Android-View绘制原理(19)-GrDrawingManager

前面几篇文章介绍了绘制相关的组件,主要是SkSurface和GrSurface以及他们的代理类,这些都代表着GPU上的资源,对应的是纹理对象。绘制的时候,绘制函数会转换成绘制指令对象记录起来,到现在为止,绘制都是在做指令记录。当前部分的GPU资源也准备就绪,需要开始将绘制指令提交到GPU去做真正的像素处理。这是通过SkSurface的flush函数触发的。我们从RenderPipeLine看起

1. SkSurface.flushAndSubmit

frameworks/base/libs/hwui/pipeline/skia/SkiaOpenGLPipeline.cpp

bool SkiaOpenGLPipeline::draw(const Frame& frame, const SkRect& screenDirty, const SkRect& dirty,
                              const LightGeometry& lightGeometry,
                              LayerUpdateQueue* layerUpdateQueue, const Rect& contentDrawBounds,
                              bool opaque, const LightInfo& lightInfo,
                              const std::vector<sp<RenderNode>>& renderNodes,
                              FrameInfoVisualizer* profiler) {
   ...
    renderFrame(*layerUpdateQueue, dirty, renderNodes, opaque, contentDrawBounds, surface,
                SkMatrix::I());
    {
        ATRACE_NAME("flush commands");
        surface->flushAndSubmit();
    }
    ...
}

renderFrame记录完一帧的绘制命令后,进一步调用flushAndSubmit方法
external/skia/include/core/SkSurface.h

 void flushAndSubmit(bool syncCpu = false);

external/skia/src/image/SkSurface.cpp

void SkSurface::flushAndSubmit(bool syncCpu) {
    this->flush(BackendSurfaceAccess::kNoAccess, GrFlushInfo());
}
GrSemaphoresSubmitted SkSurface::flush(BackendSurfaceAccess access, const GrFlushInfo& flushInfo) {
    return asSB(this)->onFlush(access, flushInfo, nullptr);
}

GrSemaphoresSubmitted SkSurface::flush(const GrFlushInfo& info,
                                       const GrBackendSurfaceMutableState* newState) {
    return asSB(this)->onFlush(BackendSurfaceAccess::kNoAccess, info, newState);
}

然后进入子类的onFlush方法

external/skia/src/image/SkSurface_Gpu.cpp

GrSemaphoresSubmitted SkSurface_Gpu::onFlush(BackendSurfaceAccess access, const GrFlushInfo& info,
                                             const GrBackendSurfaceMutableState* newState) {

    auto dContext = fDevice->recordingContext()->asDirectContext();
    if (!dContext) {
        return GrSemaphoresSubmitted::kNo;
    }

    GrSurfaceDrawContext* sdc = fDevice->surfaceDrawContext();

    return dContext->priv().flushSurface(sdc->asSurfaceProxy(), access, info, newState);
}

fDevice是一个GpuDevice类型的对象,前面介绍过,构造一个GpuDevice对象需要一个RecordingContext对象,它是在RenderThread初始化的时候创建的GrDirectContext对象,同时也需要一个GrSurfaceDrawContext对象,它实际持有GrSurface对象,因此这里通过调用asSurfaceProxy方法返回的就是这个GrSurface的代理对象。然后到调用flushSurface来提交指令。

external/skia/src/gpu/GrDirectContextPriv.h

  /** Version of above that flushes for a single proxy. Null is allowed. */
    GrSemaphoresSubmitted flushSurface(
                GrSurfaceProxy* proxy,
                SkSurface::BackendSurfaceAccess access = SkSurface::BackendSurfaceAccess::kNoAccess,
                const GrFlushInfo& info = {},
                const GrBackendSurfaceMutableState* newState = nullptr) {
        size_t size = proxy ? 1 : 0;
        return this->flushSurfaces({&proxy, size}, access, info, newState);
    }
    
GrSemaphoresSubmitted flushSurfaces(
                SkSpan<GrSurfaceProxy*>,
                SkSurface::BackendSurfaceAccess = SkSurface::BackendSurfaceAccess::kNoAccess,
                const GrFlushInfo& = {},
                const GrBackendSurfaceMutableState* newState = nullptr);

实现如下:

GrSemaphoresSubmitted GrDirectContextPriv::flushSurfaces(
                                                    SkSpan<GrSurfaceProxy*> proxies,
                                                    SkSurface::BackendSurfaceAccess access,
                                                    const GrFlushInfo& info,
                                                    const GrBackendSurfaceMutableState* newState) {
    ASSERT_SINGLE_OWNER
    GR_CREATE_TRACE_MARKER_CONTEXT("GrDirectContextPriv", "flushSurfaces", fContext);

    if (fContext->abandoned()) {
        if (info.fSubmittedProc) {
            info.fSubmittedProc(info.fSubmittedContext, false);
        }
        if (info.fFinishedProc) {
            info.fFinishedProc(info.fFinishedContext);
        }
        return GrSemaphoresSubmitted::kNo;
    }
   ...
    return fContext->drawingManager()->flushSurfaces(proxies, access, info, newState);
}

通过调用drawingManager的flushSurfaces来提交指令,这里就进入到本文的主要内容了。

2 . GrDrawingManager.flushSurfaces

先来看看下一下这个drawingManager是哪里来的。GrDirectContext继承自GrRecordingContext,在GrRecordingContext初始化时,初始化了一个drawingManager
external/skia/src/gpu/GrRecordingContext.cpp

bool GrRecordingContext::init() {
    ...
    if (this->options().fDisableDistanceFieldPaths) {
        prcOptions.fGpuPathRenderers &= ~GpuPathRenderers::kSmall;
    }

    bool reduceOpsTaskSplitting = false;
    if (this->caps()->avoidReorderingRenderTasks()) {
        reduceOpsTaskSplitting = false;
    } else if (GrContextOptions::Enable::kYes == this->options().fReduceOpsTaskSplitting) {
        reduceOpsTaskSplitting = true;
    } else if (GrContextOptions::Enable::kNo == this->options().fReduceOpsTaskSplitting) {
        reduceOpsTaskSplitting = false;
    }
    fDrawingManager.reset(new GrDrawingManager(this,
                                               prcOptions,
                                               reduceOpsTaskSplitting));
    return true;

在这里new出现一个GrDrawingManager,并用fDrawingManager引用它。 它的flushSurfaces方法如下

GrSemaphoresSubmitted GrDrawingManager::flushSurfaces(
        SkSpan<GrSurfaceProxy*> proxies,
        SkSurface::BackendSurfaceAccess access,
        const GrFlushInfo& info,
        const GrBackendSurfaceMutableState* newState) {
    ...
    auto direct = fContext->asDirectContext();
    
    GrGpu* gpu = direct->priv().getGpu();
  
    SkASSERT(gpu);
    ...
    bool didFlush = this->flush(proxies, access, info, newState);
    ...
   if (!didFlush || (!direct->priv().caps()->semaphoreSupport() && info.fNumSemaphores)) {
        return GrSemaphoresSubmitted::kNo;
    }
    return GrSemaphoresSubmitted::kYes;
}

继续调用了flush方法,然后didflush表示以及提交完毕,返回GrSemaphoresSubmitted::kYes。 flush方法非常复杂,需要详细捋一捋。

bool GrDrawingManager::flush(
        SkSpan<GrSurfaceProxy*> proxies,
        SkSurface::BackendSurfaceAccess access,
        const GrFlushInfo& info,
        const GrBackendSurfaceMutableState* newState) {
     ...
    auto dContext = fContext->asDirectContext();
    SkASSERT(dContext);
    dContext->priv().clientMappedBufferManager()->process();

    GrGpu* gpu = dContext->priv().getGpu();
    // We have a non abandoned and direct GrContext. It must have a GrGpu.
    SkASSERT(gpu);

    fFlushing = true;

    auto resourceProvider = dContext->priv().resourceProvider();
    auto resourceCache = dContext->priv().getResourceCache();

    this->sortTasks();

    if (!fCpuBufferCache) {
        // We cache more buffers when the backend is using client side arrays. Otherwise, we
        // expect each pool will use a CPU buffer as a staging buffer before uploading to a GPU
        // buffer object. Each pool only requires one staging buffer at a time.
        int maxCachedBuffers = fContext->priv().caps()->preferClientSideDynamicBuffers() ? 2 : 6;
        fCpuBufferCache = GrBufferAllocPool::CpuBufferCache::Make(maxCachedBuffers);
    }

    GrOpFlushState flushState(gpu, resourceProvider, &fTokenTracker, fCpuBufferCache);

    GrOnFlushResourceProvider onFlushProvider(this);
    ....
    bool usingReorderedDAG = false;
    GrResourceAllocator resourceAllocator(dContext);
    if (fReduceOpsTaskSplitting) {
        usingReorderedDAG = this->reorderTasks(&resourceAllocator);
        if (!usingReorderedDAG) {
            resourceAllocator.reset();
        }
    }
    if (!resourceAllocator.failedInstantiation()) {
        if (!usingReorderedDAG) {
            for (const auto& task : fDAG) {
                SkASSERT(task);
                task->gatherProxyIntervals(&resourceAllocator);
            }
            resourceAllocator.planAssignment();
        }
        resourceAllocator.assign();
    }
    bool flushed = !resourceAllocator.failedInstantiation() &&
                    this->executeRenderTasks(&flushState);
    this->removeRenderTasks();

    gpu->executeFlushInfo(proxies, access, info, newState);

    // Give the cache a chance to purge resources that become purgeable due to flushing.
    if (flushed) {
        resourceCache->purgeAsNeeded();
        flushed = false;
    }
   
    if (flushed) {
        resourceCache->purgeAsNeeded();
    }
    fFlushingRenderTaskIDs.reset();
    fFlushing = false;

    return true;
}

flush函数主要在做几件事件,

  • 1调用sortTasks对task进行topo排序 ,这里的task是来自于fDAG变量,它保存的是利用SkCanvas绘制的指令。
  • 2 创建f在CPU侧的buffer缓存CpuBufferCache,
  • 3 如果task对应的GrSurface没有分配资源的话,利用resourceProvider和resourceAllocator来为task分配GPU寄存器资源,
  • 4 如果分配资源没有失败,则调用executeRenderTasks来执行绘制任务,并提交的GPU。
  • 5 最后调用gpu->executeFlushInfo来完成flush。

分配寄存器資源的原理就不再这里进一步分析。我們來看一下executeRenderTasks的流程

3. GrDrawingManager.executeRenderTasks

bool GrDrawingManager::executeRenderTasks(GrOpFlushState* flushState) {

    bool anyRenderTasksExecuted = false;

    for (const auto& renderTask : fDAG) {
        if (!renderTask || !renderTask->isInstantiated()) {
             continue;
        }

        SkASSERT(renderTask->deferredProxiesAreInstantiated());

        renderTask->prepare(flushState);
    }

    // Upload all data to the GPU
    flushState->preExecuteDraws();

    // For Vulkan, if we have too many oplists to be flushed we end up allocating a lot of resources
    // for each command buffer associated with the oplists. If this gets too large we can cause the
    // devices to go OOM. In practice we usually only hit this case in our tests, but to be safe we
    // put a cap on the number of oplists we will execute before flushing to the GPU to relieve some
    // memory pressure.
    static constexpr int kMaxRenderTasksBeforeFlush = 100;
    int numRenderTasksExecuted = 0;

    // Execute the onFlush renderTasks first, if any.
    for (sk_sp<GrRenderTask>& onFlushRenderTask : fOnFlushRenderTasks) {
        if (!onFlushRenderTask->execute(flushState)) {
            SkDebugf("WARNING: onFlushRenderTask failed to execute.\n");
        }
        SkASSERT(onFlushRenderTask->unique());
        onFlushRenderTask->disown(this);
        onFlushRenderTask = nullptr;
        if (++numRenderTasksExecuted >= kMaxRenderTasksBeforeFlush) {
            flushState->gpu()->submitToGpu(false);
            numRenderTasksExecuted = 0;
        }
    }
    fOnFlushRenderTasks.reset();

    // Execute the normal op lists.
    for (const auto& renderTask : fDAG) {
        SkASSERT(renderTask);
        if (!renderTask->isInstantiated()) {
            continue;
        }

        if (renderTask->execute(flushState)) {
            anyRenderTasksExecuted = true;
        }
        if (++numRenderTasksExecuted >= kMaxRenderTasksBeforeFlush) {
            flushState->gpu()->submitToGpu(false);
            numRenderTasksExecuted = 0;
        }
    }

    SkASSERT(!flushState->opsRenderPass());
    SkASSERT(fTokenTracker.nextDrawToken() == fTokenTracker.nextTokenToFlush());

    // We reset the flush state before the RenderTasks so that the last resources to be freed are
    // those that are written to in the RenderTasks. This helps to make sure the most recently used
    // resources are the last to be purged by the resource cache.
    flushState->reset();

    return anyRenderTasksExecuted;
}

这里的逻辑相对来说不是很复杂。它这执行的任务有两种。一种是fOnFlushRenderTasks中的GrRenderTask,它是在flush过程中产生的新的rendertask,可能是空的。另外一种是fDAG中的GrRenderTask,这是绘制时产生的rendertask。他们的实际类型是GrOpsTask,是GrRenderTask的子类.
external/skia/src/gpu/GrOpsTask.h

class GrOpsTask : public GrRenderTask {}

他们是在GrDrawingManager的newOpsTask方法中生成的,SkCanas中绘制时调用的就是这个方法,因此skcanvas中的绘制生成的Ops最终其实就是保存在GrDrawingManager的fDAG中

sk_sp<GrOpsTask> GrDrawingManager::newOpsTask(GrSurfaceProxyView surfaceView,
                                              sk_sp<GrArenas> arenas,
                                              bool flushTimeOpsTask) {
    SkDEBUGCODE(this->validate());
    SkASSERT(fContext);

    this->closeActiveOpsTask();

    sk_sp<GrOpsTask> opsTask(new GrOpsTask(this,
                                           std::move(surfaceView),
                                           fContext->priv().auditTrail(),
                                           std::move(arenas)));
    SkASSERT(this->getLastRenderTask(opsTask->target(0)) == opsTask.get());

    if (flushTimeOpsTask) {
        fOnFlushRenderTasks.push_back(opsTask);
    } else {
        this->appendTask(opsTask);

        fActiveOpsTask = opsTask.get();
    }

    SkDEBUGCODE(this->validate());
    return opsTask;
}

对于这两种task,都会通过调用GrRenderTask::isInstantiated()去检查是否已经初始化分配好了GPU寄存器资源,没有分配的会被过滤掉。然后对有效的task的执行execute方法,最后进入到实现类GrOpsTask的onExecute方法。每执行完kMaxRenderTasksBeforeFlush个任务后再调用 flushState->gpu()->submitToGpu(false);来提交到GPU。

4. 总结

本文分析了绘制流程中一个非常重要的类GrDrawingManager,它保存着GPU渲染前的绘制命令最后形态的集合fDAG。flush为fDAG
中的绘制任务(task中持有一个GrSurface或者GrTexture)中需要分配资源的,会分配GPU寄存器资源,然后调用Gpu的submit方法来提交GPU渲染。基于个人的理解,如有疏误,欢迎同行指正。

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