SurfaceFlinger服务在启动的时候,会创建一个线程来监控由内核发出的帧缓冲区硬件事件。每当帧缓冲区要进入睡眠状态时,内核就会发出一个睡眠事件,这时候SurfaceFlinger服务就会执行一个释放屏幕的操作;而当帧缓冲区从睡眠状态唤醒时,内核就会发出一个唤醒事件,这时候SurfaceFlinger服务就会执行一个获取屏幕的操作。
status_t SurfaceFlinger::readyToRun()
{
ALOGI( "SurfaceFlinger's main thread ready to run. "
"Initializing graphics H/W...");
// we only support one display currently
int dpy = 0;
{
// initialize the main display
GraphicPlane& plane(graphicPlane(dpy));
DisplayHardware* const hw = new DisplayHardware(this, dpy);
plane.setDisplayHardware(hw);
}
...
//启动显示屏睡眠/唤醒状态监控
hw.startSleepManagement();
...
}
在SurfaceFlinger启动过程中,将创建一个DisplayHardware对象,在构造DisplayHardware的父类DisplayHardwareBase对象时,会创建一个线程,用来监控硬件帧缓冲区的睡眠和唤醒事件。我们知道,在构造一个子类对象时,首先会调用父类的构造函数,因此在构造DisplayHardware对象时,首先会执行DisplayHardwareBase的构造函数:
DisplayHardwareBase::DisplayHardwareBase(const sp<SurfaceFlinger>& flinger,
uint32_t displayIndex)
{
mScreenAcquired = true;
//创建一个帧缓存区状态监控线程
mDisplayEventThread = new DisplayEventThread(flinger);
}
DisplayEventThread线程用于监控硬件帧缓存区的状态,其构造函数如下:
DisplayHardwareBase::DisplayEventThread::DisplayEventThread(
const sp<SurfaceFlinger>& flinger)
: Thread(false), mFlinger(flinger) {
}
当SurfaceFlinger服务初始化完成后,在SurfaceFlinger的readyToRun()函数最后,将调用DisplayHardware对象Hw的startSleepManagement()函数来启动DisplayEventThread线程
void DisplayHardwareBase::startSleepManagement() const {
if (mDisplayEventThread->initCheck() == NO_ERROR) {
mDisplayEventThread->run("DisplayEventThread", PRIORITY_URGENT_DISPLAY);
} else {
ALOGW("/sys/power/wait_for_fb_{wake|sleep} don't exist");
}
}
当硬件帧缓冲区被打开时,帧缓冲区驱动程序就会创建/sys/power/wait_for_fb_sleep和/sys/power/wait_for_fb_wake文件,用来通知用户空间显示屏即将要进入睡眠/唤醒状态。函数首先调用initCheck()函数来检查/sys/power/wait_for_fb_sleep和/sys/power/wait_for_fb_wake文件是否存在,如果文件存在,则启动DisplayEventThread线程,DisplayEventThread线程的执行过程如下:
bool DisplayHardwareBase::DisplayEventThread::threadLoop() {
//等待硬件帧缓冲区fb进入睡眠状态,如果fb进入睡眠,函数返回,否则函数阻塞
if (waitForFbSleep() == NO_ERROR) {
sp<SurfaceFlinger> flinger = mFlinger.promote();
ALOGD("About to give-up screen, flinger = %p", flinger.get());
//如果硬件帧缓冲区fb进入睡眠状态,则通知SurfaceFlinger释放显示屏
if (flinger != 0) {
flinger->screenReleased();
}
//等待硬件帧缓冲区fb进入唤醒状态,如果fb被唤醒,函数返回,否则函数阻塞
if (waitForFbWake() == NO_ERROR) {
ALOGD("Screen about to return, flinger = %p", flinger.get());
//如果硬件帧缓冲区fb被唤醒,则通知SurfaceFlinger获取显示屏
if (flinger != 0) {
flinger->screenAcquired();
}
//线程循环执行threadLoop()函数
return true;
}
}
// error, exit the thread
return false;
}
在DisplayEventThread线程执行过程中,通过waitForFbSleep()和waitForFbWake()函数分别等待硬件帧缓冲区的睡眠/唤醒,当fb进入睡眠时,调用SurfaceFlinger的screenReleased()函数释放显示屏;当fb被唤醒时,调用SurfaceFlinger的screenAcquired()函数来获取显示屏。首先介绍fb睡眠监控过程:
status_t DisplayHardwareBase::DisplayEventThread::waitForFbSleep() {
int err = 0;
char buf;
//kSleepFileName = "/sys/power/wait_for_fb_sleep";
int fd = open(kSleepFileName, O_RDONLY, 0);
// if the file doesn't exist, the error will be caught in read() below
do {
//读取"/sys/power/wait_for_fb_sleep"文件,如果文件不存在或者正确读取文件内容,该函数退出循环
err = read(fd, &buf, 1);
} while (err < 0 && errno == EINTR);
close(fd);
ALOGE_IF(err<0, "*** ANDROID_WAIT_FOR_FB_SLEEP failed (%s)", strerror(errno));
return err < 0 ? -errno : int(NO_ERROR);
}
我们知道,当硬件帧缓冲区fb进入睡眠状态时,fb驱动程序会通过写/sys/power/wait_for_fb_sleep文件来告知用户空间的应用程序当前硬件帧缓冲fb的状态,因此,DisplayEventThread线程只需读取/sys/power/wait_for_fb_sleep文件内容就可以判断fb是否进入睡眠状态。当fb进入睡眠状态时,DisplayEventThread线程就可以读取到/sys/power/wait_for_fb_sleep文件的内容,waitForFbSleep函数返回,否则循环读取/sys/power/wait_for_fb_sleep文件。同样,当硬件帧缓冲区fb被唤醒时,fb驱动程序会通过写/sys/power/wait_for_fb_wake文件来告知用户空间的应用程序当前硬件帧缓冲fb的状态:
status_t DisplayHardwareBase::DisplayEventThread::waitForFbWake() {
int err = 0;
char buf;
//kWakeFileName = "/sys/power/wait_for_fb_wake";
int fd = open(kWakeFileName, O_RDONLY, 0);
// if the file doesn't exist, the error will be caught in read() below
do {
//读取"/sys/power/wait_for_fb_wake"文件,如果文件不存在或者正确读取文件内容,该函数退出循环
err = read(fd, &buf, 1);
} while (err < 0 && errno == EINTR);
close(fd);
ALOGE_IF(err<0, "*** ANDROID_WAIT_FOR_FB_WAKE failed (%s)", strerror(errno));
return err < 0 ? -errno : int(NO_ERROR);
}
当fb被唤醒时,DisplayEventThread线程就可以读取到/sys/power/wait_for_fb_wake文件的内容,waitForFbWake函数返回,否则循环读取/sys/power/wait_for_fb_wake文件。到此我们就知道DisplayEventThread线程是如何获取硬件帧缓冲区fb的状态,一旦DisplayEventThread线程监控到硬件帧缓冲区fb发生唤醒/睡眠状态切换,那么就会它通知SurfaceFlinger来处理。
1. 显示屏释放过程
当fb进入睡眠时,DisplayEventThread线程将调用SurfaceFlinger的screenReleased()函数来释放显示屏:
void SurfaceFlinger::screenReleased() {
class MessageScreenReleased : public MessageBase {
SurfaceFlinger* flinger;
public:
MessageScreenReleased(SurfaceFlinger* flinger) : flinger(flinger) { }
virtual bool handler() {
flinger->onScreenReleased();
return true;
}
};
sp<MessageBase> msg = new MessageScreenReleased(this);
postMessageSync(msg);
}
在Android SurfaceFlinger服务的消息循环过程源码分析中介绍了SurfaceFlinger维护的消息循环过程。这里定义了一种释放显示屏的消息类型MessageScreenReleased,并通过postMessageSync()函数向SurfaceFlinger的消息队列同步发送一个MessageScreenReleased消息,由于发送的是一个同步消息,因此该函数将等待SurfaceFlinger的消息循环处理完该消息后才返回。当MessageScreenReleased消息被发送到SurfaceFlinger的消息队列后,SurfaceFlinger的消息循环将调用该消息的处理函数handler(),在MessageScreenReleased消息处理函数handler()中又继续调用SurfaceFlinger的onScreenReleased()函数来释放显示屏:
void SurfaceFlinger::onScreenReleased() {
const DisplayHardware& hw(graphicPlane(0).displayHardware());
if (hw.isScreenAcquired()) {
//将显示屏释放转交给EventThread线程处理
mEventThread->onScreenReleased();
//设置DisplayHardwareBase类的成员变量mScreenAcquired为false
hw.releaseScreen();
}
}
函数首先调用EventThread线程的onScreenReleased()函数来唤醒EventThread线程,并且关闭VSync事件。
void EventThread::onScreenReleased() {
Mutex::Autolock _l(mLock);
if (!mUseSoftwareVSync) {
// disable reliance on h/w vsync
mUseSoftwareVSync = true;
mCondition.broadcast();
}
}
而当显示屏处于睡眠状态时,DisplayHardwareBase类的成员变量mScreenAcquired的值就会等于false,表示SurfaceFlinger服务不可以访问显示屏。
void DisplayHardwareBase::releaseScreen() const {
mScreenAcquired = false;
}
2. 显示屏获取过程
void SurfaceFlinger::screenAcquired() {
class MessageScreenAcquired : public MessageBase {
SurfaceFlinger* flinger;
public:
MessageScreenAcquired(SurfaceFlinger* flinger) : flinger(flinger) { }
virtual bool handler() {
flinger->onScreenAcquired();
return true;
}
};
sp<MessageBase> msg = new MessageScreenAcquired(this);
postMessageSync(msg);
}
这里定义了一种获取显示屏的消息类型MessageScreenAcquired,同样往SurfaceFlinger的消息队列中同步发送一个MessageScreenAcquired消息,SurfaceFlinger的消息循环将调用该消息的handler()函数来处理该消息,在该消息的处理函数handler()中,调用SurfaceFlinger的onScreenAcquired()函数来获取显示屏:
void SurfaceFlinger::onScreenAcquired() {
const DisplayHardware& hw(graphicPlane(0).displayHardware());
hw.acquireScreen();
mEventThread->onScreenAcquired();
// this is a temporary work-around, eventually this should be called
// by the power-manager
SurfaceFlinger::turnElectronBeamOn(mElectronBeamAnimationMode);
// from this point on, SF will process updates again
repaintEverything();
}
首先调用DisplayHardware对象hw的acquireScreen()函数设置DisplayHardwareBase类的成员变量mScreenAcquired的值就会等于true,表示SurfaceFlinger服务可以访问显示屏。
void DisplayHardwareBase::acquireScreen() const {
mScreenAcquired = true;
}
接着调用EventThread的onScreenAcquired()函数来唤醒EventThread线程,并打开VSync事件发送器。
void EventThread::onScreenAcquired() {
Mutex::Autolock _l(mLock);
if (mUseSoftwareVSync) {
// resume use of h/w vsync
mUseSoftwareVSync = false;
mCondition.broadcast();
}
}
然后调用SurfaceFlinger的turnElectronBeamOn()函数点亮显示屏
status_t SurfaceFlinger::turnElectronBeamOn(int32_t mode)
{
class MessageTurnElectronBeamOn : public MessageBase {
SurfaceFlinger* flinger;
int32_t mode;
status_t result;
public:
MessageTurnElectronBeamOn(SurfaceFlinger* flinger, int32_t mode)
: flinger(flinger), mode(mode), result(PERMISSION_DENIED) {
}
status_t getResult() const {
return result;
}
virtual bool handler() {
Mutex::Autolock _l(flinger->mStateLock);
result = flinger->turnElectronBeamOnImplLocked(mode);
return true;
}
};
postMessageAsync( new MessageTurnElectronBeamOn(this, mode) );
return NO_ERROR;
}
和前面SurfaceFlinger处理显示屏的释放、获取类似,也是为显示屏点亮处理定义类型为MessageTurnElectronBeamOn的消息,并向SurfaceFlinger消息队列中发送一个该类型的消息,有一点不同的是,这里的消息采用异步方式发送。SurfaceFlinger消息循环将调用该消息的处理函数handler来点亮显示屏,在消息处理函数中又调用SurfaceFlinger的turnElectronBeamOnImplLocked函数来完成显示屏的点亮处理。
status_t SurfaceFlinger::turnElectronBeamOnImplLocked(int32_t mode)
{
DisplayHardware& hw(graphicPlane(0).editDisplayHardware());
//通过DisplayHardwareBase类的成员变量mScreenAcquired来判断当前显示屏是否可用
if (hw.canDraw()) {
// we're already on
return NO_ERROR;
}
//是否需要显示动画
if (mode & ISurfaceComposer::eElectronBeamAnimationOn) {
electronBeamOnAnimationImplLocked();
}
//设置脏区域为整个屏幕大小
mDirtyRegion.set(hw.bounds());
//请求VSync事件
signalTransaction();
return NO_ERROR;
}
该函数通过调用signalTransaction()函数来请求下一次VSync事件
void SurfaceFlinger::signalTransaction() {
mEventQueue.invalidate();
}
变量mEventQueue的类型为MessageQueue,因此这里调用MessageQueue的invalidate()函数
void MessageQueue::invalidate() {
mEvents->requestNextVsync();
}
在
Android SurfaceFlinger对VSync信号的处理过程分析中介绍了SurfaceFlinger通过Connection来接收EventThread线程分发的VSync事件,这里调用Connection的requestNextVsync()函数请求EventThread线程分发下一次的VSync事件。
void EventThread::Connection::requestNextVsync() {
mEventThread->requestNextVsync(this);
}
通过唤醒EventThread线程来请求下一次VSync事件
void EventThread::requestNextVsync(const sp<EventThread::Connection>& connection) {
Mutex::Autolock _l(mLock);
if (connection->count < 0) {
connection->count = 0;
mCondition.broadcast();
}
}
回到onScreenAcquired()函数,最后调用repaintEverything()函数请求刷新显示屏。
void SurfaceFlinger::repaintEverything() {
const DisplayHardware& hw(graphicPlane(0).displayHardware());
const Rect bounds(hw.getBounds());
setInvalidateRegion(Region(bounds));
signalTransaction();
}
DisplayHardwareBase类用来控制SurfaceFlinger服务是否能够在显示屏上渲染UI。当DisplayHardwareBase类的成员函数canDraw的返回值等于true时,就表示SurfaceFlinger服务可以在显示屏上渲染系统的UI,否则就不可以。DisplayEventThreadBase类的创建一个名称为“DisplayEventThread”的线程,用来监控fb的睡眠/唤醒状态切换事件。这个线程循环调用DisplayEventThread类的成员函数threadLoop来监控fb的睡眠/唤醒状态切换事件,并根据fb的状态通知SurfaceFlinger释放或获取显示屏。