Android BufferQueue原理分析

在Android中,BufferQueue是Surface實現本地窗口的關鍵,駐留在SurfaceFlinger進程中進行服務,下面從BufferQueue的結構開始分析,

class BufferQueue : public BnGraphicBufferProducer,
                    public BnGraphicBufferConsumer,
                    private IBinder::DeathRecipient {

可見BufferQueue擁有producer和consumer兩端。再看看createBufferQueue的實現,這裏創建了一個BufferQueueCore,然後以這個爲參數依次創建了BufferQueueProducer和BufferQueueConsumer。

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;
}

這裏的producer和consumer是要設置的,而allocator是從外面傳進來的,如果傳NULL,則在BufferQueueCore中會初始化,如下:

BufferQueueCore::BufferQueueCore(const sp<IGraphicBufferAlloc>& allocator) {
    if (allocator == NULL) {
        sp<ISurfaceComposer> composer(ComposerService::getComposerService());
        mAllocator = composer->createGraphicBufferAlloc();
    }
}

這裏的ISurfaceComposer實現在SurfaceFlinger中,再看createGraphicBufferAlloc的實現:

sp<IGraphicBufferAlloc> SurfaceFlinger::createGraphicBufferAlloc() {
    sp<GraphicBufferAlloc> gba(new GraphicBufferAlloc());
    return gba;
}

這個GraphicBufferAlloc構造函數是個空殼,看看createGraphicBuffer的實現,

sp<GraphicBuffer> GraphicBufferAlloc::createGraphicBuffer(uint32_t width,
        uint32_t height, PixelFormat format, uint32_t usage, status_t* error) {
    sp<GraphicBuffer> graphicBuffer(
            new GraphicBuffer(width, height, format, usage));
    status_t err = graphicBuffer->initCheck();
    return graphicBuffer;
}

GraphicBuffer繼承自ANativeWindowBuffer,這個定義在window.h中,值得注意的是裏面有個buffer_handle_t句柄,用於共享內存映射的文件句柄就保存在裏面了。GraphicBuffer實現了Flattenable接口從而可以跨進程傳輸。GraphicBuffer構造函數中調用initSize開闢內存,

status_t GraphicBuffer::initSize(uint32_t inWidth, uint32_t inHeight,
        PixelFormat inFormat, uint32_t inUsage) {
    GraphicBufferAllocator& allocator = GraphicBufferAllocator::get();
    status_t err = allocator.alloc(inWidth, inHeight, inFormat, inUsage,
            &handle, &outStride);
    ......
    return err;
}

這裏又冒出來一個GraphicBufferAllocator類,注意和之前的GraphicBufferAlloc是兩回事,這裏是真正創建內存了。這個allocator是個單例,構造函數中加載Gralloc模塊。具體的alloc應該會跟平臺相關了。

GraphicBufferAllocator::GraphicBufferAllocator() : mAllocDev(0) {
    hw_module_t const* module;
    int err = hw_get_module(GRALLOC_HARDWARE_MODULE_ID, &module);
    if (err == 0) {
        gralloc_open(module, &mAllocDev);
    }
}

status_t GraphicBufferAllocator::alloc(uint32_t width, uint32_t height,
        PixelFormat format, uint32_t usage, buffer_handle_t* handle,
        uint32_t* stride) {
    err = mAllocDev->alloc(mAllocDev, static_cast<int>(width),
            static_cast<int>(height), format, static_cast<int>(usage), handle,
            &outStride);
    ......
    return err;
}

到這裏整個BufferQueue的創建就大致清楚了,其核心是GraphicBuffer的Allocator,最終是調用的Gralloc模塊來開闢GraphicBuffer。

搜索一下BufferQueue在哪些地方被創建的,有以下幾處,

  1. SurfaceTexture初始化時
  2. SurfaceFlinger初始化時,爲每個顯示器創建一個BufferQueue
  3. Layer創建時的onFirstRef中

我們重點關注Surface,這是應用端和SurfaceFlinger交互的關鍵了,SurfaceTexture和Layer都和Surface有千絲萬縷的聯繫。

接下來分析BufferQueueProducer,下面是dequeueBuffer函數,首先找空閒的slot,如果buffer需要重新分配則創建GraphicBuffer設置到mSlots中。

status_t BufferQueueProducer::dequeueBuffer(int *outSlot, ...) {
    int found = BufferItem::INVALID_BUFFER_SLOT;

    while (found == BufferItem::INVALID_BUFFER_SLOT) {
        status_t status = waitForFreeSlotThenRelock(FreeSlotCaller::Dequeue, &found);
        const sp<GraphicBuffer>& buffer(mSlots[found].mGraphicBuffer);
    }

    const sp<GraphicBuffer>& buffer(mSlots[found].mGraphicBuffer);

    *outSlot = found;
    ......

    if (returnFlags & BUFFER_NEEDS_REALLOCATION) {
        sp<GraphicBuffer> graphicBuffer = new GraphicBuffer(...);
        ......
        mSlots[*outSlot].mGraphicBuffer = graphicBuffer;
    }
    return returnFlags;
}

我們再來看Surface中的dequeueBuffer,Surface作爲BufferQueue的client端,其mGraphicBufferProducer必定是IGraphicBufferProducer的Bp端,對應的Bn端在BufferQueue中。這裏通過dequeueBuffer後,先判斷Buffer是否在BufferQueue端重新分配過了,如果是則需要調用requestBuffer刷新本地的GraphicBuffer。

int Surface::dequeueBuffer(android_native_buffer_t** buffer, int* fenceFd) {
    status_t result = mGraphicBufferProducer->dequeueBuffer(&buf, &fence,
            reqWidth, reqHeight, reqFormat, reqUsage,
            enableFrameTimestamps ? &frameTimestamps : nullptr);

    sp<GraphicBuffer>& gbuf(mSlots[buf].buffer);

    if ((result & IGraphicBufferProducer::BUFFER_NEEDS_REALLOCATION) || gbuf == nullptr) {
        result = mGraphicBufferProducer->requestBuffer(buf, &gbuf);
    }

    *buffer = gbuf.get();

    return OK;
}

這裏的問題是Surface和BufferQueue運行於不同的進程,其GraphicBuffer是否指向同一塊物理內存。我們分析requestBuffer函數,我們首先看BpGraphicBufferProducer的transact,這裏首先IPC調用REQUEST_BUFFER,獲取到reply,然後本地先創建一個GraphicBuffer空殼,再從reply中將真正的數據讀進來。

// IGraphicBufferProducer.cpp
 virtual status_t requestBuffer(int bufferIdx, sp<GraphicBuffer>* buf) {
    Parcel data, reply;
    data.writeInterfaceToken(IGraphicBufferProducer::getInterfaceDescriptor());
    data.writeInt32(bufferIdx);
    status_t result =remote()->transact(REQUEST_BUFFER, data, &reply);
    bool nonNull = reply.readInt32();
    if (nonNull) {
        *buf = new GraphicBuffer();
        result = reply.read(**buf);
    }
    result = reply.readInt32();
    return result;
}

再來看BnGraphicBufferProducer的onTransact,

case REQUEST_BUFFER: {
    CHECK_INTERFACE(IGraphicBufferProducer, data, reply);
    int bufferIdx   = data.readInt32();
    sp<GraphicBuffer> buffer;
    int result = requestBuffer(bufferIdx, &buffer);
    reply->writeInt32(buffer != 0);
    if (buffer != 0) {
        reply->write(*buffer);
    }
    reply->writeInt32(result);
    return NO_ERROR;
}

這裏會調用GraphicBufferProducer中的requestBuffer,然後將buffer寫入reply中。可見GraphicBuffer可以通過Binder傳遞,

class GraphicBuffer
    : public ANativeObjectBase<ANativeWindowBuffer, GraphicBuffer, RefBase>,
      public Flattenable<GraphicBuffer>

原來這裏實現了Flattenable,實現這個接口的對象可以序列化到buffer中,包括其中的文件描述符。我們看其unflatten實現,這裏的fds很可能已經變了,這裏關鍵是registerBuffer,很可能是要開始映射內存了。這個mBufferMapper是GraphicBufferMapper,

status_t GraphicBuffer::unflatten(
        void const*& buffer, size_t& size, int const*& fds, size_t& count) {

    ......

    if (handle != 0) {
        status_t err = mBufferMapper.registerBuffer(handle);
        ......
    }
    ......

    return NO_ERROR;
}

再來看GraphicBufferMapper的實現,在構造函數中加載了Gralloc模塊,看來是平臺相關的。到這裏有點眼熟,之前提到的GraphicBufferAllocator初始化時也會加載Gralloc模塊,那是在SurfaceFlinger中真正創建GraphicBuffer用的,而這裏應用端只需將句柄映射到自己的內存空間即可,所以有了這個GraphicBufferMapper。

GraphicBufferMapper::GraphicBufferMapper() : mAllocMod(0) {
    hw_module_t const* module;
    int err = hw_get_module(GRALLOC_HARDWARE_MODULE_ID, &module);

    if (err == 0) {
        mAllocMod = (gralloc_module_t const *) module;
    }
}

status_t GraphicBufferMapper::registerBuffer(buffer_handle_t handle) {
    status_t err;
    err = mAllocMod->registerBuffer(mAllocMod, handle);
    return err;
}

這裏的registerBuffer是和平臺相關的,我們看msm8960平臺的實現:

gralloc_register_buffer(gralloc_module_t const* module, 
    buffer_handle_t handle) {
    private_handle_t* hnd = (private_handle_t*)handle;
    hnd->base = 0;
    hnd->base_metadata = 0;
    int err = gralloc_map(module, handle);
    return 0;
}

這裏調用了gralloc_map將handle句柄映射到自己的進程空間,而這塊區域與BufferQueue中指向的物理空間是一致的,從而實現了兩者跨進程緩衝區共享。

到這裏我們大致明白了本地Surface和對端BufferQueue之間的dequeueBuffer時的過程,接下來我們瞭解一下Surface是怎麼和BufferQueue建立聯繫的。

我們在本文開頭提到,在Layer創建時的onFirstRef中會createBufferQueue,而Layer的創建在SurfaceFlinger中的createLayer函數,而這個函數被Client的createSurface調用,這個Client是BnSurfaceComposerClient的子類,因此其中包含createSurface的實現,我們注意到裏面會將所有Bp端發起的createSurface請求串行化後再丟給SurfaceFlinger。

再看BpSurfaceComposerClient中的createSurface是被誰調到的,我們發現SurfaceControl中的nativeCreate時會調到,這是SurfaceControl的構造函數中調到的。

// android_view_SurfaceControl.cpp
static jint nativeCreate(JNIEnv* env, jclass clazz, jobject sessionObj,
    jstring nameStr, jint w, jint h, jint format, jint flags) {
    sp<SurfaceComposerClient> client(android_view_SurfaceSession_getClient(env, sessionObj));
    sp<SurfaceControl> surface = client->createSurface(
        String8(name.c_str()), w, h, format, flags);
    surface->incStrong((void *)nativeCreate);
    return int(surface.get());
}

這裏createSurface返回的是SurfaceControl,這個其實是SurfaceComposerClient封裝了一層,將遠端返回的Binder句柄和GraphicBufferProducer都封裝起來了,所以通過SurfaceControl可以和SurfaceFlinger通信。再看nativeCreate中通過android_view_SurfaceSession_getClient獲取SurfaceComposerClient,看看SurfaceSession是什麼,這個是連接到SurfaceFlinger的,Java類中保存了一個long型的mNativeClient,這在Native層對應着SurfaceComposerClient。

public final class SurfaceSession {
    // Note: This field is accessed by native code.
    private long mNativeClient; // SurfaceComposerClient*

    private static native long nativeCreate();
    private static native long nativeCreateScoped(long surfacePtr);
    private static native void nativeDestroy(long ptr);
    private static native void nativeKill(long ptr);

    /** Create a new connection with the surface flinger. */
    public SurfaceSession() {
        mNativeClient = nativeCreate();
    }
    ......
}

再看Native層實現:

static jlong nativeCreate(JNIEnv* env, jclass clazz) {
    SurfaceComposerClient* client = new SurfaceComposerClient();
    client->incStrong((void*)nativeCreate);
    return reinterpret_cast<jlong>(client);
}

這裏創建了一個SurfaceComposerClient,並沒有看到連到SurfaceFlinger端,看其構造函數也沒有,我們想到onFirstRef,

void SurfaceComposerClient::onFirstRef() {
    sp<ISurfaceComposer> sm(ComposerService::getComposerService());
    if (sm != 0) {
        auto rootProducer = mParent.promote();
        sp<ISurfaceComposerClient> conn;
        conn = sm->createConnection();
        if (conn != 0) {
            mClient = conn;
            mStatus = NO_ERROR;
        }
    }
}

到這裏就清楚了,ISurfaceComposer是個與SurfaceFlinger通信的Binder句柄,通過該句柄的createConnection可以獲取ISurfaceComposerClient,而SurfaceComposerClient是在其基礎上包裝了一層而已。

所以本地應用需要通過SurfaceSession建立和SurfaceFlinger連接,獲取SurfaceComposerClient,然後再通過這個句柄調用createSurface,返回GraphicBufferProducer,封裝到SurfaceControl中,有了這個GraphicBufferProducer接下來就好辦了。

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