接着前面的BootAnimation的启动过程,可以看到内部会涉及很多OpenGL ES的相关操作,OpenGL
ES通过之前创建的具备有SurfaceTexture等的Surface类,来操作远端的SF来完成相关的图像渲染。
这里主要涉及到ANativeWindow的2个核心回调函数,OpenGL
ES在应用层的eglSwapBuffers就是调用了QueueBuffer和DequeueBuffer两个函数来完成的。
在介绍上面两个函数的实现时,有必要把BufferQueue这个类再提出来。他是由应用程序在客户端通过和服务端的Client交互,提交消息给SurfaceFlinger处理时创建的Layer对象时在SurfaceTextureLayer类构造中创建的:
BufferQueue中有一个成员变量BufferSlot mSlots[NUM_BUFFER_SLOTS];即一个BufferQueue实际上最大可以有32个Buffer,即一个应用程序申请的Surface在SF端的Layer可以有32个图像缓存区。而这32个图形缓存区都有上面的mSlots维护着,每个Buffer有以下几种可变的状态,由BufferState
mBufferState维护:
分别是FREE,DEQUEUED,QUEUE,ACQUIRED这4个状态,分别是空闲,出列被填充数据,入列代表有了数据,最终将入列后有了图形数据的缓冲区进行渲染。
step1:先来看dequeueBuffer函数,可以理解为生产者,会用来申请Buffer并进行应用程序端的图像绘制。
int SurfaceTextureClient::dequeueBuffer(android_native_buffer_t** buffer, int* fenceFd) { ATRACE_CALL(); ALOGV("SurfaceTextureClient::dequeueBuffer"); Mutex::Autolock lock(mMutex); int buf = -1; int reqW = mReqWidth ? mReqWidth : mUserWidth; int reqH = mReqHeight ? mReqHeight : mUserHeight; sp<Fence> fence; status_t result = mSurfaceTexture->dequeueBuffer(&buf, fence, reqW, reqH, mReqFormat, mReqUsage);//调用远程的BnSurfaceTexture来完成BufferQueue的操作 if (result < 0) { ALOGV("dequeueBuffer: ISurfaceTexture::dequeueBuffer(%d, %d, %d, %d)" "failed: %d", mReqWidth, mReqHeight, mReqFormat, mReqUsage, result); return result; } sp<GraphicBuffer>& gbuf(mSlots[buf].buffer);//对应到客户端的mSlots中,buf为SF侧分配到的id if (result & ISurfaceTexture::RELEASE_ALL_BUFFERS) { freeAllBuffers(); } if ((result & ISurfaceTexture::BUFFER_NEEDS_REALLOCATION) || gbuf == 0) { result = mSurfaceTexture->requestBuffer(buf, &gbuf);
//返回的result是在重新分配后找到对应的缓冲区信息,需要进行request if (result != NO_ERROR) { ALOGE("dequeueBuffer: ISurfaceTexture::requestBuffer failed: %d", result); return result; } } if (fence.get()) { *fenceFd = fence->dup(); if (*fenceFd == -1) { ALOGE("dequeueBuffer: error duping fence: %d", errno); // dup() should never fail; something is badly wrong. Soldier on // and hope for the best; the worst that should happen is some // visible corruption that lasts until the next frame. } } else { *fenceFd = -1; } *buffer = gbuf.get();//GraphicBuffer return OK; } |
上面函数的核心在于status_t result = mSurfaceTexture->dequeueBuffer(&buf,
fence, reqW, reqH,mReqFormat, mReqUsage);那么这个应用层即所谓的客户端侧的mSurfaceTexture是什么呢?这个其实就是应用程序侧在创建了SurfaceControl后获得的,即所谓的BufferQueue的Binder匿名代理(继承了BnSurfaceTexture而已)BpSurfaceTexture。从而这样建立起来的Binder通信机制,使得在ANativeWindow将最终的Buffer处理都扔回给了之前由SurfaceFlinger创建的Layer,SurfaceTexture对象中去了。
step2:现在回到BufferQueue去吧,看看是如何做调用的。
通过BpSurfaceTexture来到BnSurfaceTexture,如下:
因为BufferQueue继承了BnSurfaceTexture后,故调用BufferQueue的成员函数queueBuffer,其实也就是SurfaceFlinger再操纵着这些个Buffer。
case DEQUEUE_BUFFER: {//图像缓冲区申请 CHECK_INTERFACE(ISurfaceTexture, data, reply); uint32_t w = data.readInt32(); uint32_t h = data.readInt32(); uint32_t format = data.readInt32(); uint32_t usage = data.readInt32(); int buf; sp<Fence> fence; int result = dequeueBuffer(&buf, fence, w, h, format, usage); bool hasFence = fence.get() && fence->isValid(); reply->writeInt32(buf); reply->writeInt32(hasFence); if (hasFence) { reply->write(*fence.get()); } reply->writeInt32(result); return NO_ERROR; } break;<span style="font-family:Courier New;background-color: rgb(240, 240, 240);"> </span> |
status_t BufferQueue::dequeueBuffer(int *outBuf, sp<Fence>& outFence, uint32_t w, uint32_t h, uint32_t format, uint32_t usage) { { ...... { // Scope for the lock Mutex::Autolock lock(mMutex); if (format == 0) { format = mDefaultBufferFormat; } // turn on usage bits the consumer requested usage |= mConsumerUsageBits; int found = -1; int dequeuedCount = 0; bool tryAgain = true; while (tryAgain) { if (mAbandoned) { ST_LOGE("dequeueBuffer: SurfaceTexture has been abandoned!"); return NO_INIT; } const int maxBufferCount = getMaxBufferCountLocked(); // Free up any buffers that are in slots beyond the max buffer // count. for (int i = maxBufferCount; i < NUM_BUFFER_SLOTS; i++) {//寻找所有的slots assert(mSlots[i].mBufferState == BufferSlot::FREE); if (mSlots[i].mGraphicBuffer != NULL) { freeBufferLocked(i); returnFlags |= ISurfaceTexture::RELEASE_ALL_BUFFERS; } } // look for a free buffer to give to the client found = INVALID_BUFFER_SLOT; dequeuedCount = 0; for (int i = 0; i < maxBufferCount; i++) { const int state = mSlots[i].mBufferState; if (state == BufferSlot::DEQUEUED) { dequeuedCount++;//统计已经出列的buffer个数 } if (state == BufferSlot::FREE) { /* We return the oldest of the free buffers to avoid * stalling the producer if possible. This is because * the consumer may still have pending reads of the * buffers in flight. */ if ((found < 0) || mSlots[i].mFrameNumber < mSlots[found].mFrameNumber) { found = i;//寻址free里面帧号最小的位置Slot } } } // clients are not allowed to dequeue more than one buffer // if they didn't set a buffer count. if (!mOverrideMaxBufferCount && dequeuedCount) { ST_LOGE("dequeueBuffer: can't dequeue multiple buffers without " "setting the buffer count"); return -EINVAL; } // See whether a buffer has been queued since the last // setBufferCount so we know whether to perform the min undequeued // buffers check below. if (mBufferHasBeenQueued) { // make sure the client is not trying to dequeue more buffers // than allowed. const int newUndequeuedCount = maxBufferCount - (dequeuedCount+1); const int minUndequeuedCount = getMinUndequeuedBufferCountLocked(); if (newUndequeuedCount < minUndequeuedCount) { ST_LOGE("dequeueBuffer: min undequeued buffer count (%d) " "exceeded (dequeued=%d undequeudCount=%d)", minUndequeuedCount, dequeuedCount, newUndequeuedCount); return -EBUSY; } } // If no buffer is found, wait for a buffer to be released or for // the max buffer count to change. tryAgain = found == INVALID_BUFFER_SLOT; if (tryAgain) { for (int i = 0; i < maxBufferCount; i++) { BQ_LOGD("#dequeueBuffer tryAgain buf:%d state:%d", i, mSlots[i].mBufferState); } mDequeueCondition.wait(mMutex);//等待有buffer的释放 } } if (found == INVALID_BUFFER_SLOT) { // This should not happen. ST_LOGE("dequeueBuffer: no available buffer slots"); return -EBUSY; } const int buf = found; *outBuf = found;//找到可以使用的buffer,记录到outBuf里面 ATRACE_BUFFER_INDEX(buf); const bool useDefaultSize = !w && !h; if (useDefaultSize) { // use the default size w = mDefaultWidth; h = mDefaultHeight; } // buffer is now in DEQUEUED (but can also be current at the same time, // if we're in synchronous mode) mSlots[buf].mBufferState = BufferSlot::DEQUEUED; const sp<GraphicBuffer>& buffer(mSlots[buf].mGraphicBuffer); if ((buffer == NULL) || (uint32_t(buffer->width) != w) || (uint32_t(buffer->height) != h) || (uint32_t(buffer->format) != format) || ((uint32_t(buffer->usage) & usage) != usage))
//当前找到的slots中的buffer没有缓冲区或者相关属性不匹配则从新申请 { mSlots[buf].mAcquireCalled = false; mSlots[buf].mGraphicBuffer = NULL; mSlots[buf].mRequestBufferCalled = false; mSlots[buf].mEglFence = EGL_NO_SYNC_KHR; mSlots[buf].mFence.clear(); mSlots[buf].mEglDisplay = EGL_NO_DISPLAY; returnFlags |= ISurfaceTexture::BUFFER_NEEDS_REALLOCATION;//重新申请 } dpy = mSlots[buf].mEglDisplay; eglFence = mSlots[buf].mEglFence; outFence = mSlots[buf].mFence; mSlots[buf].mEglFence = EGL_NO_SYNC_KHR; mSlots[buf].mFence.clear(); } // end lock scope if (returnFlags & ISurfaceTexture::BUFFER_NEEDS_REALLOCATION) { status_t error; mGraphicBufferAlloc->acquireBufferReferenceSlot(*outBuf); sp<GraphicBuffer> graphicBuffer( mGraphicBufferAlloc->createGraphicBuffer( w, h, format, usage, &error));//重新请求SF端申请一个buffer if (graphicBuffer == 0) { ST_LOGE("dequeueBuffer: SurfaceComposer::createGraphicBuffer " "failed"); return error; } { // Scope for the lock Mutex::Autolock lock(mMutex); if (mAbandoned) { ST_LOGE("dequeueBuffer: SurfaceTexture has been abandoned!"); return NO_INIT; } mSlots[*outBuf].mGraphicBuffer = graphicBuffer;//申请的buffer加入到当前的mSlots的成员mGraphicBuffer中 } } if (eglFence != EGL_NO_SYNC_KHR) { EGLint result = eglClientWaitSyncKHR(dpy, eglFence, 0, 1000000000); // If something goes wrong, log the error, but return the buffer without // synchronizing access to it. It's too late at this point to abort the // dequeue operation. if (result == EGL_FALSE) { ST_LOGE("dequeueBuffer: error waiting for fence: %#x", eglGetError()); } else if (result == EGL_TIMEOUT_EXPIRED_KHR) { ST_LOGE("dequeueBuffer: timeout waiting for fence"); } eglDestroySyncKHR(dpy, eglFence); } BQ_LOGD("#dequeueBuffer: returning slot=%d buf=%p flags=%#x %p", *outBuf, mSlots[*outBuf].mGraphicBuffer->handle, returnFlags, this); return returnFlags; } |
DeQueueuffer的内容比较多,我们分以下几个Step来进行分析。
step1:清空超过最大需求的Buffer
// Free up any buffers that are in slots beyond the max buffer // count. for (int i = maxBufferCount; i < NUM_BUFFER_SLOTS; i++) {//寻找所有的slots assert(mSlots[i].mBufferState == BufferSlot::FREE); if (mSlots[i].mGraphicBuffer != NULL) { freeBufferLocked(i); returnFlags |= ISurfaceTexture::RELEASE_ALL_BUFFERS; } }
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这里假设maxBufferCount = 2,对其余的Buffer进行图形缓存区的清除。
step2:查找一个合格的Free了的Buffer
found = INVALID_BUFFER_SLOT; dequeuedCount = 0; for (int i = 0; i < maxBufferCount; i++) { const int state = mSlots[i].mBufferState; if (state == BufferSlot::DEQUEUED) { dequeuedCount++;//统计已经出列的buffer个数 } if (state == BufferSlot::FREE) { /* We return the oldest of the free buffers to avoid * stalling the producer if possible. This is because * the consumer may still have pending reads of the * buffers in flight. */ if ((found < 0) || mSlots[i].mFrameNumber < mSlots[found].mFrameNumber) { found = i;//寻址free里面帧号最小的位置Slot } } } |
这里可以看到只执行2次循环,因为只需要2个图形缓存区而已。这里找到FREE的BufferSlot后,还需要查看当前的buffer所属于的帧号,这里found最终被定义为帧号小的BufferSlot.
step3:找到对应的BufferSlot的索index后,赋值给返回的outbuf参数,并切换当前状态从FREE到DEQUEUED。
step4: 实际图形缓存区的分配和申请,是实际DEqueuebuffer的重点所在
mSlots[buf].mBufferState = BufferSlot::DEQUEUED; const sp<GraphicBuffer>& buffer(mSlots[buf].mGraphicBuffer); if ((buffer == NULL) || (uint32_t(buffer->width) != w) || (uint32_t(buffer->height) != h) || (uint32_t(buffer->format) != format) || ((uint32_t(buffer->usage) & usage) != usage))
//当前找到的slots中的buffer没有缓冲区或者相关属性不匹配则从新申请 { mSlots[buf].mAcquireCalled = false; mSlots[buf].mGraphicBuffer = NULL; mSlots[buf].mRequestBufferCalled = false; mSlots[buf].mEglFence = EGL_NO_SYNC_KHR; mSlots[buf].mFence.clear(); mSlots[buf].mEglDisplay = EGL_NO_DISPLAY; returnFlags |= ISurfaceTexture::BUFFER_NEEDS_REALLOCATION;//重新申请 } dpy = mSlots[buf].mEglDisplay; eglFence = mSlots[buf].mEglFence; outFence = mSlots[buf].mFence; mSlots[buf].mEglFence = EGL_NO_SYNC_KHR; mSlots[buf].mFence.clear(); } // end lock scope if (returnFlags & ISurfaceTexture::BUFFER_NEEDS_REALLOCATION) { status_t error; mGraphicBufferAlloc->acquireBufferReferenceSlot(*outBuf); sp<GraphicBuffer> graphicBuffer( mGraphicBufferAlloc->createGraphicBuffer( w, h, format, usage, &error));//重新请求SF端申请一个buffer if (graphicBuffer == 0) { ST_LOGE("dequeueBuffer: SurfaceComposer::createGraphicBuffer " "failed"); return error; } { // Scope for the lock Mutex::Autolock lock(mMutex); if (mAbandoned) { ST_LOGE("dequeueBuffer: SurfaceTexture has been abandoned!"); return NO_INIT; } mSlots[*outBuf].mGraphicBuffer = graphicBuffer;//申请的buffer加入到当前的mSlots的成员mGraphicBuffer中 } }
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这里都是在对查找到的BufferSlot进行初始化操作,可以看到只要buffer(sp<GraphicBuffer>
mGraphicBuffer;是一个图形缓存类),或者需要的图形缓存的大小、格式、使用形式等与当前的BufferSlot不一样就有必要重新分配图形缓存了。
step5:图形缓存申请的实现mGraphicBufferAlloc->createGraphicBuffer()
那么这个函数是如何实现的呢?回来看看BufferQueue当初创建的时候把,在BufferQueue的构造函数里面,有一个图形缓存区分配的成员对象,他最终是由SurfaceFlinger来实现的。
sp<ISurfaceComposer> composer(ComposerService::getComposerService()); mGraphicBufferAlloc = composer->createGraphicBufferAlloc();//创建GraphicBuffer |
virtual sp<IGraphicBufferAlloc> createGraphicBufferAlloc() { uint32_t n; Parcel data, reply; data.writeInterfaceToken(ISurfaceComposer::getInterfaceDescriptor()); remote()->transact(BnSurfaceComposer::CREATE_GRAPHIC_BUFFER_ALLOC, data, &reply);// return interface_cast<IGraphicBufferAlloc>(reply.readStrongBinder());//BpGraphicBufferAlloc } |
status_t BnSurfaceComposer::onTransact(//内部函数由继承类SF来完成 uint32_t code, const Parcel& data, Parcel* reply, uint32_t flags) { case CREATE_GRAPHIC_BUFFER_ALLOC: { CHECK_INTERFACE(ISurfaceComposer, data, reply); sp<IBinder> b = createGraphicBufferAlloc()->asBinder();//创建图像缓存 reply->writeStrongBinder(b); } break; |
sp<IGraphicBufferAlloc> SurfaceFlinger::createGraphicBufferAlloc() { sp<GraphicBufferAlloc> gba(new GraphicBufferAlloc());//图形缓存的申请 return gba; }
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在上述典型的Binder交互完成后,SF在服务端侧新建了一个图形缓存分配类对象后,将新建的gba写入Binder驱动,返回到客户端益BpBinder的形式存在实际返回的是BpGraphicBufferAlloc的Binder代理,而因此这里通过这个匿名的Binder代理,去请求BnGraphicBufferAlloc来完成
status_t BnGraphicBufferAlloc::onTransact( uint32_t code, const Parcel& data, Parcel* reply, uint32_t flags) { case CREATE_GRAPHIC_BUFFER: { CHECK_INTERFACE(IGraphicBufferAlloc, data, reply); uint32_t w = data.readInt32(); uint32_t h = data.readInt32(); PixelFormat format = data.readInt32(); uint32_t usage = data.readInt32(); status_t error; sp<GraphicBuffer> result = createGraphicBuffer(w, h, format, usage, &error); reply->writeInt32(error); if (result != 0) { reply->write(*result); // We add a BufferReference to this parcel to make sure the // buffer stays alive until the GraphicBuffer object on // the other side has been created. // This is needed so that the buffer handle can be // registered before the buffer is destroyed on implementations // that do not use file-descriptors to track their buffers. reply->writeStrongBinder( new BufferReference(result) ); } return NO_ERROR; } break; .... } |
而之前存入的匿名binder对就是上述SF新建的GraphicBufferAlloc gba;而该类也正好继承了BpGraphicBufferAlloc这个对象,故有GraphicBufferAlloc::createGraphicBuffer来实现:
sp<GraphicBuffer> GraphicBufferAlloc::createGraphicBuffer(uint32_t w, uint32_t h, PixelFormat format, uint32_t usage, status_t* error) { sp<GraphicBuffer> graphicBuffer(new GraphicBuffer(w, h, format, usage)); status_t err = graphicBuffer->initCheck(); *error = err; if (err != 0 || graphicBuffer->handle == 0) { if (err == NO_MEMORY) { GraphicBuffer::dumpAllocationsToSystemLog(); } ALOGE("GraphicBufferAlloc::createGraphicBuffer(w=%d, h=%d) " "failed (%s), handle=%p", w, h, strerror(-err), graphicBuffer->handle); return 0; } return graphicBuffer; } |
这里看到了一个图像缓存类GraphicBuffer,在这里所谓的图像缓存创建就是构造了这个对象
class GraphicBuffer : public ANativeObjectBase< ANativeWindowBuffer, GraphicBuffer, LightRefBase<GraphicBuffer> >, public Flattenable { |
该类继承了本地窗口缓存ANativeWindowBuffer;
GraphicBuffer::GraphicBuffer(uint32_t w, uint32_t h, PixelFormat reqFormat, uint32_t reqUsage) : BASE(), mOwner(ownData), mBufferMapper(GraphicBufferMapper::get()), mInitCheck(NO_ERROR), mIndex(-1) { width = height = stride = format = usage = 0; handle = NULL; mInitCheck = initSize(w, h, reqFormat, reqUsage);//内部实现缓存的申请 }
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GraphicBuffer有一个mBufferMapper对象,缓存的映射,看看他的初始化:
class GraphicBufferMapper : public Singleton<GraphicBufferMapper> { public: static inline GraphicBufferMapper& get() { return getInstance(); } status_t registerBuffer(buffer_handle_t handle); status_t unregisterBuffer(buffer_handle_t handle); status_t lock(buffer_handle_t handle, int usage, const Rect& bounds, void** vaddr); status_t unlock(buffer_handle_t handle); // dumps information about the mapping of this handle void dump(buffer_handle_t handle); status_t get_phy_addess(buffer_handle_t handle, void** vaddr); private: friend class Singleton<GraphicBufferMapper>; GraphicBufferMapper(); gralloc_module_t const *mAllocMod; }; |
这个的get()返回的是一个GraphicBufferMapper对象,且为单列模式。
step6: 该对象将来完成图形缓存的映射,也就是图形缓存区内存映射到应用程序。看她的构造函数:
GraphicBufferMapper::GraphicBufferMapper() : mAllocMod(0) { hw_module_t const* module; int err = hw_get_module(GRALLOC_HARDWARE_MODULE_ID, &module); ALOGE_IF(err, "FATAL: can't find the %s module", GRALLOC_HARDWARE_MODULE_ID); if (err == 0) { mAllocMod = (gralloc_module_t const *)module; } }
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很清楚这个是获取FrameBuffer的HAL模块gralloc的handle到module中,重点来看构造函数里的initSize函数:
status_t GraphicBuffer::initSize(uint32_t w, uint32_t h, PixelFormat format, uint32_t reqUsage) { GraphicBufferAllocator& allocator = GraphicBufferAllocator::get(); status_t err = allocator.alloc(w, h, format, reqUsage, &handle, &stride);//图像缓冲区的分配 if (err == NO_ERROR) { this->width = w; this->height = h; this->format = format; this->usage = reqUsage; } return err; }
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这里又出现了一个图形缓存分配器的类,类似于GraphicBufferMapper函数,来看他的构造过程:
GraphicBufferAllocator::GraphicBufferAllocator() : mAllocDev(0) { hw_module_t const* module; int err = hw_get_module(GRALLOC_HARDWARE_MODULE_ID, &module);//调用HAL层 ALOGE_IF(err, "FATAL: can't find the %s module", GRALLOC_HARDWARE_MODULE_ID); if (err == 0) { gralloc_open(module, &mAllocDev);//获得buffer分配模块mAllocDev,使用的是GPU这个模块ID } } |
这里是打开了HAL层的gralloc模块到mAllocDev中,调用alloc函数,看看他完成了什么?
status_t GraphicBufferAllocator::alloc(uint32_t w, uint32_t h, PixelFormat format, int usage, buffer_handle_t* handle, int32_t* stride) { ...... BufferLiberatorThread::maybeWaitForLiberation(); err = mAllocDev->alloc(mAllocDev, w, h, format, usage, handle, stride); if (err != NO_ERROR) { ALOGW("WOW! gralloc alloc failed, waiting for pending frees!"); BufferLiberatorThread::waitForLiberation(); err = mAllocDev->alloc(mAllocDev, w, h, format, usage, handle, stride); } ALOGW_IF(err, "alloc(%u, %u, %d, %08x, ...) failed %d (%s)", w, h, format, usage, err, strerror(-err)); if (err == NO_ERROR) { Mutex::Autolock _l(sLock); KeyedVector<buffer_handle_t, alloc_rec_t>& list(sAllocList); int bpp = bytesPerPixel(format); if (bpp < 0) { // probably a HAL custom format. in any case, we don't know // what its pixel size is. bpp = 0; } alloc_rec_t rec; rec.w = w; rec.h = h; rec.s = *stride; rec.format = format; rec.usage = usage; rec.size = h * stride[0] * bpp; list.add(*handle, rec); } return err; } |
这里是调用了Gralloc模块的alloc回调函数来完成对内存图形缓存区的申请。
step7:回到HAL层看看gralloc模块做了什么?
static int gralloc_alloc(alloc_device_t* dev, int w, int h, int format, int usage, buffer_handle_t* pHandle, int* pStride) { if (!pHandle || !pStride) return -EINVAL; size_t size, stride; int align = 4; int bpp = 0; switch (format) { case HAL_PIXEL_FORMAT_RGBA_8888: case HAL_PIXEL_FORMAT_RGBX_8888: case HAL_PIXEL_FORMAT_BGRA_8888: bpp = 4; break; case HAL_PIXEL_FORMAT_RGB_888: bpp = 3; break; case HAL_PIXEL_FORMAT_RGB_565: case HAL_PIXEL_FORMAT_RGBA_5551: case HAL_PIXEL_FORMAT_RGBA_4444: case HAL_PIXEL_FORMAT_RAW_SENSOR: bpp = 2; break; default: return -EINVAL; } size_t bpr = (w*bpp + (align-1)) & ~(align-1); size = bpr * h; stride = bpr / bpp; int err; if (usage & GRALLOC_USAGE_HW_FB) { err = gralloc_alloc_framebuffer(dev, size, usage, pHandle);//分配系统缓存帧 } else { err = gralloc_alloc_buffer(dev, size, usage, pHandle);//分配的是内存缓存 } if (err < 0) { return err; } *pStride = stride; return 0; } |
这里看到usage有一种是硬件帧缓存,另一个是开辟单独的匿名内存块。当然数据直接写入FramerBuffer是最快的,但往往一个帧缓存是远远不够的,故而这里将还会创建匿名的pmem来作为图像缓冲区,但帧缓存只有一个。这里的buffer_handle_t
*pHandle最终可以理解为是图形缓存在当前应用程序mmap后的用户空间地址。使得后续的图像渲染等直接对用户空间操作即可。
到这里我们返回到了SurfaceTextureClient::dequeueBuffer函数中去,完成mSurfaceTexture->dequeueBuffer函数返回后,可以看到如果当前的在服务端从新分配了图像缓存后ISurfaceTexture::BUFFER_NEEDS_REALLOCATION,将调用requestBuffer函数,来看看为何还要这么处理?
依旧是BpSurfaceTexture来处理
virtual status_t requestBuffer(int bufferIdx, sp<GraphicBuffer>* buf) { Parcel data, reply; data.writeInterfaceToken(ISurfaceTexture::getInterfaceDescriptor()); data.writeInt32(bufferIdx); status_t result =remote()->transact(REQUEST_BUFFER, data, &reply); if (result != NO_ERROR) { return result; } bool nonNull = reply.readInt32(); if (nonNull) { *buf = new GraphicBuffer();//应用程序侧也新建一个图形缓存 reply.read(**buf);//buf生成 } result = reply.readInt32(); return result; }
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对应在BnSurfaceTexture侧的响应如下:
status_t BnSurfaceTexture::onTransact( uint32_t code, const Parcel& data, Parcel* reply, uint32_t flags) { switch(code) { case REQUEST_BUFFER: { CHECK_INTERFACE(ISurfaceTexture, data, reply); int bufferIdx = data.readInt32(); sp<GraphicBuffer> buffer; int result = requestBuffer(bufferIdx, &buffer); reply->writeInt32(buffer != 0); if (buffer != 0) { reply->write(*buffer); } reply->writeInt32(result); return NO_ERROR; } break; |
通过客户端传递过来的数据,即一个buffer的索引id,在BufferQueue里调用requestBuffer函数
status_t BufferQueue::requestBuffer(int slot, sp<GraphicBuffer>* buf) { int maxBufferCount = getMaxBufferCountLocked(); if (slot < 0 || maxBufferCount <= slot) { ST_LOGE("requestBuffer: slot index out of range [0, %d]: %d", maxBufferCount, slot); return BAD_VALUE; } else if (mSlots[slot].mBufferState != BufferSlot::DEQUEUED) { // XXX: I vaguely recall there was some reason this can be valid, but // for the life of me I can't recall under what circumstances that's // the case. ST_LOGE("requestBuffer: slot %d is not owned by the client (state=%d)", slot, mSlots[slot].mBufferState); return BAD_VALUE; } mSlots[slot].mRequestBufferCalled = true; *buf = mSlots[slot].mGraphicBuffer; return NO_ERROR; } |
上述函数通过这个buffer的索引值,找到对应的BufferSlot后,返回的是这个他维护着的服务端的sp<GraphicBuffer>
mGraphicBuffer成员,这里有必要看下最终的 reply->write(*buffer);写入过程,他的实现如下:
status_t Parcel::write(const Flattenable& val) { err = val.flatten(buf, len, fds, fd_count);//对buffer进行写入调用,GraphicBuffer::flatten ............. }
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之所以哪呢过将这个buffer写入在于GraphicBuffer的特殊性,该类继承了一个Flattenable类,最终调用下面的函数
status_t GraphicBuffer::flatten(void* buffer, size_t size,//发送端打包 int fds[], size_t count) const { size_t sizeNeeded = GraphicBuffer::getFlattenedSize(); if (size < sizeNeeded) return NO_MEMORY; size_t fdCountNeeded = GraphicBuffer::getFdCount(); if (count < fdCountNeeded) return NO_MEMORY; int* buf = static_cast<int*>(buffer); buf[0] = 'GBFR'; buf[1] = width; buf[2] = height; buf[3] = stride; buf[4] = format; buf[5] = usage; buf[6] = 0; buf[7] = 0; if (handle) { buf[6] = handle->numFds; buf[7] = handle->numInts; native_handle_t const* const h = handle; memcpy(fds, h->data, h->numFds*sizeof(int)); memcpy(&buf[8], h->data + h->numFds, h->numInts*sizeof(int)); } return NO_ERROR; }
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上述函数将GraphicBuffer的信息初始化到buf数组里面,最终数据都写入到reply中返回。
而同样在requestbuffer的客户端处,是对接收到的数据的解析,解析使用下面的过程实现:
BpSurfaceTexture(const sp<IBinder>& impl) : BpInterface<ISurfaceTexture>(impl) { } virtual status_t requestBuffer(int bufferIdx, sp<GraphicBuffer>* buf) { Parcel data, reply; data.writeInterfaceToken(ISurfaceTexture::getInterfaceDescriptor()); data.writeInt32(bufferIdx); status_t result =remote()->transact(REQUEST_BUFFER, data, &reply); if (result != NO_ERROR) { return result; } bool nonNull = reply.readInt32(); if (nonNull) { *buf = new GraphicBuffer();//应用程序侧也新建一个图形缓存 reply.read(**buf);//buf生成 } result = reply.readInt32(); return result; }
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首先是新建一个应用程序客户端侧的一个GraphicBuffer对象,然后利用服务端返回的reply信息填充并初始化GraphicBuffer
status_t Parcel::read(Flattenable& val) const { // size if (err == NO_ERROR) { err = val.unflatten(buf, len, fds, fd_count);//解析出信息到buffer } ... } |
status_t GraphicBuffer::unflatten(void const* buffer, size_t size, int fds[], size_t count)//接收端解析 { if (size < 8*sizeof(int)) return NO_MEMORY; int const* buf = static_cast<int const*>(buffer); if (buf[0] != 'GBFR') return BAD_TYPE; const size_t numFds = buf[6]; const size_t numInts = buf[7]; const size_t sizeNeeded = (8 + numInts) * sizeof(int); if (size < sizeNeeded) return NO_MEMORY; size_t fdCountNeeded = 0; if (count < fdCountNeeded) return NO_MEMORY; if (handle) { // free previous handle if any free_handle(); } if (numFds || numInts) { width = buf[1]; height = buf[2]; stride = buf[3]; format = buf[4]; usage = buf[5]; native_handle* h = native_handle_create(numFds, numInts);//创建本地的图像缓存buffer memcpy(h->data, fds, numFds*sizeof(int));//文件描述符 memcpy(h->data + numFds, &buf[8], numInts*sizeof(int));//数据 handle = h; } else { width = height = stride = format = usage = 0; handle = NULL; } mOwner = ownHandle; if (handle != 0) { status_t err = mBufferMapper.registerBuffer(handle);//buffer注册,即将这个图像缓存mmap映射到当前的用户进程 if (err != NO_ERROR) { ALOGE("unflatten: registerBuffer failed: %s (%d)", strerror(-err), err); return err; } } return NO_ERROR; } |
在flatten和unflatten函数其实就是为了满足Binder数据的通信协议Parcel而设计的(用于传输对象变量),在unflatten函数中完成了对数据的解析后获得了一个handle,利用这个handle进行了registerBuffer的操作。
status_t GraphicBufferMapper::registerBuffer(buffer_handle_t handle) { ATRACE_CALL(); status_t err; err = mAllocMod->registerBuffer(mAllocMod, handle);//Client端可以将指定的内存区域映射到自己的进程空间 ALOGW_IF(err, "registerBuffer(%p) failed %d (%s)", handle, err, strerror(-err)); return err; } |
这里又回到了客户端侧的,的确这里很好奇的是在服务端侧也有过GraphicBuffer的存在,而客户端侧却还要创建一个GraphicBuffer,这个原因是什么呢?
来看看Gralloc模块对registerBuffer的实现吧:
int gralloc_register_buffer(gralloc_module_t const* module, buffer_handle_t handle) { if (private_handle_t::validate(handle) < 0) return -EINVAL; // if this handle was created in this process, then we keep it as is. int err = 0; private_handle_t* hnd = (private_handle_t*)handle; if (hnd->pid != getpid()) { void *vaddr; err = gralloc_map(module, handle, &vaddr); } return err; } |
调用gralloc模块中的gralloc_map完成mmap的相关操作:
static int gralloc_map(gralloc_module_t const* module, buffer_handle_t handle, void** vaddr) { private_handle_t* hnd = (private_handle_t*)handle; if (!(hnd->flags & private_handle_t::PRIV_FLAGS_FRAMEBUFFER)) { size_t size = hnd->size; void* mappedAddress = mmap(0, size, PROT_READ|PROT_WRITE, MAP_SHARED, hnd->fd, 0);//将匿名共享内存mmap到用户空间 if (mappedAddress == MAP_FAILED) { ALOGE("Could not mmap %s", strerror(errno)); return -errno; } hnd->base = intptr_t(mappedAddress) + hnd->offset; //ALOGD("gralloc_map() succeeded fd=%d, off=%d, size=%d, vaddr=%p", // hnd->fd, hnd->offset, hnd->size, mappedAddress); } *vaddr = (void*)hnd->base; return 0; } |
这里的逻辑应该是handle维护着映射到用户空间的虚拟地址,hnd->base就包含了这个信息,而hnd->fd应该是一个内存设备的描述符。最终这里就通过这个handle将服务端申请并分配的图形内存缓冲区(无论是帧缓存还是匿名的ashmem)共享到客户端,两者都以GrallocBuffer对象的形式存在。
到此为止分析基于OpenGL ES的ANativeWindow和ANativeWindowBuffer的dequeueBuffer的分析基本完成了,下面以2个简易的流程图来进行总结,方便自己理解,图1是OpenGL
ES所需要的在应用层的Surface创建的一个过程,如果图片看不清,可以下载地址SurfaceFlinger应用端创建surface的过程图:
图2: 图形缓存GraphicBuffer的申请与分配图
这里继续补充在应用程序侧和服务侧的GraphicBuffer,这两个图形缓存区的区别与联系:
1.在BufferQueue的构造函数中有mGraphicBufferAlloc
= composer->createGraphicBufferAlloc(),显然是由SF进程来完成这个对象的创建的,故SF维护着mGraphicBufferAlloc这个匿名的本地Binder服务,并传递给BufferQueue维护。
2.BufferQueue中请求createGraphicBuffer时,还是有SF来完成,故缓存的实际创建还是有SF进程来完成的,由createGraphicBuffer里的new
GraphicBuffer();在SF侧创建实际的图形缓存。
3.交给GraphicBufferAllocator来完成gralloc的图形缓存的申请并完成映射。分为gralloc_alloc_framebuffer和gralloc_alloc_buffer两种,前者是直接在帧缓存中分配出图像缓存,后者是直接申请一个匿名共享内存来做为图形缓存区。最终申请并完成映射到SF处的图像缓存以buffer_handle_t的类型维护着。
4.在服务端SF那里有了图像缓存后,应用端势必也需要有服务端图像缓冲区的信息,将实际的图像内存维护到应用侧的用户空间。这个过程是在requestBuffer来完成的:
实际是有GraphicBuffer来完成,其中GraphicBufferMapper来维护Gralloc模块的打开,以及gralloc_module_t回调registerBuffer。gralloc的registerBuffer实际就是用来用户空间注册缓存,而注册实际只是一个mmap的过程,映射到用户空间。
这样在内核中开辟的一个内存空间,在服务端被映射,在应用端也完成映射,故使得最终的操作都是同一块内存图形区域,建立了紧密的联系。
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