Android 12(S) 图形显示系统 - SurfaceFlinger的启动和消息队列处理机制(四)
作者:互联网
1 前言
SurfaceFlinger作为Android图形显示系统处理逻辑的核心单元,我们有必要去了解其是如何启动,初始化及进行消息处理的。这篇文章我们就来简单分析SurfaceFlinger这个Binder系统服务的一些基本处理逻辑。接下来分两部分讲解:
>> SurfaceFlinger启动与初始化
>> SurfaceFlinger消息队列处理机制
Tips:
本篇涉及的代码位置:
/frameworks/native/services/surfaceflinger/
2 SurfaceFlinger的启动与初始化
SurfaceFlinger是一个Binder系统服务,Android设备开机启动时就会带起SurfaceFlinger服务进程并完成一些初始化动作。
从Android S开始,SurfaceFlinger被编译为一个可执行二进制档案:surfaceflinger(放置于设备/system/bin/下)。
可执行档surfaceflinger的makefile
如下这段代码中,可以看到这个可执行档与surfaceflinger.rc这个init rc档相关联,这样开机启动时,init进程就可以解析这个rc档,带起SurfaceFlinger服务进程
cc_binary {
name: "surfaceflinger",
defaults: ["libsurfaceflinger_binary"],
init_rc: ["surfaceflinger.rc"],
srcs: [
":surfaceflinger_binary_sources",
// Note: SurfaceFlingerFactory is not in the filegroup so that it
// can be easily replaced.
"SurfaceFlingerFactory.cpp",
],
shared_libs: [
"libSurfaceFlingerProp",
],
logtags: ["EventLog/EventLogTags.logtags"],
}
再来瞅瞅surfaceflinger.rc这个档案的内容,主要时设置一些SurfaceFlinger服务进程启动属性
service surfaceflinger /system/bin/surfaceflinger
class core animation
user system
group graphics drmrpc readproc
capabilities SYS_NICE
onrestart restart zygote
task_profiles HighPerformance
socket pdx/system/vr/display/client stream 0666 system graphics u:object_r:pdx_display_client_endpoint_socket:s0
socket pdx/system/vr/display/manager stream 0666 system graphics u:object_r:pdx_display_manager_endpoint_socket:s0
socket pdx/system/vr/display/vsync stream 0666 system graphics u:object_r:pdx_display_vsync_endpoint_socket:s0
这里我们就简简单单理解为:设备开机启动时,init进程解析surfaceflinger.rc,然后去执行/system/bin/surfaceflinger,从而启动了SurfaceFlinger服务进程。
如果在设备console下执行ps,你就可以看到这个进程PID了
console:/ $ ps -A | grep surfaceflinger
system 210 1 133412 38160 0 0 S surfaceflinger
可执行档surfaceflinger的main函数入口
在此我们仅摘录主要的代码并注释如下:
* /frameworks/native/services/surfaceflinger/main_surfaceflinger.cpp
int main(int, char**) {
...
// When SF is launched in its own process, limit the number of
// binder threads to 4.
ProcessState::self()->setThreadPoolMaxThreadCount(4);
...
// start the thread pool
sp<ProcessState> ps(ProcessState::self());
ps->startThreadPool();
...
// 创建SurfaceFlinger对象,由强指针指向。
// SurfaceFlinger继承RefBase类,所以此处一旦new出对象赋给sp指针后,将立刻触发SurfaceFlinger类的onFirstRef方法的调用。
// instantiate surfaceflinger
sp<SurfaceFlinger> flinger = surfaceflinger::createSurfaceFlinger();
...
// SurfaceFlinger类正式初始化
// initialize before clients can connect
flinger->init();
// SurfaceFlinger向ServiceManager注册Binder服务,
// 这样在其他进程中可以通过getService+SERVICE_NAME来获取SurfaceFlinger服务,继而可以和SurfaceFlinger类进行Binder通信。
// publish surface flinger
sp<IServiceManager> sm(defaultServiceManager());
sm->addService(String16(SurfaceFlinger::getServiceName()), flinger, false,
IServiceManager::DUMP_FLAG_PRIORITY_CRITICAL | IServiceManager::DUMP_FLAG_PROTO);
...
// SurfaceFlinger类进入主循环(此处注意SurfaceFlinger类未继承Threads类,不遵循Threads类的接口执行顺序)
// run surface flinger in this thread
flinger->run();
return 0;
}
对于main函数,简简单单把握一下几点就可以了:
- 创建SurfaceFlinger对象,触发执行 SurfaceFlinger::onFirstRef()
- 调用SurfaceFlinger::init()进行初始化
- 注册服务到ServiceManager(名字是"SurfaceFlinger")
- 调用SurfaceFlinger::run()
Tips:
在设备console上执行service list命令就可以看到注册的服务:注册的名称是SurfaceFlinger, 这个服务实现的接口是android.ui.ISurfaceComposer
console:/ $ service list | grep Surface
1 SurfaceFlinger: [android.ui.ISurfaceComposer]
SurfaceFlinger类定义
* /frameworks/native/services/surfaceflinger/SurfaceFlinger.h
class SurfaceFlinger : public BnSurfaceComposer,
public PriorityDumper,
private IBinder::DeathRecipient,
private HWC2::ComposerCallback,
private ISchedulerCallback {
♦ SurfaceComposer继承自BnSurfaceComposer,即为实现了ISurfaceComposer接口的Bn服务端;
♦ 实现了HWC2的ComposerCallback回调,监听Composer HAL的一些事件,比如Hotplug, Vsync ...
♦ 死亡通知DeathRecipient,当Binder服务端程序挂掉后,可以通知给绑定的Binder客户端程序;
♦ Dump信息PriorityDumper;
创建SurfaceFinger实例对象
调用surfaceflinger::createSurfaceFlinger()来创建SurfaceFlinger实例,并传递一个factory对象作为参数
* /frameworks/native/services/surfaceflinger/SurfaceFlingerFactory.cpp
sp<SurfaceFlinger> createSurfaceFlinger() {
static DefaultFactory factory;
return new SurfaceFlinger(factory);
}
来简单看一下Factory的定义:
* /frameworks/native/services/surfaceflinger/SurfaceFlingerFactory.h
// The interface that SurfaceFlinger uses to create all of the implementations
// of each interface.
class Factory {
public:
virtual std::unique_ptr<HWComposer> createHWComposer(const std::string& serviceName) = 0;
virtual std::unique_ptr<MessageQueue> createMessageQueue() = 0;
virtual std::unique_ptr<scheduler::VsyncConfiguration> createVsyncConfiguration(
Fps currentRefreshRate) = 0;
virtual std::unique_ptr<Scheduler> createScheduler(const scheduler::RefreshRateConfigs&,
ISchedulerCallback&) = 0;
virtual sp<SurfaceInterceptor> createSurfaceInterceptor() = 0;
virtual sp<StartPropertySetThread> createStartPropertySetThread(
bool timestampPropertyValue) = 0;
virtual sp<DisplayDevice> createDisplayDevice(DisplayDeviceCreationArgs&) = 0;
virtual sp<GraphicBuffer> createGraphicBuffer(uint32_t width, uint32_t height,
PixelFormat format, uint32_t layerCount,
uint64_t usage, std::string requestorName) = 0;
virtual void createBufferQueue(sp<IGraphicBufferProducer>* outProducer,
sp<IGraphicBufferConsumer>* outConsumer,
bool consumerIsSurfaceFlinger) = 0;
virtual sp<IGraphicBufferProducer> createMonitoredProducer(const sp<IGraphicBufferProducer>&,
const sp<SurfaceFlinger>&,
const wp<Layer>&) = 0;
virtual sp<BufferLayerConsumer> createBufferLayerConsumer(const sp<IGraphicBufferConsumer>&,
renderengine::RenderEngine&,
uint32_t tex, Layer*) = 0;
virtual std::unique_ptr<surfaceflinger::NativeWindowSurface> createNativeWindowSurface(
const sp<IGraphicBufferProducer>&) = 0;
virtual std::unique_ptr<compositionengine::CompositionEngine> createCompositionEngine() = 0;
virtual sp<BufferQueueLayer> createBufferQueueLayer(const LayerCreationArgs& args) = 0;
virtual sp<BufferStateLayer> createBufferStateLayer(const LayerCreationArgs& args) = 0;
virtual sp<EffectLayer> createEffectLayer(const LayerCreationArgs& args) = 0;
virtual sp<ContainerLayer> createContainerLayer(const LayerCreationArgs& args) = 0;
virtual std::unique_ptr<FrameTracer> createFrameTracer() = 0;
virtual std::unique_ptr<frametimeline::FrameTimeline> createFrameTimeline(
std::shared_ptr<TimeStats> timeStats, pid_t surfaceFlingerPid) = 0;
protected:
~Factory() = default;
};
Factory中定义了各种create方法,其作用如注释中说明:The interface that SurfaceFlinger uses to create all of the implementations of each interface.
SurfaceFlinger用Factory来创建所有实现了对应接口的对象。SurfaceFlinger中默认使用的是DefaultFactory,其中定义各种createXXX()方法的实现。具体可参见:/frameworks/native/services/surfaceflinger/SurfaceFlingerDefaultFactory.cpp
SurfaceFlinger构造函数
构造函数的代码就只截取部分贴在这里了,其中主要是读取一些属性值来对一些成员变量进行初始化。其中一些属性值是debug参数。另外就是利用mFactory的createXXX方法去实例化各种对象。
比如 : 创建消息队列 mEventQueue(mFactory.createMessageQueue())
* /frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp
SurfaceFlinger::SurfaceFlinger(Factory& factory, SkipInitializationTag)
: mFactory(factory),
mInterceptor(mFactory.createSurfaceInterceptor()),
mTimeStats(std::make_shared<impl::TimeStats>()),
mFrameTracer(mFactory.createFrameTracer()),
mFrameTimeline(mFactory.createFrameTimeline(mTimeStats, getpid())),
mEventQueue(mFactory.createMessageQueue()),
mCompositionEngine(mFactory.createCompositionEngine()),
mHwcServiceName(base::GetProperty("debug.sf.hwc_service_name"s, "default"s)),
mTunnelModeEnabledReporter(new TunnelModeEnabledReporter()),
mInternalDisplayDensity(getDensityFromProperty("ro.sf.lcd_density", true)),
mEmulatedDisplayDensity(getDensityFromProperty("qemu.sf.lcd_density", false)),
mPowerAdvisor(*this) {
ALOGI("Using HWComposer service: %s", mHwcServiceName.c_str());
mSetInputWindowsListener = new SetInputWindowsListener([&]() { setInputWindowsFinished(); });
}
SurfaceFlinger::SurfaceFlinger(Factory& factory) : SurfaceFlinger(factory, SkipInitialization) {
ALOGI("SurfaceFlinger is starting");
hasSyncFramework = running_without_sync_framework(true);
dispSyncPresentTimeOffset = present_time_offset_from_vsync_ns(0);
useHwcForRgbToYuv = force_hwc_copy_for_virtual_displays(false);
maxFrameBufferAcquiredBuffers = max_frame_buffer_acquired_buffers(2);
maxGraphicsWidth = std::max(max_graphics_width(0), 0);
maxGraphicsHeight = std::max(max_graphics_height(0), 0);
hasWideColorDisplay = has_wide_color_display(false);
...
}
surfaceflinger 会去读取SurfaceFlingerProperties中的系统属性,具体可以参看源码:/frameworks/native/services/surfaceflinger/sysprop/
Tips:
关于系统属性的知识建议可以参见:
https://source.android.google.cn/devices/architecture/sysprops-apis?hl=zh-cn
https://blog.csdn.net/askfgx2010/article/details/112308665
SurfaceFlinger::onFirstRef
上面创建完SurfaceFlinger对象,立即就会执行到SurfaceFlinger::onFirstRef,这个方法中就做了一件事对消息队列做初始化,如下:
void SurfaceFlinger::onFirstRef() {
mEventQueue->init(this);
}
消息队列运行的详细分析我们下节在讲,这里先不展开。
SurfaceFlinger::init
再回到可执行档surfaceflinger的main函数中,创建完SurfaceFlinger对象后,紧接着调用了SurfaceFlinger::init()方法:
* /frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp
void SurfaceFlinger::init() {
ALOGI( "SurfaceFlinger's main thread ready to run. "
"Initializing graphics H/W...");
Mutex::Autolock _l(mStateLock);
// 对于CompositionEngine 属性进行设置, 创建 RenderEngine 对象
// Get a RenderEngine for the given display / config (can't fail)
// TODO(b/77156734): We need to stop casting and use HAL types when possible.
// Sending maxFrameBufferAcquiredBuffers as the cache size is tightly tuned to single-display.
mCompositionEngine->setRenderEngine(renderengine::RenderEngine::create(
renderengine::RenderEngineCreationArgs::Builder()
.setPixelFormat(static_cast<int32_t>(defaultCompositionPixelFormat))
.setImageCacheSize(maxFrameBufferAcquiredBuffers)
.setUseColorManagerment(useColorManagement)
.setEnableProtectedContext(enable_protected_contents(false))
.setPrecacheToneMapperShaderOnly(false)
.setSupportsBackgroundBlur(mSupportsBlur)
.setContextPriority(
useContextPriority
? renderengine::RenderEngine::ContextPriority::REALTIME
: renderengine::RenderEngine::ContextPriority::MEDIUM)
.build()));
// Set SF main policy after initializing RenderEngine which has its own policy.
if (!SetTaskProfiles(0, {"SFMainPolicy"})) {
ALOGW("Failed to set main task profile");
}
// 创建HWComposer对象并传入一个name属性,再通过mCompositionEngine->setHwComposer设置对象属性。
mCompositionEngine->setTimeStats(mTimeStats);
mCompositionEngine->setHwComposer(getFactory().createHWComposer(mHwcServiceName));
mCompositionEngine->getHwComposer().setCallback(this);
ClientCache::getInstance().setRenderEngine(&getRenderEngine());
if (base::GetBoolProperty("debug.sf.enable_hwc_vds"s, false)) {
enableHalVirtualDisplays(true);
}
// processDisplayHotplugEventsLocked(); 处理 任何初始热插拔和显示更改的结果
// 在此方法中主要有调用 initScheduler(displayId);
// Process any initial hotplug and resulting display changes.
processDisplayHotplugEventsLocked();
const auto display = getDefaultDisplayDeviceLocked();
LOG_ALWAYS_FATAL_IF(!display, "Missing internal display after registering composer callback.");
const auto displayId = display->getPhysicalId();
LOG_ALWAYS_FATAL_IF(!getHwComposer().isConnected(displayId),
"Internal display is disconnected.");
// initialize our drawing state
mDrawingState = mCurrentState;
// 初始化Display信息
// set initial conditions (e.g. unblank default device)
initializeDisplays();
mPowerAdvisor.init();
char primeShaderCache[PROPERTY_VALUE_MAX];
property_get("service.sf.prime_shader_cache", primeShaderCache, "1");
if (atoi(primeShaderCache)) {
if (setSchedFifo(false) != NO_ERROR) {
ALOGW("Can't set SCHED_OTHER for primeCache");
}
mRenderEnginePrimeCacheFuture = getRenderEngine().primeCache();
if (setSchedFifo(true) != NO_ERROR) {
ALOGW("Can't set SCHED_OTHER for primeCache");
}
}
getRenderEngine().onPrimaryDisplaySizeChanged(display->getSize());
// Inform native graphics APIs whether the present timestamp is supported:
const bool presentFenceReliable =
!getHwComposer().hasCapability(hal::Capability::PRESENT_FENCE_IS_NOT_RELIABLE);
mStartPropertySetThread = getFactory().createStartPropertySetThread(presentFenceReliable);
// 开启一个设置属性的线程,在这个线程中使用property_set去设置一些属性值
if (mStartPropertySetThread->Start() != NO_ERROR) {
ALOGE("Run StartPropertySetThread failed!");
}
ALOGV("Done initializing");
}
SurfaceFlinger::init方法,完成的工作大概为:
♦ CompositionEngine的配置,创建RenderEngine对象用于Client合成模式(GPU)合成;
♦ 初始化HWComposer,注册回调接口mCompositionEngine->getHwComposer().setCallback(this),HAL会回调一些方法;
♦ 处理Display显示屏幕的热插拔和更改的事件processDisplayHotplugEventsLocked;
♦ 初始化显示设备initializeDisplays;
♦ 开启一个设置属性的线程,在这个线程中使用property_set去设置一些属性值mStartPropertySetThread->Start();
SurfaceFlinger::run
可执行档surfaceflinger的main函数中,把SurfaceFinger这个服务注册进ServiceManger中后,后续执行了SurfaceFlinger::run这个方法,代码如下:
* /frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp
void SurfaceFlinger::run() {
while (true) {
mEventQueue->waitMessage();
}
}
这个方法也很简单,一个while(true)的无限死循环,消息队列等待消息的到来。surfaceflinger主线程中等待消息处理。
讲到这里,大概SurfaceFlinger启动的流程就完成了,当然,很多细节我们没有深入去分析。
3 SurfaceFlinger的消息队列处理机制
上面一节中有提到,在SurfaceFlinger的构造函数中有创建消息队列* /frameworks/native/services/surfaceflinger/SurfaceFlinger.h
//成员变量mEventQueue的声明
std::unique_ptr<MessageQueue> mEventQueue;
========
* /frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp
// SurfaceFlinger构造函数中创建消息队列
mEventQueue(mFactory.createMessageQueue()),
创建消息队列是透过Factory完成的,这里使用的是DefaultFactory中的方法createMessageQueue,定义如下:
* /frameworks/native/services/surfaceflinger/SurfaceFlingerDefaultFactory.cpp
std::unique_ptr<MessageQueue> DefaultFactory::createMessageQueue() {
return std::make_unique<android::impl::MessageQueue>();
}
创建消息队列时,实例化一个android::impl::MessageQueue对象,MesageQueue的定义位于:
/frameworks/native/services/surfaceflinger/Scheduler/MessageQueue.h
/frameworks/native/services/surfaceflinger/Scheduler/MessageQueue.cpp
Tips: 在继续阅读下面的内容前,需要对Android Native Looper/Handler/Message机制有一定了解,所以我建议您阅读如下两篇文章:
Android Native -- Message/Handler/Looper机制(原理篇)
Android Native -- Message/Handler/Looper机制(应用篇)
我们先来瞅一瞅2个非常重要的定义: ♦ MessageQueue:维护消息队列,并提供发送消息的方法等 ♦ Handler:主要是实现handleMessage方法,来处理消息
android::impl::MessageQueue的定义
查看代码
* /frameworks/native/services/surfaceflinger/Scheduler/MessageQueue.h
namespace impl {
class MessageQueue : public android::MessageQueue {
sp<SurfaceFlinger> mFlinger;
sp<Looper> mLooper;
sp<Handler> mHandler;
...
}
* /frameworks/native/services/surfaceflinger/Scheduler/MessageQueue.h
void init(const sp<SurfaceFlinger>& flinger) override;
void initVsync(scheduler::VSyncDispatch&, frametimeline::TokenManager&,
std::chrono::nanoseconds workDuration) override;
void setDuration(std::chrono::nanoseconds workDuration) override;
void setInjector(sp<EventThreadConnection>) override;
void waitMessage() override;
void postMessage(sp<MessageHandler>&&) override;
// sends INVALIDATE message at next VSYNC
void invalidate() override;
// sends REFRESH message at next VSYNC
void refresh() override;
android::impl::MessageQueue中含有成员:
♦ mFlinger == 指向SurfaceFlinger的引用,我们前面有提到在SurfaceFlinger::onFirstRef中调用mEventQueue->init(this)来设置的;
♦ mLooper == 其中维护了一个消息队列和待监测的fd队列,当用户调用pollOnce或pollAll时,就会去判断是否有消息或fd事件要处理;
♦ mHandler == 消息处理类对象通过实现handleMessage来实现特定Message的处理逻辑;
重要: android::impl::MessageQueue这个类,从名字看就知晓这是一个“消息队列”,但从其类定义中却没有看到有成员是“队列”这个属性。 其实,消息队列是由mLooper内部来维护的,在Looper这个类中有一个成员 Vector<MessageEnvelope> mMessageEnvelopes,这是一个Vector可变数组。 这个数组中存储着有哪些待处理的Message及对应的Handler 如果不理解还是再去看看前面提到的参考文章。
MessageQueue::init方法
我们前面有提到在SurfaceFlinger::onFirstRef中调用mEventQueue->init(this),init方法中会去创建Looper和Handler对象* /frameworks/native/services/surfaceflinger/Scheduler/MessageQueue.cpp
void MessageQueue::init(const sp<SurfaceFlinger>& flinger) {
mFlinger = flinger;
mLooper = new Looper(true);
mHandler = new Handler(*this);
}
MessageQueue::postMessage方法
postMessage用于发送消息到队列中中,并指定处理该消息的handlervoid MessageQueue::postMessage(sp<MessageHandler>&& handler) {
mLooper->sendMessage(handler, Message());
}
MessageQueue::waitMessage方法
waitMessage方法中不断去调用mLooper->pollOnce(-1),检查Looper中是否有消息需要处理,如果有,则调用该消息对应的MessageHandler去处理。
void MessageQueue::waitMessage() {
do {
IPCThreadState::self()->flushCommands();
int32_t ret = mLooper->pollOnce(-1);
...
} while (true);
}
前面也有讲到了SurfaceFlinger::run这个方法在一个while(true)循环中不断呼叫waitMessage
Handler的定义
Handler继承自MessageHandler并实现了handleMessage方法,在这个方法中对消息进行处理
Handler中还有一个成员mQueue指向MessageQueue对象引用
class Handler : public MessageHandler {
enum : uint32_t {
eventMaskInvalidate = 0x1,
eventMaskRefresh = 0x2,
eventMaskTransaction = 0x4
};
MessageQueue& mQueue;
std::atomic<uint32_t> mEventMask;
std::atomic<int64_t> mVsyncId;
std::atomic<nsecs_t> mExpectedVSyncTime;
public:
explicit Handler(MessageQueue& queue) : mQueue(queue), mEventMask(0) {}
void handleMessage(const Message& message) override;
virtual void dispatchRefresh();
virtual void dispatchInvalidate(int64_t vsyncId, nsecs_t expectedVSyncTimestamp);
virtual bool invalidatePending();
};
前面讲到的都是一些定义啊,方法呀,他们之间的联系,如何运作似乎还是云里雾里,没有讲到。
其实SurfaceFlinger消息队列主要处理2个重要事件:Refresh 和 Invalidate
我们就分析下Refresh的处理流程
某些操作下需要进行refresh动作时,会调用到SurfaceFlinger::signalRefresh()
void SurfaceFlinger::signalRefresh() {
mRefreshPending = true;
mEventQueue->refresh();
}
SurfaceFlinger::signalRefresh()方法中会继续调用mEventQueue->refresh()
void MessageQueue::refresh() {
mHandler->dispatchRefresh();
}
继而调用到mHandler->dispatchRefresh()
void MessageQueue::Handler::dispatchRefresh() {
if ((mEventMask.fetch_or(eventMaskRefresh) & eventMaskRefresh) == 0) {
mQueue.mLooper->sendMessage(this, Message(MessageQueue::REFRESH));
}
}
Handler::dispatchRefresh()方法中就要准备消息并指定Handler来处理这个消息,然后seedMessage到Looper的消息队列中去,等待后续处理。
对于refresh消息,其what字段为MessageQueue::REFRESH, 处理它就是在MessageQueue::Handler::handleMessage方法中,如下:
void MessageQueue::Handler::handleMessage(const Message& message) {
switch (message.what) {
case INVALIDATE:
mEventMask.fetch_and(~eventMaskInvalidate);
mQueue.mFlinger->onMessageReceived(message.what, mVsyncId, mExpectedVSyncTime);
break;
case REFRESH:
mEventMask.fetch_and(~eventMaskRefresh);
mQueue.mFlinger->onMessageReceived(message.what, mVsyncId, mExpectedVSyncTime);
break;
}
}
看到这里是不是稍微清晰一点了,当waitMessage --> Looper::pollOnce 检测到这个refresh消息要处理时,就会回调到MessageQueue::Handler::handleMessage方法,进而执行到SurfaceFlinger::onMessageReceived
void SurfaceFlinger::onMessageReceived(int32_t what, int64_t vsyncId, nsecs_t expectedVSyncTime) {
switch (what) {
case MessageQueue::INVALIDATE: {
onMessageInvalidate(vsyncId, expectedVSyncTime);
break;
}
case MessageQueue::REFRESH: {
onMessageRefresh();
break;
}
}
}
之后就是具体refresh要完成的具体工作了,此处省略一万字....
讲到这里不知您明白了没,没有图形化的注解确实不太系统,不过只要你理解Android Native Looper/Handler/Message机制应该很容易看懂。
简简单单的理解:
- SurfaceFlinger主线程中不断去调用waitMessage --> Looper::pollOnce 检测是否有消息要处理;
- 如果有消息要处理,则Looper就会取出这个消息并回调与之对应的MessageHandler::handleMessage方法,处理消息事件;
- 外部可以通过MessageQueue::postMessage,Looper::sendMessage等方法向消息队列中发送待处理的Message;
实用技巧
武林中有两招绝学,一阳指和狮吼功,我用了整整三十年的时间,将两招绝学并成了一整招。你过来啊!
Android 11之前的一阳指和狮吼功:
* /frameworks/native/services/surfaceflinger/SurfaceFlinger.h
// post an asynchronous message to the main thread
status_t postMessageAsync(const sp<MessageBase>& msg, nsecs_t reltime = 0, uint32_t flags = 0);
// post a synchronous message to the main thread
status_t postMessageSync(const sp<MessageBase>& msg, nsecs_t reltime = 0, uint32_t flags = 0);
Android 11之后两招绝学并成了一整招
* /frameworks/native/services/surfaceflinger/SurfaceFlinger.h
// Schedule an asynchronous or synchronous task on the main thread.
template <typename F, typename T = std::invoke_result_t<F>>
[[nodiscard]] std::future<T> schedule(F&&);
这些方法的作用就是把指定的任务放到main thread中去执行。
看一下schedule的定义:
template <typename F, typename T>
inline std::future<T> SurfaceFlinger::schedule(F&& f) {
auto [task, future] = makeTask(std::move(f));
mEventQueue->postMessage(std::move(task));
return std::move(future);
}
再看makeTask和Task的定义:
* /frameworks/native/services/surfaceflinger/Scheduler/MessageQueue.h
template <typename F>
class Task : public MessageHandler {
template <typename G>
friend auto makeTask(G&&);
explicit Task(F&& f) : mTask(std::move(f)) {}
void handleMessage(const Message&) override { mTask(); }
using T = std::invoke_result_t<F>;
std::packaged_task<T()> mTask;
};
template <typename F>
inline auto makeTask(F&& f) {
sp<Task<F>> task = new Task<F>(std::move(f));
return std::make_pair(task, task->mTask.get_future());
}
MessageQueue::postMessage
* /frameworks/native/services/surfaceflinger/Scheduler/MessageQueue.cpp
void MessageQueue::postMessage(sp<MessageHandler>&& handler) {
mLooper->sendMessage(handler, Message());
}
看到这里是不是基本就清楚了,熟悉的字眼:postMessage,MessageHandler,handleMessage本质还是main thread上消息队列处理。
其实换汤不换药,只是利用C++的新特型做了抽象与封装,本质还是向主线程发送一个Message并指定其MessageHandler,主线程收到消息时调用MessageHandler::handleMessage,进而呼叫到我们指定的函数实体代码。
我们已一个例子来说明:
static_cast<void>(schedule([=]() {
ALOGD("我在主线程被打印");
}));
我们传递给schedule的函数实体将在主线程执行。
这在我们修改某些逻辑且要保证主线程执行时可能是个不错的技巧。
4 小结
写到这里 SurfaceFlinger启动与初始化流程和SurfaceFlinger消息队列处理机制就完了,很多内容自己也没有完全吃透,本篇的目的还是着重讲解流程而忽视具体细节,搞懂流程再去按工作需要分析细节,这样感觉会更实用主义。
必读:
Android 12(S) 图形显示系统 - 开篇
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标签:std,12,MessageQueue,void,sp,surfaceflinger,SurfaceFlinger,Android 来源: https://www.cnblogs.com/roger-yu/p/15761646.html