Android中,繪圖的API很多,比如2D的繪圖skia;3D的繪圖OpenGLES,Vulkan等。Android 開始,的View系統中,多數都是採用2D的模式的View Widget,比如繪製一張Bitmap圖片,顯示一個按鈕等。隨着Android系統的更新,和用戶對視覺效果的追求,以前的這套2D View系統,不僅不能滿足要求,而且渲染非常的慢。所以Android一方面完善對3D的API的支持,另一方面修改原來View Widget的渲染機制。
渲染機制的更新,Android提出了硬件加速的機制,其作用就是將2D的繪圖操縱,轉換爲對應的3D的繪圖操縱,這個轉換的過程,我們把它叫做錄製。需要顯示的時候,再用OpenGLES通過GPU去渲染。界面創建時,第一次全部錄製,後續的過程中,界面如果只有部分區域的widget更新,只需要重新錄製更新的widget。錄製好的繪圖操縱,保存在一個顯示列表DisplayList中,需要真正顯示到界面的時候,直接顯示DisplayList中的繪圖 操縱。這樣,一方面利用GPU去渲染,比Skia要快;另一方面,採用DisplayList,值重新錄製,有更新區域,最大程度利用上一幀的數據,效率自然就快很多。這就是硬件加速的來源。
roundRectClipState
語言蒼白,實踐爲先,我們結合測試示例,來看看硬件加速是怎麼回事~
應用使用硬件(GPU)繪製實例
這個是Android原生的測試硬件繪製的應用:
* frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/HardwareCanvasSurfaceViewActivity.java
private static class RenderingThread extends Thread {
private final SurfaceHolder mSurface;
private volatile boolean mRunning = true;
private int mWidth, mHeight;
public RenderingThread(SurfaceHolder surface) {
mSurface = surface;
}
void setSize(int width, int height) {
mWidth = width;
mHeight = height;
}
@Override
public void run() {
float x = 0.0f;
float y = 0.0f;
float speedX = 5.0f;
float speedY = 3.0f;
Paint paint = new Paint();
paint.setColor(0xff00ff00);
while (mRunning && !Thread.interrupted()) {
final Canvas canvas = mSurface.lockHardwareCanvas();
try {
canvas.drawColor(0x00000000, PorterDuff.Mode.CLEAR);
canvas.drawRect(x, y, x + 20.0f, y + 20.0f, paint);
} finally {
mSurface.unlockCanvasAndPost(canvas);
}
... ...
try {
Thread.sleep(15);
} catch (InterruptedException e) {
// Interrupted
}
}
}
void stopRendering() {
interrupt();
mRunning = false;
}
}
應用這裏拿到一個Surface,然後lock一個HardwareCanvas,用lock的HardwareCanvas進行繪製,我們繪製的就可以使用硬件GPU進行繪製。這裏每隔15秒循環一次,繪製一個小方塊,在屏幕上不停的運動。而背景,被繪製成0x00000000,黑色。
硬件繪製Java層相關流程
通過前面的代碼,關鍵的是在lockHardwareCanvas。
lockHardwareCanvas的代碼如下:
* frameworks/base/core/java/android/view/SurfaceView.java
@Override
public Canvas lockHardwareCanvas() {
return internalLockCanvas(null, true);
}
private Canvas internalLockCanvas(Rect dirty, boolean hardware) {
mSurfaceLock.lock();
if (DEBUG) Log.i(TAG, System.identityHashCode(this) + " " + "Locking canvas... stopped="
+ mDrawingStopped + ", surfaceControl=" + mSurfaceControl);
Canvas c = null;
if (!mDrawingStopped && mSurfaceControl != null) {
try {
if (hardware) {
c = mSurface.lockHardwareCanvas();
} else {
c = mSurface.lockCanvas(dirty);
}
} catch (Exception e) {
Log.e(LOG_TAG, "Exception locking surface", e);
}
}
if (DEBUG) Log.i(TAG, System.identityHashCode(this) + " " + "Returned canvas: " + c);
if (c != null) {
mLastLockTime = SystemClock.uptimeMillis();
return c;
}
... ...
return null;
}
這裏Canvas是通過mSurface來申請的。
* frameworks/base/core/java/android/view/Surface.java
public Canvas lockHardwareCanvas() {
synchronized (mLock) {
checkNotReleasedLocked();
if (mHwuiContext == null) {
mHwuiContext = new HwuiContext();
}
return mHwuiContext.lockCanvas(
nativeGetWidth(mNativeObject),
nativeGetHeight(mNativeObject));
}
}
Surface中封裝了一個 HwuiContext ,其構造函數如下:
HwuiContext() {
mRenderNode = RenderNode.create("HwuiCanvas", null);
mRenderNode.setClipToBounds(false);
mHwuiRenderer = nHwuiCreate(mRenderNode.mNativeRenderNode, mNativeObject);
}
在HwuiContext的構造函數中,創建了一個RenderNode,創建了一個HwuiRenderer。nHwuiCreate創建一個native的HwuiRender。
這裏的HwuiContext,就是和HWUI打交道了。
HwuiContext的lockCanvas實現如下:
Canvas lockCanvas(int width, int height) {
if (mCanvas != null) {
throw new IllegalStateException("Surface was already locked!");
}
mCanvas = mRenderNode.start(width, height);
return mCanvas;
}
RenderNode的start函數:
public DisplayListCanvas start(int width, int height) {
return DisplayListCanvas.obtain(this, width, height);
}
static DisplayListCanvas obtain(@NonNull RenderNode node, int width, int height) {
if (node == null) throw new IllegalArgumentException("node cannot be null");
DisplayListCanvas canvas = sPool.acquire();
if (canvas == null) {
canvas = new DisplayListCanvas(node, width, height);
} else {
nResetDisplayListCanvas(canvas.mNativeCanvasWrapper, node.mNativeRenderNode,
width, height);
}
canvas.mNode = node;
canvas.mWidth = width;
canvas.mHeight = height;
return canvas;
}
RenderNode,start時,將創建一個DisplayListCanvas。DisplayListCanvas是顯示列表的Canvas。DisplayListCanvas 構建時,將通過nCreateDisplayListCanvas創建一個native的DisplayListCanvas。
private DisplayListCanvas(@NonNull RenderNode node, int width, int height) {
super(nCreateDisplayListCanvas(node.mNativeRenderNode, width, height));
mDensity = 0; // disable bitmap density scaling
}
DisplayListCanvas和RecordingCanvas的構造函數都比較簡單,但是留意一下Canvas的構造函數:
public Canvas(long nativeCanvas) {
if (nativeCanvas == 0) {
throw new IllegalStateException();
}
mNativeCanvasWrapper = nativeCanvas;
mFinalizer = NoImagePreloadHolder.sRegistry.registerNativeAllocation(
this, mNativeCanvasWrapper);
mDensity = Bitmap.getDefaultDensity();
}
這裏的mNativeCanvasWrapper,就是nCreateDisplayListCanvas時,創建的native對應的Canvas。後續,JNI中都是通過mNativeCanvasWrapper去找到對應的nativ的Canvas的。
我們先來看這些相關的類之間的關係~
其中,RenderNode,DisplayListCanvas,HwuiRenderer構成了硬件繪製的重要元素。
再回到我們的測試代碼,我們這裏有兩個繪製操縱:
- drawColor
- drawRect
drawColor是在DisplayListCanvas的父類RecordingCanvas中實現的:
public final void drawColor(@ColorInt int color, @NonNull PorterDuff.Mode mode) {
nDrawColor(mNativeCanvasWrapper, color, mode.nativeInt);
}
這裏調用native的nDrawColor方法。
drawRect也是在DisplayListCanvas的父類RecordingCanvas中實現的:
@Override
public final void drawRect(float left, float top, float right, float bottom,
@NonNull Paint paint) {
nDrawRect(mNativeCanvasWrapper, left, top, right, bottom, paint.getNativeInstance());
}
調用native的nDrawRect方法。
native處理流程
###native的Canvas創建
DisplayListCanvas的JNI實現如下:
* frameworks/base/core/jni/android_view_DisplayListCanvas.cpp
const char* const kClassPathName = "android/view/DisplayListCanvas";
static JNINativeMethod gMethods[] = {
// ------------ @FastNative ------------------
{ "nCallDrawGLFunction", "(JJLjava/lang/Runnable;)V",
(void*) android_view_DisplayListCanvas_callDrawGLFunction },
// ------------ @CriticalNative --------------
{ "nCreateDisplayListCanvas", "(JII)J", (void*) android_view_DisplayListCanvas_createDisplayListCanvas },
{ "nResetDisplayListCanvas", "(JJII)V", (void*) android_view_DisplayListCanvas_resetDisplayListCanvas },
{ "nGetMaximumTextureWidth", "()I", (void*) android_view_DisplayListCanvas_getMaxTextureWidth },
{ "nGetMaximumTextureHeight", "()I", (void*) android_view_DisplayListCanvas_getMaxTextureHeight },
{ "nInsertReorderBarrier", "(JZ)V", (void*) android_view_DisplayListCanvas_insertReorderBarrier },
{ "nFinishRecording", "(J)J", (void*) android_view_DisplayListCanvas_finishRecording },
{ "nDrawRenderNode", "(JJ)V", (void*) android_view_DisplayListCanvas_drawRenderNode },
{ "nDrawLayer", "(JJ)V", (void*) android_view_DisplayListCanvas_drawLayer },
{ "nDrawCircle", "(JJJJJ)V", (void*) android_view_DisplayListCanvas_drawCircleProps },
{ "nDrawRoundRect", "(JJJJJJJJ)V",(void*) android_view_DisplayListCanvas_drawRoundRectProps },
};
nCreateDisplayListCanvas對應的實現爲android_view_DisplayListCanvas_createDisplayListCanvas。
static jlong android_view_DisplayListCanvas_createDisplayListCanvas(jlong renderNodePtr,
jint width, jint height) {
RenderNode* renderNode = reinterpret_cast<RenderNode*>(renderNodePtr);
return reinterpret_cast<jlong>(Canvas::create_recording_canvas(width, height, renderNode));
}
注意我們這裏的renderNodePtr。這個是RenderNode在native層的對象(地址)。
Canvas的create_recording_canvas函數如下:
Canvas* Canvas::create_recording_canvas(int width, int height, uirenderer::RenderNode* renderNode) {
if (uirenderer::Properties::isSkiaEnabled()) {
return new uirenderer::skiapipeline::SkiaRecordingCanvas(renderNode, width, height);
}
return new uirenderer::RecordingCanvas(width, height);
}
isSkiaEnabled沒有被enable的,所以創建的是native的RecordingCanvas。Android 8.0開始,對HWUI進行了重構,增加了RenderPipeline的概念。目前有三種類型的pipeline,分別對應不同的渲染。
enum class RenderPipelineType {
OpenGL = 0,
SkiaGL,
SkiaVulkan,
NotInitialized = 128
};
默認還是OpenGL類型。
native的RecordingCanvas如下:
* frameworks/base/libs/hwui/RecordingCanvas.cpp
RecordingCanvas::RecordingCanvas(size_t width, size_t height)
: mState(*this), mResourceCache(ResourceCache::getInstance()) {
resetRecording(width, height);
}
RecordingCanvas創建時,創建了對應的CanvasState,和ResourceCache。CanvasState是Canvas的狀態,管理Snapshot的棧,實現matrix,save/restore,clipping等Renderer的接口。ResourceCache主要是做資源cache,cache爲點九類型。
在resetRecording函數中,又做了很多初始化。
void RecordingCanvas::resetRecording(int width, int height, RenderNode* node) {
LOG_ALWAYS_FATAL_IF(mDisplayList, "prepareDirty called a second time during a recording!");
mDisplayList = new DisplayList();
mState.initializeRecordingSaveStack(width, height);
mDeferredBarrierType = DeferredBarrierType::InOrder;
}
- 創建了顯示列表mDisplayList,這個很重要,稍後我們再介紹。它主要用來保存顯示列表的繪製命令。
- 初始化CanvasState
到此,native的Canvas創建完成。
Draw操縱的錄製
測試代碼中,一共兩個繪製操縱,我們以這兩個繪製操縱爲例,來說明繪製的操縱的錄製。
nDrawColor nDrawRect
* frameworks/base/core/jni/android_graphics_Canvas.cpp
static const JNINativeMethod gDrawMethods[] = {
{"nDrawColor","(JII)V", (void*) CanvasJNI::drawColor},
{"nDrawPaint","(JJ)V", (void*) CanvasJNI::drawPaint},
{"nDrawPoint", "(JFFJ)V", (void*) CanvasJNI::drawPoint},
{"nDrawPoints", "(J[FIIJ)V", (void*) CanvasJNI::drawPoints},
{"nDrawLine", "(JFFFFJ)V", (void*) CanvasJNI::drawLine},
{"nDrawLines", "(J[FIIJ)V", (void*) CanvasJNI::drawLines},
{"nDrawRect","(JFFFFJ)V", (void*) CanvasJNI::drawRect},
drawColor函數
static void drawColor(JNIEnv* env, jobject, jlong canvasHandle, jint color, jint modeHandle) {
SkBlendMode mode = static_cast<SkBlendMode>(modeHandle);
get_canvas(canvasHandle)->drawColor(color, mode);
}
canvasHandle爲native RecordingCanvas的handle,所以get_canvas獲取到的是RecordingCanvas。
RecordingCanvas的drawColor函數如下:
* frameworks/base/libs/hwui/RecordingCanvas.cpp
void RecordingCanvas::drawColor(int color, SkBlendMode mode) {
addOp(alloc().create_trivial<ColorOp>(getRecordedClip(), color, mode));
}
- alloc()獲取到的是DisplayList的allocator
- create_trivial是一個模板函數
template <class T, typename... Params>
T* create_trivial(Params&&... params) {
static_assert(std::is_trivially_destructible<T>::value,
"Error, called create_trivial on a non-trivial type");
return new (allocImpl(sizeof(T))) T(std::forward<Params>(params)...);
}
類型 T爲ColorOp,參數params爲(getRecordedClip(), color, mode),其作用就是構造已給ColorOp。
- allocImpl,分配內存空間
ColorOp的定義在頭文件中:
frameworks/base/libs/hwui/RecordedOp.h
struct ColorOp : RecordedOp {
// Note: unbounded op that will fillclip, so no bounds/matrix needed
ColorOp(const ClipBase* localClip, int color, SkBlendMode mode)
: RecordedOp(RecordedOpId::ColorOp, Rect(), Matrix4::identity(), localClip, nullptr)
, color(color)
, mode(mode) {}
const int color;
const SkBlendMode mode;
};
RecordedOp.h中定義了所以的繪圖操縱。
如nDrawRect對應的操縱爲RectOp:
void RecordingCanvas::drawRect(float left, float top, float right, float bottom,
const SkPaint& paint) {
if (CC_UNLIKELY(paint.nothingToDraw())) return;
addOp(alloc().create_trivial<RectOp>(Rect(left, top, right, bottom),
*(mState.currentSnapshot()->transform), getRecordedClip(),
refPaint(&paint)));
}
struct RectOp : RecordedOp {
RectOp(BASE_PARAMS) : SUPER(RectOp) {}
};
所有的繪圖操作都繼承RecordedOp。
RecordedOp定義如下:
struct RecordedOp {
/* ID from RecordedOpId - generally used for jumping into function tables */
const int opId;
/* bounds in *local* space, without accounting for DisplayList transformation, or stroke */
const Rect unmappedBounds;
/* transform in recording space (vs DisplayList origin) */
const Matrix4 localMatrix;
/* clip in recording space - nullptr if not clipped */
const ClipBase* localClip;
/* optional paint, stored in base object to simplify merging logic */
const SkPaint* paint;
protected:
RecordedOp(unsigned int opId, BASE_PARAMS)
: opId(opId)
, unmappedBounds(unmappedBounds)
, localMatrix(localMatrix)
, localClip(localClip)
, paint(paint) {}
};
- opId,RecordedOpId中的ID,用以調轉到對應的函數
- unmappedBounds,繪製區域的大小
- localMatrix,transform
- ClipBase,截取
- paint,畫筆
繪圖操縱創建後,通過addOp方法,添加到DisplayList中:
int RecordingCanvas::addOp(RecordedOp* op) {
// skip op with empty clip
if (op->localClip && op->localClip->rect.isEmpty()) {
// NOTE: this rejection happens after op construction/content ref-ing, so content ref'd
// and held by renderthread isn't affected by clip rejection.
// Could rewind alloc here if desired, but callers would have to not touch op afterwards.
return -1;
}
int insertIndex = mDisplayList->ops.size();
mDisplayList->ops.push_back(op);
if (mDeferredBarrierType != DeferredBarrierType::None) {
// op is first in new chunk
mDisplayList->chunks.emplace_back();
DisplayList::Chunk& newChunk = mDisplayList->chunks.back();
newChunk.beginOpIndex = insertIndex;
newChunk.endOpIndex = insertIndex + 1;
newChunk.reorderChildren = (mDeferredBarrierType == DeferredBarrierType::OutOfOrder);
newChunk.reorderClip = mDeferredBarrierClip;
int nextChildIndex = mDisplayList->children.size();
newChunk.beginChildIndex = newChunk.endChildIndex = nextChildIndex;
mDeferredBarrierType = DeferredBarrierType::None;
} else {
// standard case - append to existing chunk
mDisplayList->chunks.back().endOpIndex = insertIndex + 1;
}
return insertIndex;
}
不得不說,這裏有點複雜,但是很巧妙。
- 所有的繪圖操縱,我們把它叫做Ops,都保存在ops中。ops就好比一個公司,而Ops就是一個員工。而每個Ops都有一個序號insertIndex,按照加入的先後順序,相當與工號。
- chunk中還沒有元素時,mDeferredBarrierType爲DeferredBarrierType::InOrder,這個時候就會增加一個Chunk。除非重新插入Barrier,即insertReorderBarrier,要不然,後續添加的Ops都是在同一個Chunk中的。Chunk就好比公司裏面的部門,部門說,工號從多少號到多少號的歸屬於這個部門。beginOpIndex是開始的序號,endOpIndex是結束的序號,這之間的,都是屬於同一個Chunk,每加入一個Ops,endOpIndex就會加1。
- 怎麼來理解children呢?按照前面的類比,可以理解爲一個部門裏面的小組。beginChildIndex和endChildIndex之間的Ops都屬於同一個Children。
其實,這的Ops,chunk,children就是對Android View系統的抽象化。Chunk對應RootView,而children對應ViewGroup,Ops再對應,繪製Color,Rect等操縱。就是這麼神奇~
我們來看一下DisplayList和Ops之間的關係
繪製操縱完成後,所有繪製操縱極其參數都保存在DisplayList中了。那麼這些繪製操縱什麼時候顯示出來呢?我們繼續看。
創建RenderNode
RenderNode用以錄製繪圖操縱的批處理,當繪製的時候,可以store和apply。
java層的代碼如下:其實RenderNode就對應前面我們所說的ViewGroup,有一個RootView,同樣也有一個RootNode。
我們先來看RenderNode是怎麼創建的
public static RenderNode create(String name, @Nullable View owningView) {
return new RenderNode(name, owningView);
}
private RenderNode(String name, View owningView) {
mNativeRenderNode = nCreate(name);
NoImagePreloadHolder.sRegistry.registerNativeAllocation(this, mNativeRenderNode);
mOwningView = owningView;
}
nCreate是JNI方法。
RenderNode的JNI實現如下:
const char* const kClassPathName = "android/view/RenderNode";
static const JNINativeMethod gMethods[] = {
// ----------------------------------------------------------------------------
// Regular JNI
// ----------------------------------------------------------------------------
{ "nCreate", "(Ljava/lang/String;)J", (void*) android_view_RenderNode_create },
{ "nGetNativeFinalizer", "()J", (void*) android_view_RenderNode_getNativeFinalizer },
{ "nOutput", "(J)V", (void*) android_view_RenderNode_output },
{ "nGetDebugSize", "(J)I", (void*) android_view_RenderNode_getDebugSize },
{ "nAddAnimator", "(JJ)V", (void*) android_view_RenderNode_addAnimator },
{ "nEndAllAnimators", "(J)V", (void*) android_view_RenderNode_endAllAnimators },
{ "nRequestPositionUpdates", "(JLandroid/view/SurfaceView;)V", (void*) android_view_RenderNode_requestPositionUpdates },
{ "nSetDisplayList", "(JJ)V", (void*) android_view_RenderNode_setDisplayList },
nCreate函數實現爲android_view_RenderNode_create
static jlong android_view_RenderNode_create(JNIEnv* env, jobject, jstring name) {
RenderNode* renderNode = new RenderNode();
renderNode->incStrong(0);
if (name != NULL) {
const char* textArray = env->GetStringUTFChars(name, NULL);
renderNode->setName(textArray);
env->ReleaseStringUTFChars(name, textArray);
}
return reinterpret_cast<jlong>(renderNode);
}
在JNI中就創建了一個native的RenderNode
* frameworks/base/libs/hwui/RenderNode.cpp
RenderNode::RenderNode()
: mDirtyPropertyFields(0)
, mNeedsDisplayListSync(false)
, mDisplayList(nullptr)
, mStagingDisplayList(nullptr)
, mAnimatorManager(*this)
, mParentCount(0) {}
創建完成的RenderNode,是給到DisplayListCanvas的。
HwuiContext和HwuiRenderer
nHwuiCreate創建HwuiRenderer
* frameworks/base/core/jni/android_view_Surface.cpp
static const JNINativeMethod gSurfaceMethods[] = {
... ...
// HWUI context
{"nHwuiCreate", "(JJ)J", (void*) hwui::create },
{"nHwuiSetSurface", "(JJ)V", (void*) hwui::setSurface },
{"nHwuiDraw", "(J)V", (void*) hwui::draw },
{"nHwuiDestroy", "(J)V", (void*) hwui::destroy },
};
nHwuiCreate函數實現如下:
static jlong create(JNIEnv* env, jclass clazz, jlong rootNodePtr, jlong surfacePtr) {
RenderNode* rootNode = reinterpret_cast<RenderNode*>(rootNodePtr);
sp<Surface> surface(reinterpret_cast<Surface*>(surfacePtr));
ContextFactory factory;
RenderProxy* proxy = new RenderProxy(false, rootNode, &factory);
proxy->loadSystemProperties();
proxy->setSwapBehavior(SwapBehavior::kSwap_discardBuffer);
proxy->initialize(surface);
// Shadows can't be used via this interface, so just set the light source
// to all 0s.
proxy->setup(0, 0, 0);
proxy->setLightCenter((Vector3){0, 0, 0});
return (jlong) proxy;
}
創建了一個RenderProxy,nHwuiCreate返回的是一個RenderProxy實例。
RenderProxy的構造函數如下:
* frameworks/base/libs/hwui/renderthread/RenderProxy.cpp
RenderProxy::RenderProxy(bool translucent, RenderNode* rootRenderNode,
IContextFactory* contextFactory)
: mRenderThread(RenderThread::getInstance()), mContext(nullptr) {
mContext = mRenderThread.queue().runSync([&]() -> CanvasContext* {
return CanvasContext::create(mRenderThread, translucent, rootRenderNode, contextFactory);
});
mDrawFrameTask.setContext(&mRenderThread, mContext, rootRenderNode);
}
這裏誕生了很多東西:
- RenderProxy是一個代理者,嚴格的單線程。所有的方法都必須在自己的線程中調用。
- RenderThread,渲染線程,是一個單例,也就是說,一個進程中只有一個,所有的繪製操縱都必須在這個線程中完成。應用端很多操縱,都以RenderTask的形式post到RenderThread線程中完成。
- CanvasContext,上下文,由於OpenGL是單線程的,所以,我們給到GPU的繪圖命令都封裝在各自的上下文中。這個和上層的HwuiRenderer是對應的。
- DrawFrameTask,比較特殊的一個RenderTask。可重複使用的繪製Task。
我們先來理解這個HWUI的Thread。
RenderThread
hwui中很多C++的新特性,代碼比較難理解。
* frameworks/base/libs/hwui/renderthread/RenderThread.h
class RenderThread : private ThreadBase {
PREVENT_COPY_AND_ASSIGN(RenderThread);
- PREVENT_COPY_AND_ASSIG阻止拷貝構造函數和*=*重載
- 繼承ThreadBase,ThreadBase繼承Android的基本類Thread
在構造RenderThread時,就啓動了RenderThread線程。
RenderThread::RenderThread()
: ThreadBase()
, mDisplayEventReceiver(nullptr)
, mVsyncRequested(false)
, mFrameCallbackTaskPending(false)
, mRenderState(nullptr)
, mEglManager(nullptr)
, mVkManager(nullptr) {
Properties::load();
start("RenderThread");
}
ThreadBase的構造函數值得一看:
ThreadBase()
: Thread(false)
, mLooper(new Looper(false))
, mQueue([this]() { mLooper->wake(); }, mLock) {}
mQueue的實例化,C++的新特性。其實就是構造一個Queue,第一個參數是一個函數。函數體爲:
{ mLooper->wake(); }
這個函數執行的時候,就喚醒mLooper,線程開始工作。
WorkQueue的構造函數如下:
WorkQueue(std::function<void()>&& wakeFunc, std::mutex& lock)
: mWakeFunc(move(wakeFunc)), mLock(lock) {}
我們再來看RenderThread是怎麼工作的。RenderThread起來後,就會執行RenderThread的threadLoop。
threadLoop如下:
bool RenderThread::threadLoop() {
setpriority(PRIO_PROCESS, 0, PRIORITY_DISPLAY);
if (gOnStartHook) {
gOnStartHook();
}
initThreadLocals();
while (true) {
waitForWork();
processQueue();
if (mPendingRegistrationFrameCallbacks.size() && !mFrameCallbackTaskPending) {
drainDisplayEventQueue();
mFrameCallbacks.insert(mPendingRegistrationFrameCallbacks.begin(),
mPendingRegistrationFrameCallbacks.end());
mPendingRegistrationFrameCallbacks.clear();
requestVsync();
}
if (!mFrameCallbackTaskPending && !mVsyncRequested && mFrameCallbacks.size()) {
// TODO: Clean this up. This is working around an issue where a combination
// of bad timing and slow drawing can result in dropping a stale vsync
// on the floor (correct!) but fails to schedule to listen for the
// next vsync (oops), so none of the callbacks are run.
requestVsync();
}
}
return false;
}
- initThreadLocals初始化Thread的本地變量
- threadLoop中while循環,不停處理請求。如果沒有任務時,等在waitForWork
前面是創建完RenderProxy後,還會設置一些參數
RenderProxy* proxy = new RenderProxy(false, rootNode, &factory);
proxy->loadSystemProperties();
proxy->setSwapBehavior(SwapBehavior::kSwap_discardBuffer);
proxy->initialize(surface);
// Shadows can't be used via this interface, so just set the light source
// to all 0s.
proxy->setup(0, 0, 0);
proxy->setLightCenter((Vector3){0, 0, 0});
我們以initialize爲例。
void RenderProxy::initialize(const sp<Surface>& surface) {
mRenderThread.queue().post(
[ this, surf = surface ]() mutable { mContext->setSurface(std::move(surf)); });
}
initialize時,將給mRenderThread的隊列中post一個東西,Oops…現在還不知道它是什麼。下面我們將來看它是什麼。
post是一個模板函數:
* frameworks/base/libs/hwui/thread/WorkQueue.h
template <class F>
void post(F&& func) {
postAt(0, std::forward<F>(func));
}
template <class F>
void postAt(nsecs_t time, F&& func) {
enqueue(WorkItem{time, std::function<void()>(std::forward<F>(func))});
}
post的時候,將根據傳進來的參數,創建一個WorkItem,enqueue到消息隊列mWorkQueue中。
void enqueue(WorkItem&& item) {
bool needsWakeup;
{
std::unique_lock _lock{mLock};
auto insertAt = std::find_if(
std::begin(mWorkQueue), std::end(mWorkQueue),
[time = item.runAt](WorkItem & item) { return item.runAt > time; });
needsWakeup = std::begin(mWorkQueue) == insertAt;
mWorkQueue.emplace(insertAt, std::move(item));
}
if (needsWakeup) {
mWakeFunc();
}
}
mWakeFunc如果需要喚醒,就通過mWakeFunc函數,喚醒mLooper。還記得嗎?mWakeFunc是ThreadBase中構建WorkQueue時,傳下來的無名函數。
WorkItem定義如下。
struct WorkItem {
WorkItem() = delete;
WorkItem(const WorkItem& other) = delete;
WorkItem& operator=(const WorkItem& other) = delete;
WorkItem(WorkItem&& other) = default;
WorkItem& operator=(WorkItem&& other) = default;
WorkItem(nsecs_t runAt, std::function<void()>&& work)
: runAt(runAt), work(std::move(work)) {}
nsecs_t runAt;
std::function<void()> work;
};
對於我們的initialize函數而言,這裏的WorkItem中的work是不是mContext->setSurface?答案是肯定的。
再來看RenderThread,收到新消息後怎麼處理。
首先用processQueue處理Queue。
void processQueue() { mQueue.process(); }
最終還是 回到WorkQueue 中。
void process() {
auto now = clock::now();
std::vector<WorkItem> toProcess;
{
std::unique_lock _lock{mLock};
if (mWorkQueue.empty()) return;
toProcess = std::move(mWorkQueue);
auto moveBack = find_if(std::begin(toProcess), std::end(toProcess),
[&now](WorkItem& item) { return item.runAt > now; });
if (moveBack != std::end(toProcess)) {
mWorkQueue.reserve(std::distance(moveBack, std::end(toProcess)) + 5);
std::move(moveBack, std::end(toProcess), std::back_inserter(mWorkQueue));
toProcess.erase(moveBack, std::end(toProcess));
}
}
for (auto& item : toProcess) {
item.work();
}
}
這裏將mWorkQueue中未處理的WorkItem找處理,放到toProcess中。再調用每個Item的work方法。
對於我們的initialize函數而言,這裏是不是就是mContext->setSurface?也就是CanvasContext的setSurface方法:
void CanvasContext::setSurface(sp<Surface>&& surface) {
ATRACE_CALL();
mNativeSurface = std::move(surface);
ColorMode colorMode = mWideColorGamut ? ColorMode::WideColorGamut : ColorMode::Srgb;
bool hasSurface = mRenderPipeline->setSurface(mNativeSurface.get(), mSwapBehavior, colorMode);
mFrameNumber = -1;
if (hasSurface) {
mHaveNewSurface = true;
mSwapHistory.clear();
} else {
mRenderThread.removeFrameCallback(this);
}
}
神奇吧~
很多RenderProxy中的操作,都是通過這種方式post到CanvasContext中,且運行在RenderThread線程中。
我們再來看一個特殊的Task DrawFrameTask。
RenderProxy創建時,創建的DrawFrameTask
* frameworks/base/libs/hwui/renderthread/DrawFrameTask.cpp
DrawFrameTask::DrawFrameTask()
: mRenderThread(nullptr)
, mContext(nullptr)
, mContentDrawBounds(0, 0, 0, 0)
, mSyncResult(SyncResult::OK) {}
DrawFrameTask::~DrawFrameTask() {}
void DrawFrameTask::setContext(RenderThread* thread, CanvasContext* context,
RenderNode* targetNode) {
mRenderThread = thread;
mContext = context;
mTargetNode = targetNode;
}
到目前位置,DisplayList有了,RenderThread有了,但是繪製在哪兒呢?我們這裏直接解密吧,具體的流程就不介紹了,我們單看hwui這部分的邏輯。
顯示時,上層會調syncAndDrawFrame
int RenderProxy::syncAndDrawFrame() {
return mDrawFrameTask.drawFrame();
}
int DrawFrameTask::drawFrame() {
LOG_ALWAYS_FATAL_IF(!mContext, "Cannot drawFrame with no CanvasContext!");
mSyncResult = SyncResult::OK;
mSyncQueued = systemTime(CLOCK_MONOTONIC);
postAndWait();
return mSyncResult;
}
void DrawFrameTask::postAndWait() {
AutoMutex _lock(mLock);
mRenderThread->queue().post([this]() { run(); });
mSignal.wait(mLock);
}
這類,drawFrame,也就通過RenderThread,post一個WorkItem到RenderThread的隊列裏面,在RenderThread線程中執行的。
RenderThread處理Queue時,執行的確是這裏的run函數。
void DrawFrameTask::run() {
ATRACE_NAME("DrawFrame");
bool canUnblockUiThread;
bool canDrawThisFrame;
{
TreeInfo info(TreeInfo::MODE_FULL, *mContext);
canUnblockUiThread = syncFrameState(info);
canDrawThisFrame = info.out.canDrawThisFrame;
}
// Grab a copy of everything we need
CanvasContext* context = mContext;
// From this point on anything in "this" is *UNSAFE TO ACCESS*
if (canUnblockUiThread) {
unblockUiThread();
}
if (CC_LIKELY(canDrawThisFrame)) {
context->draw();
} else {
// wait on fences so tasks don't overlap next frame
context->waitOnFences();
}
if (!canUnblockUiThread) {
unblockUiThread();
}
}
- 先調用syncFrameState,同步一下Frame的狀態
- 再通過CanvasContext的draw方法去繪製
OK,現在,主要的流程就到CanvasContext,我們看看CanvasContext
CanvasContext
渲染的上下文。
* frameworks/base/libs/hwui/renderthread/CanvasContext.cpp
CanvasContext* CanvasContext::create(RenderThread& thread, bool translucent,
RenderNode* rootRenderNode, IContextFactory* contextFactory) {
auto renderType = Properties::getRenderPipelineType();
switch (renderType) {
case RenderPipelineType::OpenGL:
return new CanvasContext(thread, translucent, rootRenderNode, contextFactory,
std::make_unique<OpenGLPipeline>(thread));
case RenderPipelineType::SkiaGL:
return new CanvasContext(thread, translucent, rootRenderNode, contextFactory,
std::make_unique<skiapipeline::SkiaOpenGLPipeline>(thread));
case RenderPipelineType::SkiaVulkan:
return new CanvasContext(thread, translucent, rootRenderNode, contextFactory,
std::make_unique<skiapipeline::SkiaVulkanPipeline>(thread));
default:
LOG_ALWAYS_FATAL("canvas context type %d not supported", (int32_t)renderType);
break;
}
return nullptr;
}
前面我們已經說過,渲染Pipeline有幾種類型,Pipeline由IRenderPipeline描述。創建CanvasContext時,會根據pipeline的類型,創建對應的Pipeline,他們的關係如下:
IRenderPipeline是統一的接口。默認的類型是OpenGLPipeline,用的是OpenGL實現。這可以可通過屬性debug.hwui.renderer
來設置。對應地邏輯如下:
* frameworks/base/libs/hwui/Properties.cpp
#define PROPERTY_RENDERER "debug.hwui.renderer"
RenderPipelineType Properties::getRenderPipelineType() {
if (sRenderPipelineType != RenderPipelineType::NotInitialized) {
return sRenderPipelineType;
}
char prop[PROPERTY_VALUE_MAX];
property_get(PROPERTY_RENDERER, prop, "skiagl");
if (!strcmp(prop, "skiagl")) {
ALOGD("Skia GL Pipeline");
sRenderPipelineType = RenderPipelineType::SkiaGL;
} else if (!strcmp(prop, "skiavk")) {
ALOGD("Skia Vulkan Pipeline");
sRenderPipelineType = RenderPipelineType::SkiaVulkan;
} else { //"opengl"
ALOGD("HWUI GL Pipeline");
sRenderPipelineType = RenderPipelineType::OpenGL;
}
return sRenderPipelineType;
}
SkiaOpenGLPipeline和SkiaVulkanPipeline,兩者都用到skia進行Ops的渲染,也就是說,Ops的錄製是用skia來完成的。後面的顯示纔用到OpenGL或Vulkan。
我們再來看一下CanvasContext的構造函數:
CanvasContext::CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
IContextFactory* contextFactory,
std::unique_ptr<IRenderPipeline> renderPipeline)
: mRenderThread(thread)
, mOpaque(!translucent)
, mAnimationContext(contextFactory->createAnimationContext(mRenderThread.timeLord()))
, mJankTracker(&thread.globalProfileData(), thread.mainDisplayInfo())
, mProfiler(mJankTracker.frames())
, mContentDrawBounds(0, 0, 0, 0)
, mRenderPipeline(std::move(renderPipeline)) {
rootRenderNode->makeRoot();
mRenderNodes.emplace_back(rootRenderNode);
mRenderThread.renderState().registerCanvasContext(this);
mProfiler.setDensity(mRenderThread.mainDisplayInfo().density);
}
- contextFactory
contextFactory是在Surface的JNI中創建RenderProxy時,傳入的。主要是用來創建AnimationContext,AnimationContext主要用來處理動畫Animation。
* frameworks/base/core/jni/android_view_Surface.cpp
class ContextFactory : public IContextFactory {
public:
virtual AnimationContext* createAnimationContext(renderthread::TimeLord& clock) {
return new AnimationContext(clock);
}
};
-
rootRenderNod,rootRenderNode前面在做Ops錄製時的RenderNode。這裏通過makeRoot,將其設置爲Root的RenderNode。它是mRenderNodes中的第一個RenderNode。
-
CanvasContext實現了IFrameCallback接口,所以,CanvasContext能接收編舞者Choreographer的callback,處理實時動畫。
我們再回過頭看DrawFrameTask的run。首先是syncFrameState處理,同步Frame的State:
bool DrawFrameTask::syncFrameState(TreeInfo& info) {
ATRACE_CALL();
int64_t vsync = mFrameInfo[static_cast<int>(FrameInfoIndex::Vsync)];
mRenderThread->timeLord().vsyncReceived(vsync);
bool canDraw = mContext->makeCurrent();
mContext->unpinImages();
for (size_t i = 0; i < mLayers.size(); i++) {
mLayers[i]->apply();
}
mLayers.clear();
mContext->setContentDrawBounds(mContentDrawBounds);
mContext->prepareTree(info, mFrameInfo, mSyncQueued, mTargetNode);
// This is after the prepareTree so that any pending operations
// (RenderNode tree state, prefetched layers, etc...) will be flushed.
if (CC_UNLIKELY(!mContext->hasSurface() || !canDraw)) {
if (!mContext->hasSurface()) {
mSyncResult |= SyncResult::LostSurfaceRewardIfFound;
} else {
// If we have a surface but can't draw we must be stopped
mSyncResult |= SyncResult::ContextIsStopped;
}
info.out.canDrawThisFrame = false;
}
if (info.out.hasAnimations) {
if (info.out.requiresUiRedraw) {
mSyncResult |= SyncResult::UIRedrawRequired;
}
}
// If prepareTextures is false, we ran out of texture cache space
return info.prepareTextures;
}
- makeCurrent,這個從早期的版本就有,早期只有Opengl pipeline時,Opengl只支持單線程。我們首先要通過makeCurrent,告訴GPU處理當前的上下文(context)。
- unpinImages,hwui爲了提高速度,對各種object都做了cache,這裏的unpin,就是讓cache去做unpin,以前的都不要了。
- setContentDrawBounds,設置繪製的區域大小
- prepareTree,前面我們也說過,Android View是樹型結構的,這就是在繪製之前,去準備這些Tree節點的繪圖操作Ops。這個過程也是非常的複雜。
回到run函數,syncFrameState後,如果,可以繪製,也就是存在更新。直接讓CanvasContext去繪製了。
CanvasContext的draw是在RenderPipeline中完成的。而Ops的渲染則是通過BakedOpRenderer完成。默認用的是OpenGLPipeline,簡單的來看,這段流程。
其中就兩個主要的流程:PrepareTree和Draw。在流程圖上,只是標記了一下,沒有仔細的畫。下面的我們來看看,這裏都做了什麼,我們的界面是怎麼畫出來的。
Node Tree的準備
離開我們的測試應用代碼很久了,回來測試的代碼。此時,RenderThread,DrawFrameTask,CanvasContext等已經就緒,繪製操縱已經被添加到了DisplayList中。
那麼DisplayList,是怎麼到CanvasContext中進行繪製的呢?
我們接着來看測試代碼,接下來,就是Surface的unlock和post操縱。
mSurface.unlockCanvasAndPost(canvas);
SurfaceHolder直接調的Surface的unlockCanvasAndPost。
@Override
public void unlockCanvasAndPost(Canvas canvas) {
mSurface.unlockCanvasAndPost(canvas);
mSurfaceLock.unlock();
}
由於我們採用的hardware Context,走的HwuiContext的分支。
public void unlockCanvasAndPost(Canvas canvas) {
synchronized (mLock) {
checkNotReleasedLocked();
if (mHwuiContext != null) {
mHwuiContext.unlockAndPost(canvas);
} else {
unlockSwCanvasAndPost(canvas);
}
}
}
HwuiContext的unlockAndPost函數如下:
void unlockAndPost(Canvas canvas) {
if (canvas != mCanvas) {
throw new IllegalArgumentException("canvas object must be the same instance that "
+ "was previously returned by lockCanvas");
}
mRenderNode.end(mCanvas);
mCanvas = null;
nHwuiDraw(mHwuiRenderer);
}
我們在lockCanvas時,mRenderNode.start,unlock時,調的mRenderNode.end。
Node結束時,先結束Canvas的錄製,然後將錄製的List,給到RenderNode。
public void end(DisplayListCanvas canvas) {
long displayList = canvas.finishRecording();
nSetDisplayList(mNativeRenderNode, displayList);
canvas.recycle();
}
記住,Canvas錄製的List,給到了RenderNode。這很重要。
finishRecording,我們直接看最後native的實現。
DisplayList* RecordingCanvas::finishRecording() {
restoreToCount(1);
mPaintMap.clear();
mRegionMap.clear();
mPathMap.clear();
DisplayList* displayList = mDisplayList;
mDisplayList = nullptr;
mSkiaCanvasProxy.reset(nullptr);
return displayList;
}
返回的就是前面我們已經錄製好的mDisplayList。
錄製好的DisplayList,最後給到哪兒呢?
nSetDisplayListJNI實現如下:
static void android_view_RenderNode_setDisplayList(JNIEnv* env,
jobject clazz, jlong renderNodePtr, jlong displayListPtr) {
RenderNode* renderNode = reinterpret_cast<RenderNode*>(renderNodePtr);
DisplayList* newData = reinterpret_cast<DisplayList*>(displayListPtr);
renderNode->setStagingDisplayList(newData);
}
JNI再通過setStagingDisplayList,給到RenderNode的mStagingDisplayList
void RenderNode::setStagingDisplayList(DisplayList* displayList) {
mValid = (displayList != nullptr);
mNeedsDisplayListSync = true;
delete mStagingDisplayList;
mStagingDisplayList = displayList;
}
到此,錄製的Ops,是不是都給到RenderNode的mStagingDisplayList了。
現在,我們可以來看CanvasContext的PrepareTree了。
* frameworks/base/libs/hwui/renderthread/CanvasContext.cpp
void CanvasContext::prepareTree(TreeInfo& info, int64_t* uiFrameInfo, int64_t syncQueued,
RenderNode* target) {
mRenderThread.removeFrameCallback(this);
... ... //處理frame信息
info.damageAccumulator = &mDamageAccumulator;
info.layerUpdateQueue = &mLayerUpdateQueue;
mAnimationContext->startFrame(info.mode);
mRenderPipeline->onPrepareTree();
for (const sp<RenderNode>& node : mRenderNodes) {
// 只有Primary的node是 FULL,其他都是實時
info.mode = (node.get() == target ? TreeInfo::MODE_FULL : TreeInfo::MODE_RT_ONLY);
node->prepareTree(info);
GL_CHECKPOINT(MODERATE);
}
mAnimationContext->runRemainingAnimations(info);
GL_CHECKPOINT(MODERATE);
freePrefetchedLayers();
GL_CHECKPOINT(MODERATE);
mIsDirty = true;
// 如果,窗口已經沒有Native Surface,這一幀就丟掉。
if (CC_UNLIKELY(!mNativeSurface.get())) {
mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
info.out.canDrawThisFrame = false;
return;
}
... ...
}
第一個問題,info是什麼,從哪兒來的?從DrawFrameTask中來的。
void DrawFrameTask::run() {
ATRACE_NAME("DrawFrame");
bool canUnblockUiThread;
bool canDrawThisFrame;
{
TreeInfo info(TreeInfo::MODE_FULL, *mContext);
canUnblockUiThread = syncFrameState(info);
canDrawThisFrame = info.out.canDrawThisFrame;
}
TreeInfo顧名思義,描述Viewtree的,也就是RenderNode tree。
TreeInfo(TraversalMode mode, renderthread::CanvasContext& canvasContext)
: mode(mode), prepareTextures(mode == MODE_FULL), canvasContext(canvasContext) {}
注意這裏的mode爲TreeInfo::MODE_FULL。只有Primary的node是 FULL,其他都是實時。
Context可能會有多個Node,每個Node都進行Prepare。
* frameworks/base/libs/hwui/RenderNode.cpp
void RenderNode::prepareTree(TreeInfo& info) {
ATRACE_CALL();
LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing");
MarkAndSweepRemoved observer(&info);
// The OpenGL renderer reserves the stencil buffer for overdraw debugging. Functors
// will need to be drawn in a layer.
bool functorsNeedLayer = Properties::debugOverdraw && !Properties::isSkiaEnabled();
prepareTreeImpl(observer, info, functorsNeedLayer);
}
在RenderNode進行Prepare時,先對TreeInfo進行封,MarkAndSweepRemoved,主要是對可能的Node進行標記,刪除。MarkAndSweepRemoved的代碼如下:
class MarkAndSweepRemoved : public TreeObserver {
PREVENT_COPY_AND_ASSIGN(MarkAndSweepRemoved);
public:
explicit MarkAndSweepRemoved(TreeInfo* info) : mTreeInfo(info) {}
void onMaybeRemovedFromTree(RenderNode* node) override { mMarked.emplace_back(node); }
~MarkAndSweepRemoved() {
for (auto& node : mMarked) {
if (!node->hasParents()) {
node->onRemovedFromTree(mTreeInfo);
}
}
}
private:
FatVector<sp<RenderNode>, 10> mMarked;
TreeInfo* mTreeInfo;
};
能從tree上刪除的就添加到mMarked中,在析構函數中,再對mMarked的mode進行刪除。
prepareTreeImpl是RenderNode真正進行Prepare的地方。
void RenderNode::prepareTreeImpl(TreeObserver& observer, TreeInfo& info, bool functorsNeedLayer) {
info.damageAccumulator->pushTransform(this);
if (info.mode == TreeInfo::MODE_FULL) {
pushStagingPropertiesChanges(info);
}
uint32_t animatorDirtyMask = 0;
if (CC_LIKELY(info.runAnimations)) {
animatorDirtyMask = mAnimatorManager.animate(info);
}
bool willHaveFunctor = false;
if (info.mode == TreeInfo::MODE_FULL && mStagingDisplayList) {
willHaveFunctor = mStagingDisplayList->hasFunctor();
} else if (mDisplayList) {
willHaveFunctor = mDisplayList->hasFunctor();
}
bool childFunctorsNeedLayer =
mProperties.prepareForFunctorPresence(willHaveFunctor, functorsNeedLayer);
if (CC_UNLIKELY(mPositionListener.get())) {
mPositionListener->onPositionUpdated(*this, info);
}
prepareLayer(info, animatorDirtyMask);
if (info.mode == TreeInfo::MODE_FULL) {
pushStagingDisplayListChanges(observer, info);
}
if (mDisplayList) {
info.out.hasFunctors |= mDisplayList->hasFunctor();
bool isDirty = mDisplayList->prepareListAndChildren(
observer, info, childFunctorsNeedLayer,
[](RenderNode* child, TreeObserver& observer, TreeInfo& info,
bool functorsNeedLayer) {
child->prepareTreeImpl(observer, info, functorsNeedLayer);
});
if (isDirty) {
damageSelf(info);
}
}
pushLayerUpdate(info);
info.damageAccumulator->popTransform();
}
damageAccumulator是從CanvasContext中傳過來的,是CanvasContext的成員,damage的累乘器。主要是用來標記,屏幕的那些區域被破壞了,需要重新繪製,所有的RenderNode累加起來,就是總的。
我們來看一眼pushTransform。
void DamageAccumulator::pushCommon() {
if (!mHead->next) {
DirtyStack* nextFrame = mAllocator.create_trivial<DirtyStack>();
nextFrame->next = nullptr;
nextFrame->prev = mHead;
mHead->next = nextFrame;
}
mHead = mHead->next;
mHead->pendingDirty.setEmpty();
}
void DamageAccumulator::pushTransform(const RenderNode* transform) {
pushCommon();
mHead->type = TransformRenderNode;
mHead->renderNode = transform;
}
damage累加器中,每一個元素由DirtyStack描述,分兩種類型:TransformMatrix4和TransformRenderNode。採用一個雙向鏈表mHead進行管理。
pushStagingPropertiesChanges,property是對RenderNode的描述,也就是對View的描述,比如大小,位置等。有兩個狀態,正在使用的syncProperties和待處理的mStagingProperties。syncProperties時,將mStagingProperties賦值給syncProperties。這裏,很多狀態都是這樣同步的。
pushStagingDisplayListChanges,和前面的Property一樣的流程,只是這裏是syncDisplayList。這樣,前面錄製好Ops,就通過mStagingDisplayList傳給mDisplayList。
繪製的Ops都放在mDisplayList中,這邊會去遞歸的調用每個RenderNode的prepareTreeImpl。
pushLayerUpdate,將要更新的RenderNode都加到TreeInfo的layerUpdateQueue中,還有其對應的damage大小。
累加器的popTransform,就是將該Node的DirtyStack生效。
Prepare完成,代碼量還是非常多的,我們主要關心我們的數據流。DisplayList的數據,不是更新到了Context的mLayerUpdateQueue中?
繪製
CanvasContext Prepare完後,繪製一幀的數據就準備好了。繪製是在各自的pipeline中進行的。OpenGLPipeline的繪製流程如下:
bool OpenGLPipeline::draw(const Frame& frame, const SkRect& screenDirty, const SkRect& dirty,
const FrameBuilder::LightGeometry& lightGeometry,
LayerUpdateQueue* layerUpdateQueue, const Rect& contentDrawBounds,
bool opaque, bool wideColorGamut,
const BakedOpRenderer::LightInfo& lightInfo,
const std::vector<sp<RenderNode>>& renderNodes,
FrameInfoVisualizer* profiler) {
mEglManager.damageFrame(frame, dirty);
bool drew = false;
auto& caches = Caches::getInstance();
FrameBuilder frameBuilder(dirty, frame.width(), frame.height(), lightGeometry, caches);
frameBuilder.deferLayers(*layerUpdateQueue);
layerUpdateQueue->clear();
frameBuilder.deferRenderNodeScene(renderNodes, contentDrawBounds);
BakedOpRenderer renderer(caches, mRenderThread.renderState(), opaque, wideColorGamut,
lightInfo);
frameBuilder.replayBakedOps<BakedOpDispatcher>(renderer);
ProfileRenderer profileRenderer(renderer);
profiler->draw(profileRenderer);
drew = renderer.didDraw();
// post frame cleanup
caches.clearGarbage();
caches.pathCache.trim();
caches.tessellationCache.trim();
#if DEBUG_MEMORY_USAGE
caches.dumpMemoryUsage();
#else
if (CC_UNLIKELY(Properties::debugLevel & kDebugMemory)) {
caches.dumpMemoryUsage();
}
#endif
return drew;
}
Frame是描述一幀數據信息的,主要是寬,高,ufferAge,和Surface這幾個屬性。繪製開始時,由EglManager根據Surface的屬性構建。
Frame EglManager::beginFrame(EGLSurface surface) {
LOG_ALWAYS_FATAL_IF(surface == EGL_NO_SURFACE, "Tried to beginFrame on EGL_NO_SURFACE!");
makeCurrent(surface);
Frame frame;
frame.mSurface = surface;
eglQuerySurface(mEglDisplay, surface, EGL_WIDTH, &frame.mWidth);
eglQuerySurface(mEglDisplay, surface, EGL_HEIGHT, &frame.mHeight);
frame.mBufferAge = queryBufferAge(surface);
eglBeginFrame(mEglDisplay, surface);
return frame;
}
damageFrame主要是部分更新參數的設置,前面我們也damage的區域就是前面Prepare時累加器累加出來的。
FrameBuilder,用來創建一幀Frame,繼承CanvasStateClient。
FrameBuilder::FrameBuilder(const SkRect& clip, uint32_t viewportWidth, uint32_t viewportHeight,
const LightGeometry& lightGeometry, Caches& caches)
: mStdAllocator(mAllocator)
, mLayerBuilders(mStdAllocator)
, mLayerStack(mStdAllocator)
, mCanvasState(*this)
, mCaches(caches)
, mLightRadius(lightGeometry.radius)
, mDrawFbo0(true) {
// Prepare to defer Fbo0
auto fbo0 = mAllocator.create<LayerBuilder>(viewportWidth, viewportHeight, Rect(clip));
mLayerBuilders.push_back(fbo0);
mLayerStack.push_back(0);
mCanvasState.initializeSaveStack(viewportWidth, viewportHeight, clip.fLeft, clip.fTop,
clip.fRight, clip.fBottom, lightGeometry.center);
}
FrameBuilder創建一個LayerBuilder的List來記錄Rendernode的繪製狀態,然後以倒序的方式去replay錄製的RenderNode。
deferLayers主要是做了一個倒序,所有的RenderNode進行倒序,RenderNode的Ops也進行倒序。
void FrameBuilder::deferLayers(const LayerUpdateQueue& layers) {
// Render all layers to be updated, in order. Defer in reverse order, so that they'll be
// updated in the order they're passed in (mLayerBuilders are issued to Renderer in reverse)
for (int i = layers.entries().size() - 1; i >= 0; i--) {
RenderNode* layerNode = layers.entries()[i].renderNode.get();
// only schedule repaint if node still on layer - possible it may have been
// removed during a dropped frame, but layers may still remain scheduled so
// as not to lose info on what portion is damaged
OffscreenBuffer* layer = layerNode->getLayer();
if (CC_LIKELY(layer)) {
ATRACE_FORMAT("Optimize HW Layer DisplayList %s %ux%u", layerNode->getName(),
layerNode->getWidth(), layerNode->getHeight());
Rect layerDamage = layers.entries()[i].damage;
// TODO: ensure layer damage can't be larger than layer
layerDamage.doIntersect(0, 0, layer->viewportWidth, layer->viewportHeight);
layerNode->computeOrdering();
// map current light center into RenderNode's coordinate space
Vector3 lightCenter = mCanvasState.currentSnapshot()->getRelativeLightCenter();
layer->inverseTransformInWindow.mapPoint3d(lightCenter);
saveForLayer(layerNode->getWidth(), layerNode->getHeight(), 0, 0, layerDamage,
lightCenter, nullptr, layerNode);
if (layerNode->getDisplayList()) {
deferNodeOps(*layerNode);
}
restoreForLayer();
}
}
}
倒序的目的,其實就是解決誰先畫,誰後畫的問題。Node都是Tree結構,如果子tree先繪製,父tree後繪製,這樣後繪製的就會將前面繪製的遮蓋住,看不見了。注意我們的數據流,倒序後的Layer放在mLayerBuilders中。
BakedOpRenderer是渲染器Renderer。它是主要的渲染管理者,用以管理渲染的任務集合,比如一幀數據,和包含的FBO。管理着他們的生命週期,綁定FrameBuffer。這是FBO創建,銷燬等的唯一的地方。而所有的渲染操縱都是通過Dispatcher進行傳遞。
BakedOpRenderer(Caches& caches, RenderState& renderState, bool opaque, bool wideColorGamut,
const LightInfo& lightInfo)
: mGlopReceiver(DefaultGlopReceiver)
, mRenderState(renderState)
, mCaches(caches)
, mOpaque(opaque)
, mWideColorGamut(wideColorGamut)
, mLightInfo(lightInfo) {}
mGlopReceiver是一個函數指針,默認爲DefaultGlopReceiver。
static void DefaultGlopReceiver(BakedOpRenderer& renderer, const Rect* dirtyBounds,
const ClipBase* clip, const Glop& glop) {
renderer.renderGlopImpl(dirtyBounds, clip, glop);
}
replayBakedOps是一個模板函數,這樣就可以自由決定錄製Ops被replay的地方。它包含一個lambdas數組,通過這個數組,replay時,,錄製的BakeOpState就能夠通過state->op->opId
找到對應的接收者進行replay。
replayBakedOps函數實現如下:
template <typename StaticDispatcher, typename Renderer>
void replayBakedOps(Renderer& renderer) {
std::vector<OffscreenBuffer*> temporaryLayers;
finishDefer();
#define X(Type) \
[](void* renderer, const BakedOpState& state) { \
StaticDispatcher::on##Type(*(static_cast<Renderer*>(renderer)), \
static_cast<const Type&>(*(state.op)), state); \
},
static BakedOpReceiver unmergedReceivers[] = BUILD_RENDERABLE_OP_LUT(X);
#undef X
#define X(Type) \
[](void* renderer, const MergedBakedOpList& opList) { \
StaticDispatcher::onMerged##Type##s(*(static_cast<Renderer*>(renderer)), opList); \
},
static MergedOpReceiver mergedReceivers[] = BUILD_MERGEABLE_OP_LUT(X);
#undef X
// Relay through layers in reverse order, since layers
// later in the list will be drawn by earlier ones
for (int i = mLayerBuilders.size() - 1; i >= 1; i--) {
GL_CHECKPOINT(MODERATE);
LayerBuilder& layer = *(mLayerBuilders[i]);
if (layer.renderNode) {
// cached HW layer - can't skip layer if empty
renderer.startRepaintLayer(layer.offscreenBuffer, layer.repaintRect);
GL_CHECKPOINT(MODERATE);
layer.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers);
GL_CHECKPOINT(MODERATE);
renderer.endLayer();
} else if (!layer.empty()) {
// save layer - skip entire layer if empty (in which case, LayerOp has null layer).
layer.offscreenBuffer = renderer.startTemporaryLayer(layer.width, layer.height);
temporaryLayers.push_back(layer.offscreenBuffer);
GL_CHECKPOINT(MODERATE);
layer.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers);
GL_CHECKPOINT(MODERATE);
renderer.endLayer();
}
}
GL_CHECKPOINT(MODERATE);
if (CC_LIKELY(mDrawFbo0)) {
const LayerBuilder& fbo0 = *(mLayerBuilders[0]);
renderer.startFrame(fbo0.width, fbo0.height, fbo0.repaintRect);
GL_CHECKPOINT(MODERATE);
fbo0.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers);
GL_CHECKPOINT(MODERATE);
renderer.endFrame(fbo0.repaintRect);
}
for (auto& temporaryLayer : temporaryLayers) {
renderer.recycleTemporaryLayer(temporaryLayer);
}
}
這個表和前面我們在錄製的流程中說的LUT就對應起來了,unmergedReceivers和mergedReceivers分別和對應的LUT表對應。比如我們的ColorOp,就調的BakedOpDispatcher::onColorOp。另外要注意的是,我們的drawColor是從fbo0這裏調的。
void BakedOpDispatcher::onColorOp(BakedOpRenderer& renderer, const ColorOp& op,
const BakedOpState& state) {
SkPaint paint;
paint.setColor(op.color);
paint.setBlendMode(op.mode);
Glop glop;
GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
.setRoundRectClipState(state.roundRectClipState)
.setMeshUnitQuad()
.setFillPaint(paint, state.alpha)
.setTransform(Matrix4::identity(), TransformFlags::None)
.setModelViewMapUnitToRect(state.computedState.clipState->rect)
.build();
renderer.renderGlop(state, glop);
}
我們需要繪製的color值,直接設置到畫筆paint,blend模式也設置到paint。
這部分的邏輯在LayerBuilder的replayBakedOpsImpl函數中。
void LayerBuilder::replayBakedOpsImpl(void* arg, BakedOpReceiver* unmergedReceivers,
MergedOpReceiver* mergedReceivers) const {
if (renderNode) {
ATRACE_FORMAT_BEGIN("Issue HW Layer DisplayList %s %ux%u", renderNode->getName(), width,
height);
} else {
ATRACE_BEGIN("flush drawing commands");
}
for (const BatchBase* batch : mBatches) {
size_t size = batch->getOps().size();
if (size > 1 && batch->isMerging()) {
int opId = batch->getOps()[0]->op->opId;
const MergingOpBatch* mergingBatch = static_cast<const MergingOpBatch*>(batch);
MergedBakedOpList data = {batch->getOps().data(), size,
mergingBatch->getClipSideFlags(),
mergingBatch->getClipRect()};
mergedReceivers[opId](arg, data);
} else {
for (const BakedOpState* op : batch->getOps()) {
unmergedReceivers[op->op->opId](arg, *op);
}
}
}
ATRACE_END();
}
我們的drawcolor是從unmergedReceivers調的!
代碼寫的確實複雜,得慢慢的看,看明白後,有以後就可以跳過這一塊的邏輯了,直接去看Ops繪製的地方~
渲染Ops的時,又被封裝了一次,都被封裝成Glop。Glop由GlopBuilder統一構建。構建完後,由renderGlop進行渲染。
void renderGlop(const BakedOpState& state, const Glop& glop) {
renderGlop(&state.computedState.clippedBounds, state.computedState.getClipIfNeeded(), glop);
}
void renderGlop(const Rect* dirtyBounds, const ClipBase* clip, const Glop& glop) {
mGlopReceiver(*this, dirtyBounds, clip, glop);
}
mGlopReceiver是一個函數指針,指向的是DefaultGlopReceiver。封裝一下,最後的實現爲BakedOpRenderer的renderGlopImpl。
renderGlopImpl函數如下:
void BakedOpRenderer::renderGlopImpl(const Rect* dirtyBounds, const ClipBase* clip,
const Glop& glop) {
prepareRender(dirtyBounds, clip);
// Disable blending if this is the first draw to the main framebuffer, in case app has defined
// transparency where it doesn't make sense - as first draw in opaque window. Note that we only
// apply this improvement when the blend mode is SRC_OVER - other modes (e.g. CLEAR) can be
// valid draws that affect other content (e.g. draw CLEAR, then draw DST_OVER)
bool overrideDisableBlending = !mHasDrawn && mOpaque && !mRenderTarget.frameBufferId &&
glop.blend.src == GL_ONE &&
glop.blend.dst == GL_ONE_MINUS_SRC_ALPHA;
mRenderState.render(glop, mRenderTarget.orthoMatrix, overrideDisableBlending);
if (!mRenderTarget.frameBufferId) mHasDrawn = true;
}
在renderGlopImpl中,準備了一個Render,最終是通過mRenderState的render進行渲染。在RenderState的render中,直接調用OpenGLES的接口,需繪製我們的Ops了。具體怎麼繪製的,就是OpenGL的問題了,這裏就不看了,交給OpenGL去吧。
waitOnFences等待所有的task已經繪製完成,這裏的fence和BufferQueue那邊的Fence不是同一個概念。繪製完後,通過swapBuffers函數,交換buffer,將繪製完的數據送去顯示。
另外,hwui中還做了很多Jank的跟蹤,便於debug性能
小結
測試代碼才幾行,底層卻折騰了這麼多,我們來總結一下:
- 硬件繪製,或硬件加速,就是通過hwui,將2D的繪圖操縱轉換爲3D的繪圖
- 每一個繪製採用一個RecordedOp進行描述,複雜的繪圖將被拆分成簡單的基本繪圖,並利用RecordingCanvas進行錄製。
- 每個View都對應RenderNode,而每個界面有一個DisplayList,用以保存錄制的Ops。
- 每個進程只有一個RenderThread,所有的繪圖都在RenderThread中完成,因此,其他線程的操縱都通過Task或WorkItem的形式post到RenderThread中完成。DrawFrameTask是RenderThread中比較特殊的一個task,是用以繪製整個界面的,跟隨Vync而觸發。
- OpenGL是單線程的,所以每個RenderThread都有各自的上下文,CanvasContext,通過Preparetree,將DisplayList中Ops都同步到CanvasContext的layerUpdateQueue中,準備好繪製幀的數據。
- 繪製是由具體的Pipeline完成的,目前有3中類型的Pipeline,OpenGLPipeline是默認的Pipeline。
- OpenGLPipeline繪製時,通過FrameBuilder和LayerBuilder,將DisplayList的數據進一步封裝。在replayBakedOps時,將Opo的操縱轉換爲具體的繪製操縱,通過BakedOpDispatcher分發給BakedOpRenderer進行渲染。而真正的渲染是在mRenderState完成,直接調用OpenGL的接口。
這中間,只要抓住數據流,Ops和DisplayList,這條主線,理解起來就輕鬆些。總的來說,可以分爲以下幾個部分,我們用一張總體的圖來描述:
- Recording部分,這部分主要是2D到3D的轉換,錄製繪圖操縱Ops
- Draw 控制部分,這部分主要和上層應用和顯示系統同步,控制繪製的進行,包括動畫的處理
- Draw的執行部分,這部分主要和具體的加速系統交互,採用具體的加速API進行界面的繪製
以上就是結合測試代碼,講解的hwui的具體內容。