SurfaceFlinger是Android平台的显示服务,为移动互联网时代的内容呈现和交互提供了平台级的基础。本文以Android4.2(后续版本架构没太大变化)的源代码和架构为例,详细介绍SurfaceFlinger服务。
相关类图

启动
SurfaceFlinger服务的源代码位于frameworks/native/cmds/surfaceflinger下:
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int main(int argc, char** argv) {
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SurfaceFlinger::publishAndJoinThreadPool(true);
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// When SF is launched in its own process, limit the number of
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// binder threads to 4.
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ProcessState::self()->setThreadPoolMaxThreadCount(4);
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return 0;
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}
为android平台上最常见的native BinderService启动方式。
下边结合binder上层接口粗略分析该段程序。
将"SurfaceFlinger::publishAndJoinThreadPool(true);"
扩展开变为:
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sp<IServiceManager> sm(defaultServiceManager());
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sm->addService(String16(SERVICE::getServiceName()), new SERVICE(), allowIsolated); // 向servicemanager注册SurfaceFinger服务,以“SurfaceFlinger”作为名字/标识
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ProcessState::self()->startThreadPool();
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IPCThreadState::self()->joinThreadPool();
ProcessState为每进程的记录binder进程状态的类。主要职责在于:
- 打开binder设备并将binder事务内存映射到本进程地址空间的最开始,尺寸为BINDER_VM_SIZE
- 记录contextobject(一般为servicemanager代理对象)
- 孵化线程/管理线程池
- IBinder和handle之间的转换和查询
-
ProcessState::self()->startThreadPool();
通过创建一个额外线程(自动进入looper状态)来启动线程池,
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IPCThreadState::self()->joinThreadPool();
IPCThreadState为每线程(通过编程本地存储实现)的管理binder thread状态的类,同时负责与binder设备之间的数据交换,其成员:
承担着binder的flat/unflat、发出请求到binder、从binder设备接收client端的请求等任务。
这样子主线程也进入looper模式,现在进入joinThreadPool方法:
binder通信的主要细节就在此方法中,主要思想便是通过talkWithDriver来取到本进程接收到的binder请求并将其反序列化为mIn身上,读出cmd并执行之,摘取几个重要的cmd如下:
BR_TRANSACTION:代表一次binder事务,最常见的便是RPC调用了
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binder_transaction_data tr;
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......
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if (tr.target.ptr) {
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sp<BBinder> b((BBinder*)tr.cookie);
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const status_t error = b->transact(tr.code, buffer, &reply, tr.flags);
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if (error < NO_ERROR) reply.setError(error);
-
-
} else {
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const status_t error = the_context_object->transact(tr.code, buffer, &reply, tr.flags);
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if (error < NO_ERROR) reply.setError(error);
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}
binder_transaction_data身上带有服务端的BBinder(client端第一次从servicemanager查询到服务端时被告知并由binder driver记录),
当tr.target.ptr非空时,通过该BBinder对象的transact函数来完成RPC。否则意味着对context_object(通常为本进程内的BpServiceManager对象,且对应handle为0 )的请求。
BBinder的子类通过onTransact函数来服务各种RPC调用。在本文中,便是SurfaceFlinger对象的onTransact函数来应对client的请求。
BR_SPAWN_LOOPER:
前边启动过程中,binder thread包括主线程(SurfaceFlinger对象构造过程中也创建了额外辅助进程,但不是binder thread,排除在外,在本文后半部分分析)一共是两个。当有多个client请求时,势必binder thread不够用(binder driver簿记binder thread的各种信息),此时binder driver便post BR_SPAWN_LOOPER类型的cmd,让本进程预先孵化下一个binder thread,且此后孵化的线程不会进入looper模式(主要处理线程),只是登记为looper(目前在driver中未看出来两者明显区别)
另外,当本进程需要其他服务的协助的时候呢,本进程也需要作为client来发起binder请求,此时便用到了BpBinder::transact()函数,BpBinder成员mHandle用来引用远端对象,作为参数传递给IPCThreadState::self()->transact()来完成。其原理与前述接受binder请求的过程相反,不再赘述。
SurfaceFlinger构造
此步骤是前述启动步骤中的一小步,但也是展现出特定service与众不同的最大一步。
如文件第一部分所列类图所示,SurfaceFlinger继承自多个基类:
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class SurfaceFlinger : public BinderService<SurfaceFlinger>,
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public BnSurfaceComposer,
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private IBinder::DeathRecipient,
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private Thread,
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private HWComposer::EventHandler
构造函数非常轻量级,只获取了几个系统debug设置。
在ServiceManager addservice时第一次引用刚创建的SurfaceFinger对象,其基类RefBase的onFirstRef被调用:
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void SurfaceFlinger::onFirstRef()
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{
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mEventQueue.init(this);
-
-
run("SurfaceFlinger", PRIORITY_URGENT_DISPLAY);
-
-
// Wait for the main thread to be done with its initialization
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mReadyToRunBarrier.wait();
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}
初始化EventQueue,并建立Looper/Handler这对好基友。
接下来启动自己(SurfaceFlinger也是Thread对象),
然后主线程阻塞住直到ReadyToRun(Thread真正启动前的一次性初始化函数)被调用。
接下来咱们转到ReadyToRun函数,鉴于该函数如一枚知性的熟女——深有内涵:
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ALOGI( "SurfaceFlinger's main thread ready to run. "
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"Initializing graphics H/W...");
-
-
// initialize EGL for the default display
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mEGLDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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eglInitialize(mEGLDisplay, NULL, NULL);
-
-
// Initialize the H/W composer object. There may or may not be an
-
// actual hardware composer underneath.
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mHwc = new HWComposer(this,
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*static_cast<HWComposer::EventHandler *>(this));
-
-
// initialize the config and context
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EGLint format = mHwc->getVisualID();
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mEGLConfig = selectEGLConfig(mEGLDisplay, format);
-
mEGLContext = createGLContext(mEGLDisplay, mEGLConfig);
-
-
LOG_ALWAYS_FATAL_IF(mEGLContext == EGL_NO_CONTEXT,
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"couldn't create EGLContext");
-
-
// initialize our non-virtual displays
-
for (size_t i=0 ; i<DisplayDevice::NUM_DISPLAY_TYPES ; i++) {
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DisplayDevice::DisplayType type((DisplayDevice::DisplayType)i);
-
mDefaultDisplays[i] = new BBinder();
-
wp<IBinder> token = mDefaultDisplays[i];
-
-
// set-up the displays that are already connected
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if (mHwc->isConnected(i) || type==DisplayDevice::DISPLAY_PRIMARY) {
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// All non-virtual displays are currently considered secure.
-
bool isSecure = true;
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mCurrentState.displays.add(token, DisplayDeviceState(type));
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sp<FramebufferSurface> fbs = new FramebufferSurface(*mHwc, i);
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sp<SurfaceTextureClient> stc = new SurfaceTextureClient(
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static_cast< sp<ISurfaceTexture> >(fbs->getBufferQueue()));
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sp<DisplayDevice> hw = new DisplayDevice(this,
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type, isSecure, token, stc, fbs, mEGLConfig);
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if (i > DisplayDevice::DISPLAY_PRIMARY) {
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// FIXME: currently we don't get blank/unblank requests
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// for displays other than the main display, so we always
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// assume a connected display is unblanked.
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ALOGD("marking display %d as acquired/unblanked", i);
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hw->acquireScreen();
-
}
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mDisplays.add(token, hw);
-
}
-
}
-
-
// we need a GL context current in a few places, when initializing
-
// OpenGL ES (see below), or creating a layer,
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// or when a texture is (asynchronously) destroyed, and for that
-
// we need a valid surface, so it's convenient to use the main display
-
// for that.
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sp<const DisplayDevice> hw(getDefaultDisplayDevice());
-
-
// initialize OpenGL ES
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DisplayDevice::makeCurrent(mEGLDisplay, hw, mEGLContext);
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initializeGL(mEGLDisplay);
-
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// start the EventThread
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mEventThread = new EventThread(this);
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mEventQueue.setEventThread(mEventThread);
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// initialize our drawing state
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mDrawingState = mCurrentState;
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-
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// We're now ready to accept clients...
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mReadyToRunBarrier.open();
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-
// set initial conditions (e.g. unblank default device)
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initializeDisplays();
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// start boot animation
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startBootAnim();
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return NO_ERROR;
我们将其曼妙身段划分为如下:
- EGL初始化
- Hardware Composer初始化
- 选择EGLConfig并创建EGLContext
- 初始化各个DisplayDevice
- 初始化OpenGL ES并绑定到当前进程,初始化EGLDisplay
- 创建EventThread用于为mEventQueue身上的Handler/Looper搞基提供上下文
- 通知主线程,让其继续运行
- 初始化显示,并显示启动动画(通过“property_set("ctl.start", "bootanim")”)
下边摘取其中一些关键步骤分析:
EGL初始化
EGL初始化主要通过eglGetDisplay()来实现,其参数为EGL_DEFAULT_DISPLAY(一个handle值,意义依赖于具体平台):
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EGLDisplay eglGetDisplay(EGLNativeDisplayType display)
-
{
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clearError();
-
-
uint32_t index = uint32_t(display);
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if (index >= NUM_DISPLAYS) {
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return setError(EGL_BAD_PARAMETER, EGL_NO_DISPLAY);
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}
-
-
if (egl_init_drivers() == EGL_FALSE) {
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return setError(EGL_BAD_PARAMETER, EGL_NO_DISPLAY);
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}
-
-
EGLDisplay dpy = egl_display_t::getFromNativeDisplay(display);
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return dpy;
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}
接下来的调用栈为:egl_init_drivers->egl_init_drivers_locked,egl_init_drivers_locked中主要就是根据/system/lib/egl/egl.cfg文件中配置信息(其中便指定了{tag}的值)运行时装载libGLESv1_CM_{tag}.so,libGLESv2_{tag}.so libEGL_{tag}.so,并将egl_entries.in中的egl函数簇的地址全部找到并绑定到egl_connection_t的egl成员上,将entries.in中的gl函数簇的地址全部找到并绑定到egl_connection_t的hooks上,所以最终的egl的一堆东西都保存在了进程全局变量:
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egl_connection_t gEGLImpl;
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gl_hooks_t gHooks[2];
上(gEGLImpl成员含有对gHooks的指针)。
接下来便是拿到EGLDisplay的过程,包含在egl_display_t::getFromNativeDisplay(display)中,其实现是调用上一步中装载的EGL库中的"eglGetDisplay"函数来获得真正实现并设定给egl_display_t::sDisplay[NUM_DISPLAYS].dpy,返回egl_display_t::sDisplay数组中第一个invalid项的索引作为EGLDisplay handle
接下来便是EGL初始化的过程:
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EGLBoolean eglInitialize(EGLDisplay dpy, EGLint *major, EGLint *minor)
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{
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clearError();
-
-
egl_display_ptr dp = get_display(dpy);
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if (!dp) return setError(EGL_BAD_DISPLAY, EGL_FALSE);
-
-
EGLBoolean res = dp->initialize(major, minor);
-
-
return res;
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}
其中关键步骤体现在dp->initialize中,展开它的实现:
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EGLBoolean egl_display_t::initialize(EGLint *major, EGLint *minor) {
-
-
Mutex::Autolock _l(lock);
-
-
if (refs > 0) {
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if (major != NULL)
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*major = VERSION_MAJOR;
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if (minor != NULL)
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*minor = VERSION_MINOR;
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refs++;
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return EGL_TRUE;
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}
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-
#if EGL_TRACE
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// Called both at early_init time and at this time. (Early_init is pre-zygote, so
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// the information from that call may be stale.)
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initEglTraceLevel();
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initEglDebugLevel();
-
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#endif
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setGLHooksThreadSpecific(&gHooksNoContext); // 将前边从egl库中取出来的glhooks绑定到thread的TLS上,Note:bionic c为OpenGL预留了专用的TLS,see:<tt><a target="_blank" href="http://10.37.116.53:7080/source/xref/GTV4_2/bionic/libc/private/bionic_tls.h">bionic_tls.h</a></tt>
-
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// initialize each EGL and
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// build our own extension string first, based on the extension we know
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// and the extension supported by our client implementation
-
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egl_connection_t* const cnx = &gEGLImpl;
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cnx->major = -1;
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cnx->minor = -1;
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if (cnx->dso) {
-
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#if defined(ADRENO130)
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#warning "Adreno-130 eglInitialize() workaround"
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/*
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* The ADRENO 130 driver returns a different EGLDisplay each time
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* eglGetDisplay() is called, but also makes the EGLDisplay invalid
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* after eglTerminate() has been called, so that eglInitialize()
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* cannot be called again. Therefore, we need to make sure to call
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* eglGetDisplay() before calling eglInitialize();
-
*/
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if (i == IMPL_HARDWARE) {
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disp[i].dpy = cnx->egl.eglGetDisplay(EGL_DEFAULT_DISPLAY);
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}
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#endif
-
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EGLDisplay idpy = disp.dpy;
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if (cnx->egl.eglInitialize(idpy, &cnx->major, &cnx->minor)) { // 调用egl库中的eglInitialize
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//ALOGD("initialized dpy=%p, ver=%d.%d, cnx=%p",
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// idpy, cnx->major, cnx->minor, cnx);
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-
// display is now initialized
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disp.state = egl_display_t::INITIALIZED;
-
-
// get the query-strings for this display for each implementation
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disp.queryString.vendor = cnx->egl.eglQueryString(idpy, // 查询一些meta信息
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EGL_VENDOR);
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disp.queryString.version = cnx->egl.eglQueryString(idpy,
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EGL_VERSION);
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disp.queryString.extensions = cnx->egl.eglQueryString(idpy,
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EGL_EXTENSIONS);
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disp.queryString.clientApi = cnx->egl.eglQueryString(idpy,
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EGL_CLIENT_APIS);
-
-
} else {
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ALOGW("eglInitialize(%p) failed (%s)", idpy,
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egl_tls_t::egl_strerror(cnx->egl.eglGetError()));
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}
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}
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// the query strings are per-display
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mVendorString.setTo(sVendorString);
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mVersionString.setTo(sVersionString);
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mClientApiString.setTo(sClientApiString);
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// we only add extensions that exist in the implementation
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char const* start = sExtensionString; // 装配扩展信息
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char const* end;
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do {
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// find the space separating this extension for the next one
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end = strchr(start, ' ');
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if (end) {
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// length of the extension string
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const size_t len = end - start;
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if (len) {
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// NOTE: we could avoid the copy if we had strnstr.
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const String8 ext(start, len);
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// now look for this extension
-
if (disp.queryString.extensions) {
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// if we find it, add this extension string to our list
-
// (and don't forget the space)
-
const char* match = strstr(disp.queryString.extensions, ext.string());
-
if (match && (match[len] == ' ' || match[len] == 0)) {
-
mExtensionString.append(start, len+1);
-
}
-
}
-
}
-
// process the next extension string, and skip the space.
-
start = end + 1;
-
}
-
} while (end);
-
-
egl_cache_t::get()->initialize(this); // 初始化egl_cache
-
-
char value[PROPERTY_VALUE_MAX];
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property_get("debug.egl.finish", value, "0");
-
if (atoi(value)) {
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finishOnSwap = true;
-
}
-
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property_get("debug.egl.traceGpuCompletion", value, "0");
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if (atoi(value)) {
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traceGpuCompletion = true;
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}
-
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refs++;
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if (major != NULL)
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*major = VERSION_MAJOR;
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if (minor != NULL)
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*minor = VERSION_MINOR;
-
-
mHibernation.setDisplayValid(true); // Hibernation相关
-
-
return EGL_TRUE;
-
}
Hardware Composer初始化
Hardware Composer的构造函数如下:
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HWComposer::HWComposer(
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const sp<SurfaceFlinger>& flinger,
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EventHandler& handler)
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: mFlinger(flinger),
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mFbDev(0), mHwc(0), mNumDisplays(1),
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mCBContext(new cb_context),
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mEventHandler(handler),
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mVSyncCount(0), mDebugForceFakeVSync(false)
-
{
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for (size_t i =0 ; i<MAX_DISPLAYS ; i++) {
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mLists[i] = 0;
-
}
-
-
char value[PROPERTY_VALUE_MAX];
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property_get("debug.sf.no_hw_vsync", value, "0");
-
mDebugForceFakeVSync = atoi(value);
-
-
bool needVSyncThread = true;
-
-
// Note: some devices may insist that the FB HAL be opened before HWC.
-
loadFbHalModule(); // load gralloc HAL模块
-
loadHwcModule(); // load hwcomposer HAL模块
-
-
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.
-
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, aborting");
-
abort();
-
}
-
-
// these display IDs are always reserved
-
for (size_t i=0 ; i<HWC_NUM_DISPLAY_TYPES ; i++) {
-
mAllocatedDisplayIDs.markBit(i);
-
}
-
-
if (mHwc) {
-
ALOGI("Using %s version %u.%u", HWC_HARDWARE_COMPOSER,
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(hwcApiVersion(mHwc) >> 24) & 0xff,
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(hwcApiVersion(mHwc) >> 16) & 0xff);
-
if (mHwc->registerProcs) { // 有hardware composer的情形下,需要注册一些callback函数给它,来接受通知
-
mCBContext->hwc = this;
-
mCBContext->procs.invalidate = &hook_invalidate; // invalidate hook
-
mCBContext->procs.vsync = &hook_vsync; // vsync hook
-
if (hwcHasApiVersion(mHwc, HWC_DEVICE_API_VERSION_1_1))
-
mCBContext->procs.hotplug = &hook_hotplug; // hotplug hook
-
else
-
mCBContext->procs.hotplug = NULL;
-
memset(mCBContext->procs.zero, 0, sizeof(mCBContext->procs.zero));
-
mHwc->registerProcs(mHwc, &mCBContext->procs); // 真正注册
-
}
-
-
// don't need a vsync thread if we have a hardware composer
-
needVSyncThread = false; // 因为hardware composer存在,VSync由它来trigger,在SurfaceFlinger服务进程无需自己创建Vsync线程
-
// always turn vsync off when we start
-
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_2)) {
-
// 1.2 adds support for virtual displays
-
mNumDisplays = MAX_DISPLAYS;
-
} else if (hwcHasApiVersion(mHwc, HWC_DEVICE_API_VERSION_1_1)) {
-
// 1.1 adds support for multiple displays
-
mNumDisplays = HWC_NUM_DISPLAY_TYPES;
-
} else {
-
mNumDisplays = 1;
-
}
-
}
-
// 从gralloc模块获取一些显示输出相关信息
-
if (mFbDev) {
-
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.width = mFbDev->width;
-
disp.height = mFbDev->height;
-
disp.format = mFbDev->format;
-
disp.xdpi = mFbDev->xdpi;
-
disp.ydpi = mFbDev->ydpi;
-
if (disp.refresh == 0) {
-
disp.refresh = nsecs_t(1e9 / mFbDev->fps);
-
ALOGW("getting VSYNC period from fb HAL: %lld", disp.refresh);
-
}
-
if (disp.refresh == 0) {
-
disp.refresh = nsecs_t(1e9 / 60.0);
-
ALOGW("getting VSYNC period from thin air: %lld",
-
mDisplayData[HWC_DISPLAY_PRIMARY].refresh);
-
}
-
} else if (mHwc) {
-
// here we're guaranteed to have at least HWC 1.1
-
for (size_t i =0 ; i<HWC_NUM_DISPLAY_TYPES ; i++) {
-
queryDisplayProperties(i);
-
}
-
}
-
-
if (needVSyncThread) { // 如果Hardware composer不存在,则需要在SurfaceFlinger进程中创建VSync线程
-
// we don't have VSYNC support, we need to fake it
-
mVSyncThread = new VSyncThread(*this);
-
}
-
}
SurfaceFlinger实现了HWComposer::EventHandler接口,所以最终的VSync和Hotplug处理在SurfaceFlinger::onVSyncReceived()和SurfaceFlinger::onHotplugReceived()中。
选择EGLConfig并创建EGLContext
// initialize the config and context
EGLint format = mHwc->getVisualID(); // 从hardware composer取到颜色空间
mEGLConfig = selectEGLConfig(mEGLDisplay, format); // 生成EGLConfig
mEGLContext = createGLContext(mEGLDisplay, mEGLConfig); //生成EGLContext(通过调用egl库的eglCreateContext函数,然后封装成egl_context_t对象)
初始化各个DisplayDevice
-
// initialize our non-virtual displays
-
for (size_t i=0 ; i<DisplayDevice::NUM_DISPLAY_TYPES ; i++) {
-
DisplayDevice::DisplayType type((DisplayDevice::DisplayType)i);
-
mDefaultDisplays[i] = new BBinder();
-
wp<IBinder> token = mDefaultDisplays[i];
-
-
// set-up the displays that are already connected
-
if (mHwc->isConnected(i) || type==DisplayDevice::DISPLAY_PRIMARY) {
-
// All non-virtual displays are currently considered secure.
-
bool isSecure = true;
-
mCurrentState.displays.add(token, DisplayDeviceState(type));
-
sp<FramebufferSurface> fbs = new FramebufferSurface(*mHwc, i);
-
sp<SurfaceTextureClient> stc = new SurfaceTextureClient(
-
static_cast< sp<ISurfaceTexture> >(fbs->getBufferQueue()));
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sp<DisplayDevice> hw = new DisplayDevice(this,
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type, isSecure, token, stc, fbs, mEGLConfig);
-
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 %d as acquired/unblanked", i);
-
hw->acquireScreen();
-
}
-
mDisplays.add(token, hw);
-
}
-
}
DisplayDevice封装了一个显示设备,组合了之前分析过的hardware composer, framebuffer surface, SurfaceTextureClient, EGLConfig.在SurfaceFlinger的合成和显示的每个点上都会遍历这个DisplayDevice集合。
初始化OpenGL ES并绑定到当前进程,初始化EGLDisplay
-
// initialize OpenGL ES
-
DisplayDevice::makeCurrent(mEGLDisplay, hw, mEGLContext);
-
initializeGL(mEGLDisplay);
ReadyToRun终于运行完了,接下来便进入真正的threadloop:
-
bool SurfaceFlinger::threadLoop() {
-
waitForEvent(); // 通过Looper等待事件
-
return true;
-
}
创建Surface
Android中创建创建一个Activity时创建Surface的流程:
● Activity Thread calls on attach() and makeVisible()
● makeVisible does wm.addView()
● vm.addView() - this also called by StatusBar to display itself
● Creates a new ViewRootImpl
● Call on its setView()
● setView() calls on sWindowSession.add(...)
● This results in call to WM's addWindow()
● ViewRootImpl's performTraversals()
● Calls on relayoutWindow()
● Calls to WM session's relayout()
● Call to WM's relayoutWindow()
● Call to createSurfaceLocked()
● new Surface(...) // Surface Object @Java-layer
Surface构造函数调用了一个nativeCreate的native方法,其实现位于frameworks/base/core/jni/android_view_Surface.cpp:
-
static void nativeCreate(JNIEnv* env, jobject surfaceObj, jobject sessionObj,
-
jstring nameStr, jint w, jint h, jint format, jint flags) {
-
ScopedUtfChars name(env, nameStr);
-
sp<SurfaceComposerClient> client(android_view_SurfaceSession_getClient(env, sessionObj));
-
-
sp<SurfaceControl> surface = client->createSurface(
-
String8(name.c_str()), w, h, format, flags);
-
if (surface == NULL) {
-
jniThrowException(env, OutOfResourcesException, NULL);
-
return;
-
}
-
-
setSurfaceControl(env, surfaceObj, surface);
-
}
与此类似,接下来粘贴一段Native层创建Surface的Sample代码:
-
mComposerClient = new SurfaceComposerClient;
-
ASSERT_EQ(NO_ERROR, mComposerClient->initCheck());
-
-
sp<IBinder> display(SurfaceComposerClient::getBuiltInDisplay(
-
ISurfaceComposer::eDisplayIdMain));
-
DisplayInfo info;
-
SurfaceComposerClient::getDisplayInfo(display, &info); // 获取显示参数
-
-
ssize_t displayWidth = info.w;
-
ssize_t displayHeight = info.h;
-
-
// Background surface
-
mBGSurfaceControl = mComposerClient->createSurface( // 创建Surface,后文将详细分析其squence
-
String8("BG Test Surface"), displayWidth, displayHeight,
-
PIXEL_FORMAT_RGBA_8888, 0);
-
ASSERT_TRUE(mBGSurfaceControl != NULL);
-
ASSERT_TRUE(mBGSurfaceControl->isValid());
-
fillSurfaceRGBA8(mBGSurfaceControl, 63, 63, 195);
-
-
// Fill an RGBA_8888 formatted surface with a single color.
-
static void fillSurfaceRGBA8(const sp<SurfaceControl>& sc,
-
uint8_t r, uint8_t g, uint8_t b) {
-
Surface::SurfaceInfo info;
-
sp<Surface> s = sc->getSurface();
-
ASSERT_TRUE(s != NULL);
-
ASSERT_EQ(NO_ERROR, s->lock(&info));
-
uint8_t* img = reinterpret_cast<uint8_t*>(info.bits);
-
for (uint32_t y = 0; y < info.h; y++) {
-
for (uint32_t x = 0; x < info.w; x++) {
-
uint8_t* pixel = img + (4 * (y*info.s + x));
-
pixel[0] = r;
-
pixel[1] = g;
-
pixel[2] = b;
-
pixel[3] = 255;
-
}
-
}
-
ASSERT_EQ(NO_ERROR, s->unlockAndPost());
-
}
其中CreateSurface过程的时序图如下:

queueBuffer的过程时序图如下:

VSync的时序图:

在dequeue了新的GraphicBuffer之后,SurfaceFlinger就需要对它管理的layer进行合成。合成的过程主要包含了以下几个重要的步骤:
handleMessageTransaction:处理系统显示屏以及应用程序窗口的属性变化。并把SurfaceFlinger::mDrawingStat更新为SurfaceFlinger::mCurrentState,新创建的layer(surface)都是保存在mCurrentState中的。
handlePageFlip:更新每个layer的active buffer。
rebuildLayerStacks:为每个DisplayDevice设置可见、按Z-order排序的layers
setUpHWComposer:根据在step3设置的SurfaceFlinger的DisplayDevice中的active layers来设置HWComposer的DisplayData数据,然后调用hwc模块的prepare函数
doComposition:使用OpenGL ES或者hwc模块来合成
在合成完后,就需要推送到屏幕上显示。有3个重要的类用来管理显示设备:
•DisplayDevice
•FramebufferSurface
•SurfaceTextureClient
Android系统支持多个显示设备,每一个显示设备在SurfaceFlinger进程中都有一个DisplayDevice对象来管理它。
FramebufferSurface继承于ConsumerBase,当其连接的BufferQueue有新帧时,其onFrameAvailable方法会被调用,来处理这个新帧。
SurfaceTextureClient继承于ANativeWindow,在SurfaceFlinger进程中,它引用了FramebufferSurface的BufferQueue;同时又因为它是一个ANativeWindow,它被EGL封装为EGLSurface保存在DisplayDevice 中,用来显示改设备的新帧。
DisplayDevice的初始化过程在SurfaceFlinger::readyToRun()里实现。
下面重点介绍两种不同情况下的显示流程:
在没有hwc模块时的显示流程
在有hwc模块并且使用hwc模块来进行合成的显示流程
没有HWC模块时:

有HWC模块时:

http://blog.csdn.net/tommy_wxie/article/details/40780523