Choreographer(编舞者)
官方解释
/**
* Coordinates the timing of animations, input and drawing.
* <p>
* The choreographer receives timing pulses (such as vertical synchronization)
* from the display subsystem then schedules work to occur as part of rendering
* the next display frame.
* </p><p>
* Applications typically interact with the choreographer indirectly using
* higher level abstractions in the animation framework or the view hierarchy.
* Here are some examples of things you can do using the higher-level APIs.
* </p>
* <ul>
* <li>To post an animation to be processed on a regular time basis synchronized with
* display frame rendering, use {@link android.animation.ValueAnimator#start}.</li>
* <li>To post a {@link Runnable} to be invoked once at the beginning of the next display
* frame, use {@link View#postOnAnimation}.</li>
* <li>To post a {@link Runnable} to be invoked once at the beginning of the next display
* frame after a delay, use {@link View#postOnAnimationDelayed}.</li>
* <li>To post a call to {@link View#invalidate()} to occur once at the beginning of the
* next display frame, use {@link View#postInvalidateOnAnimation()} or
* {@link View#postInvalidateOnAnimation(int, int, int, int)}.</li>
* <li>To ensure that the contents of a {@link View} scroll smoothly and are drawn in
* sync with display frame rendering, do nothing. This already happens automatically.
* {@link View#onDraw} will be called at the appropriate time.</li>
* </ul>
* <p>
* However, there are a few cases where you might want to use the functions of the
* choreographer directly in your application. Here are some examples.
* </p>
* <ul>
* <li>If your application does its rendering in a different thread, possibly using GL,
* or does not use the animation framework or view hierarchy at all
* and you want to ensure that it is appropriately synchronized with the display, then use
* {@link Choreographer#postFrameCallback}.</li>
* <li>... and that's about it.</li>
* </ul>
* <p>
* Each {@link Looper} thread has its own choreographer. Other threads can
* post callbacks to run on the choreographer but they will run on the {@link Looper}
* to which the choreographer belongs.
* </p>
*/
-
. 协调动画、输入和绘图的时间
-
. 当 choreographer 从子显示系统 接受到定时脉冲(例如垂直脉冲),然后会将 工作 作为下一个显示帧 的一部分,显示。
-
. 应用程序,通常和 choreographer 交互,是直接使用 动画框架 或者 视图层次的 高级抽象。
- 将要处理的动画按固定时间同步发布 显示帧渲染 ——android.animation.ValueAnimator#start
- 发布一个{@link Runnable},在下一帧显示开始前用——View#postOnAnimation
- 发布一个调用 {@link View#invalidate()},在下一帧显示开始前调用——View#postInvalidateOnAnimation()、View#postInvalidateOnAnimation(int, int, int, int)
- 确保{@link View}的内容平滑地滚动并被绘制进来,同步显示在帧渲染中,不做任何事。这已经自动发生了。
{@link View#onDraw}将在适当的时间被调用。
-
有些情况需要我们直接使用 choreographer
- 如果 应用 在不同的线程渲染,例如GL
- 或者完全不适用动画框架,或者视图层次
如果 想确保和 显示同步,可以,通过 Choreographer#postFrameCallback 达到目的。
-
每一个线程都有自己的choreographer,其它线程可以发送 回调,运行在choreographer,但是他们将会运行在 choreographer 所属的 Looper中。
概况
public final class Choreographer {
private static final ThreadLocal<Choreographer> sThreadInstance =
new ThreadLocal<Choreographer>() {
@Override
protected Choreographer initialValue() {
Looper looper = Looper.myLooper();
if (looper == null) {
throw new IllegalStateException("The current thread must have a looper!");
}
Choreographer choreographer = new Choreographer(looper, VSYNC_SOURCE_APP);
if (looper == Looper.getMainLooper()) {
mMainInstance = choreographer;
}
return choreographer;
}
};
// Thread local storage for the SF choreographer.
private static final ThreadLocal<Choreographer> sSfThreadInstance =
new ThreadLocal<Choreographer>() {
@Override
protected Choreographer initialValue() {
Looper looper = Looper.myLooper();
if (looper == null) {
throw new IllegalStateException("The current thread must have a looper!");
}
return new Choreographer(looper, VSYNC_SOURCE_SURFACE_FLINGER);
}
};
// Enable/disable vsync for animations and drawing.
//从系统获取,是否支持使用垂直同步
private static final boolean USE_VSYNC = SystemProperties.getBoolean(
"debug.choreographer.vsync", true);
//从系统中获取是否使用帧时间
// Enable/disable using the frame time instead of returning now.
private static final boolean USE_FRAME_TIME = SystemProperties.getBoolean(
"debug.choreographer.frametime", true);
//从系统中,获取跳帧的阀值
// Set a limit to warn about skipped frames.
// Skipped frames imply jank.
private static final int SKIPPED_FRAME_WARNING_LIMIT = SystemProperties.getInt(
"debug.choreographer.skipwarning", 30);
/*******************handler 想关*************/
private final FrameHandler mHandler;
//mHandler 中Message的类型
//刷新当前这一帧
private static final int MSG_DO_FRAME = 0;
//做VSYNC的信号同步
private static final int MSG_DO_SCHEDULE_VSYNC = 1;
// //将当前任务加入执行队列
private static final int MSG_DO_SCHEDULE_CALLBACK = 2;
/*******************handler 想关*************/
//接受native 层,垂直同步的回调方法
private final FrameDisplayEventReceiver mDisplayEventReceiver;
//缓存中没在使用的 CallbackRecord
private CallbackRecord mCallbackPool;
//存储不同类型的 CallbackQueue(存储 CallbackRecord )
private final CallbackQueue[] mCallbackQueues;
//frame是否开始绘制
private boolean mFrameScheduled;
//mCallbacks 是否在运行
private boolean mCallbacksRunning;
//上一次刷新时间
private long mLastFrameTimeNanos;
//屏幕刷新时间
private long mFrameIntervalNanos;
private boolean mDebugPrintNextFrameTimeDelta;
private int mFPSDivisor = 1;
/**
* Must be kept in sync with CALLBACK_* ints below, used to index into this array.
* @hide
*/
private static final String[] CALLBACK_TRACE_TITLES = {
"input", "animation", "traversal", "commit"
};
/**
* Callback type: Input callback. Runs first.
* @hide
*/
//输入回调,首先执行
public static final int CALLBACK_INPUT = 0;
/**
* Callback type: Animation callback. Runs before traversals.
* @hide
*/
@TestApi
//动画回调,在CALLBACK_TRAVERSAL 回调之前执行
public static final int CALLBACK_ANIMATION = 1;
/**
* Callback type: Traversal callback. Handles layout and draw. Runs
* after all other asynchronous messages have been handled.
* @hide
*/
//处理,layout 和 draw ,开始于,在所有异步消息处理完之后。
public static final int CALLBACK_TRAVERSAL = 2;
/**
* Callback type: Commit callback. Handles post-draw operations for the frame.
* Runs after traversal completes. The {@link #getFrameTime() frame time} reported
* during this callback may be updated to reflect delays that occurred while
* traversals were in progress in case heavy layout operations caused some frames
* to be skipped. The frame time reported during this callback provides a better
* estimate of the start time of the frame in which animations (and other updates
* to the view hierarchy state) actually took effect.
* @hide
*/
public static final int CALLBACK_COMMIT = 3;
private static final int CALLBACK_LAST = CALLBACK_COMMIT;
}
choreographer 类似于Looper ,是以ThreadLocal 副本的形式,存储在Thread 中。
CallbackRecord
public final class Choreographer {
// All frame callbacks posted by applications have this token.
//应用程序发布的所有 帧回调 ,都使用 FRAME_CALLBACK_TOKEN 作为token
private static final Object FRAME_CALLBACK_TOKEN = new Object() {
public String toString() { return "FRAME_CALLBACK_TOKEN"; }
};
...
private static final class CallbackRecord {
//单链表结构,每个节点 持有下个CallbackRecord 的引用(next)
public CallbackRecord next;
//发生的时间
public long dueTime;
//执行动作,有runnable 或者 帧的回调
public Object action; // Runnable or FrameCallback
//根据token ,区分 action
public Object token;
//回调记录的执行
public void run(long frameTimeNanos) {
if (token == FRAME_CALLBACK_TOKEN) {
((FrameCallback)action).doFrame(frameTimeNanos);
} else {
((Runnable)action).run();
}
}
}
....
/**
* Implement this interface to receive a callback when a new display frame is
* being rendered. The callback is invoked on the {@link Looper} thread to
* which the {@link Choreographer} is attached.
*/
//帧呈现的回调
public interface FrameCallback {
/**
* Called when a new display frame is being rendered.
* <p>
* This method provides the time in nanoseconds when the frame started being rendered.
* The frame time provides a stable time base for synchronizing animations
* and drawing. It should be used instead of {@link SystemClock#uptimeMillis()}
* or {@link System#nanoTime()} for animations and drawing in the UI. Using the frame
* time helps to reduce inter-frame jitter because the frame time is fixed at the time
* the frame was scheduled to start, regardless of when the animations or drawing
* callback actually runs. All callbacks that run as part of rendering a frame will
* observe the same frame time so using the frame time also helps to synchronize effects
* that are performed by different callbacks.
* </p><p>
* Please note that the framework already takes care to process animations and
* drawing using the frame time as a stable time base. Most applications should
* not need to use the frame time information directly.
* </p>
*
* @param frameTimeNanos The time in nanoseconds when the frame started being rendered,
* in the {@link System#nanoTime()} timebase. Divide this value by {@code 1000000}
* to convert it to the {@link SystemClock#uptimeMillis()} time base.
*/
//帧开始显示的时间(纳秒)
public void doFrame(long frameTimeNanos);
}
}
CallbackQueue
public final class Choreographer {
//废弃的CallbackRecord 的链表
private CallbackRecord mCallbackPool;
//根据 执行时间+ action + token 组装成 CallbackRecord
private CallbackRecord obtainCallbackLocked(long dueTime, Object action, Object token) {
//先用缓存的mCallbackPool 表头节点
CallbackRecord callback = mCallbackPool;
//如果缓存的callback 为空则新建一个CallbackRecord
if (callback == null) {
callback = new CallbackRecord();
} else {
//如果callback 不为空,则mCallbackPool 指向 缓存列表头节点的下一个节点
mCallbackPool = callback.next;
callback.next = null;
}
callback.dueTime = dueTime;
callback.action = action;
callback.token = token;
return callback;
}
//回收掉从列表移除的CallbackRecord ,加入到 mCallbackPool 链表的头部
private void recycleCallbackLocked(CallbackRecord callback) {
callback.action = null;
callback.token = null;
callback.next = mCallbackPool;
mCallbackPool = callback;
}
...
//CallbackRecord 节点类型的链表,是以执行时间由 早到晚排列
private final class CallbackQueue {
//CallbackQueue 列表的头节点
private CallbackRecord mHead;
//链表中添加 action(FrameCallback/Runnable)
public void addCallbackLocked(long dueTime, Object action, Object token) {
// 生成一个 CallbackRecord
CallbackRecord callback = obtainCallbackLocked(dueTime, action, token);
CallbackRecord entry = mHead;
//CallbackQueue 头节点为空,则callback 赋值为头节点
if (entry == null) {
mHead = callback;
return;
}
//如果callback 的执行时间,小于 链表的头节点的执行时间,则callback 加入到表头
if (dueTime < entry.dueTime) {
callback.next = entry;
mHead = callback;
return;
}
//遍历链表,根据时间,将callback 插入到列表中
while (entry.next != null) {
if (dueTime < entry.next.dueTime) {
callback.next = entry.next;
break;
}
entry = entry.next;
}
entry.next = callback;
}
//移除 action(FrameCallback/Runnable)
public void removeCallbacksLocked(Object action, Object token) {
CallbackRecord predecessor = null;
for (CallbackRecord callback = mHead; callback != null;) {
final CallbackRecord next = callback.next;
if ((action == null || callback.action == action)
&& (token == null || callback.token == token)) {
if (predecessor != null) {
predecessor.next = next;
} else {
mHead = next;
}
recycleCallbackLocked(callback);
} else {
predecessor = callback;
}
callback = next;
}
}
}
//判断 CallbackQueue 中是否有可执行的 节点
public boolean hasDueCallbacksLocked(long now) {
// 头节点时间都比now 时间早的话,那么链表中没有可执行的节点
return mHead != null && mHead.dueTime <= now;
}
//根据now 时间,从链表中提取可以执行的 CallbackRecord
public CallbackRecord extractDueCallbacksLocked(long now) {
CallbackRecord callbacks = mHead;
if (callbacks == null || callbacks.dueTime > now) {
return null;
}
CallbackRecord last = callbacks;
CallbackRecord next = last.next;
while (next != null) {
if (next.dueTime > now) {
last.next = null;
break;
}
last = next;
next = next.next;
}
mHead = next;
return callbacks;
}
...
}
Choreographer 对象的获取
//Choreographer.java
//单例构造方法:从当前线程中 ,获取 实例
public static Choreographer getInstance() {
return sThreadInstance.get();
}
private Choreographer(Looper looper, int vsyncSource) {
mLooper = looper;
mHandler = new FrameHandler(looper);
//当系统使用 垂直信号的时候,创建VSYNC的信号接受对象
mDisplayEventReceiver = USE_VSYNC
? new FrameDisplayEventReceiver(looper, vsyncSource)
: null;
//初始化上一次frame渲染的时间点
mLastFrameTimeNanos = Long.MIN_VALUE;
//计算帧率,也就是一帧所需的渲染时间,getRefreshRate是刷新率,一般是60
mFrameIntervalNanos = (long)(1000000000 / getRefreshRate());
//根据回调类型(CALLBACK_INPUT ,CALLBACK_ANIMATION ,CALLBACK_TRAVERSAL ),实例化 mCallbackQueues
mCallbackQueues = new CallbackQueue[CALLBACK_LAST + 1];
for (int i = 0; i <= CALLBACK_LAST; i++) {
mCallbackQueues[i] = new CallbackQueue();
}
// b/68769804: For low FPS experiments.
setFPSDivisor(SystemProperties.getInt(ThreadedRenderer.DEBUG_FPS_DIVISOR, 1));
}
FrameDisplayEventReceiver (继承自DisplayEventReceiver )
public abstract class DisplayEventReceiver {
/**
* When retrieving vsync events, this specifies that the vsync event should happen at the normal
* vsync-app tick.
* <p>
* Needs to be kept in sync with frameworks/native/include/gui/ISurfaceComposer.h
*/
//正常的垂直信号
public static final int VSYNC_SOURCE_APP = 0;
/**
* When retrieving vsync events, this specifies that the vsync event should happen whenever
* Surface Flinger is processing a frame.
* <p>
* Needs to be kept in sync with frameworks/native/include/gui/ISurfaceComposer.h
*/
public static final int VSYNC_SOURCE_SURFACE_FLINGER = 1;
private static final String TAG = "DisplayEventReceiver";
private final CloseGuard mCloseGuard = CloseGuard.get();
//初始化后,获得一个句柄
private long mReceiverPtr;
// We keep a reference message queue object here so that it is not
// GC'd while the native peer of the receiver is using them.
private MessageQueue mMessageQueue;
private static native long nativeInit(WeakReference<DisplayEventReceiver> receiver,
MessageQueue messageQueue, int vsyncSource);
private static native void nativeDispose(long receiverPtr);
@FastNative
private static native void nativeScheduleVsync(long receiverPtr);
/**
* Creates a display event receiver.
*
* @param looper The looper to use when invoking callbacks.
*/
public DisplayEventReceiver(Looper looper) {
this(looper, VSYNC_SOURCE_APP);
}
/**
* Creates a display event receiver.
*
* @param looper The looper to use when invoking callbacks.
* @param vsyncSource The source of the vsync tick. Must be on of the VSYNC_SOURCE_* values.
*/
public DisplayEventReceiver(Looper looper, int vsyncSource) {
if (looper == null) {
throw new IllegalArgumentException("looper must not be null");
}
mMessageQueue = looper.getQueue();
//获取当前线程的 mMessageQueue ,调用本地nativeInit 方法
mReceiverPtr = nativeInit(new WeakReference<DisplayEventReceiver>(this), mMessageQueue,
vsyncSource);
mCloseGuard.open("dispose");
}
//当 对象被回收的时候,执行该方法
@Override
protected void finalize() throws Throwable {
try {
dispose(true);
} finally {
super.finalize();
}
}
/**
* Disposes the receiver.
*/
public void dispose() {
dispose(false);
}
private void dispose(boolean finalized) {
if (mCloseGuard != null) {
if (finalized) {
mCloseGuard.warnIfOpen();
}
mCloseGuard.close();
}
if (mReceiverPtr != 0) {
nativeDispose(mReceiverPtr);
mReceiverPtr = 0;
}
mMessageQueue = null;
}
/**
* 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.
*/
//当收到垂直同步脉冲时候,调用
//timestampNanos: 脉冲的时间戳
//builtInDisplayId: 显示的displayId
//frame:帧号。为每个垂直同步间隔增加1
public void onVsync(long timestampNanos, int builtInDisplayId, int frame) {
}
/**
* Called when a display hotplug event is received.
*
* @param timestampNanos The timestamp of the event, in the {@link System#nanoTime()}
* timebase.
* @param builtInDisplayId The surface flinger built-in display id such as
* {@link SurfaceControl#BUILT_IN_DISPLAY_ID_HDMI}.
* @param connected True if the display is connected, false if it disconnected.
*/
//当接收到显示热插拔事件时调用
public void onHotplug(long timestampNanos, int builtInDisplayId, boolean connected) {
}
/**
* Schedules a single vertical sync pulse to be delivered when the next
* display frame begins.
*/
//在下一帧开始前,发一个垂直同步信号
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 from native code.
@SuppressWarnings("unused")
private void dispatchHotplug(long timestampNanos, int builtInDisplayId, boolean connected) {
onHotplug(timestampNanos, builtInDisplayId, connected);
}
//负责,接收系统发出来的垂直同步信号,和 向系统发出信号
private final class FrameDisplayEventReceiver extends DisplayEventReceiver
implements Runnable {
//是否有将要执行的 垂直同步信号
private boolean mHavePendingVsync;
private long mTimestampNanos;
//显示帧数
private int mFrame;
public FrameDisplayEventReceiver(Looper looper, int vsyncSource) {
super(looper, vsyncSource);
}
//接受到垂直同步信号
@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.
//当接收到的同步信号时,如果builtInDisplayId 不是 BUILT_IN_DISPLAY_ID_MAIN 重新调用 scheduleVsync 获取一个垂直同步信号
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();
//如果接收到的信号发生时间大于大于当前时间,则置为当前时间
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);
//发送message,通过handler 执行到 下面的run 方法
mHandler.sendMessageAtTime(msg, timestampNanos / TimeUtils.NANOS_PER_MS);
}
@Override
public void run() {
//将是否有将要处理信号标志,置为false
mHavePendingVsync = false;
//执行都Frame 方法
doFrame(mTimestampNanos, mFrame);
}
}
- scheduleVsync : 向系发出 垂直同步信号,CPU ,GPU 接收到信号,开始处理帧数据
- onVsync(long timestampNanos, int builtInDisplayId, int frame) :接收到系统 返回来的垂直同步信号。当CPU ,GPU 处理完帧数据的时候,回调到该方法,告诉Display 开始处理已经ok的对应帧数据。
doFrame :处理帧数据
public final class Choreographer {
//两帧的时间间隔
private long mFrameIntervalNanos;
private Choreographer(Looper looper, int vsyncSource) {
mFrameIntervalNanos = (long)(1000000000 / getRefreshRate());
}
//获取系统的刷新频率(FPS)
private static float getRefreshRate() {
DisplayInfo di = DisplayManagerGlobal.getInstance().getDisplayInfo(
Display.DEFAULT_DISPLAY);
return di.getMode().getRefreshRate();
}
...
void doFrame(long frameTimeNanos, int frame) {
final long startNanos;
synchronized (mLock) {
//是否有需要处理的 帧
if (!mFrameScheduled) {
return; // no work to do
}
if (DEBUG_JANK && mDebugPrintNextFrameTimeDelta) {
mDebugPrintNextFrameTimeDelta = false;
Log.d(TAG, "Frame time delta: "
+ ((frameTimeNanos - mLastFrameTimeNanos) * 0.000001f) + " ms");
}
//将要处理的帧时间
long intendedFrameTimeNanos = frameTimeNanos;
//系统当前时间
startNanos = System.nanoTime();
//获取时间差
final long jitterNanos = startNanos - frameTimeNanos;
//如果时间差大于 系统的帧时间间隔
if (jitterNanos >= mFrameIntervalNanos) {
//计算相差的帧数
final long skippedFrames = jitterNanos / mFrameIntervalNanos;
//SKIPPED_FRAME_WARNING_LIMIT系统默认 丢帧警告数
if (skippedFrames >= SKIPPED_FRAME_WARNING_LIMIT) {
Log.i(TAG, "Skipped " + skippedFrames + " frames! "
+ "The application may be doing too much work on its main thread.");
}
//最后一帧的时间间隔
final long lastFrameOffset = jitterNanos % mFrameIntervalNanos;
if (DEBUG_JANK) {
Log.d(TAG, "Missed vsync by " + (jitterNanos * 0.000001f) + " ms "
+ "which is more than the frame interval of "
+ (mFrameIntervalNanos * 0.000001f) + " ms! "
+ "Skipping " + skippedFrames + " frames and setting frame "
+ "time to " + (lastFrameOffset * 0.000001f) + " ms in the past.");
}
//重置将要执行帧的时间
frameTimeNanos = startNanos - lastFrameOffset;
}
//如果帧时间小于上一帧执行时间
if (frameTimeNanos < mLastFrameTimeNanos) {
if (DEBUG_JANK) {
Log.d(TAG, "Frame time appears to be going backwards. May be due to a "
+ "previously skipped frame. Waiting for next vsync.");
}
//发送垂直同步信号(mDisplayEventReceiver.scheduleVsync())
scheduleVsyncLocked();
return;
}
//mFPSDivisor :设置FPS devisor来降低FPS,一般默认是1
if (mFPSDivisor > 1) {
long timeSinceVsync = frameTimeNanos - mLastFrameTimeNanos;
if (timeSinceVsync < (mFrameIntervalNanos * mFPSDivisor) && timeSinceVsync > 0) {
scheduleVsyncLocked();
return;
}
}
mFrameInfo.setVsync(intendedFrameTimeNanos, frameTimeNanos);
//置为false
mFrameScheduled = false;
//重置上一帧时间
mLastFrameTimeNanos = frameTimeNanos;
}
try {
Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Choreographer#doFrame");
//去设置动画
AnimationUtils.lockAnimationClock(frameTimeNanos / TimeUtils.NANOS_PER_MS);
mFrameInfo.markInputHandlingStart();
// Input callback 类型callback
doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos);
mFrameInfo.markAnimationsStart();
//Animation callback 类型callback
doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos);
mFrameInfo.markPerformTraversalsStart();
// Traversal callback 类型callback
doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos);
//CALLBACK_COMMIT 类型 callback
doCallbacks(Choreographer.CALLBACK_COMMIT, frameTimeNanos);
} finally {
AnimationUtils.unlockAnimationClock();
Trace.traceEnd(Trace.TRACE_TAG_VIEW);
}
if (DEBUG_FRAMES) {
final long endNanos = System.nanoTime();
Log.d(TAG, "Frame " + frame + ": Finished, took "
+ (endNanos - startNanos) * 0.000001f + " ms, latency "
+ (startNanos - frameTimeNanos) * 0.000001f + " ms.");
}
}
...
}
doCallbacks
public final class Choreographer {
//是否有callbackRecord 在执行
private boolean mCallbacksRunning;
void doCallbacks(int callbackType, long frameTimeNanos) {
CallbackRecord callbacks;
synchronized (mLock) {
// We use "now" to determine when callbacks become due because it's possible
// for earlier processing phases in a frame to post callbacks that should run
// in a following phase, such as an input event that causes an animation to start.
final long now = System.nanoTime();
//callbackType 的链表中,根据now 选择执行 符合条件的callbacks
// 详见上面 所讲 CallbackQueue
callbacks = mCallbackQueues[callbackType].extractDueCallbacksLocked(
now / TimeUtils.NANOS_PER_MS);
if (callbacks == null) {
return;
}
mCallbacksRunning = true;
// Update the frame time if necessary when committing the frame.
// We only update the frame time if we are more than 2 frames late reaching
// the commit phase. This ensures that the frame time which is observed by the
// callbacks will always increase from one frame to the next and never repeat.
// We never want the next frame's starting frame time to end up being less than
// or equal to the previous frame's commit frame time. Keep in mind that the
// next frame has most likely already been scheduled by now so we play it
// safe by ensuring the commit time is always at least one frame behind.
if (callbackType == Choreographer.CALLBACK_COMMIT) {
final long jitterNanos = now - frameTimeNanos;
Trace.traceCounter(Trace.TRACE_TAG_VIEW, "jitterNanos", (int) jitterNanos);
if (jitterNanos >= 2 * mFrameIntervalNanos) {
final long lastFrameOffset = jitterNanos % mFrameIntervalNanos
+ mFrameIntervalNanos;
if (DEBUG_JANK) {
Log.d(TAG, "Commit callback delayed by " + (jitterNanos * 0.000001f)
+ " ms which is more than twice the frame interval of "
+ (mFrameIntervalNanos * 0.000001f) + " ms! "
+ "Setting frame time to " + (lastFrameOffset * 0.000001f)
+ " ms in the past.");
mDebugPrintNextFrameTimeDelta = true;
}
frameTimeNanos = now - lastFrameOffset;
mLastFrameTimeNanos = frameTimeNanos;
}
}
}
try {
Trace.traceBegin(Trace.TRACE_TAG_VIEW, CALLBACK_TRACE_TITLES[callbackType]);
//callbacks 到 链表表尾 直接所有节点,执行run 方法
for (CallbackRecord c = callbacks; c != null; c = c.next) {
if (DEBUG_FRAMES) {
Log.d(TAG, "RunCallback: type=" + callbackType
+ ", action=" + c.action + ", token=" + c.token
+ ", latencyMillis=" + (SystemClock.uptimeMillis() - c.dueTime));
}
c.run(frameTimeNanos);
}
} finally {
synchronized (mLock) {
mCallbacksRunning = false;
//移除执行完的callbackRecord
do {
final CallbackRecord next = callbacks.next;
recycleCallbackLocked(callbacks);
callbacks = next;
} while (callbacks != null);
}
Trace.traceEnd(Trace.TRACE_TAG_VIEW);
}
}
}
FrameHandler
public final class Choreographer {
private final FrameHandler mHandler;
private final FrameDisplayEventReceiver mDisplayEventReceiver;
void doScheduleVsync() {
synchronized (mLock) {
//如果有frame 在处理
if (mFrameScheduled) {
scheduleVsyncLocked();
}
}
}
private void scheduleVsyncLocked() {
mDisplayEventReceiver.scheduleVsync();
}
private final class FrameHandler extends Handler {
public FrameHandler(Looper looper) {
super(looper);
}
@Override
public void handleMessage(Message msg) {
switch (msg.what) {
case MSG_DO_FRAME:
//执行某帧,查看上面 doFrame
doFrame(System.nanoTime(), 0);
break;
case MSG_DO_SCHEDULE_VSYNC:
//发送垂直同步信号
doScheduleVsync();
break;
case MSG_DO_SCHEDULE_CALLBACK:
//执行某类类型的 callback列表
doScheduleCallback(msg.arg1);
break;
}
}
}
void doScheduleCallback(int callbackType) {
synchronized (mLock) {
//如果没有帧在处理
if (!mFrameScheduled) {
final long now = SystemClock.uptimeMillis();
//请参阅读上面所讲 CallbackQueues
if (mCallbackQueues[callbackType].hasDueCallbacksLocked(now)) {
scheduleFrameLocked(now);
}
}
}
}
private void scheduleFrameLocked(long now) {
// 如果没有帧在执行
if (!mFrameScheduled) {
mFrameScheduled = true;
//如果使用垂直信号
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.
//如果在主线程
if (isRunningOnLooperThreadLocked()) {
//发送垂直同步信号
scheduleVsyncLocked();
} else {
//发送异步消息 插入,消息链表表头
Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_VSYNC);
msg.setAsynchronous(true);
mHandler.sendMessageAtFrontOfQueue(msg);
}
} else {
//如果没有使用垂直同步,
//计下一帧时间
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.");
}
//发送MSG_DO_FRAME 类型异步消息
Message msg = mHandler.obtainMessage(MSG_DO_FRAME);
msg.setAsynchronous(true);
mHandler.sendMessageAtTime(msg, nextFrameTime);
}
}
}
}
如果想绘制某一帧,必须先发送垂直同步信号,在FrameDisplayEventReceiver 的 onVsync 方法中,接收到回调后,才开始 doFrame()->doCallBack()
CallbackQueue 数组中,添加,移除 对应的 CallbackRecord
public final class Choreographer {
/***************************添加 runnable****************************/
@TestApi
//添加runnable
public void postCallback(int callbackType, Runnable action, Object token) {
postCallbackDelayed(callbackType, action, token, 0);
}
@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);
}
/***************************添加 runnable****************************/
/***************************添加 FrameCallback ****************************/
//添加 FrameCallBack
public void postFrameCallbackDelayed(FrameCallback callback, long delayMillis) {
if (callback == null) {
throw new IllegalArgumentException("callback must not be null");
}
postCallbackDelayedInternal(CALLBACK_ANIMATION,
callback, FRAME_CALLBACK_TOKEN, delayMillis);
}
/***************************添加 FrameCallback ****************************/
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();
//计算执行时间
final long dueTime = now + delayMillis;
//加入对应类型的链表中
mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token);
//如果执行时间小于等于当前时间
if (dueTime <= now) {
//立即执行 scheduleFrameLocked,该方法上午已讲
scheduleFrameLocked(now);
} else {
Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_CALLBACK, action);
msg.arg1 = callbackType;
msg.setAsynchronous(true);
//通过handler 定时执行 scheduleFrameLocked,该方法上午已讲
mHandler.sendMessageAtTime(msg, dueTime);
}
}
}
//移除FrameCallback
public void removeFrameCallback(FrameCallback callback) {
if (callback == null) {
throw new IllegalArgumentException("callback must not be null");
}
removeCallbacksInternal(CALLBACK_ANIMATION, callback, FRAME_CALLBACK_TOKEN);
}
//移除Runnable
@TestApi
public void removeCallbacks(int callbackType, Runnable action, Object token) {
if (callbackType < 0 || callbackType > CALLBACK_LAST) {
throw new IllegalArgumentException("callbackType is invalid");
}
removeCallbacksInternal(callbackType, action, token);
}
private void removeCallbacksInternal(int callbackType, Object action, Object token) {
if (DEBUG_FRAMES) {
Log.d(TAG, "RemoveCallbacks: type=" + callbackType
+ ", action=" + action + ", token=" + token);
}
synchronized (mLock) {
mCallbackQueues[callbackType].removeCallbacksLocked(action, token);
if (action != null && token == null) {
//MessageQueue中 移除 callbackType 和 action 对应的 message
mHandler.removeMessages(MSG_DO_SCHEDULE_CALLBACK, action);
}
}
}
}
编舞者的大体流程,已经过了一边。大体流程: