SurfaceFlinger Vsync初始化過程
DispVsync是軟件Vsync的信號(hào)源冷冗, 是SurfaceFlinger中的一個(gè)變量,在SurfaceFlinger的init方法中會(huì)根據(jù)DispVsync初始化相關(guān)Vsync相關(guān)的變量虫几。
void SurfaceFlinger::init() {
......
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);
.......
//如果HWC硬件有問題与学,就設(shè)置DispSync的周期模型為16.6ms
if (mHwc->initCheck() != NO_ERROR) {
mPrimaryDispSync.setPeriod(16666667);
}
}
SurfaceFlinger的init方法中,根據(jù)mPrimaryDispSync分別創(chuàng)建了app的DisplaySyncSource對(duì)象,和一個(gè)SF的DisplaySyncSource對(duì)象薯定。然后根據(jù)App的DisplaySyncSource創(chuàng)建了一個(gè)App的EventThread隙轻,根據(jù)SF的DisplaySyncSource創(chuàng)建了一個(gè)SF的EventThread早敬。
上一篇分析了軟件Vsync產(chǎn)生過程,以及DispSyncSource大脉。接著看下EventThread。
EventThread
EventThread::EventThread(const sp<VSyncSource>& src)
: mVSyncSource(src),
mUseSoftwareVSync(false),
mVsyncEnabled(false),
mDebugVsyncEnabled(false),
mVsyncHintSent(false) {
//初始化mVSyncEvent數(shù)組水孩。
//mVSyncEvent數(shù)組中的每個(gè)數(shù)組成員都代表一個(gè)顯示設(shè)備的Vsync事件镰矿。將這個(gè)事件timestamp初始化
for (int32_t i=0 ; i<DisplayDevice::NUM_BUILTIN_DISPLAY_TYPES ; i++) {
mVSyncEvent[i].header.type = DisplayEventReceiver::DISPLAY_EVENT_VSYNC;
mVSyncEvent[i].header.id = 0;
mVSyncEvent[i].header.timestamp = 0;
mVSyncEvent[i].vsync.count = 0;
}
......
}
EventThread 創(chuàng)建對(duì)象后會(huì)觸發(fā)onFirstRef方法,onFirstRef方法會(huì)觸發(fā)線程run方法執(zhí)行EventThread的threadloop方法俘种。
bool EventThread::threadLoop() {
DisplayEventReceiver::Event event;
//初始化一個(gè)Connection列表
Vector< sp<EventThread::Connection> > signalConnections;
//等待事件到來秤标,判斷是否需要觸發(fā)Connection回調(diào),將需要觸發(fā)的Connection放入Connection列表中
signalConnections = waitForEvent(&event);
// 分發(fā)事件給listener
const size_t count = signalConnections.size();
for (size_t i=0 ; i<count ; i++) {
const sp<Connection>& conn(signalConnections[i]);
// 調(diào)用postEvent方法宙刘,將事件通知監(jiān)聽者
status_t err = conn->postEvent(event);
......
}
return true;
}
// 等待事件到來
Vector< sp<EventThread::Connection> > EventThread::waitForEvent(
DisplayEventReceiver::Event* event)
{
Mutex::Autolock _l(mLock);
Vector< sp<EventThread::Connection> > signalConnections;
do {
bool eventPending = false;
bool waitForVSync = false;
size_t vsyncCount = 0;
nsecs_t timestamp = 0;
//檢測(cè)mVSyncEvent數(shù)組苍姜,查看檢查具體設(shè)備是否有Vsync事件到來,mVSyncEvent[i].header.timestamp值不為0悬包,則表示有新的Vsync事件
for (int32_t i=0 ; i<DisplayDevice::NUM_BUILTIN_DISPLAY_TYPES ; i++) {
timestamp = mVSyncEvent[i].header.timestamp;
if (timestamp) {
//timeStamp 不為0衙猪, 表示有新的Vsync事件,將該事件存放到event中
*event = mVSyncEvent[i];
mVSyncEvent[i].header.timestamp = 0;
vsyncCount = mVSyncEvent[i].vsync.count;
break;
}
}
if (!timestamp) {
// 如果沒有Vsync事件布近,則查看下是否有其他事件
eventPending = !mPendingEvents.isEmpty();
if (eventPending) {
// 有其他事件的話同樣存放到event中
*event = mPendingEvents[0];
mPendingEvents.removeAt(0);
}
}
// 查找所有等待事件的Connection
// mDisplayEventConnections保存的是注冊(cè)的Connection的,
// SF EventThread線程里只有一個(gè)Connection, 而這個(gè)Connection主要是用來渲染
// 而如果是APP EventThread, 這里會(huì)有多個(gè)connection
size_t count = mDisplayEventConnections.size();
for (size_t i=0 ; i<count ; i++) {
sp<Connection> connection(mDisplayEventConnections[i].promote());
if (connection != NULL) {
bool added = false;
//這里的connection->count的值的大小有如下含義
// count >= 1 : continuous event. count is the vsync rate 如果在大于等于1垫释,表示會(huì)持續(xù)接收vsync event
// count == 0 : one-shot event that has not fired 表示只接收一次
// count ==-1 : one-shot event that fired this round / disabled 等于-1,表示不能再接收vsync事件了
if (connection->count >= 0) {
waitForVSync = true;
if (timestamp) {
// 只接收一次Vsync事件撑瞧,接收到之后將count 設(shè)置為-1, 下次這個(gè)Connection便不在接收事件
if (connection->count == 0) {
connection->count = -1;
signalConnections.add(connection);
added = true;
} else if (connection->count == 1 ||
(vsyncCount % connection->count) == 0) {
// continuous event, and time to report it
signalConnections.add(connection);
added = true;
}
}
}
if (eventPending && !timestamp && !added) {
//添加到關(guān)注的Connection列表
signalConnections.add(connection);
}
} else {
// we couldn't promote this reference, the connection has
// died, so clean-up!
mDisplayEventConnections.removeAt(i);
--i; --count;
}
}
......
// 既沒有vsync事件棵譬,也沒有其它pending的事件(hotplug事件)
if (!timestamp && !eventPending) {
if (waitForVSync) {
bool softwareSync = mUseSoftwareVSync;
nsecs_t timeout = softwareSync ? ms2ns(16) : ms2ns(1000);
if (mCondition.waitRelative(mLock, timeout) == TIMED_OUT) {
if (!softwareSync) {
ALOGW("Timed out waiting for hw vsync; faking it");
}
//如果是driver的bug,如果硬件一直不上報(bào)vsync事件怎么辦?预伺?難道就一直等下去订咸??那client不就餓死了么酬诀?
//所以這里如果driver不報(bào)vsync脏嚷,那么就軟件模擬一個(gè)vsync事件,這里的timeout是1000ms料滥,發(fā)一個(gè)
mVSyncEvent[0].header.type = DisplayEventReceiver::DISPLAY_EVENT_VSYNC;
mVSyncEvent[0].header.id = DisplayDevice::DISPLAY_PRIMARY;
mVSyncEvent[0].header.timestamp = systemTime(SYSTEM_TIME_MONOTONIC);
mVSyncEvent[0].vsync.count++;
}
} else {
//既沒有client, 又沒有硬件vsync事件然眼,那么就死等下去了
mCondition.wait(mLock);
}
}
//沒有事件則就行檢測(cè)消息或者等待
} while (signalConnections.isEmpty());
//返回關(guān)注消息的Connection
return signalConnections;
}
EventThread會(huì)開啟一個(gè)線程,該線程用于等待Vsync事件或者h(yuǎn)otplug事件葵腹。當(dāng)有任何一個(gè)事件到來的時(shí)候高每,EventThread線程會(huì)收集所有關(guān)注該事件的連接屿岂,通過Connection連接通知所有關(guān)注該事件的監(jiān)聽者.
EventThread中維護(hù)了一個(gè)Connection類型的列表 mDisplayEventConnections,該列表中維護(hù)了所有關(guān)注EventThread事件的監(jiān)聽者鲸匿,但是每次Vsync事件或者h(yuǎn)otplug事件到來時(shí)爷怀,并不是每一個(gè)在該列表中的監(jiān)聽者都會(huì)關(guān)心此次事件,我們要做的就是從列表中找出關(guān)心此次事件的監(jiān)聽者带欢,然后將消息傳遞給他.
但是运授,如何區(qū)分哪個(gè)Connection關(guān)心此次事件呢?
在每一個(gè)Connection中維護(hù)了一個(gè)count變量乔煞,該變量有三個(gè)取值吁朦。
- count >= 1 : continuous event. count is the vsync rate 如果在大于等于1,表示會(huì)持續(xù)接收vsync event
- count == 0 : one-shot event that has not fired 表示只接收一次渡贾,接收完這次事件以后就會(huì)將count修改成了-1
- count ==-1 : one-shot event that fired this round / disabled 等于-1逗宜,表示不能再接收vsync事件了
根據(jù)這三種類型,將count >=0的 Connection添加到Connection列表空骚,然后統(tǒng)一發(fā)送消息纺讲,通知監(jiān)聽者。
count的值是什么時(shí)候修改呢囤屹?
就是在EventThread的requestNextVsync方法中.
void EventThread::requestNextVsync(
const sp<EventThread::Connection>& connection) {
Mutex::Autolock _l(mLock);
if (connection->count < 0) {
connection->count = 0;
mCondition.broadcast();
}
}
requstNextVsync表示請(qǐng)求接收下一次Vsync事件熬甚。在系統(tǒng)里APP和SurfaceFlinger都會(huì)利用該方法請(qǐng)求下一次Vsync到來的時(shí)候被叫起來做事情,也就是時(shí)候肋坚,雖然系統(tǒng)硬件每秒會(huì)有60個(gè)Vsync事件乡括,但是并不代表軟件Vsync每個(gè)Vsync都會(huì)做事情,也正是這樣,Android系統(tǒng)根據(jù)軟件Vsync來做事情冲簿,軟件Vsync又是根據(jù)硬件Vsync樣本來計(jì)算推測(cè)下一個(gè)Vsync的時(shí)間粟判。
MessageQueue和Connection
SurfaceFlinger init初始化的時(shí)候,創(chuàng)建了兩個(gè)EventThread峦剔,MessageQueue設(shè)置EventThread為SF的EventThread档礁。代碼如下
sp<VSyncSource> sfVsyncSrc = new DispSyncSource(&mPrimaryDispSync,
sfVsyncPhaseOffsetNs, true, "sf");
mSFEventThread = new EventThread(sfVsyncSrc);
mEventQueue.setEventThread(mSFEventThread);
DisplaySyncThread和EventThread已經(jīng)分析過了,直接看MessageQueue的setEventThread方法.
void MessageQueue::setEventThread(const sp<EventThread>& eventThread)
{
mEventThread = eventThread;
mEvents = eventThread->createEventConnection();
mEventTube = mEvents->getDataChannel();
mLooper->addFd(mEventTube->getFd(), 0, Looper::EVENT_INPUT,
MessageQueue::cb_eventReceiver, this);
}
int MessageQueue::eventReceiver(int /*fd*/, int /*events*/) {
ssize_t n;
DisplayEventReceiver::Event buffer[8];
while ((n = DisplayEventReceiver::getEvents(mEventTube, buffer, 8)) > 0) {
for (int i=0 ; i<n ; i++) {
if (buffer[i].header.type == DisplayEventReceiver::DISPLAY_EVENT_VSYNC) {
mHandler->dispatchInvalidate();
break;
}
}
}
return 1;
}
setEventThread做了什么工作吝沫?
1:調(diào)用SF EventThread的createEventConnection方法呻澜,創(chuàng)建MessageQueue和EventThread的連接,惨险,表示MessageQueue是SF EventThread的監(jiān)聽者. 這個(gè)連接會(huì)創(chuàng)建一個(gè)Socket通信羹幸, EventThread端持有Socket Server端,MessageQueue持有Socket Client端.
2:獲取mEvent的Socket的Client端,Socket創(chuàng)建在EventTube中辫愉,不在詳細(xì)分析.
3:獲取到Socket Client的文件描述符fd,添加到MessageQueue的Looper中進(jìn)行監(jiān)控.檔EventThread發(fā)送通知消息的時(shí)候栅受,回調(diào)cb_eventReceiver方法.
4:收到eventReceiver回調(diào)后,發(fā)送Handler消息給MessageQueue消息隊(duì)列,由MessageQueue的handlerMessage調(diào)用SurfaceFlinger處理. 以前我們講過,MessageQueue作為SurfaceFlinger的主線程屏镊,此時(shí)就交由SurfaceFliger主線程來處理合成了
總結(jié)
Vsync產(chǎn)生過程如上圖:
1:HWC產(chǎn)生硬件Vsync信號(hào)依疼,添加到DispSync樣本中
2:DispSync計(jì)算周期和偏差,然后根據(jù)APP和SF設(shè)置的時(shí)間偏差而芥,根據(jù)Vsync信號(hào)各自計(jì)算SF和APP Vsync回調(diào)時(shí)間.
3:DispSync通過VsyncSource通知了App 和 SF的EventThread線程
4:APP EventThread暫時(shí)不管律罢, SF的EventThread收到消息后,收集對(duì)該Vsync事件感興趣的監(jiān)聽者棍丐,發(fā)送消息命令误辑,通過Connection Socket的服務(wù)端來通知客戶端。
5:MessageQueue作為SF EventThread的監(jiān)聽者歌逢,和EventThread創(chuàng)建了Connection巾钉,監(jiān)聽了Connection Socket 客戶端,監(jiān)聽消息秘案。收到消息后通過Message的Handler發(fā)送到SF的主線程 MessageQueue消息隊(duì)列中.
6:MessageQueue消息隊(duì)列handleMessage處理消息睛琳,調(diào)用SF的invlidate來更新合成圖像。
此時(shí)Vsync整個(gè)流程就簡單分析完成了