android 屏幕划线方法,Android 浅谈屏幕绘制机制

之前我们说到handler的同步屏障在屏幕刷新机制里面有用到,今天我们就来看看这个屏幕刷新机制

Android屏幕在很多时候都会进行刷新,来保证使用的流畅度。

比较常见的就是调用invalidate()方法,但这个invalidate方法是不是立刻会刷新屏幕呢,那又未必。

void invalidate() {

mDirty.set(0, 0, mWidth, mHeight);

if (!mWillDrawSoon) {

scheduleTraversals();

}

}

这里的dirty其实就是需要刷新的区域,不仅是android,在flutter里,需要刷新的view也叫dirty,因为屏幕刷新是局部的,如果每次刷新都要重新绘制整个页面,那开销未免太大,所以这里是用dirty来存储需要刷新的区域。

接下来就走到了scheduleTraversals()方法,其实任何刷新请求都会走到这个方法,不仅仅是invalidate这个方法。

void scheduleTraversals() {

if (!mTraversalScheduled) { // 注释1

mTraversalScheduled = true;

mTraversalBarrier = mHandler.getLooper().getQueue().postSyncBarrier(); // 注释2

mChoreographer.postCallback(

Choreographer.CALLBACK_TRAVERSAL, mTraversalRunnable, null); // 注释3

if (!mUnbufferedInputDispatch) {// 注释1

scheduleConsumeBatchedInput();

}

notifyRendererOfFramePending();//底层渲染的方法,暂时不讨论这个

pokeDrawLockIfNeeded();//一个window相关的方法,获取drawLock的,有兴趣的可以自己了解

}

}

scheduleTraversals()方法中,需要注意的点我已经写上注释了。

首先来看注释一:注释1有两处,主要的作用就是防止多次刷新请求。相当于一次Vsnyc信号发出后,在这16ms里面,我只需要刷新一次就行了,其他的请求等到下个16ms再说,这样保证了有序执行。

mTraversalScheduled在unscheduleTraversals和doTraversal方法中会置为false,意思就是我开始刷新了,你(scheduleTraversals)可以着手计算下一个16ms需要刷新的view了

void unscheduleTraversals() {

if (mTraversalScheduled) {

mTraversalScheduled = false;

mHandler.getLooper().getQueue().removeSyncBarrier(mTraversalBarrier);

mChoreographer.removeCallbacks(

Choreographer.CALLBACK_TRAVERSAL, mTraversalRunnable, null);

}

}

void doTraversal() {

if (mTraversalScheduled) {

mTraversalScheduled = false;

mHandler.getLooper().getQueue().removeSyncBarrier(mTraversalBarrier);

if (mProfile) {

Debug.startMethodTracing("ViewAncestor");

}

performTraversals();

if (mProfile) {

Debug.stopMethodTracing();

mProfile = false;

}

}

}

然后看注释二:这里就是发出同步屏障的地方,用来保证这个屏幕刷新事件优先执行。

最后是注释三:准备好前期工作后,注释三这里就是实际执行刷新的地方,会把这个刷新的事件封装到runnable里,然后postCallBack发出去。

先来看看postCallBack里面。

/**

* Posts a callback to run on the next frame.

*

* The callback runs once then is automatically removed.

*

*

* @param callbackType The callback type.

* @param action The callback action to run during the next frame.

* @param token The callback token, or null if none.

*

* @see #removeCallbacks

* @hide

*/

@TestApi

public void postCallback(int callbackType, Runnable action, Object token) {

postCallbackDelayed(callbackType, action, token, 0);//这里进去

}

/**

* Posts a callback to run on the next frame after the specified delay.

*

* The callback runs once then is automatically removed.

*

*

* @param callbackType The callback type.

* @param action The callback action to run during the next frame after the specified delay.

* @param token The callback token, or null if none.

* @param delayMillis The delay time in milliseconds.

*

* @see #removeCallback

* @hide

*/

@TestApi

public void postCallbackDelayed(int callbackType,

Runnable action, Object token, long delayMillis) {

if (action == null) {

throw new IllegalArgumentException("action must not be null");

}

if (callbackType < 0 || callbackType > CALLBACK_LAST) {

throw new IllegalArgumentException("callbackType is invalid");

}

postCallbackDelayedInternal(callbackType, action, token, delayMillis); //这里进去

}

private void postCallbackDelayedInternal(int callbackType,

Object action, Object token, long delayMillis) {

if (DEBUG_FRAMES) {

Log.d(TAG, "PostCallback: type=" + callbackType

+ ", action=" + action + ", token=" + token

+ ", delayMillis=" + delayMillis);

}

synchronized (mLock) {

final long now = SystemClock.uptimeMillis();

final long dueTime = now + delayMillis;

mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token);

if (dueTime <= now) {

scheduleFrameLocked(now);

} else {

Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_CALLBACK, action);

msg.arg1 = callbackType;

msg.setAsynchronous(true);

mHandler.sendMessageAtTime(msg, dueTime);

}

}

}

这里先看scheduleFrameLocked(now),前面postCallback传进来一个delayMillis为0的参数,所以这里dueTime是==now的,会走到这个方法里面。

private void scheduleFrameLocked(long now) {

if (!mFrameScheduled) {

mFrameScheduled = true;

if (USE_VSYNC) {

if (DEBUG_FRAMES) {

Log.d(TAG, "Scheduling next frame on vsync.");

}

// If running on the Looper thread, then schedule the vsync immediately,

// otherwise post a message to schedule the vsync from the UI thread

// as soon as possible.

if (isRunningOnLooperThreadLocked()) {

scheduleVsyncLocked();

} else {

Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_VSYNC);

msg.setAsynchronous(true);

mHandler.sendMessageAtFrontOfQueue(msg);

}

} else {

final long nextFrameTime = Math.max(

mLastFrameTimeNanos / TimeUtils.NANOS_PER_MS + sFrameDelay, now);

if (DEBUG_FRAMES) {

Log.d(TAG, "Scheduling next frame in " + (nextFrameTime - now) + " ms.");

}

Message msg = mHandler.obtainMessage(MSG_DO_FRAME);

msg.setAsynchronous(true);

mHandler.sendMessageAtTime(msg, nextFrameTime);

}

}

}

先看有vsync垂直同步信号的时候的刷新情况。里面有个英文注释大概的就是如果当前在有looper的线程(一般是主线程)里就直接执行,如果不在,就post一个message到UI线程里执行。

所以我们直接看执行的方法scheduleVsyncLocked()

private void scheduleVsyncLocked() {

mDisplayEventReceiver.scheduleVsync();

}

/**

* Schedules a single vertical sync pulse to be delivered when the next

* display frame begins.

*/

public void scheduleVsync() {

if (mReceiverPtr == 0) {

Log.w(TAG, "Attempted to schedule a vertical sync pulse but the display event "

+ "receiver has already been disposed.");

} else {

nativeScheduleVsync(mReceiverPtr);

}

}

// Called from native code.

@SuppressWarnings("unused")

private void dispatchVsync(long timestampNanos, int builtInDisplayId, int frame) {

onVsync(timestampNanos, builtInDisplayId, frame);

}

/**

* Called when a vertical sync pulse is received.

* The recipient should render a frame and then call {@link #scheduleVsync}

* to schedule the next vertical sync pulse.

*

* @param timestampNanos The timestamp of the pulse, in the {@link System#nanoTime()}

* timebase.

* @param builtInDisplayId The surface flinger built-in display id such as

* {@link SurfaceControl#BUILT_IN_DISPLAY_ID_MAIN}.

* @param frame The frame number. Increases by one for each vertical sync interval.

*/

public void onVsync(long timestampNanos, int builtInDisplayId, int frame) {

}

看注释说是在下一个垂直同步信号到来的时候刷新,那这个native方法就是注册监听这个垂直同步信号的方法了,下面的called from native code也看得出来,native方法监听到信号后返回到java层。这个onVsync方法在choreographer中被重写了

private final class FrameDisplayEventReceiver extends DisplayEventReceiver

implements Runnable {

private boolean mHavePendingVsync;

private long mTimestampNanos;

private int mFrame;

public FrameDisplayEventReceiver(Looper looper, int vsyncSource) {

super(looper, vsyncSource);

}

@Override

public void onVsync(long timestampNanos, int builtInDisplayId, int frame) {

// Ignore vsync from secondary display.

// This can be problematic because the call to scheduleVsync() is a one-shot.

// We need to ensure that we will still receive the vsync from the primary

// display which is the one we really care about. Ideally we should schedule

// vsync for a particular display.

// At this time Surface Flinger won't send us vsyncs for secondary displays

// but that could change in the future so let's log a message to help us remember

// that we need to fix this.

if (builtInDisplayId != SurfaceControl.BUILT_IN_DISPLAY_ID_MAIN) {

Log.d(TAG, "Received vsync from secondary display, but we don't support "

+ "this case yet. Choreographer needs a way to explicitly request "

+ "vsync for a specific display to ensure it doesn't lose track "

+ "of its scheduled vsync.");

scheduleVsync();

return;

}

// Post the vsync event to the Handler.

// The idea is to prevent incoming vsync events from completely starving

// the message queue. If there are no messages in the queue with timestamps

// earlier than the frame time, then the vsync event will be processed immediately.

// Otherwise, messages that predate the vsync event will be handled first.

long now = System.nanoTime();

if (timestampNanos > now) {

Log.w(TAG, "Frame time is " + ((timestampNanos - now) * 0.000001f)

+ " ms in the future! Check that graphics HAL is generating vsync "

+ "timestamps using the correct timebase.");

timestampNanos = now;

}

if (mHavePendingVsync) {

Log.w(TAG, "Already have a pending vsync event. There should only be "

+ "one at a time.");

} else {

mHavePendingVsync = true;

}

mTimestampNanos = timestampNanos;

mFrame = frame;

Message msg = Message.obtain(mHandler, this);

msg.setAsynchronous(true);

mHandler.sendMessageAtTime(msg, timestampNanos / TimeUtils.NANOS_PER_MS);//这里

}

@Override

public void run() {

mHavePendingVsync = false;

doFrame(mTimestampNanos, mFrame); //这里

}

}

重点看中文注释的部分,收到vsync信号后,会发一个异步消息用来优先执行doFrame方法。

上面scheduleFrameLocked方法里面,不用vsync机制的话,也是直接发消息到doFrame方法里面,所以说这个方法就是实际刷新页面的方法。(这个用不用垂直同步信号的区别就自己上网查了,这里就不深入讲了)

void doFrame(long frameTimeNanos, int frame) {

…………省略…………

try {

Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Choreographer#doFrame");

AnimationUtils.lockAnimationClock(frameTimeNanos / TimeUtils.NANOS_PER_MS);

mFrameInfo.markInputHandlingStart();

doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos);

mFrameInfo.markAnimationsStart();

doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos);

mFrameInfo.markPerformTraversalsStart();

doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos); //看这里

doCallbacks(Choreographer.CALLBACK_COMMIT, frameTimeNanos);

} finally {

AnimationUtils.unlockAnimationClock();

Trace.traceEnd(Trace.TRACE_TAG_VIEW);

}

以下省略

这个方法有点长,我们看重要的地方。还记得在viewRootImpl发过来的那个callBack吗

mChoreographer.postCallback(

Choreographer.CALLBACK_TRAVERSAL, mTraversalRunnable, null);

doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos);

在这里就doCallBack了,终于执行了这个runnable了。也就是说Choreographer这里主要做的就是调用底层方法监听垂直同步信号,等到下一个信号来的时候告诉viewRootImpl可以开始刷新了。

回到viewRootImpl这里

final TraversalRunnable mTraversalRunnable = new TraversalRunnable(); //就是这个runnable

final class TraversalRunnable implements Runnable {

@Override

public void run() {

doTraversal();

}

}

void doTraversal() {

if (mTraversalScheduled) {

mTraversalScheduled = false;

mHandler.getLooper().getQueue().removeSyncBarrier(mTraversalBarrier);

if (mProfile) {

Debug.startMethodTracing("ViewAncestor");

}

performTraversals(); //就是这里

if (mProfile) {

Debug.stopMethodTracing();

mProfile = false;

}

}

}

终于来到了熟悉的方法了,performTraversals这个方法大家估计都听过了,代码比较长,这里就不贴了。他里面会遍历全部的view,根据状态来调用performMeasure() 测量、perfromLayout() 布局、performDraw() 绘制这些流程,分别对应一个view的三个方法。

好了,这就是android一次屏幕刷新大概的流程。

仅供参考,欢迎指正

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值