Android UI架构(五)--探秘刷新动力Vsync(1)之EventThread.md
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
- 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:
图片转自:https://www.jianshu.com/p/d3e4b1805c92 强烈推荐仔细阅读
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