Android6.0 显示系统(二) SurfaceFlinger创建Surface
2016-09-27 15:17
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接上篇博客分析到SurfaceComposerClient中调用createSurface函数会最后调用到SurfaceFlinger的Client的createSurface函数。
我们来看下这个函数,其handle和gbp都是Binder对象,gbp就是图像缓冲区对象。这个handle对象的作用和前面介绍Activity中的token作用类似,也是利用Binder的唯一性为Surface生成一个唯一标识。
这个函数中定义了一个消息类MessageCreateLayer,然后把它的对象通过postMessageSync方法发送出去,这个消息是以同步的方式发送,因此函数结束后可以直接返回结果。因此就直接到了handler函数,在这个函数中调用了SurfaceFlinger的createLayer函数。
status_t SurfaceFlinger::createLayer(
const String8& name,
const sp<Client>& client,
uint32_t w, uint32_t h, PixelFormat format, uint32_t flags,
sp<IBinder>* handle, sp<IGraphicBufferProducer>* gbp)
{
if (int32_t(w|h) < 0) {
ALOGE("createLayer() failed, w or h is negative (w=%d, h=%d)",
int(w), int(h));
return BAD_VALUE;
}
status_t result = NO_ERROR;
sp<Layer> layer;
switch (flags & ISurfaceComposerClient::eFXSurfaceMask) {
case ISurfaceComposerClient::eFXSurfaceNormal:
result = createNormalLayer(client,//普通的
name, w, h, flags, format,
handle, gbp, &layer);
break;
case ISurfaceComposerClient::eFXSurfaceDim://模糊的
result = createDimLayer(client,
name, w, h, flags,
handle, gbp, &layer);
break;
default:
result = BAD_VALUE;
break;
}
if (result != NO_ERROR) {
return result;
}
result = addClientLayer(client, *handle, *gbp, layer);
if (result != NO_ERROR) {
return result;
}
setTransactionFlags(eTransactionNeeded);
return result;
}我们先来看看创建普通的Layer,根据传入的format参数,选择不同格式。然后创建一个Layer,具体Layer我们后续介绍。然后获取handle和gbp。
status_t SurfaceFlinger::createNormalLayer(const sp<Client>& client,
const String8& name, uint32_t w, uint32_t h, uint32_t flags, PixelFormat& format,
sp<IBinder>* handle, sp<IGraphicBufferProducer>* gbp, sp<Layer>* outLayer)
{
// initialize the surfaces
switch (format) {
case PIXEL_FORMAT_TRANSPARENT:
case PIXEL_FORMAT_TRANSLUCENT:
format = PIXEL_FORMAT_RGBA_8888;//透明
break;
case PIXEL_FORMAT_OPAQUE:
format = PIXEL_FORMAT_RGBX_8888;//不透明
break;
}
*outLayer = new Layer(this, client, name, w, h, flags);//创建一个Layer
status_t err = (*outLayer)->setBuffers(w, h, format, flags);
if (err == NO_ERROR) {
*handle = (*outLayer)->getHandle();
*gbp = (*outLayer)->getProducer();
}
ALOGE_IF(err, "createNormalLayer() failed (%s)", strerror(-err));
return err;
}下面我们再来看看模糊的Layer,这个比较简单,直接新建一个layerDim,然后获取handle和gbp。
sp<IGraphicBufferProducer> Layer::getProducer() const {
return mProducer;
}
而mProducer是在Layer的onFirstRef中赋值的,我们注意MonitoredProducer构造函数的一个参数producer,事实上MonitoredProducer只是一个代理类,真正的实现在这个producer参数。它是在BufferQueue::createBufferQueue中创造的。
这个producer就是BufferQueueProducer对象。
void BufferQueue::createBufferQueue(sp<IGraphicBufferProducer>* outProducer,
sp<IGraphicBufferConsumer>* outConsumer,
const sp<IGraphicBufferAlloc>& allocator) {
sp<BufferQueueCore> core(new BufferQueueCore(allocator));
sp<IGraphicBufferProducer> producer(new BufferQueueProducer(core));
sp<IGraphicBufferConsumer> consumer(new BufferQueueConsumer(core));
*outProducer = producer;
*outConsumer = consumer;
}下篇博客我们就分析这个。
我们来看下这个函数,其handle和gbp都是Binder对象,gbp就是图像缓冲区对象。这个handle对象的作用和前面介绍Activity中的token作用类似,也是利用Binder的唯一性为Surface生成一个唯一标识。
status_t Client::createSurface( const String8& name, uint32_t w, uint32_t h, PixelFormat format, uint32_t flags, sp<IBinder>* handle, sp<IGraphicBufferProducer>* gbp) { /* * createSurface must be called from the GL thread so that it can * have access to the GL context. */ class MessageCreateLayer : public MessageBase { SurfaceFlinger* flinger; Client* client; sp<IBinder>* handle; sp<IGraphicBufferProducer>* gbp; status_t result; const String8& name; uint32_t w, h; PixelFormat format; uint32_t flags; public: MessageCreateLayer(SurfaceFlinger* flinger, const String8& name, Client* client, uint32_t w, uint32_t h, PixelFormat format, uint32_t flags, sp<IBinder>* handle, sp<IGraphicBufferProducer>* gbp) : flinger(flinger), client(client), handle(handle), gbp(gbp), name(name), w(w), h(h), format(format), flags(flags) { } status_t getResult() const { return result; } virtual bool handler() { result = flinger->createLayer(name, client, w, h, format, flags, handle, gbp); return true; } }; sp<MessageBase> msg = new MessageCreateLayer(mFlinger.get(), name, this, w, h, format, flags, handle, gbp); mFlinger->postMessageSync(msg); return static_cast<MessageCreateLayer*>( msg.get() )->getResult(); }
这个函数中定义了一个消息类MessageCreateLayer,然后把它的对象通过postMessageSync方法发送出去,这个消息是以同步的方式发送,因此函数结束后可以直接返回结果。因此就直接到了handler函数,在这个函数中调用了SurfaceFlinger的createLayer函数。
一、创建Layer
这个函数会根据传进来的flags来创建普通的的Layer还是模糊的Layer。status_t SurfaceFlinger::createLayer(
const String8& name,
const sp<Client>& client,
uint32_t w, uint32_t h, PixelFormat format, uint32_t flags,
sp<IBinder>* handle, sp<IGraphicBufferProducer>* gbp)
{
if (int32_t(w|h) < 0) {
ALOGE("createLayer() failed, w or h is negative (w=%d, h=%d)",
int(w), int(h));
return BAD_VALUE;
}
status_t result = NO_ERROR;
sp<Layer> layer;
switch (flags & ISurfaceComposerClient::eFXSurfaceMask) {
case ISurfaceComposerClient::eFXSurfaceNormal:
result = createNormalLayer(client,//普通的
name, w, h, flags, format,
handle, gbp, &layer);
break;
case ISurfaceComposerClient::eFXSurfaceDim://模糊的
result = createDimLayer(client,
name, w, h, flags,
handle, gbp, &layer);
break;
default:
result = BAD_VALUE;
break;
}
if (result != NO_ERROR) {
return result;
}
result = addClientLayer(client, *handle, *gbp, layer);
if (result != NO_ERROR) {
return result;
}
setTransactionFlags(eTransactionNeeded);
return result;
}我们先来看看创建普通的Layer,根据传入的format参数,选择不同格式。然后创建一个Layer,具体Layer我们后续介绍。然后获取handle和gbp。
status_t SurfaceFlinger::createNormalLayer(const sp<Client>& client,
const String8& name, uint32_t w, uint32_t h, uint32_t flags, PixelFormat& format,
sp<IBinder>* handle, sp<IGraphicBufferProducer>* gbp, sp<Layer>* outLayer)
{
// initialize the surfaces
switch (format) {
case PIXEL_FORMAT_TRANSPARENT:
case PIXEL_FORMAT_TRANSLUCENT:
format = PIXEL_FORMAT_RGBA_8888;//透明
break;
case PIXEL_FORMAT_OPAQUE:
format = PIXEL_FORMAT_RGBX_8888;//不透明
break;
}
*outLayer = new Layer(this, client, name, w, h, flags);//创建一个Layer
status_t err = (*outLayer)->setBuffers(w, h, format, flags);
if (err == NO_ERROR) {
*handle = (*outLayer)->getHandle();
*gbp = (*outLayer)->getProducer();
}
ALOGE_IF(err, "createNormalLayer() failed (%s)", strerror(-err));
return err;
}下面我们再来看看模糊的Layer,这个比较简单,直接新建一个layerDim,然后获取handle和gbp。
status_t SurfaceFlinger::createDimLayer(const sp<Client>& client, const String8& name, uint32_t w, uint32_t h, uint32_t flags, sp<IBinder>* handle, sp<IGraphicBufferProducer>* gbp, sp<Layer>* outLayer) { *outLayer = new LayerDim(this, client, name, w, h, flags); *handle = (*outLayer)->getHandle(); *gbp = (*outLayer)->getProducer(); return NO_ERROR; }
二、获取handle
下面我们再来看handle的获取,只是新建一个Handle,而这个Handle只是一个Binder的实现,就是标识Surface的全局唯一性,没有什么实际的内容。sp<IBinder> Layer::getHandle() { Mutex::Autolock _l(mLock); LOG_ALWAYS_FATAL_IF(mHasSurface, "Layer::getHandle() has already been called"); mHasSurface = true; /* * The layer handle is just a BBinder object passed to the client * (remote process) -- we don't keep any reference on our side such that * the dtor is called when the remote side let go of its reference. * * LayerCleaner ensures that mFlinger->onLayerDestroyed() is called for * this layer when the handle is destroyed. */ class Handle : public BBinder, public LayerCleaner { wp<const Layer> mOwner; public: Handle(const sp<SurfaceFlinger>& flinger, const sp<Layer>& layer) : LayerCleaner(flinger, layer), mOwner(layer) { } }; return new Handle(mFlinger, this); }
三、gbp图像缓冲区
那么我们再来看看gbp的获取,就是Layer中mProducer成员变量。sp<IGraphicBufferProducer> Layer::getProducer() const {
return mProducer;
}
而mProducer是在Layer的onFirstRef中赋值的,我们注意MonitoredProducer构造函数的一个参数producer,事实上MonitoredProducer只是一个代理类,真正的实现在这个producer参数。它是在BufferQueue::createBufferQueue中创造的。
void Layer::onFirstRef() { // Creates a custom BufferQueue for SurfaceFlingerConsumer to use sp<IGraphicBufferProducer> producer; sp<IGraphicBufferConsumer> consumer; BufferQueue::createBufferQueue(&producer, &consumer); mProducer = new MonitoredProducer(producer, mFlinger); ......
这个producer就是BufferQueueProducer对象。
void BufferQueue::createBufferQueue(sp<IGraphicBufferProducer>* outProducer,
sp<IGraphicBufferConsumer>* outConsumer,
const sp<IGraphicBufferAlloc>& allocator) {
sp<BufferQueueCore> core(new BufferQueueCore(allocator));
sp<IGraphicBufferProducer> producer(new BufferQueueProducer(core));
sp<IGraphicBufferConsumer> consumer(new BufferQueueConsumer(core));
*outProducer = producer;
*outConsumer = consumer;
}下篇博客我们就分析这个。
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