Android T(13) 源码分析 — BufferQueue 的分析
Android T(13) 源码分析 — BufferQueue 的分析
文章目录
- Android T(13) 源码分析 — BufferQueue 的分析
- 前言
- 摘要
- 一、Java 层的 BufferQueue 分析
- 二、原生层的 BufferQueue 分析
- 1、BLASTBufferQueue 的创建
- 2、BLASTBufferQueue 的更新
- 3、Surface 的创建
- 总结
前言
该系列文章基于 Android T(13) 的源码进行分析,内容会逐渐丰富,欢迎大家点赞关注。
摘要
BufferQueue 是 Android 图形系统中的一个关键组件,它连接了生成图形数据缓冲区的组件(生产者)和接收这些数据以进行显示或进一步处理的组件(消费者)。几乎所有的图形数据缓冲区在系统中的传递都依赖于 BufferQueue。
当生产者需要一个缓冲区时,通过调用 dequeueBuffer() 从 BufferQueue 请求一个空闲缓冲区,指定缓冲区的宽度、高度、像素格式和使用标志。生产者填充缓冲区后,再调用 queueBuffer() 将缓冲区返回队列。消费者通过 acquireBuffer() 获取缓冲区,并在使用完毕后通过 releaseBuffer() 将缓冲区返回队列,本篇重点介绍一下 BufferQueue 的创建。
一、Java 层的 BufferQueue 分析
BufferQueue 是生产者和消费者的链接纽带,其依托于 SurfaceControl,与 Surface 联系紧密,之前我们分析过 Java 层 SurfaceControl 的创建,当 SurfaceControl 创建成功之后,接下来就进行 BufferQueue 创建。我们还是从 relayoutWindow 开始,看一下生产者端的 BufferQueue 是如何创建的:
//frameworks/base/core/java/android/view/ViewRootImpl.java
private int relayoutWindow(WindowManager.LayoutParams params, int viewVisibility,
boolean insetsPending) throws RemoteException {
//...
if (mSurfaceControl.isValid()) {
if (!useBLAST()) {
mSurface.copyFrom(mSurfaceControl);
} else {
updateBlastSurfaceIfNeeded();
}
//...
BLAST特性是 Android 12 新推出的,默认开启,具体看一下 updateBlastSurfaceIfNeeded 实现:
//frameworks/base/core/java/android/view/ViewRootImpl.java
void updateBlastSurfaceIfNeeded() {
if (!mSurfaceControl.isValid()) {
return;
}
if (mBlastBufferQueue != null && mBlastBufferQueue.isSameSurfaceControl(mSurfaceControl)) {
mBlastBufferQueue.update(mSurfaceControl,
mSurfaceSize.x, mSurfaceSize.y,
mWindowAttributes.format);
return;
}
// If the SurfaceControl has been updated, destroy and recreate the BBQ to reset the BQ and
// BBQ states.
if (mBlastBufferQueue != null) {
mBlastBufferQueue.destroy();
}
mBlastBufferQueue = new BLASTBufferQueue(mTag, mSurfaceControl,
mSurfaceSize.x, mSurfaceSize.y, mWindowAttributes.format);
mBlastBufferQueue.setTransactionHangCallback(sTransactionHangCallback);
Surface blastSurface = mBlastBufferQueue.createSurface();
// Only call transferFrom if the surface has changed to prevent inc the generation ID and
// causing EGL resources to be recreated.
mSurface.transferFrom(blastSurface);
}
初始 mBlastBufferQueue 是空,会新建一个 BLASTBufferQueue 对象,我们看一下 BLASTBufferQueue 是如何定义的:
//frameworks/base/graphics/java/android/graphics/BLASTBufferQueue.java
/** Create a new connection with the surface flinger. */
public BLASTBufferQueue(String name, SurfaceControl sc, int width, int height,
@PixelFormat.Format int format) {
this(name, true /* updateDestinationFrame */);
update(sc, width, height, format);
}
public BLASTBufferQueue(String name, boolean updateDestinationFrame) {
mNativeObject = nativeCreate(name, updateDestinationFrame);
}
BLASTBufferQueue 会新建一个 mNativeObject 对象,继续看一下 nativeCreate 实现:
//frameworks/base/core/jni/android_graphics_BLASTBufferQueue.cpp
static jlong nativeCreate(JNIEnv* env, jclass clazz, jstring jName,
jboolean updateDestinationFrame) {
ScopedUtfChars name(env, jName);
sp<BLASTBufferQueue> queue = new BLASTBufferQueue(name.c_str(), updateDestinationFrame);
queue->incStrong((void*)nativeCreate);
return reinterpret_cast<jlong>(queue.get());
}
这里通过JNI,新建了一个原生层的 BLASTBufferQueue 对象,我们稍后分析原生层的代码。在此之前,我们再看一下 BLASTBufferQueue 函数中 update 的实现:
//frameworks/base/graphics/java/android/graphics/BLASTBufferQueue.java
public void update(SurfaceControl sc, int width, int height, @PixelFormat.Format int format) {
nativeUpdate(mNativeObject, sc.mNativeObject, width, height, format);
}
这里 nativeUpdate 同样会转入 JNI,具体实现:
//frameworks/base/core/jni/android_graphics_BLASTBufferQueue.cpp
static void nativeUpdate(JNIEnv* env, jclass clazz, jlong ptr, jlong surfaceControl, jlong width,
jlong height, jint format) {
sp<BLASTBufferQueue> queue = reinterpret_cast<BLASTBufferQueue*>(ptr);
queue->update(reinterpret_cast<SurfaceControl*>(surfaceControl), width, height, format);
}
nativeUpdate 函数中的 update 最后也会通过 JNI 链接到原生层,把 Buffer 的宽度,高度以及像素格式传递给原生层,进一步丰富 BLASTBufferQueue。最后,我们回到 updateBlastSurfaceIfNeeded 函数,看一下 blastSurface 的创建,具体 createSurface 实现 :
//frameworks/base/graphics/java/android/graphics/BLASTBufferQueue.java
/**
* @return a new Surface instance from the IGraphicsBufferProducer of the adapter.
*/
public Surface createSurface() {
return nativeGetSurface(mNativeObject, false /* includeSurfaceControlHandle */);
}
可以看到,createSurface 同样调到了 JNI,函数 nativeGetSurface 实现:
//frameworks/base/core/jni/android_graphics_BLASTBufferQueue.cpp
static jobject nativeGetSurface(JNIEnv* env, jclass clazz, jlong ptr,
jboolean includeSurfaceControlHandle) {
sp<BLASTBufferQueue> queue = reinterpret_cast<BLASTBufferQueue*>(ptr);
return android_view_Surface_createFromSurface(env,
queue->getSurface(includeSurfaceControlHandle));
}
queue 是一个 BLASTBufferQueue 对象,通过 android_view_Surface_createFromSurface 进行复制:
//frameworks/base/core/jni/android_view_Surface.cpp
jobject android_view_Surface_createFromSurface(JNIEnv* env, const sp<Surface>& surface) {
jobject surfaceObj = env->NewObject(gSurfaceClassInfo.clazz,
gSurfaceClassInfo.ctor, (jlong)surface.get());
if (surfaceObj == NULL) {
if (env->ExceptionCheck()) {
ALOGE("Could not create instance of Surface from IGraphicBufferProducer.");
LOGE_EX(env);
env->ExceptionClear();
}
return NULL;
}
surface->incStrong(&sRefBaseOwner);
return surfaceObj;
}
总结下来,relayoutWindow 会在 Java 层创建一个 BLASTBufferQueue 对象,通过 JNI 同步在原生层同步创建一个 BLASTBufferQueue 对象;并且把具体的宽度,高度和像素格式也通过 JNI 传递给原生层,并且从原生层返回一个 blastSurface(Surface) 对象,函数时序图:
二、原生层的 BufferQueue 分析
上一章节我们分析过,Java 层通过调用 JNI 的 nativeCreate 在原生层创建 BufferQueue 对象,然后通过 nativeUpdate 更新 Buffer 的宽度,高度以及像素格式,最后通过 nativeGetSurface 来获取创建的 blastSurface,本节我们按照这个顺序逐一分析原生层的 BufferQueue 创建过程。
1、BLASTBufferQueue 的创建
先看一下,原生层 BLASTBufferQueue 的定义:
//frameworks/native/libs/gui/BLASTBufferQueue.cpp
BLASTBufferQueue::BLASTBufferQueue(const std::string& name, bool updateDestinationFrame)
: mSurfaceControl(nullptr),
mSize(1, 1),
mRequestedSize(mSize),
mFormat(PIXEL_FORMAT_RGBA_8888),
mTransactionReadyCallback(nullptr),
mSyncTransaction(nullptr),
mUpdateDestinationFrame(updateDestinationFrame) {
createBufferQueue(&mProducer, &mConsumer);
//...
mBufferItemConsumer = new BLASTBufferItemConsumer(mConsumer,
GraphicBuffer::USAGE_HW_COMPOSER |
GraphicBuffer::USAGE_HW_TEXTURE,
1, false, this);
//...
}
在 BLASTBufferQueue 函数中,createBufferQueue 创建了 BufferQueue 对象,并且定义了当前 Buffer 的生产者和消费者:
//frameworks/native/libs/gui/BLASTBufferQueue.cpp
void BLASTBufferQueue::createBufferQueue(sp<IGraphicBufferProducer>* outProducer,
sp<IGraphicBufferConsumer>* outConsumer) {
//...
sp<BufferQueueCore> core(new BufferQueueCore());
//...
sp<IGraphicBufferProducer> producer(new BBQBufferQueueProducer(core));
//...
sp<BufferQueueConsumer> consumer(new BufferQueueConsumer(core));
consumer->setAllowExtraAcquire(true);
//...
*outProducer = producer;
*outConsumer = consumer;
}
在 createBufferQueue 函数中,新建了一个 BufferQueueCore 对象,IGraphicBufferProducer 对象和 BufferQueueConsumer 对象。其中 core(BufferQueueCore) 是 BufferQueue 的核心部分,是生产者和消费者的纽带,主要负责 BufferQueue 的状态管理, 从定义上也能看出,它涵盖了 BufferQueue 的诸多状态:
//frameworks/native/libs/gui/BufferQueueCore.cpp
BufferQueueCore::BufferQueueCore()
: mMutex(),
mIsAbandoned(false),
mConsumerControlledByApp(false),
mConsumerName(getUniqueName()),
mConsumerListener(),
mConsumerUsageBits(0),
mConsumerIsProtected(false),
mConnectedApi(NO_CONNECTED_API),
mLinkedToDeath(),
mConnectedProducerListener(),
mBufferReleasedCbEnabled(false),
mSlots(),
mQueue(),
mFreeSlots(),
mFreeBuffers(),
mUnusedSlots(),
mActiveBuffers(),
mDequeueCondition(),
mDequeueBufferCannotBlock(false),
mQueueBufferCanDrop(false),
mLegacyBufferDrop(true),
mDefaultBufferFormat(PIXEL_FORMAT_RGBA_8888),
mDefaultWidth(1),
mDefaultHeight(1),
mDefaultBufferDataSpace(HAL_DATASPACE_UNKNOWN),
mMaxBufferCount(BufferQueueDefs::NUM_BUFFER_SLOTS),
mMaxAcquiredBufferCount(1),
mMaxDequeuedBufferCount(1),
mBufferHasBeenQueued(false),
mFrameCounter(0),
mTransformHint(0),
mIsAllocating(false),
mIsAllocatingCondition(),
mAllowAllocation(true),
mBufferAge(0),
mGenerationNumber(0),
mAsyncMode(false),
mSharedBufferMode(false),
mAutoRefresh(false),
mSharedBufferSlot(INVALID_BUFFER_SLOT),
mSharedBufferCache(Rect::INVALID_RECT, 0, NATIVE_WINDOW_SCALING_MODE_FREEZE,
HAL_DATASPACE_UNKNOWN),
mLastQueuedSlot(INVALID_BUFFER_SLOT),
mUniqueId(getUniqueId()),
mAutoPrerotation(false),
mTransformHintInUse(0) {
//...
}
producer(IGraphicBufferProducer)是 BufferQueue 的生产者,主要负责 Buffer 的申请,调用 dequeueBuffer() 获取一个空闲缓冲区,填充数据后通过 queueBuffer() 将其返回队列,producer 是一个 BBQBufferQueueProducer 对象:
//frameworks/native/libs/gui/BLASTBufferQueue.cpp
BBQBufferQueueProducer(const sp<BufferQueueCore>& core)
: BufferQueueProducer(core, false /* consumerIsSurfaceFlinger*/) {}
而 BBQBufferQueueProducer 又指向了一个 BufferQueueProducer 对象:
//frameworks/native/libs/gui/BufferQueueProducer.cpp
BufferQueueProducer::BufferQueueProducer(const sp<BufferQueueCore>& core,
bool consumerIsSurfaceFlinger) :
mCore(core),
mSlots(core->mSlots),
mConsumerName(),
mStickyTransform(0),
mConsumerIsSurfaceFlinger(consumerIsSurfaceFlinger),
mLastQueueBufferFence(Fence::NO_FENCE),
mLastQueuedTransform(0),
mCallbackMutex(),
mNextCallbackTicket(0),
mCurrentCallbackTicket(0),
mCallbackCondition(),
mDequeueTimeout(-1),
mDequeueWaitingForAllocation(false) {}
consumer(BufferQueueConsumer) 是 BufferQueue 的消费者,主要负责 Buffer 的使用,调用 acquireBuffer() 获取缓冲区,并在使用完毕后通过 releaseBuffer() 将其返回队列,BufferQueueConsumer 的初始化:
//frameworks/native/libs/gui/BufferQueueConsumer.cpp
BufferQueueConsumer::BufferQueueConsumer(const sp<BufferQueueCore>& core) :
mCore(core),
mSlots(core->mSlots),
mConsumerName() {}
总结一下,core 是 BufferQueue 的核心,主要负责 Buffer 的状态管理,是生产者和消费者之间的重要纽带。producer 是生产者,主要负责 Buffer 空间的申请,consumer 是消费者,主要负责 Buffer 的使用。
2、BLASTBufferQueue 的更新
JNI 通过 nativeGetSurface 更新 Buffer 的宽度,高度以及像素格式,这一小节我们看一下,原生层的 update 函数实现:
//frameworks/native/libs/gui/BLASTBufferQueue.cpp
void BLASTBufferQueue::update(const sp<SurfaceControl>& surface, uint32_t width, uint32_t height,
int32_t format) {
//...
if (mFormat != format) {
mFormat = format;
mBufferItemConsumer->setDefaultBufferFormat(convertBufferFormat(format));
}
const bool surfaceControlChanged = !SurfaceControl::isSameSurface(mSurfaceControl, surface);
if (surfaceControlChanged && mSurfaceControl != nullptr) {
BQA_LOGD("Updating SurfaceControl without recreating BBQ");
}
bool applyTransaction = false;
// Always update the native object even though they might have the same layer handle, so we can
// get the updated transform hint from WM.
mSurfaceControl = surface;
SurfaceComposerClient::Transaction t;
if (surfaceControlChanged) {
t.setFlags(mSurfaceControl, layer_state_t::eEnableBackpressure,
layer_state_t::eEnableBackpressure);
applyTransaction = true;
}
mTransformHint = mSurfaceControl->getTransformHint();
mBufferItemConsumer->setTransformHint(mTransformHint);
BQA_LOGV("update width=%d height=%d format=%d mTransformHint=%d", width, height, format,
mTransformHint);
ui::Size newSize(width, height);
if (mRequestedSize != newSize) {
mRequestedSize.set(newSize);
mBufferItemConsumer->setDefaultBufferSize(mRequestedSize.width, mRequestedSize.height);
if (mLastBufferInfo.scalingMode != NATIVE_WINDOW_SCALING_MODE_FREEZE) {
// If the buffer supports scaling, update the frame immediately since the client may
// want to scale the existing buffer to the new size.
mSize = mRequestedSize;
if (mUpdateDestinationFrame) {
t.setDestinationFrame(mSurfaceControl, Rect(newSize));
applyTransaction = true;
}
}
}
if (applyTransaction) {
// All transactions on our apply token are one-way. See comment on mAppliedLastTransaction
t.setApplyToken(mApplyToken).apply(false, true);
}
}
当高度,宽度等有变化的时候,会更新 BufferQueue。注意,这里 mBufferItemConsumer 对应的是上一小节中创建的 consumer。
3、Surface 的创建
JNI 通过 nativeGetSurface 来获取一块 blastSurface,在 nativeGetSurface 函数中,Surface 是由 BLASTBufferQueue 类中的 getSurface 函数返回的:
//frameworks/native/libs/gui/BLASTBufferQueue.cpp
sp<Surface> BLASTBufferQueue::getSurface(bool includeSurfaceControlHandle) {
std::unique_lock _lock{mMutex};
sp<IBinder> scHandle = nullptr;
if (includeSurfaceControlHandle && mSurfaceControl) {
scHandle = mSurfaceControl->getHandle();
}
return new BBQSurface(mProducer, true, scHandle, this);
}
在 Java 层,传入的 includeSurfaceControlHandle 是 false,所以这里直接新建一个 BBQSurface 对象:
//frameworks/native/libs/gui/BLASTBufferQueue.cpp
BBQSurface(const sp<IGraphicBufferProducer>& igbp, bool controlledByApp,
const sp<IBinder>& scHandle, const sp<BLASTBufferQueue>& bbq)
: Surface(igbp, controlledByApp, scHandle), mBbq(bbq) {}
BBQSurface 初始化了一个 Surface 对象,并将指针返回给 getSurface。这里 Surface 初始化并没有分配空间,还是一块空的 Buffer:
//frameworks/native/libs/gui/Surface.cpp
Surface::Surface(const sp<IGraphicBufferProducer>& bufferProducer, bool controlledByApp,
const sp<IBinder>& surfaceControlHandle)
: mGraphicBufferProducer(bufferProducer),
mCrop(Rect::EMPTY_RECT),
mBufferAge(0),
mGenerationNumber(0),
mSharedBufferMode(false),
mAutoRefresh(false),
mAutoPrerotation(false),
mSharedBufferSlot(BufferItem::INVALID_BUFFER_SLOT),
mSharedBufferHasBeenQueued(false),
mQueriedSupportedTimestamps(false),
mFrameTimestampsSupportsPresent(false),
mEnableFrameTimestamps(false),
mFrameEventHistory(std::make_unique<ProducerFrameEventHistory>()) {
// Initialize the ANativeWindow function pointers.
ANativeWindow::setSwapInterval = hook_setSwapInterval;
ANativeWindow::dequeueBuffer = hook_dequeueBuffer;
ANativeWindow::cancelBuffer = hook_cancelBuffer;
ANativeWindow::queueBuffer = hook_queueBuffer;
ANativeWindow::query = hook_query;
ANativeWindow::perform = hook_perform;
ANativeWindow::dequeueBuffer_DEPRECATED = hook_dequeueBuffer_DEPRECATED;
ANativeWindow::cancelBuffer_DEPRECATED = hook_cancelBuffer_DEPRECATED;
ANativeWindow::lockBuffer_DEPRECATED = hook_lockBuffer_DEPRECATED;
ANativeWindow::queueBuffer_DEPRECATED = hook_queueBuffer_DEPRECATED;
const_cast<int&>(ANativeWindow::minSwapInterval) = 0;
const_cast<int&>(ANativeWindow::maxSwapInterval) = 1;
mReqWidth = 0;
mReqHeight = 0;
mReqFormat = 0;
mReqUsage = 0;
mTimestamp = NATIVE_WINDOW_TIMESTAMP_AUTO;
mDataSpace = Dataspace::UNKNOWN;
mScalingMode = NATIVE_WINDOW_SCALING_MODE_FREEZE;
mTransform = 0;
mStickyTransform = 0;
mDefaultWidth = 0;
mDefaultHeight = 0;
mUserWidth = 0;
mUserHeight = 0;
mTransformHint = 0;
mConsumerRunningBehind = false;
mConnectedToCpu = false;
mProducerControlledByApp = controlledByApp;
mSwapIntervalZero = false;
mMaxBufferCount = NUM_BUFFER_SLOTS;
mSurfaceControlHandle = surfaceControlHandle;
}
在文章第一部分,我们分析了 blastSurface 是一个 Surface 对象,这一小节通过原生层的代码分析,最后新建了一个原生层的 Surface 对象。函数时序图:
总结
至此,BufferQueue 的创建过程已经分析完成,后续我们会继续分析 BufferQueue 如何通过 dequeueBuffer(),queueBuffer(),acquireBuffer() ,releaseBuffer() 进行 Buffer 管理;以及如何通过 Gralloc 申请具体的 Buffer 空间。