(disp));  
    mConsumer->setDefaultBufferSize(mHwc.getWidth(disp),  mHwc.getHeight(disp));  
    mConsumer->setDefaultMaxBufferCount(NUM_FRAMEBUFFER_SURFACE_BUFFERS);  
    mConsumer->setMaxAcquiredBufferCount(NUM_FRAMEBUFFER_SURFACE_BUFFERS - 1);  
}


我们使用了BufferQueue来创建了一个FramebufferSurface,显然这个FramebufferSurface是一个消费者。在创建过程我们使用了屏幕的编号和HWC,我们可以猜测这个FBS是和一个屏幕绑定的,而且最终应该也是要通过HWC进行渲染。我们可以理解为这是SF在这个屏幕上使用的帧缓冲区,那么也就是一旦使用SF合成,最后数据应该是合成在了这里面(待验证),然后这里面的数据通过HWC显示在了屏幕上。猜测一下,这个是不是就是抓dump时抓到的那个HWC_FRAMEBUFFER_TARGET?

FBS的创建并没有特别之处,需要留意的是这里设置了MaxBufferCount和MaxAcquiredBufferCount,我们在Graphic总体架构一文中已经提到了设置这两个属性的作用。

DisplayDevice其实是抽象了显示设备,封装了用于渲染的Surface和HWComposer模块等,从而尽可能使得SurfaceFlinger只要和它打交道。来看下他的创建过程:
[cpp] view plaincopy



DisplayDevice::DisplayDevice(  
        const sp<SurfaceFlinger>& flinger,  
        DisplayType type,  
        int32_t hwcId,  
        bool isSecure,  
        const wp<IBinder>& displayToken,  
        const sp<DisplaySurface>& displaySurface,  
        const sp<IGraphicBufferProducer>& producer,  
        EGLConfig config)  
    : mFlinger(flinger),  
      mType(type), mHwcDisplayId(hwcId),  
      mDisplayToken(displayToken),  
      mDisplaySurface(displaySurface),  
      mDisplay(EGL_NO_DISPLAY),  
      mSurface(EGL_NO_SURFACE),  
      mDisplayWidth(), mDisplayHeight(), mFormat(),  
      mFlags(),  
      mPageFlipCount(),  
      mIsSecure(isSecure),  
      mSecureLayerVisible(false),  
      mScreenAcquired(false),  
      mLayerStack(NO_LAYER_STACK),  
      mOrientation()  
{  
    mNativeWindow = new Surface(producer, false);  
    ANativeWindow* const window = mNativeWindow.get();  
  
    int format;  
    window->query(window, NATIVE_WINDOW_FORMAT, &format);  
  
    /* 
     * Create our display's surface 
     */  
    EGLSurface surface;  
    EGLint w, h;  
    EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);  
    surface = eglCreateWindowSurface(display, config, window, NULL);  
    eglQuerySurface(display, surface, EGL_WIDTH,  &mDisplayWidth);  
    eglQuerySurface(display, surface, EGL_HEIGHT, &mDisplayHeight);  
  
    mDisplay = display;  
    mSurface = surface;  
    mFormat  = format;  
    mPageFlipCount = 0;  
    mViewport.makeInvalid();  
    mFrame.makeInvalid();  
    float mFOV = 30.0f;  
    float tangent = tan(PI / 180.0f * mFOV / 2.0f);  
    mDefaultX = -((float) mDisplayWidth / 2.0f);  
    mDefaultY = -((float) mDisplayHeight / 2.0f);  
    mDefaultZ = -(((float) mDisplayHeight / 2.0f) / tangent);  
    /* Activity-Activity: Change End*/  
  
    // virtual displays are always considered enabled  
    mScreenAcquired = (mType >= DisplayDevice::DISPLAY_VIRTUAL);  
  
    // Name the display.  The name will be replaced shortly if the display  
    // was created with createDisplay().  
    switch (mType) {  
        case DISPLAY_PRIMARY:  
            mDisplayName = "Built-in Screen";  
            break;  
        case DISPLAY_EXTERNAL:  
            mDisplayName = "HDMI Screen";  
            break;  
        default:  
            mDisplayName = "Virtual Screen";    // e.g. Overlay #n  
            break;  
    }  
    char property[PROPERTY_VALUE_MAX];  
    int panelOrientation = DisplayState::eOrientationDefault;  
    // Set the panel orientation from the property.  
    property_get("persist.panel.orientation", property, "0");  
    panelOrientation = atoi(property) / 90;  
  
    // initialize the display orientation transform.  
    setProjection(panelOrientation, mViewport, mFrame);  
}


这段创建同样相当之长,我们目前只关注这里面创建了一个EGLSurface。我们在前面的文章中曾经提到过这个类,这个实际上就是一个供GLES使用的窗口缓冲区,为GLES提供了一个绘制的地方。

在这个EGLSurface里面是一个Surface,本质上下面还是一个BufferQueue。

渲染这个EGLSurface将导致一个buffer出队渲染入队的过程,lock和unlock过程是通过eglSwapBuffers函数来提供的。

2.5 makeCurrent


看完了上面几个重要概念的讲解,我们继续回到SF的init过程中来。

下面是对主屏幕对应的display进行makeCurrent操作:
[cpp] view plaincopy



{  
...  
    //  initialize OpenGL ES  
    /* Activity-Activity: */  
    setProjectionType(ORTHOGRAPHIC_PROJECTION);  
    /* Activity-Activity: Change End*/  
  
    // make the GLContext current so that we can create textures when creating Layers  
    // (which may happens before we render something)  
    getDefaultDisplayDevice()->makeCurrent(mEGLDisplay, mEGLContext);  
...  
}


注意到这里调用的实际上是DisplayDevice类提供的函数,这也某种程度上说明了我们前面提到的DisplayDevice的作用是:封装了用于渲染的Surface和HWComposer模块等,从而尽可能使得SurfaceFlinger只要和它打交道。看下这个makeCurrent函数:
[cpp] view plaincopy



EGLBoolean DisplayDevice::makeCurrent(EGLDisplay dpy, EGLContext ctx) const {  
    EGLBoolean result = EGL_TRUE;  
    EGLSurface sur = eglGetCurrentSurface(EGL_DRAW);  
    if (sur != mSurface) {  
        result = eglMakeCurrent(dpy, mSurface, mSurface, ctx);  
        if (result == EGL_TRUE) {  
            if (mType >= DisplayDevice::DISPLAY_VIRTUAL)  
                eglSwapInterval(dpy, 0);  
        }  
    }  
    setViewportAndProjection();  
    return result;  
}


这里获取了当前使用的EGLSurface,一旦发现这个Surface发生了改变,就要重新调用eglMakeCurrent函数来设置,这是因为一个线程同时只能有一个EGLSurface作为current。而关于eglMakeCurrent函数的更详尽的说明,我们将在EGL和GLES的章节中给予说明。

2.6 EventThread的创建


再次回到SF的init过程中来:
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{  
...  
    // start the EventThread  
    sp<VSyncSource> vsyncSrc = new DispSyncSource(&mPrimaryDispSync,  
            vsyncPhaseOffsetNs, true);  
    mEventThread = new EventThread(vsyncSrc);  
    sp<VSyncSource> sfVsyncSrc = new DispSyncSource(&mPrimaryDispSync,  
            sfVsyncPhaseOffsetNs, true);  
    mSFEventThread = new EventThread(sfVsyncSrc);  
    mEventQueue.setEventThread(mSFEventThread);  
  
    mEventControlThread = new EventControlThread(this);  
    mEventControlThread->run("EventControl", PRIORITY_URGENT_DISPLAY);  
  
    // set a fake vsync period if there is no HWComposer  
    if (mHwc->initCheck() != NO_ERROR) {  
        mPrimaryDispSync.setPeriod(16666667);  
    }  
...  
}


这段讲了EventThread的创建和使用。EventThread主要用于VSYNC消息的处理,我们同样会单开一个章节来讲解VSYNC的逻辑。

EventControlThread是用来向真实的VSync硬件发命令的,我们这里暂时不展开。

而一旦硬件不能正常发送VSYNC命令时,我们则通过软件方式模拟,我们可以看到这里把模拟的间隔时间设置为16.6ms左右。
2.7 初始化显示设备

终于到了init函数的最后几句话,首先是初始化显示设备。
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{  
...  
    // initialize our drawing state  
    mDrawingState = mCurrentState;  
  
    // set initial conditions (e.g. unblank default device)  
    initializeDisplays();  
  
...  
}


我们来看初始化显示设备的逻辑:
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void SurfaceFlinger::onInitializeDisplays() {  
    // reset screen orientation and use primary layer stack  
    Vector<ComposerState> state;  
    Vector<DisplayState> displays;  
    DisplayState d;  
    d.what = DisplayState::eDisplayProjectionChanged |  
             DisplayState::eLayerStackChanged;  
    d.token = mBuiltinDisplays[DisplayDevice::DISPLAY_PRIMARY];  
    d.layerStack = 0;  
    d.orientation = DisplayState::eOrientationDefault;  
    d.frame.makeInvalid();  
    d.viewport.makeInvalid();  
    displays.add(d);  
    setTransactionState(state, displays, 0);  
    onScreenAcquired(getDefaultDisplayDevice());  
  
    const nsecs_t period =  
            getHwComposer().getRefreshPeriod(HWC_DISPLAY_PRIMARY);  
    mAnimFrameTracker.setDisplayRefreshPeriod(period);  
    property_set("debug.sf.layerdump", "0");  
}


其中setTransactionState函数在很多地方都会有调用,作用主要是处理上层的各个命令,并根据flag设置event通知Threadloop进行处理,TODO

而onScreenAcquired同样是一个重要的函数,不仅在这里,在屏幕会唤醒时同样会调用。
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void SurfaceFlinger::onScreenAcquired(const sp<const DisplayDevice>& hw) {  
    ALOGD("Screen acquired, type=%d flinger=%p", hw->getDisplayType(), this);  
    if (hw->isScreenAcquired()) {  
        // this is expected, e.g. when power manager wakes up during boot  
        ALOGD(" screen was previously acquired");  
        return;  
    }  
  
    hw->acquireScreen();  
    int32_t type = hw->getDisplayType();  
    if (type < DisplayDevice::NUM_BUILTIN_DISPLAY_TYPES) {  
        // built-in display, tell the HWC  
        getHwComposer().acquire(type);  
  
        if (type == DisplayDevice::DISPLAY_PRIMARY) {  
            // FIXME: eventthread only knows about the main display right now  
            mEventThread->onScreenAcquired();  
  
            resyncToHardwareVsync(true);  
        }  
    }  
    mVisibleRegionsDirty = true;  
    repaintEverything();  
}


这里有几个点比较重要,首先是通知HWC,调用了HWC的acquire函数:
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status_t HWComposer::acquire(int disp) {  
    LOG_FATAL_IF(disp >= VIRTUAL_DISPLAY_ID_BASE);  
    if (mHwc) {  
        return (status_t)mHwc->blank(mHwc, disp, 0);  
    }  
    return NO_ERROR;  
}


接下来,调用了EventThread的onScreenAcquired函数。
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void EventThread::onScreenAcquired() {  
    if (mUseSoftwareVSync) {  
        // resume use of h/w vsync  
        mUseSoftwareVSync = false;  
        mCondition.broadcast();  
    }  
}


这个函数首先判断如果在之前mUseSoftwareVSync被设置为了true,这里需要改回来。而mUseSoftwareVSync这个值其实是在onScreenReleased被设置为true的(也就是说,在屏幕被灭掉之后,就变为软件的VSync,TODO,在屏幕黑掉之后,还有没有绘制或者显示方面的工作?)。

后面这个广播发送的主要作用是唤醒EventThread线程,并打开VSync事件发送器(可以看下waitForEvent函数)。

接下来的resyncToHardwareVsync函数逻辑比较简单,应该就是开启硬件的VSYNC。
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void SurfaceFlinger::resyncToHardwareVsync(bool makeAvailable) {  
    Mutex::Autolock _l(mHWVsyncLock);  
  
    if (makeAvailable) {  
        mHWVsyncAvailable = true;  
    } else if (!mHWVsyncAvailable) {  
        ALOGE("resyncToHardwareVsync called when HW vsync unavailable");  
        return;  
    }  
  
    const nsecs_t period =  
            getHwComposer().getRefreshPeriod(HWC_DISPLAY_PRIMARY);  
  
    mPrimaryDispSync.reset();  
    mPrimaryDispSync.setPeriod(period);  
  
    if (!mPrimaryHWVsyncEnabled) {  
        mPrimaryDispSync.beginResync();  
        //eventControl(HWC_DISPLAY_PRIMARY, SurfaceFlinger::EVENT_VSYNC, true);  
        mEventControlThread->setVsyncEnabled(true);  
        mPrimaryHWVsyncEnabled = true;  
    }  
}


最后是调用了repaintEverything函数,这个函数就是发送invalidate消息,请求屏幕刷新。
2.8 开机动画

回到init的过程上来。
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{  
...  
    // start boot animation  
    startBootAnim();  
  
}


播放开机动画我们会专门讲解,这里不再展开。


3.注册SF服务

向Android的ServiceManager进程注册服务是系统的通用逻辑,不再展开,这里就是注册了一个名叫的SurfaceFlinger的服务而已。


4.运行程序

在一系列的准备工作之后,终于到了启动SurfaceFlinger的时候。
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void SurfaceFlinger::run() {  
    do {  
        waitForEvent();  
    } while (true);  
}  
void SurfaceFlinger::waitForEvent() {  
    mEventQueue.waitMessage();  
}


而这个过程其实异常简单,SF进入死循环中,一直在等待消息的传来。


总结

这样,我们就完整的分析了SF的启动过程,我们将在下一节继续分析SF对消息的处理过程。
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