在上一篇文章中,主要分析了Surface的創建過程,對於Layer圖層的創建並沒有深入跟蹤分析。這篇文章將分析Layer圖層的創建,並分析handle gbp這兩個變量的來源。
在SurfaceFlinger中會根據flags的值創建不同的layer。這裏主要以創建普通layer爲例進行分析。
status_t SurfaceFlinger::createNormalLayer(const sp<Client>& client,
const String8& name, uint32_t w, uint32_t h, uint32_t flags, PixelFormat& format,
sp<IBinder>* handle, sp<IGraphicBufferProducer>* gbp, sp<Layer>* outLayer)
{
// initialize the surfaces
switch (format) {
case PIXEL_FORMAT_TRANSPARENT:
case PIXEL_FORMAT_TRANSLUCENT:
format = PIXEL_FORMAT_RGBA_8888;
break;
case PIXEL_FORMAT_OPAQUE:
format = PIXEL_FORMAT_RGBX_8888;
break;
}
*outLayer = new Layer(this, client, name, w, h, flags);
status_t err = (*outLayer)->setBuffers(w, h, format, flags);
if (err == NO_ERROR) {
*handle = (*outLayer)->getHandle();
*gbp = (*outLayer)->getProducer();
}
ALOGE_IF(err, "createNormalLayer() failed (%s)", strerror(-err));
return err;
}
- 創建一個Layer對象outLayer
- 調用Layer對象的getHandle()方法賦值給handle
- 調用Layer對象的getProducer()方法賦值給gbp
感覺快到源頭了,在來看看Layer類的onFirstRef方法
void Layer::onFirstRef() {
// Creates a custom BufferQueue for SurfaceFlingerConsumer to use
sp<IGraphicBufferProducer> producer;
sp<IGraphicBufferConsumer> consumer;
BufferQueue::createBufferQueue(&producer, &consumer);
mProducer = new MonitoredProducer(producer, mFlinger);
mSurfaceFlingerConsumer = new SurfaceFlingerConsumer(consumer, mTextureName);
mSurfaceFlingerConsumer->setConsumerUsageBits(getEffectiveUsage(0));
mSurfaceFlingerConsumer->setContentsChangedListener(this);
mSurfaceFlingerConsumer->setName(mName);
#ifdef TARGET_DISABLE_TRIPLE_BUFFERING
#warning "disabling triple buffering"
mSurfaceFlingerConsumer->setDefaultMaxBufferCount(2);
#else
mSurfaceFlingerConsumer->setDefaultMaxBufferCount(3);
#endif
const sp<const DisplayDevice> hw(mFlinger->getDefaultDisplayDevice());
updateTransformHint(hw);
}
- 調用BufferQueue::createBufferQueue()方法創建圖像緩衝區隊列
- 創建產生者對象MonitoredProducer,並賦值給mProducer
- 創建消費者對象SurfaceFlingerConsumer,並賦值給mSurfaceFlingerConsumer
在來看看Layer的getHandle方法
sp<IBinder> Layer::getHandle() {
Mutex::Autolock _l(mLock);
LOG_ALWAYS_FATAL_IF(mHasSurface,
"Layer::getHandle() has already been called");
mHasSurface = true;
/*
* The layer handle is just a BBinder object passed to the client
* (remote process) -- we don't keep any reference on our side such that
* the dtor is called when the remote side let go of its reference.
*
* LayerCleaner ensures that mFlinger->onLayerDestroyed() is called for
* this layer when the handle is destroyed.
*/
class Handle : public BBinder, public LayerCleaner {
wp<const Layer> mOwner;
public:
Handle(const sp<SurfaceFlinger>& flinger, const sp<Layer>& layer)
: LayerCleaner(flinger, layer), mOwner(layer) {
}
};
return new Handle(mFlinger, this);
}
- 最終返回一個Handle類的binder對象,不知道有什麼用
小結,當客戶端創建Surface的時候,SurfaceFlinger服務端爲會之創建對應的圖層Layer。並且把Layer的圖像緩衝區的生產者接口賦值給Surface對象的成員變量mGraphicBufferProducer。最後,應用層得到了Layer的生產者接口生產數據,在看看Layer的消費者監聽函數。
前面,在Layer的onFirstRef函數中創建了類SurfaceFlingerConsumer對象。該類間接繼承了ConsumerBase消費者基類,所以它要調用setFrameAvailableListener方法去設置監聽器。看看setContentsChangedListener方法的實現
void SurfaceFlingerConsumer::setContentsChangedListener(
const wp<ContentsChangedListener>& listener) {
setFrameAvailableListener(listener);
Mutex::Autolock lock(mMutex);
mContentsChangedListener = listener;
}
- 正如上說所說,調用setFrameAvailableListener設置監聽器listener
- 傳進來的參數listener爲Layer引用,最終調用Layer的onFrameAvailable函數
void Layer::onFrameAvailable(const BufferItem& item) {
// Add this buffer from our internal queue tracker
{ // Autolock scope
Mutex::Autolock lock(mQueueItemLock);
// Reset the frame number tracker when we receive the first buffer after
// a frame number reset
if (item.mFrameNumber == 1) {
mLastFrameNumberReceived = 0;
}
// Ensure that callbacks are handled in order
while (item.mFrameNumber != mLastFrameNumberReceived + 1) {
status_t result = mQueueItemCondition.waitRelative(mQueueItemLock,
ms2ns(500));
if (result != NO_ERROR) {
ALOGE("[%s] Timed out waiting on callback", mName.string());
}
}
mQueueItems.push_back(item);
android_atomic_inc(&mQueuedFrames);
// Wake up any pending callbacks
mLastFrameNumberReceived = item.mFrameNumber;
mQueueItemCondition.broadcast();
}
mFlinger->signalLayerUpdate();
}
- 調用SurfaceFlinger的signalLayerUpdate發送圖層更新信息,看看SurfaceFlinger的處理
- SurfaceFlinger中調用mEventQueue.invalidate()發送消息,處理函數handleMessageInvalidate
bool SurfaceFlinger::handleMessageInvalidate() {
ATRACE_CALL();
return handlePageFlip();
}
- 通過handlePageFlip把有效緩衝區切換到前臺,等待SurfaceFlinger合成顯示