View的繪制過程,顯示列表的更新

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接著文章http://www.reibang.com/p/2dbe8f5df49e說起包券,本篇講View的Draw過程。Draw分為softwareDraw和HardwareRenderer(硬件加速)炫贤。
我們先講softwareDraw再講HardwareRenderer溅固。

從performDraw說起。

ViewRootImpl的performTraversals中刷新UI的時(shí)候兰珍,當(dāng)完成了View的measure和layout之后會(huì)對(duì)View進(jìn)行Draw侍郭。performTraversals會(huì)調(diào)用到performDraw開始執(zhí)行繪制操作,我們先看看performDraw的代碼俩垃。

private void performDraw() {
        if (mAttachInfo.mDisplayState == Display.STATE_OFF && !mReportNextDraw) {
            return;
        }

        final boolean fullRedrawNeeded = mFullRedrawNeeded;
        mFullRedrawNeeded = false;

        mIsDrawing = true;
        Trace.traceBegin(Trace.TRACE_TAG_VIEW, "draw");
        try {
            draw(fullRedrawNeeded);
        } finally {
            mIsDrawing = false;
            Trace.traceEnd(Trace.TRACE_TAG_VIEW);
        }

        // For whatever reason we didn't create a HardwareRenderer, end any
        // hardware animations that are now dangling
        if (mAttachInfo.mPendingAnimatingRenderNodes != null) {
            final int count = mAttachInfo.mPendingAnimatingRenderNodes.size();
            for (int i = 0; i < count; i++) {
                mAttachInfo.mPendingAnimatingRenderNodes.get(i).endAllAnimators();
            }
            mAttachInfo.mPendingAnimatingRenderNodes.clear();
        }

        if (mReportNextDraw) {
            mReportNextDraw = false;

            // if we're using multi-thread renderer, wait for the window frame draws
            if (mWindowDrawCountDown != null) {
                try {
                    mWindowDrawCountDown.await();
                } catch (InterruptedException e) {
                    Log.e(mTag, "Window redraw count down interruped!");
                }
                mWindowDrawCountDown = null;
            }

            if (mAttachInfo.mHardwareRenderer != null) {
                mAttachInfo.mHardwareRenderer.fence();
                mAttachInfo.mHardwareRenderer.setStopped(mStopped);
            }

            if (LOCAL_LOGV) {
                Log.v(mTag, "FINISHED DRAWING: " + mWindowAttributes.getTitle());
            }
            
            try {
                mWindowSession.finishDrawing(mWindow);
            } catch (RemoteException e) {
            }
        }
    }

performDraw的主要過程是調(diào)用draw励幼,draw主要是判斷如果支持硬件加速,則調(diào)用硬件加速draw口柳,否則調(diào)用software draw苹粟。那來看看draw。

private void draw(boolean fullRedrawNeeded) {
        final Rect dirty = mDirty;
        if (fullRedrawNeeded) {
            mAttachInfo.mIgnoreDirtyState = true;
            dirty.set(0, 0, (int) (mWidth * appScale + 0.5f), (int) (mHeight * appScale + 0.5f));
        }
        mAttachInfo.mTreeObserver.dispatchOnDraw();
        int xOffset = -mCanvasOffsetX;
        int yOffset = -mCanvasOffsetY + curScrollY;
        final WindowManager.LayoutParams params = mWindowAttributes;
        final Rect surfaceInsets = params != null ? params.surfaceInsets : null;
        if (surfaceInsets != null) {
            xOffset -= surfaceInsets.left;
            yOffset -= surfaceInsets.top;

            // Offset dirty rect for surface insets.
            dirty.offset(surfaceInsets.left, surfaceInsets.right);
        }

        mAttachInfo.mDrawingTime =
                mChoreographer.getFrameTimeNanos() / TimeUtils.NANOS_PER_MS;

//根據(jù)!dirty.isEmpty() || mIsAnimating || accessibilityFocusDirty等判斷是否是否需要繪制
        if (!dirty.isEmpty() || mIsAnimating || accessibilityFocusDirty) {
            //支持硬件繪制則用HardwareRenderer
            if (mAttachInfo.mHardwareRenderer != null && mAttachInfo.mHardwareRenderer.isEnabled()) {
                // If accessibility focus moved, always invalidate the root.
                boolean invalidateRoot = accessibilityFocusDirty || mInvalidateRootRequested;
                mInvalidateRootRequested = false;

                // Draw with hardware renderer.
                mIsAnimating = false;

                if (mHardwareYOffset != yOffset || mHardwareXOffset != xOffset) {
                    mHardwareYOffset = yOffset;
                    mHardwareXOffset = xOffset;
                    invalidateRoot = true;
                }

                if (invalidateRoot) {
                    mAttachInfo.mHardwareRenderer.invalidateRoot();
                }

                dirty.setEmpty();

                // Stage the content drawn size now. It will be transferred to the renderer
                // shortly before the draw commands get send to the renderer.
                final boolean updated = updateContentDrawBounds();

                if (mReportNextDraw) {
                    // report next draw overrides setStopped()
                    // This value is re-sync'd to the value of mStopped
                    // in the handling of mReportNextDraw post-draw.
                    mAttachInfo.mHardwareRenderer.setStopped(false);
                }

                if (updated) {
                    requestDrawWindow();
                }

                mAttachInfo.mHardwareRenderer.draw(mView, mAttachInfo, this);
            } else {
                //否則不支持硬件繪制跃闹,但是硬件繪制是需要的嵌削,嘗試初始化硬件繪制,成功之后調(diào)用scheduleTraversals()望艺,重新Traversals
                if (mAttachInfo.mHardwareRenderer != null &&
                        !mAttachInfo.mHardwareRenderer.isEnabled() &&
                        mAttachInfo.mHardwareRenderer.isRequested()) {

                    try {
                        mAttachInfo.mHardwareRenderer.initializeIfNeeded(
                                mWidth, mHeight, mAttachInfo, mSurface, surfaceInsets);
                    } catch (OutOfResourcesException e) {
                        handleOutOfResourcesException(e);
                        return;
                    }

                    mFullRedrawNeeded = true;
                    scheduleTraversals();
                    return;
                }
//否則不支持硬件繪制苛秕,同時(shí)硬件繪制不被需求,則drawSoftware
                if (!drawSoftware(surface, mAttachInfo, xOffset, yOffset, scalingRequired, dirty)) {
                    return;
                }
            }
        }

        if (animating) {
            mFullRedrawNeeded = true;
            scheduleTraversals();
        }
}

draw的邏輯比較簡(jiǎn)單找默,先判斷是否支持硬件繪制艇劫,如果支持。則調(diào)用硬件繪制mAttachInfo.mHardwareRenderer.draw(mView, mAttachInfo, this)惩激。如果不支持硬件繪制店煞,但是硬件繪制是需要的蟹演,則嘗試初始化硬件繪制,成功則從新Traversal顷蟀。否則進(jìn)行軟件繪制酒请。
drawSoftware也比較簡(jiǎn)單,通過mSurface得到Canvas鸣个,mSurface是ViewRootImpl·的Surface類型變量。這里我們先看看drawSoftware囤萤。

// These can be accessed by any thread, must be protected with a lock.
    // Surface can never be reassigned or cleared (use Surface.clear()).
    final Surface mSurface = new Surface();

private boolean drawSoftware(Surface surface, AttachInfo attachInfo, int xoff, int yoff,
            boolean scalingRequired, Rect dirty) {

        // Draw with software renderer.
        final Canvas canvas;
        try {
            final int left = dirty.left;
            final int top = dirty.top;
            final int right = dirty.right;
            final int bottom = dirty.bottom;

            canvas = mSurface.lockCanvas(dirty);

            // The dirty rectangle can be modified by Surface.lockCanvas()
            //noinspection ConstantConditions
            if (left != dirty.left || top != dirty.top || right != dirty.right
                    || bottom != dirty.bottom) {
                attachInfo.mIgnoreDirtyState = true;
            }

            // TODO: Do this in native
            canvas.setDensity(mDensity);
        } catch (Surface.OutOfResourcesException e) {
            handleOutOfResourcesException(e);
            return false;
        } catch (IllegalArgumentException e) {
            Log.e(mTag, "Could not lock surface", e);
            // Don't assume this is due to out of memory, it could be
            // something else, and if it is something else then we could
            // kill stuff (or ourself) for no reason.
            mLayoutRequested = true;    // ask wm for a new surface next time.
            return false;
        }

        try {
            if (DEBUG_ORIENTATION || DEBUG_DRAW) {
                Log.v(mTag, "Surface " + surface + " drawing to bitmap w="
                        + canvas.getWidth() + ", h=" + canvas.getHeight());
                //canvas.drawARGB(255, 255, 0, 0);
            }

            // If this bitmap's format includes an alpha channel, we
            // need to clear it before drawing so that the child will
            // properly re-composite its drawing on a transparent
            // background. This automatically respects the clip/dirty region
            // or
            // If we are applying an offset, we need to clear the area
            // where the offset doesn't appear to avoid having garbage
            // left in the blank areas.
            if (!canvas.isOpaque() || yoff != 0 || xoff != 0) {
                canvas.drawColor(0, PorterDuff.Mode.CLEAR);
            }

            dirty.setEmpty();
            mIsAnimating = false;
            mView.mPrivateFlags |= View.PFLAG_DRAWN;

            if (DEBUG_DRAW) {
                Context cxt = mView.getContext();
                Log.i(mTag, "Drawing: package:" + cxt.getPackageName() +
                        ", metrics=" + cxt.getResources().getDisplayMetrics() +
                        ", compatibilityInfo=" + cxt.getResources().getCompatibilityInfo());
            }
            try {
                canvas.translate(-xoff, -yoff);
                if (mTranslator != null) {
                    mTranslator.translateCanvas(canvas);
                }
                canvas.setScreenDensity(scalingRequired ? mNoncompatDensity : 0);
                attachInfo.mSetIgnoreDirtyState = false;

                mView.draw(canvas);

                drawAccessibilityFocusedDrawableIfNeeded(canvas);
            } finally {
                if (!attachInfo.mSetIgnoreDirtyState) {
                    // Only clear the flag if it was not set during the mView.draw() call
                    attachInfo.mIgnoreDirtyState = false;
                }
            }
        } finally {
            try {
                surface.unlockCanvasAndPost(canvas);
            } catch (IllegalArgumentException e) {
                Log.e(mTag, "Could not unlock surface", e);
                mLayoutRequested = true;    // ask wm for a new surface next time.
                //noinspection ReturnInsideFinallyBlock
                return false;
            }

            if (LOCAL_LOGV) {
                Log.v(mTag, "Surface " + surface + " unlockCanvasAndPost");
            }
        }
        return true;
    }

核心就是調(diào)用View的draw昼窗,這個(gè)跟View的measure和layout調(diào)用一樣。最終會(huì)調(diào)用OnDraw阁将,進(jìn)行每個(gè)控件自身的Draw膏秫,我們自定義控件重繪時(shí)也是重寫OnDraw函數(shù)。但是View的draw又復(fù)雜點(diǎn)做盅,它會(huì)繪制View的背景和前景。同時(shí)如果有垂直或者水平邊需要繪制窘哈,又會(huì)繪制垂直或者水平邊吹榴。

public void draw(Canvas canvas) {
        final int privateFlags = mPrivateFlags;
        final boolean dirtyOpaque = (privateFlags & PFLAG_DIRTY_MASK) == PFLAG_DIRTY_OPAQUE &&
                (mAttachInfo == null || !mAttachInfo.mIgnoreDirtyState);
        mPrivateFlags = (privateFlags & ~PFLAG_DIRTY_MASK) | PFLAG_DRAWN;

        /*
         * Draw traversal performs several drawing steps which must be executed
         * in the appropriate order:
         *
         *      1. Draw the background
         *      2. If necessary, save the canvas' layers to prepare for fading
         *      3. Draw view's content
         *      4. Draw children
         *      5. If necessary, draw the fading edges and restore layers
         *      6. Draw decorations (scrollbars for instance)
         */

        // Step 1, draw the background, if needed
        int saveCount;

        if (!dirtyOpaque) {
            drawBackground(canvas);
        }

        // skip step 2 & 5 if possible (common case)
        final int viewFlags = mViewFlags;
        boolean horizontalEdges = (viewFlags & FADING_EDGE_HORIZONTAL) != 0;
        boolean verticalEdges = (viewFlags & FADING_EDGE_VERTICAL) != 0;
        if (!verticalEdges && !horizontalEdges) {
            // Step 3, draw the content
            if (!dirtyOpaque) onDraw(canvas);

            // Step 4, draw the children
            dispatchDraw(canvas);

            // Overlay is part of the content and draws beneath Foreground
            if (mOverlay != null && !mOverlay.isEmpty()) {
                mOverlay.getOverlayView().dispatchDraw(canvas);
            }

            // Step 6, draw decorations (foreground, scrollbars)
            onDrawForeground(canvas);

            // we're done...
            return;
        }

        //有垂直或者水平edge需要繪制的情況
        /*
         * Here we do the full fledged routine...
         * (this is an uncommon case where speed matters less,
         * this is why we repeat some of the tests that have been
         * done above)
         */

        boolean drawTop = false;
        boolean drawBottom = false;
        boolean drawLeft = false;
        boolean drawRight = false;

        float topFadeStrength = 0.0f;
        float bottomFadeStrength = 0.0f;
        float leftFadeStrength = 0.0f;
        float rightFadeStrength = 0.0f;

        // Step 2, save the canvas' layers
        int paddingLeft = mPaddingLeft;

        final boolean offsetRequired = isPaddingOffsetRequired();
        if (offsetRequired) {
            paddingLeft += getLeftPaddingOffset();
        }

        int left = mScrollX + paddingLeft;
        int right = left + mRight - mLeft - mPaddingRight - paddingLeft;
        int top = mScrollY + getFadeTop(offsetRequired);
        int bottom = top + getFadeHeight(offsetRequired);

        if (offsetRequired) {
            right += getRightPaddingOffset();
            bottom += getBottomPaddingOffset();
        }

        final ScrollabilityCache scrollabilityCache = mScrollCache;
        final float fadeHeight = scrollabilityCache.fadingEdgeLength;
        int length = (int) fadeHeight;

        // clip the fade length if top and bottom fades overlap
        // overlapping fades produce odd-looking artifacts
        if (verticalEdges && (top + length > bottom - length)) {
            length = (bottom - top) / 2;
        }

        // also clip horizontal fades if necessary
        if (horizontalEdges && (left + length > right - length)) {
            length = (right - left) / 2;
        }

        if (verticalEdges) {
            topFadeStrength = Math.max(0.0f, Math.min(1.0f, getTopFadingEdgeStrength()));
            drawTop = topFadeStrength * fadeHeight > 1.0f;
            bottomFadeStrength = Math.max(0.0f, Math.min(1.0f, getBottomFadingEdgeStrength()));
            drawBottom = bottomFadeStrength * fadeHeight > 1.0f;
        }

        if (horizontalEdges) {
            leftFadeStrength = Math.max(0.0f, Math.min(1.0f, getLeftFadingEdgeStrength()));
            drawLeft = leftFadeStrength * fadeHeight > 1.0f;
            rightFadeStrength = Math.max(0.0f, Math.min(1.0f, getRightFadingEdgeStrength()));
            drawRight = rightFadeStrength * fadeHeight > 1.0f;
        }

        saveCount = canvas.getSaveCount();

        int solidColor = getSolidColor();
        if (solidColor == 0) {
            final int flags = Canvas.HAS_ALPHA_LAYER_SAVE_FLAG;

            if (drawTop) {
                canvas.saveLayer(left, top, right, top + length, null, flags);
            }

            if (drawBottom) {
                canvas.saveLayer(left, bottom - length, right, bottom, null, flags);
            }

            if (drawLeft) {
                canvas.saveLayer(left, top, left + length, bottom, null, flags);
            }

            if (drawRight) {
                canvas.saveLayer(right - length, top, right, bottom, null, flags);
            }
        } else {
            scrollabilityCache.setFadeColor(solidColor);
        }

        // Step 3, draw the content
        if (!dirtyOpaque) onDraw(canvas);

        // Step 4, draw the children
        dispatchDraw(canvas);

        // Step 5, draw the fade effect and restore layers
        final Paint p = scrollabilityCache.paint;
        final Matrix matrix = scrollabilityCache.matrix;
        final Shader fade = scrollabilityCache.shader;

        if (drawTop) {
            matrix.setScale(1, fadeHeight * topFadeStrength);
            matrix.postTranslate(left, top);
            fade.setLocalMatrix(matrix);
            p.setShader(fade);
            canvas.drawRect(left, top, right, top + length, p);
        }

        if (drawBottom) {
            matrix.setScale(1, fadeHeight * bottomFadeStrength);
            matrix.postRotate(180);
            matrix.postTranslate(left, bottom);
            fade.setLocalMatrix(matrix);
            p.setShader(fade);
            canvas.drawRect(left, bottom - length, right, bottom, p);
        }

        if (drawLeft) {
            matrix.setScale(1, fadeHeight * leftFadeStrength);
            matrix.postRotate(-90);
            matrix.postTranslate(left, top);
            fade.setLocalMatrix(matrix);
            p.setShader(fade);
            canvas.drawRect(left, top, left + length, bottom, p);
        }

        if (drawRight) {
            matrix.setScale(1, fadeHeight * rightFadeStrength);
            matrix.postRotate(90);
            matrix.postTranslate(right, top);
            fade.setLocalMatrix(matrix);
            p.setShader(fade);
            canvas.drawRect(right - length, top, right, bottom, p);
        }

        canvas.restoreToCount(saveCount);

        // Overlay is part of the content and draws beneath Foreground
        if (mOverlay != null && !mOverlay.isEmpty()) {
            mOverlay.getOverlayView().dispatchDraw(canvas);
        }

        // Step 6, draw decorations (foreground, scrollbars)
        onDrawForeground(canvas);
}

view的draw,注釋也寫的比較清楚滚婉,1:先繪制background图筹。2:如有必要繪制fading。3:調(diào)用onDraw繪制View自身的Content让腹。4:繪制children远剩。5:如有必要繪制fading edges。6:最后繪制Foreground骇窍。
在繪制背景和自身內(nèi)容的時(shí)候瓜晤,有一個(gè)條件dirtyOpaque,它的值為

final boolean dirtyOpaque = (privateFlags & PFLAG_DIRTY_MASK) == PFLAG_DIRTY_OPAQUE &&
                (mAttachInfo == null || !mAttachInfo.mIgnoreDirtyState);

所以設(shè)置PFLAG_DIRTY_OPAQUE屬性可以使dirtyOpaque為true腹纳,導(dǎo)致不用繪制背景和內(nèi)容痢掠,這對(duì)一些父布局設(shè)置設(shè)置是可以減少繪制次數(shù),提高繪制性能的嘲恍。
我們來看看drawBackground

private void drawBackground(Canvas canvas) {
        final Drawable background = mBackground;
        if (background == null) {
            return;
        }

        setBackgroundBounds();

        // Attempt to use a display list if requested.
        if (canvas.isHardwareAccelerated() && mAttachInfo != null
                && mAttachInfo.mHardwareRenderer != null) {
            mBackgroundRenderNode = getDrawableRenderNode(background, mBackgroundRenderNode);

            final RenderNode renderNode = mBackgroundRenderNode;
            if (renderNode != null && renderNode.isValid()) {
                setBackgroundRenderNodeProperties(renderNode);
                ((DisplayListCanvas) canvas).drawRenderNode(renderNode);
                return;
            }
        }

        final int scrollX = mScrollX;
        final int scrollY = mScrollY;
        if ((scrollX | scrollY) == 0) {
            background.draw(canvas);
        } else {
            canvas.translate(scrollX, scrollY);
            background.draw(canvas);
            canvas.translate(-scrollX, -scrollY);
        }
    }

先判斷canvas是否支持硬件繪制足画,如果支持,則獲取mBackgroundRenderNode佃牛,進(jìn)行硬件繪制淹辞。如果是canvas支持硬件繪制的canvas是DisplayListCanvas類型的對(duì)象,否則就是一般的canvas對(duì)象俘侠。
繪制自身的onDraw象缀,View中的定義是空的蔬将,每個(gè)控件集成View的時(shí)候會(huì)重寫它,實(shí)現(xiàn)自己的繪制攻冷。dispatchDraw這個(gè)主要是針對(duì)容器類控件循環(huán)調(diào)用子View的draw娃胆,又進(jìn)入了一個(gè)遞歸繪制過程。

protected boolean drawChild(Canvas canvas, View child, long drawingTime) {
        return child.draw(canvas, this, drawingTime);
    }

注意此時(shí)調(diào)用的是View的另外一個(gè)draw函數(shù)等曼,它含有3個(gè)參數(shù)里烦,在其里面,它也會(huì)進(jìn)行一些是否支持硬件加速的判斷禁谦,如果支持則會(huì)調(diào)用updateDisplayListIfDirty更新顯示列表胁黑,否則會(huì)調(diào)用到draw(含一個(gè)canvas參數(shù)的)進(jìn)行繪制。

boolean draw(Canvas canvas, ViewGroup parent, long drawingTime) {
        final boolean hardwareAcceleratedCanvas = canvas.isHardwareAccelerated();
        /* If an attached view draws to a HW canvas, it may use its RenderNode + DisplayList.
         *
         * If a view is dettached, its DisplayList shouldn't exist. If the canvas isn't
         * HW accelerated, it can't handle drawing RenderNodes.
         */
        boolean drawingWithRenderNode = mAttachInfo != null
                && mAttachInfo.mHardwareAccelerated
                && hardwareAcceleratedCanvas;

        boolean more = false;
        final boolean childHasIdentityMatrix = hasIdentityMatrix();
        final int parentFlags = parent.mGroupFlags;
        RenderNode renderNode = null;
        Bitmap cache = null;
        int layerType = getLayerType(); // TODO: signify cache state with just 'cache' local
        if (layerType == LAYER_TYPE_SOFTWARE || !drawingWithRenderNode) {
             if (layerType != LAYER_TYPE_NONE) {
                 // If not drawing with RenderNode, treat HW layers as SW
                 layerType = LAYER_TYPE_SOFTWARE;
                 buildDrawingCache(true);
            }
            cache = getDrawingCache(true);
        }

//硬件繪制更新顯示列表updateDisplayListIfDirty
        if (drawingWithRenderNode) {
            // Delay getting the display list until animation-driven alpha values are
            // set up and possibly passed on to the view
            renderNode = updateDisplayListIfDirty();
            if (!renderNode.isValid()) {
                // Uncommon, but possible. If a view is removed from the hierarchy during the call
                // to getDisplayList(), the display list will be marked invalid and we should not
                // try to use it again.
                renderNode = null;
                drawingWithRenderNode = false;
            }
        }
//drawingWithDrawingCache不支持硬件繪制同時(shí)cache != null 
     final boolean drawingWithDrawingCache = cache != null && !drawingWithRenderNode;
        if (!drawingWithDrawingCache) {
            if (drawingWithRenderNode) {
                mPrivateFlags &= ~PFLAG_DIRTY_MASK;
                ((DisplayListCanvas) canvas).drawRenderNode(renderNode);
            } else {
                // Fast path for layouts with no backgrounds
                if ((mPrivateFlags & PFLAG_SKIP_DRAW) == PFLAG_SKIP_DRAW) {
                    mPrivateFlags &= ~PFLAG_DIRTY_MASK;
                    dispatchDraw(canvas);
                } else {
                    draw(canvas);
                }
            }
        } else if (cache != null) {
            mPrivateFlags &= ~PFLAG_DIRTY_MASK;
            if (layerType == LAYER_TYPE_NONE || mLayerPaint == null) {
                // no layer paint, use temporary paint to draw bitmap
                Paint cachePaint = parent.mCachePaint;
                if (cachePaint == null) {
                    cachePaint = new Paint();
                    cachePaint.setDither(false);
                    parent.mCachePaint = cachePaint;
                }
                cachePaint.setAlpha((int) (alpha * 255));
                canvas.drawBitmap(cache, 0.0f, 0.0f, cachePaint);
            } else {
                // use layer paint to draw the bitmap, merging the two alphas, but also restore
                int layerPaintAlpha = mLayerPaint.getAlpha();
                if (alpha < 1) {
                    mLayerPaint.setAlpha((int) (alpha * layerPaintAlpha));
                }
                canvas.drawBitmap(cache, 0.0f, 0.0f, mLayerPaint);
                if (alpha < 1) {
                    mLayerPaint.setAlpha(layerPaintAlpha);
                }
            }
        }
        mRecreateDisplayList = false;
        return more;
    }

上面就是draw(三個(gè)參數(shù))的主要過程州泊。支持硬件繪制則調(diào)用updateDisplayListIfDirty更新RenderNode丧蘸,然后Draw RenderNode。

((DisplayListCanvas) canvas).drawRenderNode(renderNode);

software繪制遥皂,最終調(diào)用到draw(canvas)力喷。
以上就是繪制,主要是software繪制的大致過程演训。在這個(gè)過程中弟孟,我們也將了些硬件繪制的東西,比如updateDisplayListIfDirty样悟,drawRenderNode等拂募,那么接下來我們就來講講硬件繪制。

硬件繪制

我們又從ViewRootImpl的draw(private void draw(boolean fullRedrawNeeded))函數(shù)開始說起窟她〕轮ⅲ回到上文ViewRootImpl的draw中的硬件繪制調(diào)用

private void draw(boolean fullRedrawNeeded) {
     if (!dirty.isEmpty() || mIsAnimating || accessibilityFocusDirty) {
                if (mAttachInfo.mHardwareRenderer != null && mAttachInfo.mHardwareRenderer.isEnabled()) {
                // If accessibility focus moved, always invalidate the root.
                boolean invalidateRoot = accessibilityFocusDirty || mInvalidateRootRequested;
                mInvalidateRootRequested = false;

                // Draw with hardware renderer.
                mIsAnimating = false;

                if (mHardwareYOffset != yOffset || mHardwareXOffset != xOffset) {
                    mHardwareYOffset = yOffset;
                    mHardwareXOffset = xOffset;
                    invalidateRoot = true;
                }

                if (invalidateRoot) {
                    mAttachInfo.mHardwareRenderer.invalidateRoot();
                }

                dirty.setEmpty();

                // Stage the content drawn size now. It will be transferred to the renderer
                // shortly before the draw commands get send to the renderer.
                final boolean updated = updateContentDrawBounds();

                if (mReportNextDraw) {
                    // report next draw overrides setStopped()
                    // This value is re-sync'd to the value of mStopped
                    // in the handling of mReportNextDraw post-draw.
                    mAttachInfo.mHardwareRenderer.setStopped(false);
                }

                if (updated) {
                    requestDrawWindow();
                }

                mAttachInfo.mHardwareRenderer.draw(mView, mAttachInfo, this);
            }
}

可以看到主要是調(diào)用了mAttachInfo.mHardwareRenderer.draw(mView, mAttachInfo, this),mAttachInfo是一個(gè)View.AttachInfo對(duì)象震糖,mHardwareRenderer是什么呢录肯,它是ThreadedRenderer 。還記得ViewRootImpl的的構(gòu)造函數(shù)中有一段代碼嗎试伙?它就是在這里構(gòu)造的嘁信。

if (mSurfaceHolder == null) {
                    enableHardwareAcceleration(attrs);
                }

private void enableHardwareAcceleration(WindowManager.LayoutParams attrs) {
        mAttachInfo.mHardwareAccelerated = false;
        mAttachInfo.mHardwareAccelerationRequested = false;
        mAttachInfo.mHardwareRenderer = ThreadedRenderer.create(mContext, translucent);         
    }

可以看到調(diào)用了ThreadedRenderer的靜態(tài)方法create創(chuàng)建的

public static ThreadedRenderer create(Context context, boolean translucent) {
        ThreadedRenderer renderer = null;
        if (DisplayListCanvas.isAvailable()) {
            renderer = new ThreadedRenderer(context, translucent);
        }
        return renderer;
    }

再來看看ThreadedRenderer

private long mNativeProxy;//native的Proxy代理
private RenderNode mRootNode;//根RenderNode
ThreadedRenderer(Context context, boolean translucent) {
        final TypedArray a = context.obtainStyledAttributes(null, R.styleable.Lighting, 0, 0);
        mLightY = a.getDimension(R.styleable.Lighting_lightY, 0);
        mLightZ = a.getDimension(R.styleable.Lighting_lightZ, 0);
        mLightRadius = a.getDimension(R.styleable.Lighting_lightRadius, 0);
        mAmbientShadowAlpha =
                (int) (255 * a.getFloat(R.styleable.Lighting_ambientShadowAlpha, 0) + 0.5f);
        mSpotShadowAlpha = (int) (255 * a.getFloat(R.styleable.Lighting_spotShadowAlpha, 0) + 0.5f);
        a.recycle();

        long rootNodePtr = nCreateRootRenderNode();
        mRootNode = RenderNode.adopt(rootNodePtr);
        mRootNode.setClipToBounds(false);
        mNativeProxy = nCreateProxy(translucent, rootNodePtr);

        ProcessInitializer.sInstance.init(context, mNativeProxy);

        loadSystemProperties();
    }

那我們?cè)趤砜纯碦enderNode

public class RenderNode {

    private boolean mValid;
    // Do not access directly unless you are ThreadedRenderer
    final long mNativeRenderNode;
    private final View mOwningView;

    private RenderNode(String name, View owningView) {
        mNativeRenderNode = nCreate(name);
        mOwningView = owningView;
        if (mOwningView instanceof SurfaceView) {
            nRequestPositionUpdates(mNativeRenderNode, (SurfaceView) mOwningView);
        }
    }

    /**
     * @see RenderNode#adopt(long)
     */
    private RenderNode(long nativePtr) {
        mNativeRenderNode = nativePtr;
        mOwningView = null;
    }

    /**
     * Creates a new RenderNode that can be used to record batches of
     * drawing operations, and store / apply render properties when drawn.
     *
     * @param name The name of the RenderNode, used for debugging purpose. May be null.
     *
     * @return A new RenderNode.
     */
    public static RenderNode create(String name, @Nullable View owningView) {
        return new RenderNode(name, owningView);
    }

    /**
     * Adopts an existing native render node.
     *
     * Note: This will *NOT* incRef() on the native object, however it will
     * decRef() when it is destroyed. The caller should have already incRef'd it
     */
    public static RenderNode adopt(long nativePtr) {
        return new RenderNode(nativePtr);
    }
}

還有一個(gè)DisplayListCanvas,它繼承Canvas疏叨。
···
public class DisplayListCanvas extends Canvas
···
硬件渲染java層涉及的類大概就這幾個(gè)潘靖,它們的關(guān)系是ThreadedRenderer負(fù)責(zé)draw。draw什么呢蚤蔓。draw的是RenderNode卦溢。或者Text或者Circle,Bitmap等单寂。而又在哪里draw呢贬芥,在DisplayListCanvas中draw。每個(gè)View都有一個(gè)RenderNode宣决,它在View的構(gòu)造函數(shù)中初始化蘸劈。而每個(gè)RenderNode又會(huì)和一個(gè)DisplayListCanvas關(guān)聯(lián)。以上就是java層的相關(guān)類尊沸。

final RenderNode mRenderNode;
public View(Context context) {
        mContext = context;
        mResources = context != null ? context.getResources() : null;
        mViewFlags = SOUND_EFFECTS_ENABLED | HAPTIC_FEEDBACK_ENABLED;
        mRenderNode = RenderNode.create(getClass().getName(), this);
}
View() {
        mResources = null;
        mRenderNode = RenderNode.create(getClass().getName(), this);
    }
//RenderNode的start函數(shù)
public DisplayListCanvas start(int width, int height) {
        return DisplayListCanvas.obtain(this, width, height);
    }

這樣我們明白了每個(gè)View有一個(gè)RenderNode威沫,每個(gè)RenderNode會(huì)獲取到一個(gè)對(duì)應(yīng)的DisplayListCanvas。而我們是在DisplayListCanvas上draw的洼专。所以對(duì)一個(gè)View的Draw來說棒掠。在之前的draw中也說過draw分為6部分

public void draw(Canvas canvas) {
        /*
         * Draw traversal performs several drawing steps which must be executed
         * in the appropriate order:
         *
         *      1. Draw the background
         *      2. If necessary, save the canvas' layers to prepare for fading
         *      3. Draw view's content
         *      4. Draw children
         *      5. If necessary, draw the fading edges and restore layers
         *      6. Draw decorations (scrollbars for instance)
         */
}

那就是在DisplayListCanvas依次draw了6個(gè)部分。比如background是一個(gè)bitmap或者是一個(gè)RenderNode屁商。Content烟很,我們可以舉例假設(shè)是一個(gè)Circle。Draw children蜡镶。child是一個(gè)View或者多個(gè)View雾袱。每個(gè)View會(huì)對(duì)應(yīng)一個(gè)RenderNode,假設(shè)只有一個(gè)View官还,那就是Draw了一個(gè)RenderNode谜酒。這樣View的RenderNode樹形圖我們可以理解成這樣。


企業(yè)微信截圖_15768086242030.png

下面看看Native層妻枕,Native層比較重要的和DisplayListCanvas對(duì)應(yīng)的類有Canvas,RecordingCanvas類粘驰,RecordingCanvas繼承Canvas屡谐。在DisplayListCanvas中調(diào)的繪制,比如繪制Circle或者RenderNode等蝌数,最終都是調(diào)用到RecordingCanvas中去愕掏。
來看看Native層的RecordingCanvas和它的drawRenderNode以及drawCircle

class ANDROID_API RecordingCanvas: public Canvas, public CanvasStateClient {
    enum class DeferredBarrierType {
        None,
        InOrder,
        OutOfOrder,
    };
public:
    RecordingCanvas(size_t width, size_t height);

void RecordingCanvas::drawRenderNode(RenderNode* renderNode) {
    auto&& stagingProps = renderNode->stagingProperties();
    RenderNodeOp* op = alloc().create_trivial<RenderNodeOp>(
            Rect(stagingProps.getWidth(), stagingProps.getHeight()),
            *(mState.currentSnapshot()->transform),
            getRecordedClip(),
            renderNode);
    int opIndex = addOp(op);
    if (CC_LIKELY(opIndex >= 0)) {
        int childIndex = mDisplayList->addChild(op);

        // update the chunk's child indices
        DisplayList::Chunk& chunk = mDisplayList->chunks.back();
        chunk.endChildIndex = childIndex + 1;

        if (renderNode->stagingProperties().isProjectionReceiver()) {
            // use staging property, since recording on UI thread
            mDisplayList->projectionReceiveIndex = opIndex;
        }
    }
}

void RecordingCanvas::drawCircle(
        CanvasPropertyPrimitive* x, CanvasPropertyPrimitive* y,
        CanvasPropertyPrimitive* radius, CanvasPropertyPaint* paint) {
    mDisplayList->ref(x);
    mDisplayList->ref(y);
    mDisplayList->ref(radius);
    mDisplayList->ref(paint);
    refBitmapsInShader(paint->value.getShader());
    addOp(alloc().create_trivial<CirclePropsOp>(
            *(mState.currentSnapshot()->transform),
            getRecordedClip(),
            &paint->value,
            &x->value, &y->value, &radius->value));
}

可以看到無論是drawCircle還是drawRenderNode。到了Native層顶伞,最終是形成一個(gè)CirclePropsOp或者RenderNodeOp饵撑。然后將其加入到mDisplayList中。
看看CirclePropsOp唆貌,RenderNodeOp等滑潘,他們都繼承RecordedOp

struct CirclePropsOp : RecordedOp {
    CirclePropsOp(const Matrix4& localMatrix, const ClipBase* localClip, const SkPaint* paint,
            float* x, float* y, float* radius)
            : RecordedOp(RecordedOpId::CirclePropsOp, Rect(), localMatrix, localClip, paint)
            , x(x)
            , y(y)
            , radius(radius) {}
    const float* x;
    const float* y;
    const float* radius;
};

struct RenderNodeOp : RecordedOp {
    RenderNodeOp(BASE_PARAMS_PAINTLESS, RenderNode* renderNode)
            : SUPER_PAINTLESS(RenderNodeOp)
            , renderNode(renderNode) {}
    RenderNode * renderNode; // not const, since drawing modifies it

    /**
     * Holds the transformation between the projection surface ViewGroup and this RenderNode
     * drawing instance. Represents any translations / transformations done within the drawing of
     * the compositing ancestor ViewGroup's draw, before the draw of the View represented by this
     * DisplayList draw instance.
     *
     * Note: doesn't include transformation within the RenderNode, or its properties.
     */
    Matrix4 transformFromCompositingAncestor;
    bool skipInOrderDraw = false;
};

包括其它的如BitmapOp,BitmapMeshOp锨咙,BitmapRectOp语卤,LinesOp(參考frameworks\base\libs\hwui\RecordOp.h文件)等等都是繼承RecordedOp。至此,我們明白了所有的這一切粹舵,無論是draw circle還是draw line钮孵,bitmap,RecordNode等眼滤,最終是形成一個(gè)RecordedOp巴席,然后add到RecordingCanvas的mDisplayList中∽缧瑁看看mDisplayList漾唉。

DisplayList* mDisplayList = nullptr;

typedef RecordedOp BaseOpType;
typedef RenderNodeOp NodeOpType;
class DisplayList {
    friend class RecordingCanvas;
public:
    struct Chunk {
        // range of included ops in DisplayList::ops()
        size_t beginOpIndex;
        size_t endOpIndex;

        // range of included children in DisplayList::children()
        size_t beginChildIndex;
        size_t endChildIndex;

        // whether children with non-zero Z in the chunk should be reordered
        bool reorderChildren;

        // clip at the beginning of a reorder section, applied to reordered children
        const ClipBase* reorderClip;
    };

    DisplayList();
    virtual ~DisplayList();
    LsaVector<BaseOpType*> ops;

結(jié)合java層的圖,我們最終可以理解成這樣诱担,所有的操作最終在LsaVector<BaseOpType*> ops中增加一條RecordedOp毡证。接下來我們來看看DisplayList是如何更新的


15768243921064.png

更新顯示列表

調(diào)用
mAttachInfo.mHardwareRenderer.draw(mView, mAttachInfo, this);

void draw(View view, AttachInfo attachInfo, HardwareDrawCallbacks callbacks) {
    updateRootDisplayList(view, callbacks);
}

private void updateRootDisplayList(View view, HardwareDrawCallbacks callbacks) {
        Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Record View#draw()");
        updateViewTreeDisplayList(view);
}
private void updateViewTreeDisplayList(View view) {
        view.mPrivateFlags |= View.PFLAG_DRAWN;
        view.mRecreateDisplayList = (view.mPrivateFlags & View.PFLAG_INVALIDATED)
                == View.PFLAG_INVALIDATED;
        view.mPrivateFlags &= ~View.PFLAG_INVALIDATED;
        view.updateDisplayListIfDirty();
        view.mRecreateDisplayList = false;
    }

最終調(diào)用到了View的updateDisplayListIfDirty,這個(gè)我們?cè)谇懊嬷v過蔫仙,現(xiàn)在系統(tǒng)梳理一遍料睛。

public RenderNode updateDisplayListIfDirty() {
        final RenderNode renderNode = mRenderNode;
            try {
                if (layerType == LAYER_TYPE_SOFTWARE) {
                    buildDrawingCache(true);
                    Bitmap cache = getDrawingCache(true);
                    if (cache != null) {
                        canvas.drawBitmap(cache, 0, 0, mLayerPaint);
                    }
                } else {
                    computeScroll();

                    canvas.translate(-mScrollX, -mScrollY);
                    mPrivateFlags |= PFLAG_DRAWN | PFLAG_DRAWING_CACHE_VALID;
                    mPrivateFlags &= ~PFLAG_DIRTY_MASK;

                    // Fast path for layouts with no backgrounds
                    if ((mPrivateFlags & PFLAG_SKIP_DRAW) == PFLAG_SKIP_DRAW) {
                        dispatchDraw(canvas);
                        if (mOverlay != null && !mOverlay.isEmpty()) {
                            mOverlay.getOverlayView().draw(canvas);
                        }
                    } else {
                        draw(canvas);
                    }
                }
            } finally {
                renderNode.end(canvas);
                setDisplayListProperties(renderNode);
            }
        } else {
            mPrivateFlags |= PFLAG_DRAWN | PFLAG_DRAWING_CACHE_VALID;
            mPrivateFlags &= ~PFLAG_DIRTY_MASK;
        }
        return renderNode;
    }

關(guān)鍵過程是通過View自身的mRenderNode變量,通過調(diào)用start函數(shù)摇邦,獲得一個(gè)DisplayListCanvas canvas恤煞,然后將canvas作為參數(shù)傳給draw,進(jìn)行繪制施籍。

final DisplayListCanvas canvas = renderNode.start(width, height);
public DisplayListCanvas start(int width, int height) {
        return DisplayListCanvas.obtain(this, width, height);
    }

所以在draw中就有draw背景居扒,draw Content,Children等丑慎。而draw Children的時(shí)候調(diào)用的是dispatchDraw(canvas)喜喂,注意參數(shù)是canvas,這個(gè)canvas是父View的RenderNode對(duì)應(yīng)的Canvas竿裂,而dispatchDraw中最終會(huì)調(diào)用到drawChild玉吁,drawChild又調(diào)用到了child.draw(三個(gè)參數(shù),第一個(gè)為Canvas腻异,為父View的canvas)

protected void dispatchDraw(Canvas canvas) {
for (int i = 0; i < childrenCount; i++) {
            final int childIndex = getAndVerifyPreorderedIndex(childrenCount, i, customOrder);
            final View child = getAndVerifyPreorderedView(preorderedList, children, childIndex);
            if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) {
                more |= drawChild(canvas, child, drawingTime);
            }
        }
}

protected boolean drawChild(Canvas canvas, View child, long drawingTime) {
        return child.draw(canvas, this, drawingTime);
    }

所以這里就進(jìn)入到了子View的draw(三個(gè)參數(shù))进副,同時(shí)參數(shù)傳遞的Canvas是父View的。
來看看draw(三個(gè)參數(shù))的主要過程

//此時(shí)進(jìn)入了子View的draw調(diào)用悔常,參數(shù)canvas為父View的
boolean draw(Canvas canvas, ViewGroup parent, long drawingTime) {
        final boolean hardwareAcceleratedCanvas = canvas.isHardwareAccelerated();
        /* If an attached view draws to a HW canvas, it may use its RenderNode + DisplayList.
         *
         * If a view is dettached, its DisplayList shouldn't exist. If the canvas isn't
         * HW accelerated, it can't handle drawing RenderNodes.
         */
        boolean drawingWithRenderNode = mAttachInfo != null
                && mAttachInfo.mHardwareAccelerated
                && hardwareAcceleratedCanvas;

        boolean more = false;
        final boolean childHasIdentityMatrix = hasIdentityMatrix();
        final int parentFlags = parent.mGroupFlags;
if (drawingWithRenderNode) {
            // Delay getting the display list until animation-driven alpha values are
            // set up and possibly passed on to the view
//關(guān)鍵步驟1:遞歸調(diào)用updateDisplayListIfDirty更新自身顯示列表影斑,將自身的內(nèi)容draw在
//自身的Canvas上
            renderNode = updateDisplayListIfDirty();
            if (!renderNode.isValid()) {
                // Uncommon, but possible. If a view is removed from the hierarchy during the call
                // to getDisplayList(), the display list will be marked invalid and we should not
                // try to use it again.
                renderNode = null;
                drawingWithRenderNode = false;
            }
        }

if (!drawingWithDrawingCache) {
            if (drawingWithRenderNode) {
                mPrivateFlags &= ~PFLAG_DIRTY_MASK;
//關(guān)鍵步驟2:將自身的RenderNode和父View的Canvas關(guān)聯(lián)
                ((DisplayListCanvas) canvas).drawRenderNode(renderNode);
            } else {
                // Fast path for layouts with no backgrounds
                if ((mPrivateFlags & PFLAG_SKIP_DRAW) == PFLAG_SKIP_DRAW) {
                    mPrivateFlags &= ~PFLAG_DIRTY_MASK;
                    dispatchDraw(canvas);
                } else {
                    draw(canvas);
                }
            }
        }

上面注釋已經(jīng)寫的比較清楚了,draw(三個(gè))時(shí)遞歸調(diào)用updateDisplayListIfDirty更新自身顯示列表返回RenderNode机打,然后將返回的RenderNode draw在父View的Canvas上矫户,這樣就一層層完成了顯示列表的更新。
最后回到ThreadedRenderer的updateRootDisplayList姐帚,將跟View吏垮,即DecorView的RenderNode draw在ThreadedRenderer的canvas上

private void updateRootDisplayList(View view, HardwareDrawCallbacks callbacks) {
        Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Record View#draw()");
        updateViewTreeDisplayList(view);

        if (mRootNodeNeedsUpdate || !mRootNode.isValid()) {
            DisplayListCanvas canvas = mRootNode.start(mSurfaceWidth, mSurfaceHeight);
            try {
                final int saveCount = canvas.save();
                canvas.translate(mInsetLeft, mInsetTop);
                callbacks.onHardwarePreDraw(canvas);

                canvas.insertReorderBarrier();
                canvas.drawRenderNode(view.updateDisplayListIfDirty());
                canvas.insertInorderBarrier();

                callbacks.onHardwarePostDraw(canvas);
                canvas.restoreToCount(saveCount);
                mRootNodeNeedsUpdate = false;
            } finally {
                mRootNode.end(canvas);
            }
        }
        Trace.traceEnd(Trace.TRACE_TAG_VIEW);
    }

這樣就完成了顯示列表的更新障涯,最后又回到mAttachInfo.mHardwareRenderer.draw(mView, mAttachInfo, this)

void draw(View view, AttachInfo attachInfo, HardwareDrawCallbacks callbacks) {
        attachInfo.mIgnoreDirtyState = true;

        final Choreographer choreographer = attachInfo.mViewRootImpl.mChoreographer;
        choreographer.mFrameInfo.markDrawStart();

        //更新顯示列表
        updateRootDisplayList(view, callbacks);

        attachInfo.mIgnoreDirtyState = false;

        // register animating rendernodes which started animating prior to renderer
        // creation, which is typical for animators started prior to first draw
        if (attachInfo.mPendingAnimatingRenderNodes != null) {
            final int count = attachInfo.mPendingAnimatingRenderNodes.size();
            for (int i = 0; i < count; i++) {
                registerAnimatingRenderNode(
                        attachInfo.mPendingAnimatingRenderNodes.get(i));
            }
            attachInfo.mPendingAnimatingRenderNodes.clear();
            // We don't need this anymore as subsequent calls to
            // ViewRootImpl#attachRenderNodeAnimator will go directly to us.
            attachInfo.mPendingAnimatingRenderNodes = null;
        }
        //更新完顯示列表之后調(diào)用nSyncAndDrawFrame進(jìn)行渲染
        final long[] frameInfo = choreographer.mFrameInfo.mFrameInfo;
        int syncResult = nSyncAndDrawFrame(mNativeProxy, frameInfo, frameInfo.length);
        if ((syncResult & SYNC_LOST_SURFACE_REWARD_IF_FOUND) != 0) {
            setEnabled(false);
            attachInfo.mViewRootImpl.mSurface.release();
            // Invalidate since we failed to draw. This should fetch a Surface
            // if it is still needed or do nothing if we are no longer drawing
            attachInfo.mViewRootImpl.invalidate();
        }
        if ((syncResult & SYNC_INVALIDATE_REQUIRED) != 0) {
            attachInfo.mViewRootImpl.invalidate();
        }
    }

至此終于講完了java層UI繪制的相關(guān)內(nèi)容和過程,但是具體的Native層的繪制膳汪,調(diào)用nSyncAndDrawFrame到底如何繪制的唯蝶,后面繼續(xù)。

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