一文明白 | Android13 View刷新流程 篇一: View如何注册和接收 SurfaceFlinger Vysnc信号

VIEW与SurfaceFlinger刷新整体总图预览

 

原文参考链接:原文链接:https://blog.csdn.net/qq_34211365/article/details/105206088 

一、View向SurfaceFlinger注册 Vysnc信号

1. Choreographer注册DisplayEventReceiver

private Choreographer(Looper looper, int vsyncSource) {        //UI线程的looper        mLooper = looper;        mHandler = new FrameHandler(looper);        //USE_VSYNC为true,使用VSYNC        //注册DisplayEventReceiver 入口        mDisplayEventReceiver = USE_VSYNC                ? new FrameDisplayEventReceiver(looper, vsyncSource)                : null;        mLastFrameTimeNanos = Long.MIN_VALUE;        //Android默认60FPS,mFrameIntervalNanos为16.6        mFrameIntervalNanos = (long)(1000000000 / getRefreshRate());        mCallbackQueues = new CallbackQueue[CALLBACK_LAST + 1];        for (int i = 0; i <= CALLBACK_LAST; i++) {            mCallbackQueues[i] = new CallbackQueue();        }        // b/68769804: For low FPS experiments.        setFPSDivisor(SystemProperties.getInt(ThreadedRenderer.DEBUG_FPS_DIVISOR, 1));    }
//父类DisplayEventReceiver public DisplayEventReceiver(Looper looper, int vsyncSource) { if (looper == null) { throw new IllegalArgumentException("looper must not be null"); } mMessageQueue = looper.getQueue(); //JNI mReceiverPtr = nativeInit(new WeakReference(this), mMessageQueue, vsyncSource); mCloseGuard.open("dispose"); }

FrameDisplayEventReceiver 继承 DisplayEventReceiver ,在初始化的时候构造方法中显式调用了父类DisplayEventReceiver 的构造方法。

VSYNC有两种:APP和SurfaceFlinger。

View传递到native层的是VSYNC_SOURCE_APP这种,即APP层请求的VSYNC。FrameDisplayEventReceiver 显式调用了父类DisplayEventReceiver 的构造方法。通过 nativeInit 向JNI 注册 VSYNC,创建 NativeDisplayEventReceiver,调用 initialize方法完成初始化。

NativeDisplayEventReceiver构造方法中调用了父类DisplayEventDispatcher的构造方法,并且将java层传递下来的VSYNC_SOURCE_APP强转为了ISurfaceComposer::VsyncSource传递给了DisplayEventDispatcher,VsyncSource是枚举类型,VSYNC_SOURCE_APP 为0。

2.进入JNI nativeInit 主要有两步

    //nativeInit 步骤1    sp receiver = new NativeDisplayEventReceiver(env,            receiverWeak, messageQueue, vsyncSource);
    //nativeInit 步骤2 status_t status = receiver->initialize();

 

static jlong nativeInit(JNIEnv* env, jclass clazz, jobject receiverWeak,        jobject messageQueueObj, jint vsyncSource) {        //根据java层messageQueue的到native层messageQueue    sp messageQueue = android_os_MessageQueue_getMessageQueue(env, messageQueueObj);    if (messageQueue == NULL) {        jniThrowRuntimeException(env, "MessageQueue is not initialized.");        return 0;    }    //2.1 步骤1 nativeInit->step 1    sp receiver = new NativeDisplayEventReceiver(env,            receiverWeak, messageQueue, vsyncSource);    //2.2 步骤2 nativeInit->step 2    status_t status = receiver->initialize();    if (status) {        String8 message;        message.appendFormat("Failed to initialize display event receiver.  status=%d", status);        jniThrowRuntimeException(env, message.string());        return 0;    }     receiver->incStrong(gDisplayEventReceiverClassInfo.clazz); // retain a reference for the object    return reinterpret_cast(receiver.get());}
2.1 步骤1->1 创建 NativeDisplayEventReceiver
//nativeInit->step 1:创建 NativeDisplayEventReceiverNativeDisplayEventReceiver::NativeDisplayEventReceiver(JNIEnv* env,        jobject receiverWeak, const sp& messageQueue, jint vsyncSource) :        DisplayEventDispatcher(messageQueue->getLooper(),                static_cast<:vsyncsource>(vsyncSource)),</:vsyncsource>        mReceiverWeakGlobal(env->NewGlobalRef(receiverWeak)),        mMessageQueue(messageQueue) {    ALOGV("receiver %p ~ Initializing display event receiver.", this);}
2.1 步骤1->2 DisplayEventReceiver构造函数
//nativeInit->step 1:DisplayEventDispatcher构造方法中将vsyncSource赋值给了mReceiverDisplayEventDispatcher::DisplayEventDispatcher(const sp& looper,        ISurfaceComposer::VsyncSource vsyncSource) :        mLooper(looper), mReceiver(vsyncSource), mWaitingForVsync(false) {    ALOGV("dispatcher %p ~ Initializing display event dispatcher.", this);}
DisplayEventReceiver 主要是建立应用层与SurfaceFlinger的连接,需要重点关注。分四个步骤理解。
步骤1 通过binder获取SurfaceFlinger服务
步骤2 调用SurfaceFlinger创建 BitTube 用于监听VSYNC
步骤3 获得gui::BitTube对象
步骤4 在surfaceFlinger进程中创建的mReceiveFd传递到app进程中去
//nativeInit->step 1:调用DisplayEventReceiver的构造函数进行初始化DisplayEventReceiver::DisplayEventReceiver(ISurfaceComposer::VsyncSource vsyncSource) {    //步骤1 通过binder获取SurfaceFlinger服务    //获取的是SurfaceFlinger的Bp端BpSurfaceComposer,    //SurfaceFlinger的是它的Bn端BnSurfaceComposer的子类    sp sf(ComposerService::getComposerService());    if (sf != nullptr) {        //步骤2 调用SurfaceFlinger创建 BitTube 用于监听VSYNC        mEventConnection = sf->createDisplayEventConnection(vsyncSource);        if (mEventConnection != nullptr) {            //步骤3 返回创建BitTube            mDataChannel = std::make_unique<:bittube>();</:bittube>               //步骤4 在surfaceFlinger进程中创建的mReceiveFd传递到app进程中去            mEventConnection->stealReceiveChannel(mDataChannel.get());        }    }}
DisplayEventReceiver 步骤1
获取的是SurfaceFlinger的Bp端BpSurfaceComposer,SurfaceFlinger的是它的Bn端BnSurfaceComposer的子类,获取SurfaceFlinger服务,保存在ComposerService的mComposerService中。
DisplayEventReceiver 步骤2
//nativeInit->step 1:Binder实现跨进程调用//SurfaceFlinger返回的也是EventThreadConnection的Bp端BpDisplayEventConnection,EventThreadConnection继承自BnDisplayEventConnection//mEventConnection = sf->createDisplayEventConnection(vsyncSource);//调用到 SurfaceFlinger::createDisplayEventConnectionvirtual sp createDisplayEventConnection(VsyncSource vsyncSource)  {      .....      err = remote()->transact(              BnSurfaceComposer::CREATE_DISPLAY_EVENT_CONNECTION,              data, &reply);     ......     lt = interface_cast(reply.readStrongBinder());      return result;  }
//nativeInit->step 1:SurfaceFlinger::createDisplayEventConnectionsp SurfaceFlinger::createDisplayEventConnection( ISurfaceComposer::VsyncSource vsyncSource) { auto resyncCallback = mScheduler->makeResyncCallback([this] { Mutex::Autolock lock(mStateLock); return getVsyncPeriod(); }); const auto& handle = vsyncSource == eVsyncSourceSurfaceFlinger ? mSfConnectionHandle : mAppConnectionHandle; //Scheduler::createDisplayEventConnection return mScheduler->createDisplayEventConnection(handle, std::move(resyncCallback));}
mScheduler 和sp<:connectionhandle> mAppConnectionHandle在 SurfaceFlinger::init()函数中创建。调用mScheduler的createConnection函数创建的,它的名字是”app”。mScheduler 是在什么时候创建的呢?</:connectionhandle>


//createConnection函数根据connectionName创建EventThread,//根据EventThread创建EventThreadConnection,然后创建ConnectionHandle,//根据ConnectionHandle,EventThreadConnection,//EventThread最终创建Connection,并以id为key,Connection为value加入到mConnections的map中,//最终返回”app“的ConnectionHandle
//nativeInit->step 1:mScheduler 在 SurfaceFlinger::init() 中创建void SurfaceFlinger::init() { ...... mScheduler = getFactory().createScheduler([this](bool enabled) { setPrimaryVsyncEnabled(enabled); }, mRefreshRateConfigs); auto resyncCallback = mScheduler->makeResyncCallback(std::bind(&SurfaceFlinger::getVsyncPeriod, this)); mAppConnectionHandle = mScheduler->createConnection("app", mPhaseOffsets->getCurrentAppOffset(), resyncCallback, impl::EventThread::InterceptVSyncsCallback()); ...... }

//Scheduler::createConnection//一次是创建"app"的Connection,一次是创建"sf"的Connection//两套连接的用connectionName以及id进行标识,(id为0,connectionName等于”app“的)与(id为1,connectionName等于”sf“的)//createConnection函数根据connectionName创建EventThread,//根据EventThread创建EventThreadConnection,//然后创建ConnectionHandle,根据ConnectionHandle,EventThreadConnection,//EventThread最终创建Connection,并以id为key,//Connection为value加入到mConnections的map中,//最终返回”app“的ConnectionHandle//原文链接:https://blog.csdn.net/qq_34211365/article/details/105123790
sp<:connectionhandle> Scheduler::createConnection(</:connectionhandle> const char* connectionName, int64_t phaseOffsetNs, ResyncCallback resyncCallback, impl::EventThread::InterceptVSyncsCallback interceptCallback) { //id从0累加 const int64_t id = sNextId++; ALOGV("Creating a connection handle with ID: %" PRId64 "n", id); //创建对应connectionName名字的EventThread std::unique_ptr eventThread = makeEventThread(connectionName, mPrimaryDispSync.get(), phaseOffsetNs, std::move(interceptCallback)); //创建EventThreadConnection auto eventThreadConnection = createConnectionInternal(eventThread.get(), std::move(resyncCallback)); //创建ConnectionHandle,与id对应 mConnections.emplace(id, std::make_unique(new ConnectionHandle(id), eventThreadConnection, std::move(eventThread))); //返回”app“的ConnectionHandle return mConnections[id]->handle;}
DisplayEventReceiver 步骤3
Scheduler::createDisplayEventConnection
//nativeInit->step 1:Scheduler::createDisplayEventConnectionsp Scheduler::createDisplayEventConnection(        const sp<:connectionhandle>& handle, ResyncCallback resyncCallback) {</:connectionhandle>    RETURN_VALUE_IF_INVALID(nullptr);
//handle->id用于标识这套连接是app还是surfaceFlinger return createConnectionInternal(mConnections[handle->id]->thread.get(), std::move(resyncCallback));}sp Scheduler::createDisplayEventConnection( const sp<:connectionhandle>& handle, ResyncCallback resyncCallback) {</:connectionhandle> RETURN_VALUE_IF_INVALID(nullptr); return createConnectionInternal(mConnections[handle->id]->thread.get(), std::move(resyncCallback));}sp Scheduler::createConnectionInternal(EventThread* eventThread, ResyncCallback&& resyncCallback) { return eventThread->createEventConnection(std::move(resyncCallback));}sp EventThread::createEventConnection(ResyncCallback resyncCallback) const { return new EventThreadConnection(const_cast(this), std::move(resyncCallback));}
EventThreadConnection::EventThreadConnection(EventThread* eventThread, ResyncCallback resyncCallback) : resyncCallback(std::move(resyncCallback)), mEventThread(eventThread), mChannel(gui::BitTube::DefaultSize) //构造函数中最重要的就是创建了mChannel,        //mChannel是gui::BitTube类型接着看gui::BitTube的构造函数 { }  

 

DisplayEventReceiver 步骤4 BitTube的构造函数

 BitTube::BitTube(size_t bufsize) {    init(bufsize, bufsize);}
//mReceiveFd.reset(sockets[0]),mSendFd.reset(sockets[1]);建立Fd与socket的关联,//一对sockets一个用来接受消息,一个用来发送消息,//Vsync到来的时候通过mSendFd写入消息,然后app监听mReceiveFd接受消息,就完成了app对Vsync的接收

//原文链接:https://blog.csdn.net/qq_34211365/article/details/105123790void BitTube::init(size_t rcvbuf, size_t sndbuf) { int sockets[2]; if (socketpair(AF_UNIX, SOCK_SEQPACKET, 0, sockets) == 0) { size_t size = DEFAULT_SOCKET_BUFFER_SIZE; setsockopt(sockets[0], SOL_SOCKET, SO_RCVBUF, &rcvbuf, sizeof(rcvbuf)); setsockopt(sockets[1], SOL_SOCKET, SO_SNDBUF, &sndbuf, sizeof(sndbuf)); // since we don't use the "return channel", we keep it small... setsockopt(sockets[0], SOL_SOCKET, SO_SNDBUF, &size, sizeof(size)); setsockopt(sockets[1], SOL_SOCKET, SO_RCVBUF, &size, sizeof(size)); fcntl(sockets[0], F_SETFL, O_NONBLOCK); fcntl(sockets[1], F_SETFL, O_NONBLOCK); mReceiveFd.reset(sockets[0]); mSendFd.reset(sockets[1]); } else { mReceiveFd.reset(); ALOGE("BitTube: pipe creation failed (%s)", strerror(errno)); }}

 

DisplayEventReceiver 步骤5 传递mReceiveFd到app进程

class BpDisplayEventConnection : public SafeBpInterface<IDisplayEventConnection> {public:    ......    status_t stealReceiveChannel(gui::BitTube* outChannel) override {        return callRemote<decltype(                &IDisplayEventConnection::stealReceiveChannel)>(Tag::STEAL_RECEIVE_CHANNEL,                                                                outChannel);    } }   status_t EventThreadConnection::stealReceiveChannel(gui::BitTube* outChannel) {    outChannel->setReceiveFd(mChannel.moveReceiveFd());    return NO_ERROR;}
base::unique_fd BitTube::moveReceiveFd() {    return std::move(mReceiveFd);} void BitTube::setReceiveFd(base::unique_fd&& receiveFd) {    mReceiveFd = std::move(receiveFd);}  
stealReceiveChannel就等价于outChannel.mReceiveFd = mChannel.mReceiveFd,在surfaceFlinger进程中创建的mReceiveFd传递到app进程中去,app进程有了mReceiveFd,surfaceFlinger进程有了mSendFd就能够实现通信了。分析完了DisplayEventReceiver构造函数,再来看下四个步骤:
DisplayEventReceiver::DisplayEventReceiver(ISurfaceComposer::VsyncSource vsyncSource) {    //步骤1    sp sf(ComposerService::getComposerService());    if (sf != nullptr) {        //步骤2        mEventConnection = sf->createDisplayEventConnection(vsyncSource);        if (mEventConnection != nullptr) {            //步骤3            mDataChannel = std::make_unique<:bittube>();</:bittube>               //步骤4            mEventConnection->stealReceiveChannel(mDataChannel.get());        }    }}
 
2.2 步骤1
DisplayEventDispatcher::initialize 方法,调用Looper的addFd将我们前面得到的mReceiveFd添加到Handler进行监听。
status_t DisplayEventDispatcher::initialize() {    //检查mReceiver是否异常    status_t result = mReceiver.initCheck();    ...    //调用Looper的addFd将我们前面得到的mReceiveFd添加到Handler进行监听    int rc = mLooper->addFd(mReceiver.getFd(), 0, Looper::EVENT_INPUT,            this, NULL);    if (rc < 0) {        return UNKNOWN_ERROR;    }    return OK;}

 

二、View向SurfaceFlinger申请下一次Vsync信号

如调用invalidate()方法主动请求重绘,ViewRoot接收到刷新请求,通过scheduleTraversals()调度traversal,就会调用到 nativeScheduleVsync 用于应用层向native层注册监听下一次Vsync信号,在UI需要刷新时调用。

也就是调用到:mReceiver.requestNextVsync。

//android_view_DisplayEventReceiver.cppstatic void nativeScheduleVsync(JNIEnv* env, jclass clazz, jlong receiverPtr) {     sp receiver =            reinterpret_cast(receiverPtr);    status_t status = receiver->scheduleVsync();    if (status) {        String8 message;        message.appendFormat("Failed to schedule next vertical sync pulse.  status=%d", status);        jniThrowRuntimeException(env, message.string());    }}
DisplayEventDispatcher::scheduleVsync
步骤1:processPendingEvents获取最新到来的Vsync
步骤2:mReceiver.requestNextVsync
//NativeDisplayEventReceiver继承DisplayEventReceiver,scheduleVsync这个函数是在父类实现的status_t DisplayEventDispatcher::scheduleVsync() {    if (!mWaitingForVsync) {        ALOGV("dispatcher %p ~ Scheduling vsync.", this);         // Drain all pending events.        nsecs_t vsyncTimestamp;        PhysicalDisplayId vsyncDisplayId;        uint32_t vsyncCount;        //步骤1        if (processPendingEvents(&vsyncTimestamp, &vsyncDisplayId, &vsyncCount)) {            ALOGE("dispatcher %p ~ last event processed while scheduling was for %" PRId64 "",                    this, ns2ms(static_cast<nsecs_t>(vsyncTimestamp)));        }        //步骤2        status_t status = mReceiver.requestNextVsync();        if (status) {            ALOGW("Failed to request next vsync, status=%d", status);            return status;        }         mWaitingForVsync = true;    }    return OK;}

 

 

步骤1. processPendingEvents获取最新到来的Vsync

//通过mReceiver.getEvents获取事件,//mReceiver类型为DisplayEventReceiver,然后处理事件
然后根据不同类型的事件,调用不同的处理方式,事件有三种,定义在DisplayEventReceiver.h中
//DisplayEventReceiver.h enum { DISPLAY_EVENT_VSYNC = fourcc('v', 's', 'y', 'n'), DISPLAY_EVENT_HOTPLUG = fourcc('p', 'l', 'u', 'g'), DISPLAY_EVENT_CONFIG_CHANGED = fourcc('c', 'o', 'n', 'f'), };
bool DisplayEventDispatcher::processPendingEvents( nsecs_t* outTimestamp, PhysicalDisplayId* outDisplayId, uint32_t* outCount) { bool gotVsync = false; DisplayEventReceiver::Event buf[EVENT_BUFFER_SIZE]; ssize_t n; //mReceiver.getEvents while ((n = mReceiver.getEvents(buf, EVENT_BUFFER_SIZE)) > 0) { ALOGV("dispatcher %p ~ Read %d events.", this, int(n)); for (ssize_t i = 0; i < n; i++) { const DisplayEventReceiver::Event& ev = buf[i]; switch (ev.header.type) { case DisplayEventReceiver::DISPLAY_EVENT_VSYNC: // Later vsync events will just overwrite the info from earlier // ones. That's fine, we only care about the most recent. gotVsync = true; *outTimestamp = ev.header.timestamp; *outDisplayId = ev.header.displayId; *outCount = ev.vsync.count; break; case DisplayEventReceiver::DISPLAY_EVENT_HOTPLUG: ...... break; case DisplayEventReceiver::DISPLAY_EVENT_CONFIG_CHANGED: ..... break; default: break; } } } ... return gotVsync;}
1.1 mReceiver.getEvents
//mDataChannel是在nativeInit过程中创建的,//这个过程创建了一套”app“的连接用来接收Vsync信号,而gui::BitTube则作为这套连接的数据收发的管理类
ssize_t DisplayEventReceiver::getEvents(DisplayEventReceiver::Event* events, size_t count) { return DisplayEventReceiver::getEvents(mDataChannel.get(), events, count);} ssize_t DisplayEventReceiver::getEvents(gui::BitTube* dataChannel, Event* events, size_t count){ return gui::BitTube::recvObjects(dataChannel, events, count);}

 

1.2 gui::BitTube::recvObjects

//BitTube.htemplate <typename T>    static ssize_t recvObjects(BitTube* tube, T* events, size_t count) {        return recvObjects(tube, events, count, sizeof(T));    } ssize_t BitTube::recvObjects(BitTube* tube, void* events, size_t count, size_t objSize) {     char* vaddr = reinterpret_cast<char*>(events);     ssize_t size = tube->read(vaddr, count * objSize);    .....    return size < 0 ? size : size / static_cast<ssize_t>(objSize);}   ssize_t BitTube::read(void* vaddr, size_t size) {    ssize_t err, len;    do {        len = ::recv(mReceiveFd, vaddr, size, MSG_DONTWAIT);        err = len < 0 ? errno : 0;    } while (err == EINTR);    if (err == EAGAIN || err == EWOULDBLOCK) {        return 0;    }    return err == 0 ? len : -err;}

 

步骤2. requestNextVsync()函数

 

//mEventConnection是在nativeInit过程中创建的,类型为BpDisplayEventConnection,//这里最终通过Binder调到surfaceFlinger进程中BnDisplayEventConnection的实现类EventThreadConnection中,
status_t DisplayEventReceiver::requestNextVsync() { if (mEventConnection != nullptr) { //调到surfaceFlinger进程中BnDisplayEventConnection的实现类EventThreadConnection中, mEventConnection->requestNextVsync(); return NO_ERROR; } return NO_INIT;}//EventThread.cppvoid EventThreadConnection::requestNextVsync() { ATRACE_NAME("requestNextVsync"); mEventThread->requestNextVsync(this);} void EventThread::requestNextVsync(const sp& connection) { if (connection->resyncCallback) { connection->resyncCallback(); } std::lock_guard<std::mutex> lock(mMutex); if (connection->vsyncRequest == VSyncRequest::None) { connection->vsyncRequest = VSyncRequest::Single; //条件变量使用notify_all会唤醒所有调用了wait的线程, //wait在哪里调用的呢?是在EventThread创建的时候, //它的构造函数中创建了一个线程,这个线程一启动就调用了threadMain函数, //threadMain中通过条件变量调用wait使线程陷入等待 mCondition.notify_all(); }}
mCondition.notify_all();条件变量使用notify_all会唤醒 wait的线程,wait在哪里调用的呢?是在EventThread 中 threadMain中通过条件变量调用wait使线程陷入等待。

2.1 EventThread 构造函数

EventThread::EventThread(VSyncSource* src, std::unique_ptr uniqueSrc,                         InterceptVSyncsCallback interceptVSyncsCallback, const char* threadName)      : mVSyncSource(src),        mVSyncSourceUnique(std::move(uniqueSrc)),        mInterceptVSyncsCallback(std::move(interceptVSyncsCallback)),        mThreadName(threadName) {    ...    mThread = std::thread([this]() NO_THREAD_SAFETY_ANALYSIS {        std::unique_lock<std::mutex> lock(mMutex);        //threadMain函数        threadMain(lock);    });    ...}

 

2.2 threadMain调用dispatchEvent分发事件

void EventThread::threadMain(std::unique_lock<:mutex>& lock) {</:mutex>    DisplayEventConsumers consumers;     while (mState != State::Quit) {        ...        if (!mPendingEvents.empty()) {            event = mPendingEvents.front();            ....         if (!consumers.empty()) {        //调用dispatchEvent分发事件            dispatchEvent(*event, consumers);            consumers.clear();        }         ...         // Wait for event or client registration/request.        if (mState == State::Idle) {        //如果mState为Idle,就让此线程陷入等待,唤醒条件就是调用notify函数            mCondition.wait(lock);        } else {             ...        }    }} 

 

2.3 dispatchEvent分发VSync的流程

dispatchEvent分发VSync的流程其实也很简单,最终就是调用gui::BitTube::sendObjects函数,通过socket 通知View 进行刷新。通过scheduleTraversals()调度traversal,performTraversals()调用performMeasure()、performLayout()、performDraw()进行刷新。

mSendFd和mReceiveFd对应一对可连接的socket,sendObjects内部write函数,write函数就是向mSendFd中写数据。当mSendFd写入数据之后,对应的mReceiveFd就能收到,并且会调用DisplayEventDispatcher::

handleEvent回调函数。

//sendObjects和recvObjects对应的,sendObjects函数再调用内部write函数,write函数就是向mSendFd中写数据,//mSendFd和mReceiveFd对应一对可连接的socket
//调用gui::BitTube::sendObjects函数ssize_t BitTube::sendObjects(BitTube* tube, void const* events, size_t count, size_t objSize) { const char* vaddr = reinterpret_cast<const char*>(events); ssize_t size = tube->write(vaddr, count * objSize); ...... return size < 0 ? size : size / static_cast<ssize_t>(objSize);}ssize_t BitTube::write(void const* vaddr, size_t size) { ssize_t err, len; do { len = ::send(mSendFd, vaddr, size, MSG_DONTWAIT | MSG_NOSIGNAL); // cannot return less than size, since we're using SOCK_SEQPACKET err = len < 0 ? errno : 0; } while (err == EINTR); return err == 0 ? len : -err;}
//nativeInit过程中mReceiveFd会被添加到handler的epoll中进行监听//当mSendFd写入数据之后,对应的mReceiveFd就能收到,//并且会调用handleEvent回调函数,这个回调是在添加mReceiveFd时一并注册的
int DisplayEventDispatcher::handleEvent(int, int events, void*) { ... if (processPendingEvents(&vsyncTimestamp, &vsyncDisplayId, &vsyncCount)) { ALOGV("dispatcher %p ~ Vsync pulse: timestamp=%" PRId64 ", displayId=%" ANDROID_PHYSICAL_DISPLAY_ID_FORMAT ", count=%d", this, ns2ms(vsyncTimestamp), vsyncDisplayId, vsyncCount); mWaitingForVsync = false; dispatchVsync(vsyncTimestamp, vsyncDisplayId, vsyncCount); } return 1; // keep the callback}

 

2.4 NativeDisplayEventReceiver::dispatchVsync

dispatchVsync的实现在DisplayEventDispatcher子类NativeDisplayEventReceiver 中,通过JAVA反射将Vsync信号相关信息发送到应用层。分发的实质就是通过gui::BitTube::sendObjects向mSendFd写入数据,监听的mReceiveFd就能收到数据并调用回调函数handleEvent,将Vsync信息分发到了应用层,开始处理View的绘制工作。

void NativeDisplayEventReceiver::dispatchVsync(nsecs_t timestamp, PhysicalDisplayId displayId,                                               uint32_t count) {    ......    //通过 反射 DisplayEventReceiver的dispatchVsync方法就将Vsync信号相关信息发送到了应用层        env->CallVoidMethod(receiverObj.get(),                gDisplayEventReceiverClassInfo.dispatchVsync, timestamp, displayId, count);       ......}

 

2.5 dispatchVsync 应用层:

//frameworks/base/core/java/android/view/DisplayEventReceiver.java// Called from native code.  @SuppressWarnings("unused")  private void dispatchVsync(long timestampNanos, long physicalDisplayId, int frame,          VsyncEventData vsyncEventData          //开始处理View的绘制工作,也即是调用 scheduleTraversals()调度traversal      onVsync(timestampNanos, physicalDisplayId, frame, vsyncEventData);  }
// Called from native code. @SuppressWarnings("unused") @UnsupportedAppUsage(maxTargetSdk = Build.VERSION_CODES.R, trackingBug = 170729553) private void dispatchHotplug(long timestampNanos, long physicalDisplayId, boolean connected) { onHotplug(timestampNanos, physicalDisplayId, connected); }
// Called from native code. @SuppressWarnings("unused") private void dispatchModeChanged(long timestampNanos, long physicalDisplayId, int modeId) { onModeChanged(timestampNanos, physicalDisplayId, modeId); }
// Called from native code. @SuppressWarnings("unused") private void dispatchFrameRateOverrides(long timestampNanos, long physicalDisplayId, FrameRateOverride[] overrides) { onFrameRateOverridesChanged(timestampNanos, physicalDisplayId, overrides); }  

 

自此完成了VIEW 注册与接受 SurfaceFlinger VSYNC 信号完成。

觉得写的不错就点个赞吧!关注我下文更精彩!

原文参考链接:原文链接:https://blog.csdn.net/qq_34211365/article/details/105206088 

 

 

下载说明:
1、本站所有资源均从互联网上收集整理而来,仅供学习交流之用,因此不包含技术服务请大家谅解!
2、本站不提供任何实质性的付费和支付资源,所有需要积分下载的资源均为网站运营赞助费用或者线下劳务费用!
3、本站所有资源仅用于学习及研究使用,您必须在下载后的24小时内删除所下载资源,切勿用于商业用途,否则由此引发的法律纠纷及连带责任本站和发布者概不承担!
4、本站站内提供的所有可下载资源,本站保证未做任何负面改动(不包含修复bug和完善功能等正面优化或二次开发),但本站不保证资源的准确性、安全性和完整性,用户下载后自行斟酌,我们以交流学习为目的,并不是所有的源码都100%无错或无bug!如有链接无法下载、失效或广告,请联系客服处理!
5、本站资源除标明原创外均来自网络整理,版权归原作者或本站特约原创作者所有,如侵犯到您的合法权益,请立即告知本站,本站将及时予与删除并致以最深的歉意!
6、如果您也有好的资源或教程,您可以投稿发布,成功分享后有站币奖励和额外收入!
7、如果您喜欢该资源,请支持官方正版资源,以得到更好的正版服务!
8、请您认真阅读上述内容,注册本站用户或下载本站资源即您同意上述内容!
原文链接:https://www.dandroid.cn/21406,转载请注明出处。
0

评论0

显示验证码
没有账号?注册  忘记密码?