Android graphics(二) bufferqueue 一、前言 二、Buffer queue 三、bufferqueue總結

一、前言

本文主要內容
1、bufferqueue 的四大流程;
2、簡要介紹四大流程的調用過程;

本文主要講解安卓圖形繪製中的buffer queue
頁面數據通過canvas/Open GL ES/vulkan繪製後,形成一幀buffer,交給buffer queue,buffer queue再把數據送到屏幕上顯示。所以buffer queue是圖形繪製中很核心的一環,它本身就是一個緩衝區池與隊列相結合的數據結構。
Buffer queue:圖像緩衝區,系統中絕大部分圖形數據都會緩衝於此。等待surfaceflinger組織進一步的合成和顯示
備註:本文摘錄的代碼只摘錄關鍵代碼和路徑,需讀者自行結合閱讀.由於本文的重點在bufferqueue,其它和bufferqueue相關的流程提到的時候會精簡列出,作爲輔助理解。

二、Buffer queue

2.1、buffer queue的創建

bufferquque構建

//BufferQueue.cpp    frameworks\native\libs\gui
void BufferQueue::createBufferQueue(sp<IGraphicBufferProducer>* outProducer,
        sp<IGraphicBufferConsumer>* outConsumer,
        bool consumerIsSurfaceFlinger) {
    sp<BufferQueueCore> core(new BufferQueueCore());
    sp<IGraphicBufferProducer> producer(new BufferQueueProducer(core, consumerIsSurfaceFlinger));
    sp<IGraphicBufferConsumer> consumer(new BufferQueueConsumer(core));


    *outProducer = producer;
    *outConsumer = consumer;
}

構建調用流程
下面堆棧表示了底層surface創建bufferqueue的一個過程

04-20 11:45:54.739   674   707 E createBufferQueue: #00 pc 0004ca33  /system/lib/libgui.so (android::BufferQueue::createBufferQueue(android::sp<android::IGraphicBufferProducer>*, android::sp<android::IGraphicBufferConsumer>*, bool)+74)
04-20 11:45:54.739   674   707 E createBufferQueue: #01 pc 00068539  /system/lib/libsurfaceflinger.so (android::BufferQueueLayer::onFirstRef()+40)
04-20 11:45:54.739   674   707 E createBufferQueue: #02 pc 000d5ad1  /system/lib/libsurfaceflinger.so (android::surfaceflinger::DefaultFactory::createBufferQueueLayer(android::LayerCreationArgs const&)+52)
04-20 11:45:54.739   674   707 E createBufferQueue: #03 pc 000c11d5  /system/lib/libsurfaceflinger.so (android::SurfaceFlinger::createLayer(android::String8 const&, android::sp<android::Client> const&, unsigned int, unsigned int, int, unsigned int, android::LayerMetadata, android::sp<android::IBinder>*, android::sp<android::IGraphicBufferProducer>*, android::sp<android::IBinder> const&, android::sp<android::Layer> const&, unsigned int*)+1056)
04-20 11:45:54.739   674   707 E createBufferQueue: #04 pc 0006e197  /system/lib/libsurfaceflinger.so (android::Client::createSurface(android::String8 const&, unsigned int, unsigned int, int, unsigned int, android::sp<android::IBinder> const&, android::LayerMetadata, android::sp<android::IBinder>*, android::sp<android::IGraphicBufferProducer>*, unsigned int*)+122)
04-20 11:45:54.739   674   707 E createBufferQueue: #05 pc 0007b34f  /system/lib/libgui.so (int android::SafeBnInterface<android::ISurfaceComposerClient>::MethodCaller<std::__1::tuple<android::String8 const&, unsigned int, unsigned int, int, unsigned int, android::sp<android::IGraphicBufferProducer> const&, android::LayerMetadata, android::sp<android::IBinder>*, android::sp<android::IGraphicBufferProducer>*, unsigned int*> >::callHelper<android::SafeBnInterface<android::ISurfaceComposerClient>, int (android::ISurfaceComposerClient::*)(android::String8 const&, unsigned int, unsigned int, int, unsigned int, android::sp<android::IGraphicBufferProducer> const&, android::LayerMetadata, android::sp<android::IBinder>*, android::sp<android::IGraphicBufferProducer>*, unsigned int*), std::__1::tuple<android::String8, unsigned int, unsigned int, int, unsigned int, android::sp<android::IGraphicBufferProducer>, android::LayerMetadata, android::sp<android::IBinder>, android::sp<android::IGraphicBufferProducer>, unsigned int>, 0u, 1u, 2u, 3u, 4u, 5u, 6u, 7u, 8u, 9u>(android
04-20 11:45:54.739   674   707 E createBufferQueue: #06 pc 00079e2f  /system/lib/libgui.so (int android::SafeBnInterface<android::ISurfaceComposerClient>::callLocal<int (android::ISurfaceComposerClient::*)(android::String8 const&, unsigned int, unsigned int, int, unsigned int, android::sp<android::IBinder> const&, android::LayerMetadata, android::sp<android::IBinder>*, android::sp<android::IGraphicBufferProducer>*, unsigned int*)>(android::Parcel const&, android::Parcel*, int (android::ISurfaceComposerClient::*)(android::String8 const&, unsigned int, unsigned int, int, unsigned int, android::sp<android::IBinder> const&, android::LayerMetadata, android::sp<android::IBinder>*, android::sp<android::IGraphicBufferProducer>*, unsigned int*))+158)
04-20 11:45:54.739   674   707 E createBufferQueue: #07 pc 00079d3f  /system/lib/libgui.so (android::BnSurfaceComposerClient::onTransact(unsigned int, android::Parcel const&, android::Parcel*, unsigned int)+46)

BufferQueueCore:bufferqueue的實際實例,由他來銜接生產者和消費者
BufferQueueProducer:bufferqueue工廠模式的接口,生產者
BufferQueueConsumer:bufferqueue消費接口,消費者
BufferQueueCore 負責維護 BufferQueue 的基本數據結構,而 BufferQueueProducer 和 BufferQueueConsumer 則負責提供操作 BufferQueue 的基本接口。

2.2、buffer queue整體流程

2.2.1、流程概要


這張圖片清晰的表述的buffer queue的工作方式,兩大功能:生產buffer、消費buffer。
dequeueBuffer:向buffer queue請求一個緩衝區,並指定緩衝區的寬度、高度、像素格式和用法標誌
queueBuffer:把緩衝區返回到隊列
acquireBuffer:獲取緩衝區內容
releaseBuffer:把數據返回到隊列
這裏有兩次返回隊列,其實都是返回buffer queue的數據結構中。簡述兩個流程
1、dequeue、queue等於先申請緩衝區,並告訴producer申請成功,producer就把數據queue給buffer queue數據結構中
2、當consumer要的時候先去acquere獲取緩衝區內容,獲取後進行合成,合成完了需要釋放,就給回buffer queue來釋放
3、buffer queue操作數據時不會複製一份數據,只會操作數據本身。
通篇文章,我們就在理解BufferQueueProducer 和 BufferQueueConsumer如何操作上面這四個流程
requestBuffer

int Surface::dequeueBuffer(android_native_buffer_t** buffer, int* fenceFd) {
    status_t result = mGraphicBufferProducer->dequeueBuffer(&buf, &fence, reqWidth, reqHeight,
                                                            reqFormat, reqUsage, &mBufferAge,
                                                            enableFrameTimestamps ? &frameTimestamps
                                                                                  : nullptr);
    ...
    if ((result & IGraphicBufferProducer::BUFFER_NEEDS_REALLOCATION) || gbuf == nullptr) {
        if (mReportRemovedBuffers && (gbuf != nullptr)) {
            mRemovedBuffers.push_back(gbuf);
        }
        result = mGraphicBufferProducer->requestBuffer(buf, &gbuf);

requestBuffer單獨提一下這個流程,當我們首次dequeueBuffer過後,surface會調用requestBuffer,requestBuffer的主要作用就是把GraphicBuffer傳給應用側,
這個動作只需要做一次,應用側拿到GraphicBuffer過後就可以把共享內存mmap到應用側的內存空間,然後纔可以繪製圖像。

2.2.2、bufferqueue被調用流程

本小結主要目的是,在我們認識bufferqueu的是如何工作的同時,不脫離surfaceflinger整體框架。簡單提一下它是如果調用來的。以便我們更深入理解。
1、dequeueBuffer&&queueBuffer
當app創建window的時候,會創建surface來顯示。實則會創建底層的surface。底層surface創建時會hook住dequeueBuffer和queueBuffer方法。
surface持有mGraphicBufferProducer對象來創建bufferqueue
dequeueBuffer
方法位置:BufferQueueProducer::dequeueBuffer

04-20 09:48:38.909  6053  6263 E graphic dequeueBuffer: #00 pc 0006dea5  /system/lib/libgui.so (android::BpGraphicBufferProducer::dequeueBuffer(int*, android::sp<android::Fence>*, unsigned int, unsigned int, int, unsigned long long, unsigned long long*, android::FrameEventHistoryDelta*)+136)
04-20 09:48:38.909  6053  6263 E graphic dequeueBuffer: #01 pc 000842ed  /system/lib/libgui.so (android::Surface::dequeueBuffer(ANativeWindowBuffer**, int*)+316)
04-20 09:48:38.909  6053  6263 E graphic dequeueBuffer: #02 pc 0015004b  /system/lib/libhwui.so (android::uirenderer::renderthread::ReliableSurface::hook_dequeueBuffer(ANativeWindow*, int (*)(ANativeWindow*, ANativeWindowBuffer**, int*), void*, ANativeWindowBuffer**, int*)+42)
04-20 09:48:38.909  6053  6263 E graphic dequeueBuffer: #03 pc 00083181  /system/lib/libgui.so (android::Surface::hook_dequeueBuffer(ANativeWindow*, ANativeWindowBuffer**, int*)+60)
//接上面,binder調用到BufferQueueProducer
04-20 09:48:38.946   668   697 E dequeueBuffer: #00 pc 00052653  /system/lib/libgui.so (android::BufferQueueProducer::dequeueBuffer(int*, android::sp<android::Fence>*, unsigned int, unsigned int, int, unsigned long long, unsigned long long*, android::FrameEventHistoryDelta*)+250)
04-20 09:48:38.946   668   697 E dequeueBuffer: #01 pc 0006d117  /system/lib/libgui.so (android::BnGraphicBufferProducer::onTransact(unsigned int, android::Parcel const&, android::Parcel*, unsigned int)+374)

queueBuffer
方法位置:BufferQueueProducer::queueBuffer

04-20 09:48:38.987  6053  6263 E queueBuffer: #00 pc 0006e4e1  /system/lib/libgui.so (android::BpGraphicBufferProducer::queueBuffer(int, android::IGraphicBufferProducer::QueueBufferInput const&, android::IGraphicBufferProducer::QueueBufferOutput*)+128)
04-20 09:48:38.987  6053  6263 E queueBuffer: #01 pc 00084d83  /system/lib/libgui.so (android::Surface::queueBuffer(ANativeWindowBuffer*, int)+722)
04-20 09:48:38.987  6053  6263 E queueBuffer: #02 pc 00083259  /system/lib/libgui.so (android::Surface::hook_queueBuffer(ANativeWindow*, ANativeWindowBuffer*, int)+60)
//接上面,binder調用到BufferQueueProducer
04-20 09:48:39.017   668   697 E queueBuffer: #00 pc 00053877  /system/lib/libgui.so (android::BufferQueueProducer::queueBuffer(int, android::IGraphicBufferProducer::QueueBufferInput const&, android::IGraphicBufferProducer::QueueBufferOutput*)+266)
04-20 09:48:39.017   668   697 E queueBuffer: #01 pc 0006d345  /system/lib/libgui.so (android::BnGraphicBufferProducer::onTransact(unsigned int, android::Parcel const&, android::Parcel*, unsigned int)+932)

2、acquireBuffer&&releaseBuffer
1、我們知道系統的刷新由Vsync信號控制,一個Vsync信號來時。surfaceflinger代碼會走INVALIDATE/REFRESH,最終都是走refresh
2、下面接收vsync的MessageQueue隊列,實際就是surfaceflinger初始化時創建的mEventQueue。
3、EventThread通過Connection通知VSYNC信號到達時可以觸發回調通知MessageQueue
4、vsync這個流程對應bufferqueue流程中的acquireBuffer、releaseBuffer,調用流程堆棧下面已列出。

//SurfaceFlinger.cpp
void SurfaceFlinger::onMessageReceived(int32_t what, nsecs_t expectedVSyncTime) {
    ATRACE_CALL();
    switch (what) {
        case MessageQueue::INVALIDATE: {
            onMessageInvalidate(expectedVSyncTime);
            break;
        }
        case MessageQueue::REFRESH: {
            onMessageRefresh();
            break;
        }
    }
}

acquireBuffer
方法位置:BufferQueueConsumer::acquireBuffer

04-19 19:33:38.926   666   666 E acquireBuffer: #00 pc 0004d34f  /system/lib/libgui.so (android::BufferQueueConsumer::acquireBuffer(android::BufferItem*, long long, unsigned long long)+74)
04-19 19:33:38.926   666   666 E acquireBuffer: #01 pc 000645cf  /system/lib/libgui.so (android::ConsumerBase::acquireBufferLocked(android::BufferItem*, long long, unsigned long long)+62)
04-19 19:33:38.926   666   666 E acquireBuffer: #02 pc 0007a7a1  /system/lib/libsurfaceflinger.so (android::FramebufferSurface::advanceFrame(bool)+112)
04-19 19:33:38.926   666   666 E acquireBuffer: #03 pc 000edf1f  /system/lib/libsurfaceflinger.so (android::compositionengine::impl::RenderSurface::queueBuffer(android::base::unique_fd_impl<android::base::DefaultCloser>, bool)+358)
04-19 19:33:38.926   666   666 E acquireBuffer: #04 pc 000e46e7  /system/lib/libsurfaceflinger.so (android::compositionengine::impl::Output::finishFrame(android::compositionengine::CompositionRefreshArgs const&)+454)
04-19 19:33:38.926   666   666 E acquireBuffer: #05 pc 000de3e5  /system/lib/libsurfaceflinger.so (android::compositionengine::impl::Display::finishFrame(android::compositionengine::CompositionRefreshArgs const&)+72)
04-19 19:33:38.926   666   666 E acquireBuffer: #06 pc 000e3011  /system/lib/libsurfaceflinger.so (android::compositionengine::impl::Output::present(android::compositionengine::CompositionRefreshArgs const&)+92)
04-19 19:33:38.926   666   666 E acquireBuffer: #07 pc 000dcfa1  /system/lib/libsurfaceflinger.so (android::compositionengine::impl::CompositionEngine::present(android::compositionengine::CompositionRefreshArgs&)+144)
04-19 19:33:38.926   666   666 E acquireBuffer: #08 pc 000baf81  /system/lib/libsurfaceflinger.so (android::SurfaceFlinger::onMessageRefresh()+1280)
04-19 19:33:38.926   666   666 E acquireBuffer: #09 pc 000b8b1d  /system/lib/libsurfaceflinger.so (android::SurfaceFlinger::onMessageReceived(int, long long)+52)

releaseBuffer
方法位置:BufferQueueConsumer::releaseBuffer

04-19 19:33:38.996   666   666 E releaseBuffer: #00 pc 0004e429  /system/lib/libgui.so (android::BufferQueueConsumer::releaseBuffer(int, unsigned long long, android::sp<android::Fence> const&, void*, void*)+72)
04-19 19:33:38.996   666   666 E releaseBuffer: #01 pc 0004f3af  /system/lib/libgui.so (android::BufferQueueConsumer::releaseBuffer(int, unsigned long long, void*, void*, android::sp<android::Fence> const&)+36)
04-19 19:33:38.996   666   666 E releaseBuffer: #02 pc 0006498d  /system/lib/libgui.so (android::ConsumerBase::releaseBufferLocked(int, android::sp<android::GraphicBuffer>, void*, void*)+140)
04-19 19:33:38.996   666   666 E releaseBuffer: #03 pc 00066cab  /system/lib/libsurfaceflinger.so (android::BufferLayerConsumer::releasePendingBuffer()+78)
04-19 19:33:38.996   666   666 E releaseBuffer: #04 pc 00067b1d  /system/lib/libsurfaceflinger.so (android::BufferQueueLayer::releasePendingBuffer(long long)+28)
04-19 19:33:38.996   666   666 E releaseBuffer: #05 pc 000bb0bb  /system/lib/libsurfaceflinger.so (android::SurfaceFlinger::onMessageRefresh()+1594)
04-19 19:33:38.996   666   666 E releaseBuffer: #06 pc 000b8b1d  /system/lib/libsurfaceflinger.so (android::SurfaceFlinger::onMessageReceived(int, long long)+52)

2.2.3、認識BufferQueueCore

BufferQueueCore是bufferqueue實現的具體類。BufferQueueCore管理了幾個數據結構。操作這幾個數據結構,來實現bufferqueue的dequebuffer等方法。
以dequeueBuffer過程來講,它就是向bufferqueue申請一個GraphicBuffer,用GraphicBuffer來繪製圖像。
BufferQueueCore中六個對象比較重要:mQueue、mSlot、FreeSlots、FreeBuffers、ActiveBuffers、UnusedBuffers 下面我會一一介紹

namespace android {


class IConsumerListener;
class IProducerListener;


class BufferQueueCore : public virtual RefBase {
private:
    BufferQueueDefs::SlotsType mSlots;
    Fifo mQueue;
    std::set<int> mFreeSlots;
    std::list<int> mFreeBuffers;
    std::list<int> mUnusedSlots;
    std::set<int> mActiveBuffers;

1、mQueue&&mSlot
我們先認識這兩個最核心的數據結構。

class BufferItem {
public:
    enum { INVALID_BUFFER_SLOT = -1 };
    BufferItem() : mGraphicBuffer(nullptr), mFence(Fence::NO_FENCE) {}
    ~BufferItem() {}
    sp<GraphicBuffer> mGraphicBuffer;
    sp<Fence> mFence;
    Rect mCrop;


typedef Vector<BufferItem> Fifo;
Fifo mQueue;


namespace BufferQueueDefs {
    typedef BufferSlot SlotsType[NUM_BUFFER_SLOTS];
}
BufferQueueDefs::SlotsType mSlots;

我們平時說的bufferqueue隊列其實就是說的BufferItem這個mQueue數據容器。BufferItem擁有GraphicBuffer對象
而mSlot是一個BufferSlot大小爲NUM_BUFFER_SLOTS(等於64)的數組,BufferSlot主要用來綁定GraphicBuffer,BufferSlot和GraphicBuffer一一對應。
BufferSlot中有一個BufferState對象,它專門用來表示GraphicBuffer的狀態

struct BufferSlot {
    BufferState mBufferState;
    
// BufferState tracks the states in which a buffer slot can be.
struct BufferState {


    // All slots are initially FREE (not dequeued, queued, acquired, or shared).
    BufferState()
    : mDequeueCount(0),
      mQueueCount(0),
      mAcquireCount(0),
      mShared(false) {
    }


    uint32_t mDequeueCount;
    uint32_t mQueueCount;
    uint32_t mAcquireCount;
    bool mShared;


    // A buffer can be in one of five states, represented as below:
    //
    //         | mShared | mDequeueCount | mQueueCount | mAcquireCount |
    // --------|---------|---------------|-------------|---------------|
    // FREE    |  false  |       0       |      0      |       0       |
    // DEQUEUED|  false  |       1       |      0      |       0       |
    // QUEUED  |  false  |       0       |      1      |       0       |
    // ACQUIRED|  false  |       0       |      0      |       1       |
    // SHARED  |  true   |      any      |     any     |      any      |

2、FreeSlots、FreeBuffers、ActiveBuffers、UnusedBuffers
知道了mQueue&&mSlot作用後,我們再來認識他們四個容易了,首先成立這樣一個等式
mSlots = mFreeSlots + mFreeBuffers + mActiveBuffers + mUnusedSlots
mSlots是所有BufferSlot,而其它四個BufferSlot,則表示不同的狀態的BufferSlot。
mFreeSlots:BufferSlot狀態爲FREE,且沒有GraphicBuffer與之相綁定的slot集合
mFreeBuffers:BufferSlot狀態爲FREE,且有GraphicBuffer與之相綁定的slot集合
mActiveBuffers:BufferSlot狀態不爲FREE(即DEQUEUED、QUEUED、ACQUIRED、SHARED)的slot集合。既然狀態不是FREE,那麼該BufferSlot必然有一個GraphicBuffer與之相綁定
mUnusedSlots:未參與使用的slot集合,由 mMaxBufferCount 決定

2.2.4、BufferQueueProducer生產者

生產者這邊,在bufferqueue流程中,主要負責dequeueBuffer、queueBuffer等流程

class BufferQueueProducer : public BnGraphicBufferProducer {
public:
    friend class BufferQueue; // Needed to access binderDied
    explicit BufferQueueProducer(const sp<BufferQueueCore>& core,
                                 bool consumerIsSurfaceFlinger = false);
    ~BufferQueueProducer() override;
    virtual status_t requestBuffer(int slot, sp<GraphicBuffer>* buf);
    virtual status_t dequeueBuffer(int* outSlot, sp<Fence>* outFence, uint32_t width,
                                   uint32_t height, PixelFormat format, uint64_t usage,
                                   uint64_t* outBufferAge,
                                   FrameEventHistoryDelta* outTimestamps) override;
    virtual status_t queueBuffer(int slot,
            const QueueBufferInput& input, QueueBufferOutput* output);
    ...//等方法

1、dequeueBuffer

status_t BufferQueueProducer::dequeueBuffer(int* outSlot, sp<android::Fence>* outFence,
                                            uint32_t width, uint32_t height, PixelFormat format,
                                            uint64_t usage, uint64_t* outBufferAge,
                                            FrameEventHistoryDelta* outTimestamps) {
    // 獲取下一個buffer slot,如果有freeSlot直接拿來用
    while (found == BufferItem::INVALID_BUFFER_SLOT) {
            status_t status = waitForFreeSlotThenRelock(FreeSlotCaller::Dequeue, lock, &found);
            if (status != NO_ERROR) {
                return status;
            }
    ...
    // IGraphicBufferProducer::BUFFER_NEEDS_REALLOCATION 和IGraphicBufferProducer::RELEASE_ALL_BUFFERS標記會走 requestBuffer流程來獲取graphicBuffer對應的slot
    if ((buffer == nullptr) ||
                buffer->needsReallocation(width, height, format, BQ_LAYER_COUNT, usage))
        {
            mSlots[found].mAcquireCalled = false;
            mSlots[found].mGraphicBuffer = nullptr;
            mSlots[found].mRequestBufferCalled = false;
            mSlots[found].mEglDisplay = EGL_NO_DISPLAY;
            mSlots[found].mEglFence = EGL_NO_SYNC_KHR;
            mSlots[found].mFence = Fence::NO_FENCE;
            mCore->mBufferAge = 0;
            mCore->mIsAllocating = true;

            returnFlags |= BUFFER_NEEDS_REALLOCATION;
        }

上面摘抄了dequebuffer流程主要的兩件事情
1、獲取下一個buffer slot,如果有freeSlot直接拿來用
2、IGraphicBufferProducer::BUFFER_NEEDS_REALLOCATION 和IGraphicBufferProducer::RELEASE_ALL_BUFFERS標記會走 requestBuffer流程來獲取graphicBuffer對應的slot
2、queueBuffer
queueBuffer將已填充的緩衝區返回給BufferQueue,即把bufferslot封裝成BufferItem返回到BufferItem隊列mQueue。

status_t BufferQueueProducer::queueBuffer(int slot,
        const QueueBufferInput &input, QueueBufferOutput *output) {
    // 構建bufferitem並賦值
    BufferItem item;
    item.mAcquireCalled = mSlots[slot].mAcquireCalled;
    item.mGraphicBuffer = mSlots[slot].mGraphicBuffer;
    ...
    item.mSlot = slot;
    item.mFence = acquireFence;
    item.mFenceTime = acquireFenceTime;
    
    //bufferItem 入隊
    if (mCore->mQueue.empty()) {
            // When the queue is empty, we can ignore mDequeueBufferCannotBlock
            // and simply queue this buffer
            mCore->mQueue.push_back(item);
            frameAvailableListener = mCore->mConsumerListener;
        } else {
            // When the queue is not empty, we need to look at the last buffer
            // in the queue to see if we need to replace it
            const BufferItem& last = mCore->mQueue.itemAt(
                    mCore->mQueue.size() - 1);
            if (last.mIsDroppable) {


                if (!last.mIsStale) {
                    mSlots[last.mSlot].mBufferState.freeQueued();

queueBuffer比較簡單,主要兩步
1、構建bufferItem,賦值等
2、把bufferItem返回到mQueue隊列中

2.2.4、BufferQueueConsumer消費者

1、acquireBuffer
acquireBuffer方法從緩衝隊列中嘗試取下一個掛起的BufferItem有這些情況:
隊列爲空直接返回;如果緩衝已被獲取,返回之前獲取的緩衝項;如果expectedPresent標記爲非0,緩衝會即將顯示;如果緩衝時間戳在將來,不會被獲取;

status_t BufferQueueConsumer::acquireBuffer(BufferItem* outBuffer,
        nsecs_t expectedPresent, uint64_t maxFrameNumber) {
    // 新舊緩衝區顯示邏輯,決定顯示的buffer
    if (expectedPresent != 0 && !mCore->mQueue.empty()) {
            while (mCore->mQueue.size() > 1 && !mCore->mQueue[0].mIsAutoTimestamp) {
                const BufferItem& bufferItem(mCore->mQueue[1]);
    ...

此段邏輯比較簡單,就是拿緩存,邏輯主要是怎麼拿,最後回調
2、releaseBuffer
releaseBuffer將bufferslot返回到bufferqueue隊列。可以在bufferqueue任在訪問時進行,當buffer不再可用,fence機制會發出信號。
如果releaseBuffer收到STALE_BUFFER_SLOT信號,那麼consumer必須直接放棄所有引用。直接釋放。
代碼就是release爲主

status_t BufferQueueConsumer::releaseBuffer(int slot, uint64_t frameNumber,
        const sp<Fence>& releaseFence, EGLDisplay eglDisplay,
        EGLSyncKHR eglFence) {
    sp<IProducerListener> listener;
    { // Autolock scope
        std::lock_guard<std::mutex> lock(mCore->mMutex);


        if (frameNumber != mSlots[slot].mFrameNumber &&
                !mSlots[slot].mBufferState.isShared()) {
            return STALE_BUFFER_SLOT;
        }


        if (!mSlots[slot].mBufferState.isAcquired()) {
            BQ_LOGE("releaseBuffer: attempted to release buffer slot %d "
                    "but its state was %s", slot,
                    mSlots[slot].mBufferState.string());
            return BAD_VALUE;
        }


        mSlots[slot].mEglDisplay = eglDisplay;
        mSlots[slot].mEglFence = eglFence;
        mSlots[slot].mFence = releaseFence;
        mSlots[slot].mBufferState.release();

三、bufferqueue總結

bufferqueue是整個安卓圖形處理的核心,把數據生產者和數據消費者連接起來。
生產者dequeuebuffer申請一個緩衝區,並指定寬高等。填充緩衝區數據後用queueBuffer返回到隊列。隨後aquirebuffer獲取緩衝區,消費者處理完後。則返回到隊列release

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