SurfaceFlinger是Android的一个native进程,负责将图层进行合成,图层叠加起来就构成了我们看到的界面。合成的方式分为在线合成和离线合成。在线合成是指现在一块buffer画好所有的内容,然后直接交给linux图像驱动framebuffer显示出来;离线合成是指将一些图层的buffer直接递交HWComposer,HWComposer指的是能够处理图像数据并组合的现实硬件模块(有些设备上可能没有),当需要显示某一行的数据时,再将这些图层的数据进行处理组合后再交给framebuffer显示出来,合成方式有MDP,DYN,C2D等,反正不是GPU,因而减轻了GPU负担。 
  SurfaceFlinger启动的main函数在main_surfaceflinger.cpp中。最后的run函数使SurfaceFlinger进程陷入do…while循环中,不会退出。我们重点关注SurfaceFlinger的init函数。

/frameworks/native/services/surfaceflinger/main_surfaceflinger.cppint main(int, char**) {// When SF is launched in its own process, limit the number of// binder threads to 4.ProcessState::self()->setThreadPoolMaxThreadCount(4);// start the thread poolsp<ProcessState> ps(ProcessState::self());ps->startThreadPool();// instantiate surfaceflingersp<SurfaceFlinger> flinger = new SurfaceFlinger();#if defined(HAVE_PTHREADS)setpriority(PRIO_PROCESS, 0, PRIORITY_URGENT_DISPLAY);
#endifset_sched_policy(0, SP_FOREGROUND);// initialize before clients can connectflinger->init();// publish surface flingersp<IServiceManager> sm(defaultServiceManager());sm->addService(String16(SurfaceFlinger::getServiceName()), flinger, false);// run in this threadflinger->run();return 0;
}

  下面介绍的情况均以只有一个主屏幕(id为0)为前提,实际上Android支持三种屏幕:主屏幕,外接屏幕(HDMI等),虚拟屏幕(投屏)。init函数的主要工作有:1.初始化EGL的一些环境以及设置;2.启动hwc;3.搜寻可用的屏幕,初始化屏幕的一些信息,新建DisplayDevice和FramebufferSurface,并分别作为生产者和消费者;4.分别为app端和SurfaceFlinger建立一个EventThread以响应vysnc信号;5.启动bootanimation。

/frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp

void SurfaceFlinger::init() {
    ALOGI(  "SurfaceFlinger's main thread ready to run. "
            "Initializing graphics H/W...");

status_t err;
    Mutex::Autolock _l(mStateLock);

// initialize EGL for the default display
    //初始化EGL环境
    mEGLDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
    eglInitialize(mEGLDisplay, NULL, NULL);

// Initialize the H/W composer object.  There may or may not be an
    // actual hardware composer underneath.
    //初始化hwc
    mHwc = new HWComposer(this,
            *static_cast<HWComposer::EventHandler *>(this));

// get a RenderEngine for the given display / config (can't fail)
    //创建RenderEngine,RenderEngine封装了一些OpenGL的操作
    mRenderEngine = RenderEngine::create(mEGLDisplay, mHwc->getVisualID());

// retrieve the EGL context that was selected/created
    //获取EGL上下文
    mEGLContext = mRenderEngine->getEGLContext();

LOG_ALWAYS_FATAL_IF(mEGLContext == EGL_NO_CONTEXT,
            "couldn't create EGLContext");

// initialize our non-virtual displays
    for (size_t i=0 ; i<DisplayDevice::NUM_BUILTIN_DISPLAY_TYPES ; i++) {
        DisplayDevice::DisplayType type((DisplayDevice::DisplayType)i);
        // set-up the displays that are already connected
        //屏幕可用或者为主屏幕
        if (mHwc->isConnected(i) || type==DisplayDevice::DISPLAY_PRIMARY) {
            // All non-virtual displays are currently considered secure.
            bool isSecure = true;
            //创建内置屏幕,每个屏幕id对应一个binder对象
            createBuiltinDisplayLocked(type);
            wp<IBinder> token = mBuiltinDisplays[i];

//创建生产者和消费者
            sp<IGraphicBufferProducer> producer;
            sp<IGraphicBufferConsumer> consumer;
            BufferQueue::createBufferQueue(&producer, &consumer,
                    new GraphicBufferAlloc());
            //新建FramebufferSurface作为消费者,向framebuffer传递数据就靠它了
            sp<FramebufferSurface> fbs = new FramebufferSurface(*mHwc, i,
                    consumer);
            //为屏幕创建hwc层的id
            int32_t hwcId = allocateHwcDisplayId(type);
            //新建DisplayDevice生产者,与显示画面有关
            sp<DisplayDevice> hw = new DisplayDevice(this,
                    type, hwcId, mHwc->getFormat(hwcId), isSecure, token,
                    fbs, producer,
                    mRenderEngine->getEGLConfig());
            if (i > DisplayDevice::DISPLAY_PRIMARY) {
                // FIXME: currently we don't get blank/unblank requests
                // for displays other than the main display, so we always
                // assume a connected display is unblanked.
                ALOGD("marking display %zu as acquired/unblanked", i);
                hw->setPowerMode(HWC_POWER_MODE_NORMAL);
            }
            //屏幕id的对应的binder对象和DisplayDevice组成键值对,保存在mDisplays
            mDisplays.add(token, hw);
        }
    }

// make the GLContext current so that we can create textures when creating Layers
    // (which may happens before we render something)
    //DisplayDevice::makeCurrent会调用到eglMakeCurrent,libagl.so的实现里eglMakeCurrent会dequeue一块buffer
    getDefaultDisplayDevice()->makeCurrent(mEGLDisplay, mEGLContext);

// start the EventThread
    //基于不同的vsync信号模型创建的EventThread,mEventThread是app端对vsync信号的处理线程,mSFEventThread是SurfaceFlinger端对vysnc信号的处理线程
    sp<VSyncSource> vsyncSrc = new DispSyncSource(&mPrimaryDispSync,
            vsyncPhaseOffsetNs, true, "app");
    mEventThread = new EventThread(vsyncSrc);
    sp<VSyncSource> sfVsyncSrc = new DispSyncSource(&mPrimaryDispSync,
            sfVsyncPhaseOffsetNs, true, "sf");
    mSFEventThread = new EventThread(sfVsyncSrc);
    mEventQueue.setEventThread(mSFEventThread);
    //mEventControlThread线程用来开关vsync
    mEventControlThread = new EventControlThread(this);
    mEventControlThread->run("EventControl", PRIORITY_URGENT_DISPLAY);

// set a fake vsync period if there is no HWComposer
    //hwc层初始化失败后,使用1/16666667的屏幕刷新周期
    if (mHwc->initCheck() != NO_ERROR) {
        mPrimaryDispSync.setPeriod(16666667);
    }

// initialize our drawing state
    //初始化mDrawingState
    mDrawingState = mCurrentState;

// set initial conditions (e.g. unblank default device)
    //初始化主屏幕的一些flag和信息
    initializeDisplays();

// start boot animation
    //启动bootanimation
    startBootAnim();
}
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
  先看看hwc的初始化。vsync信号分为两种:1.硬件产生的vsync;2.软件模拟的vsync。这份源码对应的是Android 5.1,使用的hwc HAL版本是1.4,所以不会打开framebuffer设备,在有hwc设备的情况下不会开启软件模拟vysnc。 
而且硬件vsync一开始是出于关闭状态的。

/frameworks/native/services/surfaceflinger/DisplayHardware/HWComposer.cpp

HWComposer::HWComposer(
        const sp<SurfaceFlinger>& flinger,
        EventHandler& handler)
    : mFlinger(flinger),
      mFbDev(0), mHwc(0), mNumDisplays(1),
      mCBContext(new cb_context),
      mEventHandler(handler),
      mDebugForceFakeVSync(false)
{
    for (size_t i =0 ; i<MAX_HWC_DISPLAYS ; i++) {
        mLists[i] = 0;
    }

for (size_t i=0 ; i<HWC_NUM_PHYSICAL_DISPLAY_TYPES ; i++) {
        mLastHwVSync[i] = 0;
        mVSyncCounts[i] = 0;
    }

char value[PROPERTY_VALUE_MAX];
    property_get("debug.sf.no_hw_vsync", value, "0");
    //mDebugForceFakeVSync决定我们是否启用硬件vsync,为true时永久关闭硬件vsync
    mDebugForceFakeVSync = atoi(value);
    //表示是否需要软件模拟vsync
    bool needVSyncThread = true;

// Note: some devices may insist that the FB HAL be opened before HWC.
    //加载framebuffer和hwc的HAL模块
    int fberr = loadFbHalModule();
    loadHwcModule();

if (mFbDev && mHwc && hwcHasApiVersion(mHwc, HWC_DEVICE_API_VERSION_1_1)) {
        // close FB HAL if we don't needed it.
        // FIXME: this is temporary until we're not forced to open FB HAL
        // before HWC.
        //如果framebuffer和hwc的硬件设备都被成功加载,且hwc HAL版本大于等于1.1,关闭framebuffer硬件设备
        framebuffer_close(mFbDev);
        mFbDev = NULL;
    }

// If we have no HWC, or a pre-1.1 HWC, an FB dev is mandatory.
    if ((!mHwc || !hwcHasApiVersion(mHwc, HWC_DEVICE_API_VERSION_1_1))
            && !mFbDev) {
        ALOGE("ERROR: failed to open framebuffer (%s), aborting",
                strerror(-fberr));
        abort();
    }

// these display IDs are always reserved
    //NUM_BUILTIN_DISPLAYS(2)以内的id已被占用,申请hwc id需要从NUM_BUILTIN_DISPLAYS开始申请
    for (size_t i=0 ; i<NUM_BUILTIN_DISPLAYS ; i++) {
        mAllocatedDisplayIDs.markBit(i);
    }

if (mHwc) {
        ALOGI("Using %s version %u.%u", HWC_HARDWARE_COMPOSER,
              (hwcApiVersion(mHwc) >> 24) & 0xff,
              (hwcApiVersion(mHwc) >> 16) & 0xff);
        if (mHwc->registerProcs) {
            //注册hwc HAL层回调事件
            mCBContext->hwc = this;
            mCBContext->procs.invalidate = &hook_invalidate;
            mCBContext->procs.vsync = &hook_vsync;
            if (hwcHasApiVersion(mHwc, HWC_DEVICE_API_VERSION_1_1))
                mCBContext->procs.hotplug = &hook_hotplug;
            else
                mCBContext->procs.hotplug = NULL;
            memset(mCBContext->procs.zero, 0, sizeof(mCBContext->procs.zero));
            mHwc->registerProcs(mHwc, &mCBContext->procs);
        }

// don't need a vsync thread if we have a hardware composer
        //有hwc模块就不需要软件模拟vysnc了
        needVSyncThread = false;
        // always turn vsync off when we start
        //hwc初始化时先关闭硬件vysnc
        eventControl(HWC_DISPLAY_PRIMARY, HWC_EVENT_VSYNC, 0);

// the number of displays we actually have depends on the
        // hw composer version
        if (hwcHasApiVersion(mHwc, HWC_DEVICE_API_VERSION_1_3)) {
            // 1.3 adds support for virtual displays
            mNumDisplays = MAX_HWC_DISPLAYS;
        } else if (hwcHasApiVersion(mHwc, HWC_DEVICE_API_VERSION_1_1)) {
            // 1.1 adds support for multiple displays
            mNumDisplays = NUM_BUILTIN_DISPLAYS;
        } else {
            mNumDisplays = 1;
        }
    }

if (mFbDev) {
        //hwc HAL1.1以上的版本mFbDev为null,不会走到该分支
        ALOG_ASSERT(!(mHwc && hwcHasApiVersion(mHwc, HWC_DEVICE_API_VERSION_1_1)),
                "should only have fbdev if no hwc or hwc is 1.0");

DisplayData& disp(mDisplayData[HWC_DISPLAY_PRIMARY]);
        disp.connected = true;
        disp.format = mFbDev->format;
        DisplayConfig config = DisplayConfig();
        config.width = mFbDev->width;
        config.height = mFbDev->height;
        config.xdpi = mFbDev->xdpi;
        config.ydpi = mFbDev->ydpi;
        config.refresh = nsecs_t(1e9 / mFbDev->fps);
        disp.configs.push_back(config);
        disp.currentConfig = 0;
    } else if (mHwc) {
        // here we're guaranteed to have at least HWC 1.1
        //执行到这里说明是hwc HAL1.1以上的版本,这里从HAL层获取屏幕信息填充mDisplayData成员变量
        for (size_t i =0 ; i<NUM_BUILTIN_DISPLAYS ; i++) {
            queryDisplayProperties(i);
        }
    }

if (needVSyncThread) {
        // we don't have VSYNC support, we need to fake it
        //不支持硬件vsyn,就开启软件模拟vysnc线程
        mVSyncThread = new VSyncThread(*this);
    }
}
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
  再看看DisplayDevice的初始化。

/frameworks/native/services/surfaceflinger/DisplayDevice.cpp

DisplayDevice::DisplayDevice(
        const sp<SurfaceFlinger>& flinger,
        DisplayType type,
        int32_t hwcId,
        int format,
        bool isSecure,
        const wp<IBinder>& displayToken,
        const sp<DisplaySurface>& displaySurface,
        const sp<IGraphicBufferProducer>& producer,
        EGLConfig config)
    : lastCompositionHadVisibleLayers(false),
      mFlinger(flinger),
      mType(type), mHwcDisplayId(hwcId),
      mDisplayToken(displayToken),
      mDisplaySurface(displaySurface),
      mDisplay(EGL_NO_DISPLAY),
      mSurface(EGL_NO_SURFACE),
      mDisplayWidth(), mDisplayHeight(), mFormat(),
      mFlags(),
      mPageFlipCount(),
      mIsSecure(isSecure),
      mSecureLayerVisible(false),
      mLayerStack(NO_LAYER_STACK),
      mOrientation(),
      mPowerMode(HWC_POWER_MODE_OFF),
      mActiveConfig(0)
{
    //DisplayDevice新建一个Surface作为生产者
    mNativeWindow = new Surface(producer, false);
    ANativeWindow* const window = mNativeWindow.get();

/*
     * Create our display's surface
     */

EGLSurface surface;
    EGLint w, h;
    EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
    if (config == EGL_NO_CONFIG) {
        config = RenderEngine::chooseEglConfig(display, format);
    }
    //创建EGLSurface
    surface = eglCreateWindowSurface(display, config, window, NULL);
    //获取Surface的宽高,保存在mDisplayWidth和mDisplayHeight中,这两个值在消费者FrameBufferSurfcae创建时从hwc HAL层获得,就是屏幕的宽高值
    eglQuerySurface(display, surface, EGL_WIDTH,  &mDisplayWidth);
    eglQuerySurface(display, surface, EGL_HEIGHT, &mDisplayHeight);

// Make sure that composition can never be stalled by a virtual display
    // consumer that isn't processing buffers fast enough. We have to do this
    // in two places:
    // * Here, in case the display is composed entirely by HWC.
    // * In makeCurrent(), using eglSwapInterval. Some EGL drivers set the
    //   window's swap interval in eglMakeCurrent, so they'll override the
    //   interval we set here.
    if (mType >= DisplayDevice::DISPLAY_VIRTUAL)
        window->setSwapInterval(window, 0);

mConfig = config;
    mDisplay = display;
    mSurface = surface;
    mFormat  = format;
    mPageFlipCount = 0;
    mViewport.makeInvalid();
    mFrame.makeInvalid();

// virtual displays are always considered enabled
    //主屏幕的电源模式初始化为关闭状态,在SurfaceFlinger::onInitializeDisplays中,会将主屏幕的电源模式设为HWC_POWER_MODE_NORMAL
    mPowerMode = (mType >= DisplayDevice::DISPLAY_VIRTUAL) ?
                  HWC_POWER_MODE_NORMAL : HWC_POWER_MODE_OFF;

// Name the display.  The name will be replaced shortly if the display
    // was created with createDisplay().
    switch (mType) {
        case DISPLAY_PRIMARY:
            mDisplayName = "Built-in Screen";
            break;
        case DISPLAY_EXTERNAL:
            mDisplayName = "HDMI Screen";
            break;
        default:
            mDisplayName = "Virtual Screen";    // e.g. Overlay #n
            break;
    }

// initialize the display orientation transform.
    //调整显示设备视角的大小、位移、旋转等参数,eOrientationDefault指的是默认的旋转方向,mViewport指的是逻辑显示区域,mFrame指的是物理显示区域
    setProjection(DisplayState::eOrientationDefault, mViewport, mFrame);
}
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
  再看看双EventThread的初始化。我们可以在基于物理vsync的基础上添加相移,作为独立的vsync起始位置mPhase,再根据vsync的周期mPeriod,可以独立就算出一个独立的vsync模型,供app和SurfaceFlinger两个EventThread使用。而且还可以在后续的过程中动态更新这个vsync模型,这样做可以使物理vsync,app绘制下一帧,SurfaceFlinger合成图层错开工作,避免同一时间同时执行这三个操作,提高效率。 
  vsyncPhaseOffsetNs是app端的DispSyncSource使用的相移mPhase由VSYNC_EVENT_PHASE_OFFSET_NS宏指定,可以在在mk文件加入LOCAL_CFLAGS := -DVSYNC_EVENT_PHASE_OFFSET_NS=xxx指定;而SurfaceFlinger端使用的相移SF_VSYNC_EVENT_PHASE_OFFSET_NS则由SF_VSYNC_EVENT_PHASE_OFFSET_NS指定,也可以在mk文件中指定。而mPeriod在两个DispSyncSource构建时为0。

/frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp

// start the EventThread
    sp<VSyncSource> vsyncSrc = new DispSyncSource(&mPrimaryDispSync,
            vsyncPhaseOffsetNs, true, "app");
    mEventThread = new EventThread(vsyncSrc);
    sp<VSyncSource> sfVsyncSrc = new DispSyncSource(&mPrimaryDispSync,
            sfVsyncPhaseOffsetNs, true, "sf");
    mSFEventThread = new EventThread(sfVsyncSrc);
    mEventQueue.setEventThread(mSFEventThread);
1
2
3
4
5
6
7
8
  mPrimaryDispSync是一个DispSync对象,其在构造时会执行一个DispSyncThread线程。该线程负责在使能vync的时候执行一些回调操作,从而触发更新图层或者app绘制下一帧的动作。这个在以后篇幅再介绍。

/frameworks/native/services/surfaceflinger/DispSync.cpp

DispSync::DispSync() :
        mRefreshSkipCount(0),
        mThread(new DispSyncThread()) {

mThread->run("DispSync", PRIORITY_URGENT_DISPLAY + PRIORITY_MORE_FAVORABLE);

reset();
    beginResync();

if (kTraceDetailedInfo) {
        // If we're not getting present fences then the ZeroPhaseTracer
        // would prevent HW vsync event from ever being turned off.
        // Even if we're just ignoring the fences, the zero-phase tracing is
        // not needed because any time there is an event registered we will
        // turn on the HW vsync events.
        if (!kIgnorePresentFences) {
            addEventListener(0, new ZeroPhaseTracer());
        }
    }
}
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
  SurfaceFlinger::initializeDisplays用来初始化一些状态。

/frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp

void SurfaceFlinger::initializeDisplays() {
    class MessageScreenInitialized : public MessageBase {
        SurfaceFlinger* flinger;
    public:
        MessageScreenInitialized(SurfaceFlinger* flinger) : flinger(flinger) { }
        virtual bool handler() {
            flinger->onInitializeDisplays();
            return true;
        }
    };
    sp<MessageBase> msg = new MessageScreenInitialized(this);
    postMessageAsync(msg);  // we may be called from main thread, use async message
}
1
2
3
4
5
6
7
8
9
10
11
12
13
14
  DisplayState用来记录一个屏幕设备的状态信息。这里将主屏幕的变化flag设为eDisplayProjectionChanged |eLayerStackChanged;将layerStack 设为0(通常一个屏幕对应一个layerstack);将orientation设为默认旋转方向等等。这些信息都会被封装到DisplayState中,这个DisplayState会被添加到装载DisplayState的vector displays中,通过setTransactionState–>setDisplayStateLocked传递给mCurrentState的displays成员。SurfaceFlinger维持了两个成员变量mCurrentState和mDrawingState,mCurrentState记录了SurfaceFlinger当前屏幕的相关信息,mDrawingState记录了上一次更新图层时屏幕的相关信息。通过对比mCurrentState和mDrawingState,可以知道屏幕的哪些参数发生了改变,并更新这些信息到mCurrentState中。如果发生了变化,还会触发一次signalTransaction以更新图层。

/frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp

void SurfaceFlinger::onInitializeDisplays() {
    // reset screen orientation and use primary layer stack
    Vector<ComposerState> state;
    Vector<DisplayState> displays;
    DisplayState d;
    d.what = DisplayState::eDisplayProjectionChanged |
             DisplayState::eLayerStackChanged;
    d.token = mBuiltinDisplays[DisplayDevice::DISPLAY_PRIMARY];
    d.layerStack = 0;
    d.orientation = DisplayState::eOrientationDefault;
    d.frame.makeInvalid();
    d.viewport.makeInvalid();
    d.width = 0;
    d.height = 0;
    displays.add(d);
    setTransactionState(state, displays, 0);
    setPowerModeInternal(getDisplayDevice(d.token), HWC_POWER_MODE_NORMAL);

const nsecs_t period =
            getHwComposer().getRefreshPeriod(HWC_DISPLAY_PRIMARY);
    mAnimFrameTracker.setDisplayRefreshPeriod(period);
}
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
/frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp

void SurfaceFlinger::setTransactionState(
        const Vector<ComposerState>& state,
        const Vector<DisplayState>& displays,
        uint32_t flags)
{
    ATRACE_CALL();
    Mutex::Autolock _l(mStateLock);
    uint32_t transactionFlags = 0;

if (flags & eAnimation) {
        // For window updates that are part of an animation we must wait for
        // previous animation "frames" to be handled.
        while (mAnimTransactionPending) {
            status_t err = mTransactionCV.waitRelative(mStateLock, s2ns(5));
            if (CC_UNLIKELY(err != NO_ERROR)) {
                // just in case something goes wrong in SF, return to the
                // caller after a few seconds.
                ALOGW_IF(err == TIMED_OUT, "setTransactionState timed out "
                        "waiting for previous animation frame");
                mAnimTransactionPending = false;
                break;
            }
        }
    }

size_t count = displays.size();
    for (size_t i=0 ; i<count ; i++) {
        const DisplayState& s(displays[i]);
        //更新屏幕信息到mCurrentState
        transactionFlags |= setDisplayStateLocked(s);
    }

count = state.size();
    for (size_t i=0 ; i<count ; i++) {
        const ComposerState& s(state[i]);
        // Here we need to check that the interface we're given is indeed
        // one of our own. A malicious client could give us a NULL
        // IInterface, or one of its own or even one of our own but a
        // different type. All these situations would cause us to crash.
        //
        // NOTE: it would be better to use RTTI as we could directly check
        // that we have a Client*. however, RTTI is disabled in Android.
        if (s.client != NULL) {
            sp<IBinder> binder = s.client->asBinder();
            if (binder != NULL) {
                String16 desc(binder->getInterfaceDescriptor());
                if (desc == ISurfaceComposerClient::descriptor) {
                    sp<Client> client( static_cast<Client *>(s.client.get()) );
                    transactionFlags |= setClientStateLocked(client, s.state);
                }
            }
        }
    }

if (transactionFlags) {
        // this triggers the transaction
        //屏幕信息发生了变化,触发更新图层
        setTransactionFlags(transactionFlags);

// if this is a synchronous transaction, wait for it to take effect
        // before returning.
        if (flags & eSynchronous) {
            mTransactionPending = true;
        }
        if (flags & eAnimation) {
            mAnimTransactionPending = true;
        }
        while (mTransactionPending) {
            status_t err = mTransactionCV.waitRelative(mStateLock, s2ns(5));
            if (CC_UNLIKELY(err != NO_ERROR)) {
                // just in case something goes wrong in SF, return to the
                // called after a few seconds.
                ALOGW_IF(err == TIMED_OUT, "setTransactionState timed out!");
                mTransactionPending = false;
                break;
            }
        }
    }
}
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
/frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp

uint32_t SurfaceFlinger::setDisplayStateLocked(const DisplayState& s)
{
    ssize_t dpyIdx = mCurrentState.displays.indexOfKey(s.token);
    if (dpyIdx < 0)
        return 0;

uint32_t flags = 0;
    DisplayDeviceState& disp(mCurrentState.displays.editValueAt(dpyIdx));
    if (disp.isValid()) {
        const uint32_t what = s.what;
        if (what & DisplayState::eSurfaceChanged) {
            if (disp.surface->asBinder() != s.surface->asBinder()) {
                disp.surface = s.surface;
                flags |= eDisplayTransactionNeeded;
            }
        }
        if (what & DisplayState::eLayerStackChanged) {
            if (disp.layerStack != s.layerStack) {
                disp.layerStack = s.layerStack;
                flags |= eDisplayTransactionNeeded;
            }
        }
        if (what & DisplayState::eDisplayProjectionChanged) {
            if (disp.orientation != s.orientation) {
                disp.orientation = s.orientation;
                flags |= eDisplayTransactionNeeded;
            }
            if (disp.frame != s.frame) {
                disp.frame = s.frame;
                flags |= eDisplayTransactionNeeded;
            }
            if (disp.viewport != s.viewport) {
                disp.viewport = s.viewport;
                flags |= eDisplayTransactionNeeded;
            }
        }
        if (what & DisplayState::eDisplaySizeChanged) {
            if (disp.width != s.width) {
                disp.width = s.width;
                flags |= eDisplayTransactionNeeded;
            }
            if (disp.height != s.height) {
                disp.height = s.height;
                flags |= eDisplayTransactionNeeded;
            }
        }
    }
    return flags;
}
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
/frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp

void SurfaceFlinger::setPowerModeInternal(const sp<DisplayDevice>& hw,
        int mode) {
    ALOGD("Set power mode=%d, type=%d flinger=%p", mode, hw->getDisplayType(),
            this);
    int32_t type = hw->getDisplayType();
    int currentMode = hw->getPowerMode();

if (mode == currentMode) {
        ALOGD("Screen type=%d is already mode=%d", hw->getDisplayType(), mode);
        return;
    }

hw->setPowerMode(mode);
    if (type >= DisplayDevice::NUM_BUILTIN_DISPLAY_TYPES) {
        ALOGW("Trying to set power mode for virtual display");
        return;
    }

if (currentMode == HWC_POWER_MODE_OFF) {
        getHwComposer().setPowerMode(type, mode);
        if (type == DisplayDevice::DISPLAY_PRIMARY) {
            // FIXME: eventthread only knows about the main display right now
            mEventThread->onScreenAcquired();
            resyncToHardwareVsync(true);
        }

mVisibleRegionsDirty = true;
        repaintEverything();
    } else if (mode == HWC_POWER_MODE_OFF) {
        if (type == DisplayDevice::DISPLAY_PRIMARY) {
            disableHardwareVsync(true); // also cancels any in-progress resync

// FIXME: eventthread only knows about the main display right now
            mEventThread->onScreenReleased();
        }

getHwComposer().setPowerMode(type, mode);
        mVisibleRegionsDirty = true;
        // from this point on, SF will stop drawing on this display
    } else {
        getHwComposer().setPowerMode(type, mode);
    }
}
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
  :initializeDisplays还有一步操作是设置DisplayDevice的PowerMode。主屏幕初始化时的PowerMode为HWC_POWER_MODE_OFF,现在要更新为HWC_POWER_MODE_NORMAL。

/frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp

void SurfaceFlinger::setPowerModeInternal(const sp<DisplayDevice>& hw,
        int mode) {
    ALOGD("Set power mode=%d, type=%d flinger=%p", mode, hw->getDisplayType(),
            this);
    int32_t type = hw->getDisplayType();
    int currentMode = hw->getPowerMode();

if (mode == currentMode) {
        ALOGD("Screen type=%d is already mode=%d", hw->getDisplayType(), mode);
        return;
    }
    //更新DisplayDevice的PowerMode
    hw->setPowerMode(mode);
    if (type >= DisplayDevice::NUM_BUILTIN_DISPLAY_TYPES) {
        ALOGW("Trying to set power mode for virtual display");
        return;
    }

if (currentMode == HWC_POWER_MODE_OFF) {
        //设置hwc的PowerMode
        getHwComposer().setPowerMode(type, mode);
        if (type == DisplayDevice::DISPLAY_PRIMARY) {
            // FIXME: eventthread only knows about the main display right now
            mEventThread->onScreenAcquired();
            //需要打开硬件vsync同步
            resyncToHardwareVsync(true);
        }

mVisibleRegionsDirty = true;
        //触发重绘操作
        repaintEverything();
    } else if (mode == HWC_POWER_MODE_OFF) {
        if (type == DisplayDevice::DISPLAY_PRIMARY) {
            disableHardwareVsync(true); // also cancels any in-progress resync

// FIXME: eventthread only knows about the main display right now
            mEventThread->onScreenReleased();
        }

getHwComposer().setPowerMode(type, mode);
        mVisibleRegionsDirty = true;
        // from this point on, SF will stop drawing on this display
    } else {
        getHwComposer().setPowerMode(type, mode);
    }
}
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
  这里会更新vysnc周期mPeriod为hwc层的硬件Vysnc周期,一般为1/60s,因为从灭屏状态进入到点亮屏幕状态需要重建vsync模型。mPrimaryHWVsyncEnabled被初始化为false,所以通过EventControlThread::setVsyncEnabled就可以打开硬件Vsync了,从此开始进入Vsync的世界。

/frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp

void SurfaceFlinger::resyncToHardwareVsync(bool makeAvailable) {
    Mutex::Autolock _l(mHWVsyncLock);

if (makeAvailable) {
        mHWVsyncAvailable = true;
    } else if (!mHWVsyncAvailable) {
        ALOGE("resyncToHardwareVsync called when HW vsync unavailable");
        return;
    }

const nsecs_t period =
            getHwComposer().getRefreshPeriod(HWC_DISPLAY_PRIMARY);

mPrimaryDispSync.reset();
    mPrimaryDispSync.setPeriod(period);

if (!mPrimaryHWVsyncEnabled) {
        mPrimaryDispSync.beginResync();
        //eventControl(HWC_DISPLAY_PRIMARY, SurfaceFlinger::EVENT_VSYNC, true);
        mEventControlThread->setVsyncEnabled(true);
        mPrimaryHWVsyncEnabled = true;
    }
}
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
  SurfaceFlinger初始化的最后一步是启动bootanimation,由于跟原理无关,先略去。
--------------------- 
作者:Invoker123 
来源:CSDN 
原文:https://blog.csdn.net/invoker123/article/details/82470413 
版权声明:本文为博主原创文章,转载请附上博文链接!

SurfaceFlinger原理(一):SurfaceFlinger的初始化相关推荐

  1. android的surfaceflinger原理讲解

    SurfaceFlinger是Android multimedia的一个部分,在Android 的实现中它是一个service,提供系统 范围内的surface composer功能,它能够将各种应用 ...

  2. surfaceflinger原理讲解

    概念 SurfaceFlinger是一个系统服务,如:audioflinger,audiopolicyservice等等,系统的主要服务通过这个文章进行了解,Android的系统服务一览.这个系统服务 ...

  3. android surfaceflinger 代码,android surfaceflinger测试程序

    frameworks/base/libs/surfaceflinger/tests/resize/resize.cpp 是个好地方. 但是我的测试应用程序版本( 来自供应商的Eclair ) 过时了, ...

  4. 原理分析之三:初始化(配置文件读取和解析)

    1. 准备工作 编写测试代码(具体请参考<Mybatis入门示例>),设置断点,以Debug模式运行,具体代码如下: Java代码   String resource = "my ...

  5. Android系统Surface机制的SurfaceFlinger服务的线程模型分析

    在前面两篇文章中,我们分析了SurfaceFlinger服务的启动过程以及SurfaceFlinger服务初始化硬件帧缓冲区的过程.从这两个过程可以知道,SurfaceFlinger服务在启动的过程中 ...

  6. Android系统Surface机制的SurfaceFlinger服务的启动过程分析

    在前面一篇文章中,我们简要介绍了Android系统Surface机制中的SurfaceFlinger服务.SurfaceFlinger服务是在System进程中启动的,并且负责统一管理设备的帧缓冲区. ...

  7. Android系统Surface机制的SurfaceFlinger服务对帧缓冲区(Frame Buffer)的管理分析

    在前文中,我们分析了SurfaceFlinger服务的启动过程.SurfaceFlinger服务在启动的过程中,会对系统的硬件帧缓冲区进行初始化.由于系统的硬件帧缓冲区一般只有一个,并且不是谁都可以随 ...

  8. android surfaceflinger 老罗,「Android」SurfaceFlinger分析

    本篇针对surfaceFlinger模块进行分析,目录如下: 1.SurfaceFlinger功能 1.1.BufferQueue原理(native/libs/gui模块) 1.2   layer显示 ...

  9. Android6.0显示系统(五) SurfaceFlinger服务

    原址 SurfaceFlinger是一个独立的进程,我们来看下init.rc关于SurfaceFlinger的代码,我们可以看到SurfaceFlinger是属于core服务的. service su ...

最新文章

  1. 开发ing经验关于游戏中寻路
  2. 厉害了,我的Python,竟然可以这么玩儿......(内含福利)
  3. linux如何打出罗马数字,vim学习高级技巧之序列的生成方法详解
  4. [ An Ac a Day ^_^ ] hdu 5835 Danganronpa 令人发指
  5. 4g内存 堆内存分配多少_我需要多少内存
  6. huffman编码的程序流程图_Huffman编码实现压缩解压缩
  7. lombok有参构造注解_Java高效开发工具: Lombok
  8. Unity基础学习笔记(一)
  9. oracle any 语法,Oracle Any/Some
  10. 【git私服推送文件出现的问题】refusing to update checked out branch: refs/heads/master
  11. unity开发文档_Unity以赞助人身份加入Blender开发基金
  12. jmeter录制脚本的步骤(很详细)
  13. 时序分析 30 金融资产预测 - 蒙特卡洛模拟
  14. 3.3 高斯法求逆矩阵
  15. WebRTC VideoEngine综合应用示例(一)——视频通话的基本流程
  16. 【源码】6个超炫酷的HTML5电子书翻页动画
  17. 计算机共享访问权限 xp,上面就是xp访问win7共享要密码的解决方法
  18. 微信号名称乱码什么情况_微信号可以改了但却不知道改什么?
  19. 做了个后末日朋克风的梦
  20. 牛顿后插matlab,大神求解析程序~~关于牛顿插值多项式的matlab程序

热门文章

  1. java打包好的jar包在Linux服务器上指定端口并后台运行命令
  2. jquery esay ui学习
  3. 怎样解决快照回档的问题
  4. 【Linux】 NFS服务器实现开机自动挂载
  5. 在myeclipse中如何进行调试
  6. 在WebStorm中调试NodeJS代码
  7. 【BZOJ - 2144】跳跳棋
  8. 随处办公时代,轻薄是笔记本的重要方向之一
  9. EPSON墨盒及打印机型号对照
  10. 四川学校计算机奥数,2021信竞首战告捷!七中再夺全省第一!成外A队人数全省第一...