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Choreographer 源码阅读笔记

2017-10-12 16:43 337 查看
Choreographer
对象是线程独立的,获取该对象的线程必须要是一个
Looper
线程:

// Thread local storage for the choreographer.
private static final ThreadLocal<Choreographer> sThreadInstance =
new ThreadLocal<Choreographer>() {
@Override
protected Choreographer initialValue() {
Looper looper = Looper.myLooper();
if (looper == null) {
throw new IllegalStateException("The current thread must have a looper!");
}
return new Choreographer(looper);
}
};

/**
* Gets the choreographer for the calling thread.  Must be called from
* a thread that already has a {@link android.os.Looper} associated with it.
*
* @return The choreographer for this thread.
* @throws IllegalStateException if the thread does not have a looper.
*/
public static Choreographer getInstance() {
return sThreadInstance.get();
}

private Choreographer(Looper looper) {
mLooper = looper;
mHandler = new FrameHandler(looper);
mDisplayEventReceiver = USE_VSYNC ? new FrameDisplayEventReceiver(looper) : null;
mLastFrameTimeNanos = Long.MIN_VALUE;
mFrameIntervalNanos = (long)(1000000000 / getRefreshRate());

mCallbackQueues = new CallbackQueue[CALLBACK_LAST + 1];
for (int i = 0; i <= CALLBACK_LAST; i++) {
mCallbackQueues[i] = new CallbackQueue();
}
}


Choreographer
在我的理解看来,稍微有点类似于
Handler
,它内部会处理3种回调。

// 这些回调都是之前注册进去的。注意顺序。
doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos);// 输入/触摸事件的回调
doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos);// 属性动画的回调
doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos);// 绘制的回调


我们平常接触的view的绘制流程是从
doTraversal()
开始的,那么怎么调用至
doTraversal()
呢?其实就是由
Choreographer
来负责的。我们先从头说起,正常我们调用
invalidate()
或者
requestLayout()
会最终调用至
ViewRootImpl
中的
scheduleTraversals();
方法。

// ViewRootImpl中
void scheduleTraversals() {
if (!mTraversalScheduled) {
mTraversalScheduled = true;
// 这里给队列中添加了一个同步阻塞器,用于保证重绘的优先执行
mTraversalBarrier = mHandler.getLooper().postSyncBarrier();
// 注册回调,该回调就执行了一个doTraversal()方法。
mChoreographer.postCallback(
Choreographer.CALLBACK_TRAVERSAL, mTraversalRunnable, null);
if (!mUnbufferedInputDispatch) {
scheduleConsumeBatchedInput();
}
notifyRendererOfFramePending();
}
}

final class TraversalRunnable implements Runnable {
@Override
public void run() {
doTraversal();
}
}

final TraversalRunnable mTraversalRunnable = new TraversalRunnable();


这里我们要注意一个小细节,就是添加同步阻塞器的那行代码,后续在
Choreographer
中可以发现,内部发送的
Message
都是异步消息。这也就保证了重绘逻辑的执行。

从源码可知,我们向
Choreographer
注册了一个
Choreographer.CALLBACK_TRAVERSAL
类型的回调,这个事件的注册最终会执行到
Choreographer
中的
postCallbackDelayedInternal()
方法。

// 参数中的action 就是我们注册的事件
private void postCallbackDelayedInternal(int callbackType,
Object action, Object token, long delayMillis) {
if (DEBUG) {
Log.d(TAG, "PostCallback: type=" + callbackType
+ ", action=" + action + ", token=" + token
+ ", delayMillis=" + delayMillis);
}
// 把之前注册的回调放入mCallbackQueues数组中
synchronized (mLock) {
final long now = SystemClock.uptimeMillis();
final long dueTime = now + delayMillis;
// 这里的mCallbackQueues是一个回调队列的数组,通过callbackType来获得对应事件类型的队列,这里的action会被封装成一个CallbackRecord对象添加至队列。
mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token);

if (dueTime <= now) {// 立即执行刷新
scheduleFrameLocked(now);
} else {// 延时刷新
Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_CALLBACK, action);
msg.arg1 = callbackType;
msg.setAsynchronous(true);
mHandler.sendMessageAtTime(msg, dueTime);
}
}
}


这里,
mHandler
是一个
FrameHandler
对象。

private final class FrameHandler extends Handler {
public FrameHandler(Looper looper) {
super(looper);
}

@Override
public void handleMessage(Message msg) {
switch (msg.what) {
case MSG_DO_FRAME:
doFrame(System.nanoTime(), 0);
break;
case MSG_DO_SCHEDULE_VSYNC:
doScheduleVsync();
break;
case MSG_DO_SCHEDULE_CALLBACK:
// 这里最终是调用scheduleFrameLocked(now);方法。
doScheduleCallback(msg.arg1);
break;
}
}
}


我们将事件存至队列中,然后去执行
scheduleFrameLocked(long now);
方法。

private void scheduleFrameLocked(long now) {
if (!mFrameScheduled) {
mFrameScheduled = true;// 请求一次,绘制一次。一一对应的。
if (USE_VSYNC) {// 高版本都是true。一般都是走这里
if (DEBUG) {
Log.d(TAG, "Scheduling next frame on vsync.");
}

// If running on the Looper thread, then schedule the vsync immediately,
// otherwise post a message to schedule the vsync from the UI thread
// as soon as possible.
if (isRunningOnLooperThreadLocked()) {// 检查是否在当前线程,一般为主线程
scheduleVsyncLocked();// 接收VSYNC消息
} else {// 不在主线程,发送消息至主线程队列前端。
Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_VSYNC);
msg.setAsynchronous(true);
mHandler.sendMessageAtFrontOfQueue(msg);
}
} // end if (USE_VSYNC)
else {// 这里直接走doFrame(long frameTimeNanos, int frame)
// 自己计算时间。sFrameDelay=10ms。差不多就是100帧/s
final long nextFrameTime = Math.max(
mLastFrameTimeNanos / TimeUtils.NANOS_PER_MS + sFrameDelay, now);
if (DEBUG) {
Log.d(TAG, "Scheduling next frame in " + (nextFrameTime - now) + " ms.");
}
Message msg = mHandler.obtainMessage(MSG_DO_FRAME);
msg.setAsynchronous(true);
mHandler.sendMessageAtTime(msg, nextFrameTime);
}
}
}


一般情况下,我们都会走到USE_VSYNC代码块中,然后会调用
scheduleVsyncLocked();


private void scheduleVsyncLocked() {
// mDisplayEventReceiver 是一个FrameDisplayEventReceiver对象。
mDisplayEventReceiver.scheduleVsync();
}

private final class FrameDisplayEventReceiver extends DisplayEventReceiver
implements Runnable {

@Override
public void onVsync(long timestampNanos, int builtInDisplayId, int frame) {
// scheduleVsync这个最终会回调到这里。

// Ignore vsync from secondary display.
// This can be problematic because the call to scheduleVsync() is a one-shot.
// We need to ensure that we will still receive the vsync from the primary
// display which is the one we really care about.  Ideally we should schedule
// vsync for a particular display.
// At this time Surface Flinger won't send us vsyncs for secondary displays
// but that could change in the future so let's log a message to help us remember
// that we need to fix this.
if (builtInDisplayId != SurfaceControl.BUILT_IN_DISPLAY_ID_MAIN) {
Log.d(TAG, "Received vsync from secondary display, but we don't support "
+ "this case yet.  Choreographer needs a way to explicitly request "
+ "vsync for a specific display to ensure it doesn't lose track "
+ "of its scheduled vsync.");
scheduleVsync();
return;
}

// Post the vsync event to the Handler.
// The idea is to prevent incoming vsync events from completely starving
// the message queue.  If there are no messages in the queue with timestamps
// earlier than the frame time, then the vsync event will be processed immediately.
// Otherwise, messages that predate the vsync event will be handled first.
long now = System.nanoTime();
if (timestampNanos > now) {
Log.w(TAG, "Frame time is " + ((timestampNanos - now) * 0.000001f)
+ " ms in the future!  Check that graphics HAL is generating vsync "
+ "timestamps using the correct timebase.");
timestampNanos = now;
}

if (mHavePendingVsync) {
Log.w(TAG, "Already have a pending vsync event.  There should only be "
+ "one at a time.");
} else {
mHavePendingVsync = true;
}
// 发送消息至主线程。最终走了run()方法
mTimestampNanos = timestampNanos;
mFrame = frame;
Message msg = Message.obtain(mHandler, this);
msg.setAsynchronous(true);
mHandler.sendMessageAtTime(msg, timestampNanos / TimeUtils.NANOS_PER_MS);
}

@Override
public void run() {
// 发送消息至主线程后,最终执行的是这里。
mHavePendingVsync = false;
doFrame(mTimestampNanos, mFrame);
}
}

public abstract class DisplayEventReceiver {

/**
* Schedules a single vertical sync pulse to be delivered when the next
* display frame begins.
*/
public void scheduleVsync() {
if (mReceiverPtr == 0) {
Log.w(TAG, "Attempted to schedule a vertical sync pulse but the display event "
+ "receiver has already been disposed.");
} else {
nativeScheduleVsync(mReceiverPtr);// jni最终会回调dispatchVsync()方法
}
}

// Called from native code.
@SuppressWarnings("unused")
private void dispatchVsync(long timestampNanos, int builtInDisplayId, int frame) {
onVsync(timestampNanos, builtInDisplayId, frame);// 回调至子类的onVsync()方法
}

}


通过上述代码注释可知,我们最终会回调至
onVsync(long timestampNanos, int builtInDisplayId, int frame)
继而调用
doFrame(long frameTimeNanos, int frame)


void doFrame(long frameTimeNanos, int frame) {
final long startNanos;
synchronized (mLock) {
if (!mFrameScheduled) {// 同步。只会一次一次执行。
return; // no work to do
}
// 中间这一段代码都是关于时间的计算。计算有没有跳帧之类的
startNanos = System.nanoTime();
final long jitterNanos = startNanos - frameTimeNanos;
if (jitterNanos >= mFrameIntervalNanos) {
final long skippedFrames = jitterNanos / mFrameIntervalNanos;
if (skippedFrames >= SKIPPED_FRAME_WARNING_LIMIT) {
Log.i(TAG, "Skipped " + skippedFrames + " frames! "
+ "The application may be doing too much work on its main thread.");
}
final long lastFrameOffset = jitterNanos % mFrameIntervalNanos;
if (DEBUG) {
Log.d(TAG, "Missed vsync by " + (jitterNanos * 0.000001f) + " ms "
+ "which is more than the frame interval of "
+ (mFrameIntervalNanos * 0.000001f) + " ms! "
+ "Skipping " + skippedFrames + " frames and setting frame "
+ "time to " + (lastFrameOffset * 0.000001f) + " ms in the past.");
}
frameTimeNanos = startNanos - lastFrameOffset;
}

if (frameTimeNanos < mLastFrameTimeNanos) {
if (DEBUG) {
Log.d(TAG, "Frame time appears to be going backwards. May be due to a "
+ "previously skipped frame. Waiting for next vsync.");
}
scheduleVsyncLocked();
return;
}

mFrameScheduled = false;
mLastFrameTimeNanos = frameTimeNanos;
}
// 这些回调都是之前注册进去的。注意顺序。 doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos);// 输入/触摸事件的回调 doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos);// 属性动画的回调 doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos);// 绘制的回调

if (DEBUG) {
final long endNanos = System.nanoTime();
Log.d(TAG, "Frame " + frame + ": Finished, took "
+ (endNanos - startNanos) * 0.000001f + " ms, latency "
+ (startNanos - frameTimeNanos) * 0.000001f + " ms.");
}
}

void doCallbacks(int callbackType, long frameTimeNanos) {
CallbackRecord callbacks;// 这块算是对当初传进来的回调的一个封装。只是外面包了一层而已。
synchronized (mLock) {
// We use "now" to determine when callbacks become due because it's possible
// for earlier processing phases in a frame to post callbacks that should run
// in a following phase, such as an input event that causes an animation to start.
final long now = SystemClock.uptimeMillis();
// 获取之前的回调,并执行
callbacks = mCallbackQueues[callbackType].extractDueCallbacksLocked(now);
if (callbacks == null) {
return;
}
mCallbacksRunning = true;
}
try {
for (CallbackRecord c = callbacks; c != null; c = c.next) {
if (DEBUG) {
Log.d(TAG, "RunCallback: type=" + callbackType
+ ", action=" + c.action + ", token=" + c.token
+ ", latencyMillis=" + (SystemClock.uptimeMillis() - c.dueTime));
}
c.run(frameTimeNanos);// 最终会执行到原Runnable的run()方法
}
} finally {
synchronized (mLock) {
mCallbacksRunning = false;
do {
final CallbackRecord next = callbacks.next;
recycleCallbackLocked(callbacks);
callbacks = next;
} while (callbacks != null);
}
}
}


这样,我们在
doFrame(long frameTimeNanos, int frame)
中就会回调那3种事件,其中就有我们注册进去的重绘事件,也就回调至
doTraversal()
方法了。这就是我们平常看到的方法调用栈中由
doFrame()
doTraversal()
的过程,接下来就是愉快的绘制流程了。
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