一、概述
在上一篇文章中已经讲了setView整个流程中,最开始的addToDisplay和WMS跨进程通信的整个过程做了什么。继文章Android基础知识之Window(二),这算是另外一个分支了,接着讲分析在performTraversals的三个操作中,最后触发performDraw执行绘制的绘制原理。
二、SurfaceFlinger基础
SurfaceFlinger是Android操作系统中一个关键组件,负责管理和合成显示内容。你说它是显示引擎也可以,说他是Android的显示服务器也可以。
2.1 创建
它属于一个独立的进程,在系统启动过程中,会通过init进程解析init.rc,然后再去加载SurfaceFlinger。最后加载的路径在*/frameworks/native/services/surfaceflinger/main_surfaceflinger.cpp*,执行它的main函数。
//main_surfaceflinger.cpp
int main(int, char**) {signal(SIGPIPE, SIG_IGN);...// start the thread poolsp<ProcessState> ps(ProcessState::self());ps->startThreadPool();...// instantiate surfaceflinger// 实例化SurfaceFlingersp<SurfaceFlinger> flinger = surfaceflinger::createSurfaceFlinger();...
2.2 图形系统概要
这里简单的介绍一下图形系统,应用程序可以借助图形系统在屏幕上显示画面与用户完成交互。把图形系统进行划分,可以分为UI框架、渲染系统(Skia/OpenGL)、窗口系统(X11/Wayland/SurfaceFlinger)、显示系统(DRM/显示驱动等),可以看到讲的SurfaceFlinger属于系统层级中的窗口系统。
- 显示系统:对屏幕的抽象和封装
- 渲染系统:抽象和封装GPU提供的渲染能力
- 窗口系统:把一块屏幕拆分为几个window使得多个应用同时使用屏幕
- UI框架:向应用程序提供与用户交互的能力
纵向分层,从下层至上层分为
GPU -> GPU驱动 -> OpenGL -> 2D图形库(Skia等)-> UI框架(Android原生View /Flutter等)
在来说一下渲染和绘制这两个概念,很多地方经常会互用,但也没有问题,有时候我们说渲染某个画面,或者绘制某个画面也是同一个意思。但是如果需要认真区分,它们就是两个不同的概念了。
- 绘制:View -> 2D几何图形(矩阵/圆/三角形)和文字
- 渲染:点/直线/三角面片/ -> (光栅化/着色)像素(矢量图转变位图)
三、绘制
基本的概念补充了一下,就讲这次的主要内容了,performTraversals执行了测量、布局、和绘制三个操作,前面两个操作都是为最后一个绘制做的准备工作。在应用上层中,常常提到的绘制,我们知道是执行View#onDraw方法,可是怎么执行进来的,在之前文章中只是讲了一个大概,这次就详细分析一下这个流程,perfromDraw中主要的函数draw。
//ViewRootImpl.java
private boolean draw(boolean fullRedrawNeeded, boolean forceDraw) {...//DEBUG下,可以捕获当前fps值if (DEBUG_FPS) {trackFPS();}...//脏视图的集合是否为空(有没有变化的视图区域)if (!dirty.isEmpty() || mIsAnimating || accessibilityFocusDirty) {//判断是否开启了硬件加速(是否硬件支持)if (isHardwareEnabled()) {...//硬件绘制(ThreadRenderer进行绘制)mAttachInfo.mThreadedRenderer.draw(mView, mAttachInfo, this);} else {...//软件绘制if (!drawSoftware(surface, mAttachInfo, xOffset, yOffset,scalingRequired, dirty, surfaceInsets)) {return false;}}}
}
3.1 drawSoftware
先看一下软件绘制drawSoftware做了什么,一般情况没有开启硬件加速,在performDraw执行进来过后,就执行这部分逻辑。
//ViewRootImpl.java
private boolean drawSoftware(Surface surface, AttachInfo attachInfo, int xoff, int yoff,boolean scalingRequired, Rect dirty, Rect surfaceInsets) {// Draw with software renderer.final Canvas canvas;try {//拿到Surface的画布canvas = mSurface.lockCanvas(dirty);canvas.setDensity(mDensity);} catch (Surface.OutOfResourcesException e) {handleOutOfResourcesException(e);return false;} catch (IllegalArgumentException e) {Log.e(mTag, "Could not lock surface", e);mLayoutRequested = true; // ask wm for a new surface next time.return false;}try {if (!canvas.isOpaque() || yoff != 0 || xoff != 0) {canvas.drawColor(0, PorterDuff.Mode.CLEAR);}//清空脏视图缓存dirty.setEmpty();mIsAnimating = false;mView.mPrivateFlags |= View.PFLAG_DRAWN;canvas.translate(-xoff, -yoff);if (mTranslator != null) {mTranslator.translateCanvas(canvas);}canvas.setScreenDensity(scalingRequired ? mNoncompatDensity : 0);//回调到View的onDraw方法mView.draw(canvas);drawAccessibilityFocusedDrawableIfNeeded(canvas);} finally {try {//将后缓冲区提交到前缓冲区显示surface.unlockCanvasAndPost(canvas);} catch (IllegalArgumentException e) {Log.e(mTag, "Could not unlock surface", e);mLayoutRequested = true; // ask wm for a new surface next time.//noinspection ReturnInsideFinallyBlockreturn false;}}return true;
}
mSurface是ViewRootImpl创建的一个Surface对象,也就说明一个windnow对应一个Surface和SurfaceControl对象,这个在之前文章有讲过。Surface涉及的双缓冲机制,分前缓冲区和后缓冲区,前缓冲区用于显示,绘制在后缓冲区,绘制完成通过unlockCanvasAndPost和前缓冲区互换,完成显示,防止闪烁的问题。这里我们看到了mView#draw方法,回调View当中的onDraw,通过Surface拿到的canvas执行绘制代码。
补充:ViewRootImpl 和 SurfaceView 可以看作是一个层级的事物,他们都持有一个 surface,ViewRootImpl 自己把 ViewTree 渲染到 surface 上,SurfaceView 的 surface 供应用自行使用,应用可以把游戏/视频/相机/3D图形库生成数据放到 surface 上
3.2 ThreadedRenderer#draw
然后继续看一下mAttachInfo.mThreadedRenderer.draw这个方法,mThreadedRenderer是我们常说的渲染线程,mAttachInfo属于View类中的一个内部类。在performTraversals中,会判断并执行enableHardwareAcceleration,然后创建renderer对象。
//ViewRootImpl.java@UnsupportedAppUsageprivate void enableHardwareAcceleration(WindowManager.LayoutParams attrs) {...if (ThreadedRenderer.sRendererEnabled || forceHwAccelerated) {if (mAttachInfo.mThreadedRenderer != null) {mAttachInfo.mThreadedRenderer.destroy();}final Rect insets = attrs.surfaceInsets;final boolean hasSurfaceInsets = insets.left != 0 || insets.right != 0|| insets.top != 0 || insets.bottom != 0;final boolean translucent = attrs.format != PixelFormat.OPAQUE || hasSurfaceInsets;final ThreadedRenderer renderer = ThreadedRenderer.create(mContext, translucent,attrs.getTitle().toString());mAttachInfo.mThreadedRenderer = renderer;renderer.setSurfaceControl(mSurfaceControl, mBlastBufferQueue);updateColorModeIfNeeded(attrs.getColorMode());updateRenderHdrSdrRatio();updateForceDarkMode();mAttachInfo.mHardwareAccelerated = true;mAttachInfo.mHardwareAccelerationRequested = true;if (mHardwareRendererObserver != null) {renderer.addObserver(mHardwareRendererObserver);}}}
}
代码我们可以看到,通过ThreadedRenderer#create的静态方法,创建renderer对象,并赋值给了mAttachInfo.mThreadedRenderer属性。继续看一下renderer#draw方法。
//ThreadedRenderer.java/*** Draws the specified view.** @param view The view to draw.* @param attachInfo AttachInfo tied to the specified view.*/void draw(View view, AttachInfo attachInfo, DrawCallbacks callbacks) {attachInfo.mViewRootImpl.mViewFrameInfo.markDrawStart();updateRootDisplayList(view, callbacks);// register animating rendernodes which started animating prior to renderer// creation, which is typical for animators started prior to first drawif (attachInfo.mPendingAnimatingRenderNodes != null) {final int count = attachInfo.mPendingAnimatingRenderNodes.size();for (int i = 0; i < count; i++) {registerAnimatingRenderNode(attachInfo.mPendingAnimatingRenderNodes.get(i));}attachInfo.mPendingAnimatingRenderNodes.clear();// We don't need this anymore as subsequent calls to// ViewRootImpl#attachRenderNodeAnimator will go directly to us.attachInfo.mPendingAnimatingRenderNodes = null;}final FrameInfo frameInfo = attachInfo.mViewRootImpl.getUpdatedFrameInfo();int syncResult = syncAndDrawFrame(frameInfo);if ((syncResult & SYNC_LOST_SURFACE_REWARD_IF_FOUND) != 0) {Log.w("OpenGLRenderer", "Surface lost, forcing relayout");// We lost our surface. For a relayout next frame which should give us a new// surface from WindowManager, which hopefully will work.attachInfo.mViewRootImpl.mForceNextWindowRelayout = true;attachInfo.mViewRootImpl.requestLayout();}if ((syncResult & SYNC_REDRAW_REQUESTED) != 0) {attachInfo.mViewRootImpl.invalidate();}}
方法注解说明是一个绘制指定View的方法,AttachInfo绑定到指定View上。syncAndDrawFrame是父类HardwareRenderer的一个方法,调用的是native方法。再看一下updateRootDisplayList。
//ThreadedRenderer.javaprivate void updateRootDisplayList(View view, DrawCallbacks callbacks) {Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Record View#draw()");//更新view的一些标志位updateViewTreeDisplayList(view);if (mNextRtFrameCallbacks != null) {final ArrayList<FrameDrawingCallback> frameCallbacks = mNextRtFrameCallbacks;mNextRtFrameCallbacks = null;//设置每帧的绘制回调setFrameCallback(new FrameDrawingCallback() {@Overridepublic void onFrameDraw(long frame) {}@Overridepublic FrameCommitCallback onFrameDraw(int syncResult, long frame) {ArrayList<FrameCommitCallback> frameCommitCallbacks = new ArrayList<>();for (int i = 0; i < frameCallbacks.size(); ++i) {FrameCommitCallback frameCommitCallback = frameCallbacks.get(i).onFrameDraw(syncResult, frame);if (frameCommitCallback != null) {frameCommitCallbacks.add(frameCommitCallback);}}if (frameCommitCallbacks.isEmpty()) {return null;}return didProduceBuffer -> {for (int i = 0; i < frameCommitCallbacks.size(); ++i) {frameCommitCallbacks.get(i).onFrameCommit(didProduceBuffer);}};}});}if (mRootNodeNeedsUpdate || !mRootNode.hasDisplayList()) {//拿到RecordingCanvas对象,通过mRootNode获取RecordingCanvas canvas = mRootNode.beginRecording(mSurfaceWidth, mSurfaceHeight);try {final int saveCount = canvas.save();canvas.translate(mInsetLeft, mInsetTop);callbacks.onPreDraw(canvas);canvas.enableZ();//执行canvas的drawRenderNode,来执行mRootNode绘制canvas.drawRenderNode(view.updateDisplayListIfDirty());canvas.disableZ();callbacks.onPostDraw(canvas);canvas.restoreToCount(saveCount);mRootNodeNeedsUpdate = false;} finally {mRootNode.endRecording();}}Trace.traceEnd(Trace.TRACE_TAG_VIEW);
RecordingCanvas是Canvas的一个子类,而RecordingCanvas#drawRenderNode方法,将绘制任务传递给本地层,调用了nDrawRenderNode是一个native方法。/frameworks/base/libs/hwui/jni/android_graphics_DisplayListCanvas.cpp
//SkiaRecordingCavas.app
void SkiaRecordingCanvas::drawRenderNode(uirenderer::RenderNode* renderNode) {// Record the child node. Drawable dtor will be invoked when mChildNodes deque is cleared.mDisplayList->mChildNodes.emplace_back(renderNode, asSkCanvas(), true, mCurrentBarrier);auto& renderNodeDrawable = mDisplayList->mChildNodes.back();if (Properties::getRenderPipelineType() == RenderPipelineType::SkiaVulkan) {// Put Vulkan WebViews with non-rectangular clips in a HW layerrenderNode->mutateStagingProperties().setClipMayBeComplex(mRecorder.isClipMayBeComplex());}drawDrawable(&renderNodeDrawable);// use staging property, since recording on UI threadif (renderNode->stagingProperties().isProjectionReceiver()) {mDisplayList->mProjectionReceiver = &renderNodeDrawable;}
}
SkiaRecordingCanvas是一个用于记录绘制命令的类。它的drawRenderNode方法会将RenderNode添加到显示列表中,并记录相关的绘制命令。drawable方法会将Drawable对象绘制到当前SkCanvas上。这个方法会调用drawable#draw,会将绘制命令传递给SkCanvas。Skia图形库会将绘制命令转换为GPU指令,并通过OpenGL等图形API发送到GPU进行渲染。
SkCanvas是Skia图形库的核心类,用于执行具体的绘制操作。
软件绘制,通过Surface.unlockCanvasAndPost把提交绘制结果到SurfaceFlinger。硬件绘制,通过使用GPU进行绘制,并通过OpenGL等图形API与SurfaceFlinger通信。它们最后都实现了SurfaceFlinger的通信过程,并提交了结果,SurfaceFlinger负责合成各个窗口的内容,并将最终的显示结果提交到屏幕上。
这里给出了Activity一帧的绘制流程:
总结
1、performDraw分两个流程软件绘制和硬件绘制
2、软件绘制直接在ViewRootImpl创建的Surface进行绘制并提交给SurfaceFlinger
3、判断启动硬件加速会创建Render对象
4、硬件绘制通过RecordingCanvas提交绘制任务给本地层
5、RenderNode会记录绘制命令并将绘制命令传递给SkCanvas上
6、Skia图形库将命令转换成GPU指令交由GPU进行渲染
之后最后一篇文章,主要围绕整个图形系统,详细讲讲SurfaceFlinger的概念。