文章目录

  • 参考资料
  • 一. SFEventThread
    • 1.1 BitTube
  • 二. EventThread启动
    • 2.1 SurfaceFlinger.init
    • 2.2 EventThread初始化
    • 2.3 EventThread.threadMain
    • 2.4 EventThread.waitForEventLocked
    • 2.5 EventThread.Connection.postEvent
  • 三. SF EventThread 添加Connection
    • 3.1 SurfaceFlinger.init
    • 3.2 MessageQueue.setEventThread
    • 3.3 EventThread.createEventConnection
      • 3.3.1 EventThread.Connection.onFirstRef
      • 3.3.2 EventThread.registerDisplayEventConnection
    • 3.4 EventThread.Connection.stealReceiveChannel
    • 3.5 SF EventThread connection开始监听Vsync信号
    • 3.6 MessageQueue.cb_eventReceiver 处理Vsync信号
      • 3.6.1 MessageQueue.Handler.dispatchInvalidate
  • 四. 开启硬件Vsync
    • 4.1 EventThread.enableVSyncLocked
    • 4.2 DispSyncSource.setVSyncEnabled
    • 4.3 DispSync.addEventListener

参考资料

  1. Android SurfaceFlinger SW Vsync模型

一. SFEventThread

EventControlThread: 控制硬件vsync的开关
DispSyncThread: 软件产生vsync的线程
SF EventThread: 该线程用于SurfaceFlinger接收vsync信号用于渲染
App EventThread: 该线程用于接收vsync信号并且上报给App进程,App开始画图

从这4个线程,可以将vsync分为4种不同的类型
HW vsync, 真实由硬件产生的vsync信号
SW vsync, 由DispSync产生的vsync信号
SF vsync, SF接收到的vsync信号
App vsync, App接收到的vsync信号

这里我们着重看看SF EventThread.

1.1 BitTube

先大致了解下BitTube,其实现是socketpairt套接字,用于传递消息。
Buffer大小是4KB。

二. EventThread启动

2.1 SurfaceFlinger.init

void SurfaceFlinger::init() {    ...    // start the EventThread    mEventThreadSource =            std::make_unique(&mPrimaryDispSync, SurfaceFlinger::vsyncPhaseOffsetNs,                                             true, "app");    mEventThread = std::make_unique(mEventThreadSource.get(),                                                       [this]() { resyncWithRateLimit(); },                                                       impl::EventThread::InterceptVSyncsCallback(),                                                       "appEventThread");    mSfEventThreadSource =            std::make_unique(&mPrimaryDispSync,                                             SurfaceFlinger::sfVsyncPhaseOffsetNs, true, "sf");    mSFEventThread =            std::make_unique(mSfEventThreadSource.get(),                                                [this]() { resyncWithRateLimit(); },                                                [this](nsecs_t timestamp) {                                                    mInterceptor->saveVSyncEvent(timestamp);                                                },                                                "sfEventThread");    ......}

2.2 EventThread初始化

EventThread::EventThread(VSyncSource* src, ResyncWithRateLimitCallback resyncWithRateLimitCallback,                         InterceptVSyncsCallback interceptVSyncsCallback, const char* threadName)      : mVSyncSource(src),        mResyncWithRateLimitCallback(resyncWithRateLimitCallback),        mInterceptVSyncsCallback(interceptVSyncsCallback) {    for (auto& event : mVSyncEvent) {        event.header.type = DisplayEventReceiver::DISPLAY_EVENT_VSYNC;        event.header.id = 0;        event.header.timestamp = 0;        event.vsync.count = 0;    }    // 绑定thread函数    mThread = std::thread(&EventThread::threadMain, this);    // 设置thread名称    pthread_setname_np(mThread.native_handle(), threadName);    pid_t tid = pthread_gettid_np(mThread.native_handle());    // Use SCHED_FIFO to minimize jitter    constexpr int EVENT_THREAD_PRIORITY = 2;    struct sched_param param = {0};    param.sched_priority = EVENT_THREAD_PRIORITY;    if (pthread_setschedparam(mThread.native_handle(), SCHED_FIFO, ¶m) != 0) {        ALOGE("Couldn't set SCHED_FIFO for EventThread");    }    set_sched_policy(tid, SP_FOREGROUND);}

2.3 EventThread.threadMain

void EventThread::threadMain() NO_THREAD_SAFETY_ANALYSIS {    std::unique_lock lock(mMutex);    while (mKeepRunning) {        DisplayEventReceiver::Event event;        Vector > signalConnections;        // 2.4 阻塞等待事件        signalConnections = waitForEventLocked(&lock, &event);        // 分发事件给connection        const size_t count = signalConnections.size();        for (size_t i = 0; i < count; i++) {            const sp& conn(signalConnections[i]);            // 2.5 分发事件            status_t err = conn->postEvent(event);            if (err == -EAGAIN || err == -EWOULDBLOCK) {                // The destination doesn't accept events anymore, it's probably                // full. For now, we just drop the events on the floor.                // FIXME: Note that some events cannot be dropped and would have                // to be re-sent later.                // Right-now we don't have the ability to do this.                //ALOGW("EventThread: dropping event (%08x) for connection %p", event.header.type,                //      conn.get());            } else if (err < 0) {                // handle any other error on the pipe as fatal. the only                // reasonable thing to do is to clean-up this connection.                // The most common error we'll get here is -EPIPE.                removeDisplayEventConnectionLocked(signalConnections[i]);            }        }    }}

2.4 EventThread.waitForEventLocked

// This will return when (1) a vsync event has been received, and (2) there was// at least one connection interested in receiving it when we started waiting.Vector > EventThread::waitForEventLocked(        std::unique_lock* lock, DisplayEventReceiver::Event* event) {    Vector > signalConnections;    while (signalConnections.isEmpty() && mKeepRunning) {        bool eventPending = false;        bool waitForVSync = false;        size_t vsyncCount = 0;        nsecs_t timestamp = 0;        for (int32_t i = 0; i < DisplayDevice::NUM_BUILTIN_DISPLAY_TYPES; i++) {            timestamp = mVSyncEvent[i].header.timestamp;            if (timestamp) {                // 当timestamp不为0时,说明有事件发生                if (mInterceptVSyncsCallback) {                    mInterceptVSyncsCallback(timestamp);                }                *event = mVSyncEvent[i];                // 置timestamp为0,标记为当前事件被消费                mVSyncEvent[i].header.timestamp = 0;                vsyncCount = mVSyncEvent[i].vsync.count;                break;            }        }        // mDisplayEventConnections保存的是注册的Connection的,        // SF EventThread线程里只有一个Connection, 而这个Connection主要是用来渲染        // 而如果是APP EventThread, 这里会有多个connection        size_t count = mDisplayEventConnections.size();        if (!timestamp && count) {            // 没有vsync事件, 来看下是否有其它pending的event, 这里主要是hotplug的事件            eventPending = !mPendingEvents.isEmpty();            if (eventPending) {                // we have some other event to dispatch                *event = mPendingEvents[0];                mPendingEvents.removeAt(0);            }        }        for (size_t i = 0; i < count;) {            sp connection(mDisplayEventConnections[i].promote());            if (connection != nullptr) {                bool added = false;                // Connection->count的值大小含义如下:                // 1. >=1:  表示持续接收Vsync信号                // 2. ==0:  只接收一次Vsync信号                // 3. ==-1: 不接收Vsync信号                if (connection->count >= 0) {                    // 如果有 connection->count >= 0,说明需要Vsync信号                    waitForVSync = true;                    if (timestamp) { // 大于0.说明有事件                        // 处理本次事件                        if (connection->count == 0) {                            // fired this time around                            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) {                    // we don't have a vsync event to process                    // (timestamp==0), but we have some pending                    // messages.                    signalConnections.add(connection);                }                ++i;            } else {                // we couldn't promote this reference, the connection has                // died, so clean-up!                mDisplayEventConnections.removeAt(i);                --count;            }        }        // Here we figure out if we need to enable or disable vsyncs        if (timestamp && !waitForVSync) {            // 收到Vsync信号,但是没有Connection监听,所以关闭Vsync            disableVSyncLocked();        } else if (!timestamp && waitForVSync) {            // 有Connection监听,但是还没有Vsync信号,所以打开Vsync            enableVSyncLocked();        }        // 没有事件发生        if (!timestamp && !eventPending) {            if (waitForVSync) { // 如果有connection监听,则需要等待Vsync事件                // 以防止硬件Driver出问题,设置一个超时时间16ms                bool softwareSync = mUseSoftwareVSync;                auto timeout = softwareSync ? 16ms : 1000ms;                if (mCondition.wait_for(*lock, timeout) == std::cv_status::timeout) {                    if (!softwareSync) {                        ALOGW("Timed out waiting for hw vsync; faking it");                    }                    // FIXME: how do we decide which display id the fake                    // vsync came from ?                    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 {                // 没有connection监听,也没有收到事件,则一直等待                mCondition.wait(*lock);            }        }    }    // here we're guaranteed to have a timestamp and some connections to signal    // (The connections might have dropped out of mDisplayEventConnections    // while we were asleep, but we'll still have strong references to them.)    return signalConnections;}

当EventThread初始化进入时,由于没有Connection,timestamp也为0,直接进入waitForEventLocked一直等待。

2.5 EventThread.Connection.postEvent

status_t EventThread::Connection::postEvent(const DisplayEventReceiver::Event& event) {    ssize_t size = DisplayEventReceiver::sendEvents(&mChannel, &event, 1);    return size < 0 ? status_t(size) : status_t(NO_ERROR);}

通过BitTube发送事件。

三. SF EventThread 添加Connection

3.1 SurfaceFlinger.init

sfEventThread添加Connection是在这个线程启动后就添加的。

void SurfaceFlinger::init() {    ......    mEventQueue->setEventThread(mSFEventThread.get());    mVsyncModulator.setEventThreads(mSFEventThread.get(), mEventThread.get());    ......}

3.2 MessageQueue.setEventThread

void MessageQueue::setEventThread(android::EventThread* eventThread) {    if (mEventThread == eventThread) {        return;    }    if (mEventTube.getFd() >= 0) {        mLooper->removeFd(mEventTube.getFd());    }    mEventThread = eventThread;    // 3.3 创建Connection    mEvents = eventThread->createEventConnection();    // 3.4 建立BitTube连接    mEvents->stealReceiveChannel(&mEventTube);    // 3.5 接受BitTube事件,调用cb_eventReceiver方法    mLooper->addFd(mEventTube.getFd(), 0, Looper::EVENT_INPUT, MessageQueue::cb_eventReceiver,                   this);}

3.3 EventThread.createEventConnection

sp EventThread::createEventConnection() const {    return new Connection(const_cast(this));}EventThread::Connection::Connection(EventThread* eventThread)      // 注意这里的count是被赋值为-1,也就是不接收Vsync事件      : count(-1), mEventThread(eventThread), mChannel(gui::BitTube::DefaultSize) {}

3.3.1 EventThread.Connection.onFirstRef

void EventThread::Connection::onFirstRef() {    // NOTE: mEventThread doesn't hold a strong reference on us    mEventThread->registerDisplayEventConnection(this);}

在Connection对象生成之后,就被注册到其对应的EventThread中

3.3.2 EventThread.registerDisplayEventConnection

status_t EventThread::registerDisplayEventConnection(        const sp& connection) {    std::lock_guard lock(mMutex);    // 添加到mDisplayEventConnections集合中    mDisplayEventConnections.add(connection);    // waitForEventLocked 可以继续执行了。    mCondition.notify_all();    return NO_ERROR;}

注册connection后,waitForEventLocked便可以开始继续执行了。但是由于只有这一个connection,而且这个connection.count 还是 -1,所以最后还是会在waitForEventLocked中一直等待Vsync事件

3.4 EventThread.Connection.stealReceiveChannel

status_t EventThread::Connection::stealReceiveChannel(gui::BitTube* outChannel) {    // 将Connection的mChannel复制    outChannel->setReceiveFd(mChannel.moveReceiveFd());    return NO_ERROR;}

3.5 SF EventThread connection开始监听Vsync信号

SurfaceFlinger::initializeDisplays    SurfaceFlinger::onInitializeDisplays        SurfaceFlinger::setTransactionState            SurfaceFlinger::setTransactionFlags                SurfaceFlinger::signalTransaction                    MessageQueue::invalidate                        EventThread::Connection::requestNextVsync                            EventThread::requestNextVsync

也就是说当显示屏准备完毕,sfEventThread就可以开始监听Vsync信号了

void EventThread::requestNextVsync(const sp& connection) {    std::lock_guard lock(mMutex);    if (mResyncWithRateLimitCallback) {        mResyncWithRateLimitCallback();    }    if (connection->count < 0) {        connection->count = 0; // 只接受一次Vsync信号        mCondition.notify_all();    }}

3.6 MessageQueue.cb_eventReceiver 处理Vsync信号

当SF EventThread收到Vsync信号时,最终会通过BitTube发送给对应connection的receiver[2.5]。

int MessageQueue::cb_eventReceiver(int fd, int events, void* data) {    MessageQueue* queue = reinterpret_cast(data);    return queue->eventReceiver(fd, events);}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;}

3.6.1 MessageQueue.Handler.dispatchInvalidate

void MessageQueue::Handler::dispatchInvalidate() {    if ((android_atomic_or(eventMaskInvalidate, &mEventMask) & eventMaskInvalidate) == 0) {        mQueue.mLooper->sendMessage(this, Message(MessageQueue::INVALIDATE));    }}void MessageQueue::Handler::handleMessage(const Message& message) {    switch (message.what) {        case INVALIDATE:            android_atomic_and(~eventMaskInvalidate, &mEventMask);            mQueue.mFlinger->onMessageReceived(message.what);            break;        case REFRESH:            android_atomic_and(~eventMaskRefresh, &mEventMask);            mQueue.mFlinger->onMessageReceived(message.what);            break;    }}

转到SufaceFlinger主线程中处理了。

四. 开启硬件Vsync

4.1 EventThread.enableVSyncLocked

当显示屏准备完毕后,SF EventThread请求一次Vsync信号。那么走到waitForEventLocked中,会调用enableVSyncLocked方法开启硬件Vsync信号。

void EventThread::enableVSyncLocked() {    if (!mUseSoftwareVSync) {        // mUseSoftwareVSync也就是显示屏power状态        // 灭屏为true,亮屏置为false        if (!mVsyncEnabled) {            mVsyncEnabled = true;            mVSyncSource->setCallback(this);            mVSyncSource->setVSyncEnabled(true);        }    }    mDebugVsyncEnabled = true;}

4.2 DispSyncSource.setVSyncEnabled

void DispSyncSource::setVSyncEnabled(bool enable) {    std::lock_guard lock(mVsyncMutex);    if (enable) {        status_t err = mDispSync->addEventListener(mName, mPhaseOffset,                                                   static_cast(this),                                                   mLastCallbackTime);        if (err != NO_ERROR) {            ALOGE("error registering vsync callback: %s (%d)", strerror(-err), err);        }        // ATRACE_INT(mVsyncOnLabel.c_str(), 1);    } else {        status_t err = mDispSync->removeEventListener(static_cast(this),                                                      &mLastCallbackTime);        if (err != NO_ERROR) {            ALOGE("error unregistering vsync callback: %s (%d)", strerror(-err), err);        }        // ATRACE_INT(mVsyncOnLabel.c_str(), 0);    }    mEnabled = enable;}

开启Vsync信号就是添加EventListener,关闭就是将这个listener移除

4.3 DispSync.addEventListener

status_t DispSync::addEventListener(const char* name, nsecs_t phase, Callback* callback) {    Mutex::Autolock lock(mMutex);    return mThread->addEventListener(name, phase, callback);}

接下来就是到了DispSync部分了。

大致流程如下:
Android UI架构(五)--探秘刷新动力Vsync(1)之EventThread.md_第1张图片
图片转自:https://www.jianshu.com/p/d3e4b1805c92 强烈推荐仔细阅读

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