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:
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:
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