Android P 图形显示系统(十一) BufferQueue(二)

BufferQueue

我们再来看一下我们的应用代码,下面是绘制Buffer的代码。我们这里只绘制了一次,但是在Andoroid的系统中,界面的不断更新的,也就是说,这里的绘制是一个不断循环的过程。

    // 11. draw the ANativeWindow
    for (int i = 0; i < numBufs + 1; i++) {
        // 12. dequeue a buffer
        int hwcFD= -1;
        err = aNativeWindow->dequeueBuffer(aNativeWindow, &aNativeBuffer, &hwcFD);
        if (err != NO_ERROR) {
            ALOGE("error pushing blank frames: dequeueBuffer failed: %s (%d)",
                    strerror(-err), -err);
            break;
        }

        // 13. make sure really control the dequeued buffer
        sp<Fence> hwcFence(new Fence(hwcFD));
        int waitResult = hwcFence->waitForever("dequeueBuffer_EmptyNative");
        if (waitResult != OK) {
            ALOGE("dequeueBuffer_EmptyNative: Fence::wait returned an error: %d", waitResult);
            break;
        }

        sp<GraphicBuffer> buf(GraphicBuffer::from(aNativeBuffer));

        // 14. Fill the buffer with black
        uint8_t *img = NULL;
        err = buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
        if (err != NO_ERROR) {
            ALOGE("error pushing blank frames: lock failed: %s (%d)", strerror(-err), -err);
            break;
        }

        //15. Draw the window, here we fill the window with black.
        *img = 0;

        err = buf->unlock();
        if (err != NO_ERROR) {
            ALOGE("error pushing blank frames: unlock failed: %s (%d)", strerror(-err), -err);
            break;
        }

        // 16. queue the buffer to display
        int gpuFD = -1;
        err = aNativeWindow->queueBuffer(aNativeWindow, buf->getNativeBuffer(), gpuFD);
        if (err != NO_ERROR) {
            ALOGE("error pushing blank frames: queueBuffer failed: %s (%d)", strerror(-err), -err);
            break;
        }

        aNativeBuffer = NULL;
    }

抽象一下,就是:

while {
	dequeueBuffer
	
	lock
	
	unlock
	
	queueBuffer
}

这里的GraphicBuffer是队列中的Buffer, 循环使用,显示完了,又可以用来绘制新的显示数据。

我们可以来看一下,我们跑测试应用时的显示数据流:
Buffer数据流

应用绘制完成后,将数据交还给BufferQueue,Layer这边从BufferQueue中获取数据,进行合成显示。

扩展到多个界面时,数据流图如下:
BufferQueue数据流

这中间过程复杂,我们一个流程一个流程的看。

dequeueBuffer申请buffer绘制

应用要进程绘制,首先要申请一块Buffer,我们这边ANativeWindow通过dequeueBuffer从BufferQueue中获取一块Buffer。ANativeWindow的dequeueBuffer初始化为Surface的hook_dequeueBuffer方法。

int Surface::hook_dequeueBuffer(ANativeWindow* window,
        ANativeWindowBuffer** buffer, int* fenceFd) {
    Surface* c = getSelf(window);
    return c->dequeueBuffer(buffer, fenceFd);
}

通过hook函数,调到Surface的dequeueBuffer方法,dequeueBuffer比较长,我们分阶段来看:

1.deqeue准备

int Surface::dequeueBuffer(android_native_buffer_t** buffer, int* fenceFd) {
    ... ...

    {
        Mutex::Autolock lock(mMutex);
        if (mReportRemovedBuffers) {
            mRemovedBuffers.clear();
        }

        reqWidth = mReqWidth ? mReqWidth : mUserWidth;
        reqHeight = mReqHeight ? mReqHeight : mUserHeight;

        reqFormat = mReqFormat;
        reqUsage = mReqUsage;

        enableFrameTimestamps = mEnableFrameTimestamps;

        if (mSharedBufferMode && mAutoRefresh && mSharedBufferSlot !=
                BufferItem::INVALID_BUFFER_SLOT) {
            sp<GraphicBuffer>& gbuf(mSlots[mSharedBufferSlot].buffer);
            if (gbuf != NULL) {
                *buffer = gbuf.get();
                *fenceFd = -1;
                return OK;
            }
        }
    } // Drop the lock so that we can still touch the Surface while blocking in IGBP::dequeueBuffer

在准备阶段,主要是处理,前面的设置的参数需求,对Buffer大小的需求,格式和usage的需求。这过程是被锁mMutex锁住的。这里的mSharedBufferMode是一种特殊的模式,是上层应用请求的,专门给特殊的应用使用的,主要是VR应用。因为VR应用要求低延时,BufferQueue采用的交换用的Buffer多了,延迟增加。为了降低延迟,设计了这个共享buffer的模式,Producer和Consumer共用一个Buffer。应用绘制完成后,直接给到Consumer进行显示。后续我们的讲解将直接跳过这么这种模式。

2.实际dequeue阶段

int Surface::dequeueBuffer(android_native_buffer_t** buffer, int* fenceFd) {
    ... ...

    int buf = -1;
    sp<Fence> fence;
    nsecs_t startTime = systemTime();

    FrameEventHistoryDelta frameTimestamps;
    status_t result = mGraphicBufferProducer->dequeueBuffer(&buf, &fence, reqWidth, reqHeight,
                                                            reqFormat, reqUsage, &mBufferAge,
                                                            enableFrameTimestamps ? &frameTimestamps
                                                                                  : nullptr);
    mLastDequeueDuration = systemTime() - startTime;

    if (result < 0) {
        ALOGV("dequeueBuffer: IGraphicBufferProducer::dequeueBuffer"
                "(%d, %d, %d, %#" PRIx64 ") failed: %d",
                reqWidth, reqHeight, reqFormat, reqUsage, result);
        return result;
    }

    if (buf < 0 || buf >= NUM_BUFFER_SLOTS) {
        ALOGE("dequeueBuffer: IGraphicBufferProducer returned invalid slot number %d", buf);
        android_errorWriteLog(0x534e4554, "36991414"); // SafetyNet logging
        return FAILED_TRANSACTION;
    }

dequeue是通过mGraphicBufferProducer来完成的。dequeueBuffer参数就是我们需要的大小的需求,格式和usage参数。dequeue回来的就是buf,并不是具体的Buffer,而是Buffer的序号。

Surface这边的dequeueBuffer暂停,我们先看看GraphicBufferProducer的dequeue函数。GraphicBufferProducer的dequeue函数更长,但是大家不要怕,我们来解析一下。分段来看:

status_t BufferQueueProducer::dequeueBuffer(int* outSlot, sp<android::Fence>* outFence,
                                            uint32_t width, uint32_t height, PixelFormat format,
                                            uint64_t usage, uint64_t* outBufferAge,
                                            FrameEventHistoryDelta* outTimestamps) {
    ATRACE_CALL();
    { // Autolock scope
        Mutex::Autolock lock(mCore->mMutex);
        mConsumerName = mCore->mConsumerName;

        if (mCore->mIsAbandoned) {
            BQ_LOGE("dequeueBuffer: BufferQueue has been abandoned");
            return NO_INIT;
        }

        if (mCore->mConnectedApi == BufferQueueCore::NO_CONNECTED_API) {
            BQ_LOGE("dequeueBuffer: BufferQueue has no connected producer");
            return NO_INIT;
        }
    } // Autolock scope

    BQ_LOGV("dequeueBuffer: w=%u h=%u format=%#x, usage=%#" PRIx64, width, height, format, usage);

    if ((width && !height) || (!width && height)) {
        BQ_LOGE("dequeueBuffer: invalid size: w=%u h=%u", width, height);
        return BAD_VALUE;
    }

前置条件判断

  • mConsumerName, 消费者的名字,这个是从Layer那边过来的,这个buffer是属于哪个Layer,哪个窗口。
  • mIsAbandoned,表示BufferQueue是否被丢弃,丢弃后BufferQueue就不能用了。
  • mConnectedApi,标识这个BufferQueue连接到了哪个API,App connect到BufferQueue时设置的

继续看

status_t BufferQueueProducer::dequeueBuffer(int* outSlot, sp<android::Fence>* outFence,
                                            uint32_t width, uint32_t height, PixelFormat format,
                                            uint64_t usage, uint64_t* outBufferAge,
                                            FrameEventHistoryDelta* outTimestamps) {
    ... ...
    status_t returnFlags = NO_ERROR;
    EGLDisplay eglDisplay = EGL_NO_DISPLAY;
    EGLSyncKHR eglFence = EGL_NO_SYNC_KHR;
    bool attachedByConsumer = false;

    { // Autolock scope
        Mutex::Autolock lock(mCore->mMutex);
        mCore->waitWhileAllocatingLocked();

        if (format == 0) {
            format = mCore->mDefaultBufferFormat;
        }

        // Enable the usage bits the consumer requested
        usage |= mCore->mConsumerUsageBits;

        const bool useDefaultSize = !width && !height;
        if (useDefaultSize) {
            width = mCore->mDefaultWidth;
            height = mCore->mDefaultHeight;
        }

需求参数的处理,宽高,format,都是应用传过来的。usage这里会跟Consumer的位或一下,最终是Producer和Consumer两个的总和。如果正在申请Buffer,waitWhileAllocatingLocked,这边会去block等

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