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浅析Android中的Choreographer工作原理

前言

Android应用的UI界面需要多个角色共同协作才能完成渲染上屏,最终呈现到屏幕上被用户看到。其中包括App进程的测量、布局和绘制,SurfaceFlinger进程的渲染数据合成等。而App进程何时开始测量、布局和绘制,SurfaceFlinger进程何时开始数据的合成和上屏,决定了Android系统能否有条不紊地刷新屏幕内容,给用户提供流畅的使用体验。

为了协调App进程的视图数据生产和SurfaceFlinger进程的视图数据消费处理,Android系统引入ChoreographerApp进程的布局绘制工作和SurfaceFlinger进程的数据合成工作进行调度,减少因为Android应用绘制渲染和屏幕刷新之间不同步导致的屏幕撕裂(tearing)问题。

本文从Choreographer的创建流程和ChoreographerVSYNC请求、分发以及处理两个方面来分析Choreographer机制的工作原理。

说明:本文中的源码对应的Android版本是Android 13。

Choreographer的创建流程

先给出Choreographer的创建时机:Android中启动一个Activity时,在SystemServer进程在ActivityTaskSupervisor#realStartActivityLocked方法中通过Binder跨进程调用到App进程,在App进程调用了IApplicationThread#scheduleTransaction,最终执行完Activity#onResume方法之后会调用ViewManager#addView,最终创建了ViewRootImpl实例,并在ViewRootImpl的构造函数中完成了Choreographer实例创建,并作为ViewRootImpl的成员变量持有。

  1. SystemServer进程收到App进程启动ActivityBinder请求后,在ActivityTaskSupervisor#realStartActivityLocked方法中封装LaunchActivityItemResumeActivityItem并通过ClientLifecycleManager#scheduleTransaction调度执行任务,最终还是通过App进程的IApplicationThreadBinder实例)跨进程调用到App进程的ApplicationThread#scheduleTransaction方法。
	// com.android.server.wm.ActivityTaskSupervisor#realStartActivityLockedboolean realStartActivityLocked(ActivityRecord r, WindowProcessController proc, boolean andResume, boolean checkConfig) throws RemoteException {       // ...// Create activity launch transaction.final ClientTransaction clientTransaction = ClientTransaction.obtain(proc.getThread(), r.token);// ...clientTransaction.addCallback(LaunchActivityItem.obtain(new Intent(r.intent), System.identityHashCode(r), r.info, mergedConfiguration.getGlobalConfiguration(), mergedConfiguration.getOverrideConfiguration(), r.compat, r.getFilteredReferrer(r.launchedFromPackage), task.voiceInteractor, proc.getReportedProcState(), r.getSavedState(), r.getPersistentSavedState(), results, newIntents, r.takeOptions(), isTransitionForward, proc.createProfilerInfoIfNeeded(), r.assistToken, activityClientController, r.shareableActivityToken, r.getLaunchedFromBubble(), fragmentToken));// Set desired final state.final ActivityLifecycleItem lifecycleItem;if (andResume) {lifecycleItem = ResumeActivityItem.obtain(isTransitionForward);} else {lifecycleItem = PauseActivityItem.obtain();}clientTransaction.setLifecycleStateRequest(lifecycleItem);// Schedule transaction.mService.getLifecycleManager().scheduleTransaction(clientTransaction);// ...}// android.app.ClientTransactionHandler#scheduleTransactionvoid scheduleTransaction(ClientTransaction transaction) throws RemoteException {final IApplicationThread client = transaction.getClient();transaction.schedule();if (!(client instanceof Binder)) {// If client is not an instance of Binder - it's a remote call and at this point it is// safe to recycle the object. All objects used for local calls will be recycled after// the transaction is executed on client in ActivityThread.transaction.recycle();}}// android.app.servertransaction.ClientTransaction#schedule/*** 当transaction初始化之后开始调度执行,将会被发送给client端并按照以下顺序进行处理:* 1. 调用preExecute(ClientTransactionHandler)* 2. 调度transaction对应的消息* 3. 调用TransactionExecutor#execute(ClientTransaction)*/public void schedule() throws RemoteException {mClient.scheduleTransaction(this); // mClient为App进程通过Binder通信传递的Binder句柄IApplicationThread。}
  1. 此时调用链已经传递到App进程,由ActivityThreadApplicationThread类型的成员变量进行处理,而ApplicationThread#scheduleTransaction方法直接调用了外部类ActivityThreadscheduleTransaction方法,相当于直接转发给ActivityThread#scheduleTransaction。而ActivityThread#scheduleTransaction通过主线程的Handler对象mH向主线程的MessageQueue中插入了一个EXECUTE_TRANSACTION消息。此时,App进程在主线程中处理EXECUTE_TRANSACTION消息。
/*** 负责管理应用进程中的主线程任务,按照SystemServer进程请求的那样对任务进行调度和执行。*/
public final class ActivityThread extends ClientTransactionHandlerimplements ActivityThreadInternal {@UnsupportedAppUsagefinal ApplicationThread mAppThread = new ApplicationThread();@UnsupportedAppUsagefinal Looper mLooper = Looper.myLooper();@UnsupportedAppUsagefinal H mH = new H();// An executor that performs multi-step transactions.private final TransactionExecutor mTransactionExecutor = new TransactionExecutor(this);// ...private class ApplicationThread extends IApplicationThread.Stub {// ...@Overridepublic void scheduleTransaction(ClientTransaction transaction) throws RemoteException {ActivityThread.this.scheduleTransaction(transaction);}// ...}// from the class ClientTransactionHandler that is the base class of ActivityThread/** Prepare and schedule transaction for execution. */void scheduleTransaction(ClientTransaction transaction) {transaction.preExecute(this);sendMessage(ActivityThread.H.EXECUTE_TRANSACTION, transaction);}private void sendMessage(int what, Object obj, int arg1, int arg2, boolean async) {if (DEBUG_MESSAGES) {Slog.v(TAG,"SCHEDULE " + what + " " + mH.codeToString(what) + ": " + arg1 + " / " + obj);}Message msg = Message.obtain();msg.what = what;msg.obj = obj;msg.arg1 = arg1;msg.arg2 = arg2;if (async) {msg.setAsynchronous(true);}// 主线程的HandlermH.sendMessage(msg);}class H extends Handler {public void handleMessage(Message msg) {// ...switch (msg.what) {// ...case EXECUTE_TRANSACTION:final ClientTransaction transaction = (ClientTransaction) msg.obj;mTransactionExecutor.execute(transaction);if (isSystem()) {// Client transactions inside system process are recycled on the client side// instead of ClientLifecycleManager to avoid being cleared before this// message is handled.transaction.recycle();}// TODO(lifecycler): Recycle locally scheduled transactions.break;// ...}// ...}}
  1. 主线程调用TransactionExecutor#execute方法处理消息,并在executeCallbacks方法中执行了ResumeActivityItem
/*** Class that manages transaction execution in the correct order.*/
public class TransactionExecutor {// .../*** Resolve transaction.* First all callbacks will be executed in the order they appear in the list. If a callback* requires a certain pre- or post-execution state, the client will be transitioned accordingly.* Then the client will cycle to the final lifecycle state if provided. Otherwise, it will* either remain in the initial state, or last state needed by a callback.*/public void execute(ClientTransaction transaction) {// ...// 实际执行生命周期任务的地方executeCallbacks(transaction);executeLifecycleState(transaction);mPendingActions.clear();// ...}/** Cycle through all states requested by callbacks and execute them at proper times. */@VisibleForTestingpublic void executeCallbacks(ClientTransaction transaction) {// 取出之前SystemServer进程放入的LaunchActivityItem和ResumeActivityItemfinal List<ClientTransactionItem> callbacks = transaction.getCallbacks();if (callbacks == null || callbacks.isEmpty()) {// No callbacks to execute, return early.return;}if (DEBUG_RESOLVER) Slog.d(TAG, tId(transaction) + "Resolving callbacks in transaction");final IBinder token = transaction.getActivityToken();ActivityClientRecord r = mTransactionHandler.getActivityClient(token);// In case when post-execution state of the last callback matches the final state requested// for the activity in this transaction, we won't do the last transition here and do it when// moving to final state instead (because it may contain additional parameters from server).final ActivityLifecycleItem finalStateRequest = transaction.getLifecycleStateRequest();final int finalState = finalStateRequest != null ? finalStateRequest.getTargetState(): UNDEFINED;// Index of the last callback that requests some post-execution state.final int lastCallbackRequestingState = lastCallbackRequestingState(transaction);final int size = callbacks.size();for (int i = 0; i < size; ++i) {final ClientTransactionItem item = callbacks.get(i);if (DEBUG_RESOLVER) Slog.d(TAG, tId(transaction) + "Resolving callback: " + item);final int postExecutionState = item.getPostExecutionState();final int closestPreExecutionState = mHelper.getClosestPreExecutionState(r,item.getPostExecutionState());if (closestPreExecutionState != UNDEFINED) {cycleToPath(r, closestPreExecutionState, transaction);}// 执行LaunchActivityItem和ResumeActivityItem的execute方法item.execute(mTransactionHandler, token, mPendingActions);item.postExecute(mTransactionHandler, token, mPendingActions);if (r == null) {// Launch activity request will create an activity record.r = mTransactionHandler.getActivityClient(token);}if (postExecutionState != UNDEFINED && r != null) {// Skip the very last transition and perform it by explicit state request instead.final boolean shouldExcludeLastTransition =i == lastCallbackRequestingState && finalState == postExecutionState;cycleToPath(r, postExecutionState, shouldExcludeLastTransition, transaction);}}}// ...
}
  1. 最终调用到了ActivityThread#handleResumeActivity方法,执行了resume,并调用的addView将DecorView和WindowManagerImpl进行关联。
	/*** Request to move an activity to resumed state.* @hide*/public class ResumeActivityItem extends ActivityLifecycleItem {private static final String TAG = "ResumeActivityItem";// ...@Overridepublic void execute(ClientTransactionHandler client, ActivityClientRecord r,PendingTransactionActions pendingActions) {Trace.traceBegin(TRACE_TAG_ACTIVITY_MANAGER, "activityResume");// client是android.app.ActivityThreadclient.handleResumeActivity(r, true /* finalStateRequest */, mIsForward,"RESUME_ACTIVITY");Trace.traceEnd(TRACE_TAG_ACTIVITY_MANAGER);}// ...}// android.app.ActivityThread#handleResumeActivity@Overridepublic void handleResumeActivity(ActivityClientRecord r, boolean finalStateRequest,boolean isForward, String reason) {// If we are getting ready to gc after going to the background, well// we are back active so skip it.unscheduleGcIdler();mSomeActivitiesChanged = true;// 执行Activity的Resume方法if (!performResumeActivity(r, finalStateRequest, reason)) {return;}// ...if (r.window == null && !a.mFinished && willBeVisible) {r.window = r.activity.getWindow();View decor = r.window.getDecorView();decor.setVisibility(View.INVISIBLE);ViewManager wm = a.getWindowManager();WindowManager.LayoutParams l = r.window.getAttributes();a.mDecor = decor;l.type = WindowManager.LayoutParams.TYPE_BASE_APPLICATION;l.softInputMode |= forwardBit;if (r.mPreserveWindow) {a.mWindowAdded = true;r.mPreserveWindow = false;// Normally the ViewRoot sets up callbacks with the Activity// in addView->ViewRootImpl#setView. If we are instead reusing// the decor view we have to notify the view root that the// callbacks may have changed.ViewRootImpl impl = decor.getViewRootImpl();if (impl != null) {impl.notifyChildRebuilt();}}if (a.mVisibleFromClient) {if (!a.mWindowAdded) {a.mWindowAdded = true;// 将DecorView和WindowManagerImpl进行关联wm.addView(decor, l);} else {// The activity will get a callback for this {@link LayoutParams} change// earlier. However, at that time the decor will not be set (this is set// in this method), so no action will be taken. This call ensures the// callback occurs with the decor set.a.onWindowAttributesChanged(l);}}// If the window has already been added, but during resume// we started another activity, then don't yet make the// window visible.} else if (!willBeVisible) {if (localLOGV) Slog.v(TAG, "Launch " + r + " mStartedActivity set");r.hideForNow = true;}// ...Looper.myQueue().addIdleHandler(new Idler());}
  1. addView方法中创建了ViewRootImpl实例,并将ViewRootImpl实例和DecorView实例进行维护,最后调用setViewDecorViewViewRootImpl进行关联,后续由ViewRootImpl作为桥梁来间接和DecorView进行交互。
/*** Provides low-level communication with the system window manager for* operations that are not associated with any particular context.** This class is only used internally to implement global functions where* the caller already knows the display and relevant compatibility information* for the operation.  For most purposes, you should use {@link WindowManager} instead* since it is bound to a context.** @see WindowManagerImpl* @hide*/
public final class WindowManagerGlobal {@UnsupportedAppUsageprivate final ArrayList<View> mViews = new ArrayList<View>();@UnsupportedAppUsageprivate final ArrayList<ViewRootImpl> mRoots = new ArrayList<ViewRootImpl>();@UnsupportedAppUsageprivate final ArrayList<WindowManager.LayoutParams> mParams = new ArrayList<WindowManager.LayoutParams>();public void addView(View view, ViewGroup.LayoutParams params,Display display, Window parentWindow, int userId) {// ...final WindowManager.LayoutParams wparams = (WindowManager.LayoutParams) params;ViewRootImpl root;View panelParentView = null;synchronized (mLock) {// ...IWindowSession windowlessSession = null;// ...// 创建ViewRootImpl实例if (windowlessSession == null) {root = new ViewRootImpl(view.getContext(), display);} else {root = new ViewRootImpl(view.getContext(), display, windowlessSession);}view.setLayoutParams(wparams);// 维护DecorView、ViewRootImpl实例mViews.add(view);mRoots.add(root);mParams.add(wparams);// do this last because it fires off messages to start doing thingstry {// 调用setView将DecorView和ViewRootImpl进行关联,后续由ViewRootImpl作为桥梁来间接和DecorView进行交互root.setView(view, wparams, panelParentView, userId);} catch (RuntimeException e) {// BadTokenException or InvalidDisplayException, clean up.if (index >= 0) {removeViewLocked(index, true);}throw e;}}}// ...
}
  1. 最终,我们来到了ViewRootImpl的构造函数,在ViewRootImpl的构造函数中创建了Choreographer实例,并作为ViewRootImpl的成员变量持有了,这样ViewRootImpl就作为桥梁在App应用层和Android系统之间进行双向通信。接下来看下Choreographer是如何请求VSYNC信号以及如何分发VSYNC信号,最终实现AppUI不断刷新到屏幕上。
public final class ViewRootImpl implements ViewParent,View.AttachInfo.Callbacks, ThreadedRenderer.DrawCallbacks,AttachedSurfaceControl {private static final String TAG = "ViewRootImpl";public ViewRootImpl(@UiContext Context context, Display display, IWindowSession session,boolean useSfChoreographer) {// ...// 创建Choreographer实例mChoreographer = useSfChoreographer ? Choreographer.getSfInstance() : Choreographer.getInstance();// ...}// ...
}/*** Coordinates the timing of animations, input and drawing.* <p>* The choreographer receives timing pulses (such as vertical synchronization)* from the display subsystem then schedules work to occur as part of rendering* the next display frame.* </p><p>* Applications typically interact with the choreographer indirectly using* higher level abstractions in the animation framework or the view hierarchy.* Here are some examples of things you can do using the higher-level APIs.* </p>* <ul>* <li>To post an animation to be processed on a regular time basis synchronized with* display frame rendering, use {@link android.animation.ValueAnimator#start}.</li>* <li>To post a {@link Runnable} to be invoked once at the beginning of the next display* frame, use {@link View#postOnAnimation}.</li>* <li>To post a {@link Runnable} to be invoked once at the beginning of the next display* frame after a delay, use {@link View#postOnAnimationDelayed}.</li>* <li>To post a call to {@link View#invalidate()} to occur once at the beginning of the* next display frame, use {@link View#postInvalidateOnAnimation()} or* {@link View#postInvalidateOnAnimation(int, int, int, int)}.</li>* <li>To ensure that the contents of a {@link View} scroll smoothly and are drawn in* sync with display frame rendering, do nothing.  This already happens automatically.* {@link View#onDraw} will be called at the appropriate time.</li>* </ul>* <p>* However, there are a few cases where you might want to use the functions of the* choreographer directly in your application.  Here are some examples.* </p>* <ul>* <li>If your application does its rendering in a different thread, possibly using GL,* or does not use the animation framework or view hierarchy at all* and you want to ensure that it is appropriately synchronized with the display, then use* {@link Choreographer#postFrameCallback}.</li>* <li>... and that's about it.</li>* </ul>* <p>* Each {@link Looper} thread has its own choreographer.  Other threads can* post callbacks to run on the choreographer but they will run on the {@link Looper}* to which the choreographer belongs.* </p>*/
public final class Choreographer {private static final String TAG = "Choreographer";// Thread local storage for the choreographer.private static final ThreadLocal<Choreographer> sThreadInstance =new ThreadLocal<Choreographer>() {@Overrideprotected Choreographer initialValue() {Looper looper = Looper.myLooper();if (looper == null) {throw new IllegalStateException("The current thread must have a looper!");}Choreographer choreographer = new Choreographer(looper, VSYNC_SOURCE_APP);if (looper == Looper.getMainLooper()) {mMainInstance = choreographer;}return choreographer;}};private Choreographer(Looper looper, int vsyncSource) {mLooper = looper;mHandler = new FrameHandler(looper);mDisplayEventReceiver = USE_VSYNC? new FrameDisplayEventReceiver(looper, vsyncSource): null;mLastFrameTimeNanos = Long.MIN_VALUE;mFrameIntervalNanos = (long)(1000000000 / getRefreshRate());mCallbackQueues = new CallbackQueue[CALLBACK_LAST + 1];for (int i = 0; i <= CALLBACK_LAST; i++) {mCallbackQueues[i] = new CallbackQueue();}// b/68769804: For low FPS experiments.setFPSDivisor(SystemProperties.getInt(ThreadedRenderer.DEBUG_FPS_DIVISOR, 1));}/*** Gets the choreographer for the calling thread.  Must be called from* a thread that already has a {@link android.os.Looper} associated with it.** @return The choreographer for this thread.* @throws IllegalStateException if the thread does not have a looper.*/public static Choreographer getInstance() {return sThreadInstance.get();}
}

从上面的分析中,我们知道了Choreographer的创建时机是在Activity#onResume执行之后,可见Android系统这么设计是出于Activity是Android应用中承载UI的容器,只有容器创建之后,才需要创建Choreographer来调度VSYNC信号,最终开启一帧帧的界面渲染和刷新。

那么会不会在每启动一个Activity之后都会创建一个Choreographer实例呢?答案是不会的,因为从Choreographer的构造过程可以知道,Choreographer的创建是通过ThreadLocal实现的,所以Choreographer是线程单例的,所以主线程只会创建一个Choreographer实例。

那么是不是任何一个线程都可以创建Choreographer实例呢?答案是只有创建了Looper的线程才能创建Choreographer实例,原因是Choreographer会通过Looper进行线程切换,至于为什么线程切换将会在下面进行分析回答。

VSYNC信号的调度分发流程

下面我们结合源码分析下,Choreographer是如何调度VSYNC信号的,调度之后又是如何接收VSYNC信号的,接收到VSYNC信号之后又是怎么处理的。

首先,我们看下Choreographer的构造函数做了哪些事情来实现VSYNC信号的调度分发。首先,基于主线程的Looper创建了FrameHandler用于线程切换,保证是在主线程请求调度VSYNC信号以及在主线程处理接收到的VSYNC信号。接着,创建了FrameDisplayEventReceiver用于请求和接收VSYNC信号。最后,创建了CallbackQueue类型的数组,用于接收业务层投递的各种类型的任务。

    private Choreographer(Looper looper, int vsyncSource) {mLooper = looper;// 负责线程切换mHandler = new FrameHandler(looper);// 负责请求和接收VSYNC信号mDisplayEventReceiver = USE_VSYNC? new FrameDisplayEventReceiver(looper, vsyncSource): null;mLastFrameTimeNanos = Long.MIN_VALUE;mFrameIntervalNanos = (long)(1000000000 / getRefreshRate());// 存储业务提交的任务,四种任务类型mCallbackQueues = new CallbackQueue[CALLBACK_LAST + 1];for (int i = 0; i <= CALLBACK_LAST; i++) {mCallbackQueues[i] = new CallbackQueue();}// b/68769804: For low FPS experiments.setFPSDivisor(SystemProperties.getInt(ThreadedRenderer.DEBUG_FPS_DIVISOR, 1));}
private final class CallbackQueue {private CallbackRecord mHead;// ...
}// 链表结构
private static final class CallbackRecord {public CallbackRecord next;public long dueTime;/** Runnable or FrameCallback or VsyncCallback object. */public Object action;/** Denotes the action type. */public Object token;// ...
}

下面结合源码看下FrameDisplayEventReceiver的创建过程,可以看到FrameDisplayEventReceiver继承自DisplayEventReceiver,并在构造函数中调用了DisplayEventReceiver的构造函数。因此,我们继续跟下DisplayEventReceiver的构造函数。

private final class FrameDisplayEventReceiver extends DisplayEventReceiver implements Runnable {private boolean mHavePendingVsync;private long mTimestampNanos;private int mFrame;private VsyncEventData mLastVsyncEventData = new VsyncEventData();// 直接调用DisplayEventReceiver的构造函数public FrameDisplayEventReceiver(Looper looper, int vsyncSource) {super(looper, vsyncSource, 0);}@Overridepublic void onVsync(long timestampNanos, long physicalDisplayId, int frame, VsyncEventData vsyncEventData) {try {long now = System.nanoTime();if (timestampNanos > now) {timestampNanos = now;}if (mHavePendingVsync) {Log.w(TAG, "Already have a pending vsync event.  There should only be "+ "one at a time.");} else {mHavePendingVsync = true;}mTimestampNanos = timestampNanos;mFrame = frame;mLastVsyncEventData = vsyncEventData;// 发送异步消息到主线程Message msg = Message.obtain(mHandler, this);msg.setAsynchronous(true);mHandler.sendMessageAtTime(msg, timestampNanos / TimeUtils.NANOS_PER_MS);} finally {Trace.traceEnd(Trace.TRACE_TAG_VIEW);}}// 在主线程执行@Overridepublic void run() {mHavePendingVsync = false;doFrame(mTimestampNanos, mFrame, mLastVsyncEventData);}
}

DisplayEventReceiver的构造函数中将主线程的MessageQueue取出,之后调用了nativeInit方法并传递了主线程的MessageQueue,并将自身作为参数也一起传入nativeInit方法。

/*** Provides a low-level mechanism for an application to receive display events* such as vertical sync.** The display event receive is NOT thread safe.  Moreover, its methods must only* be called on the Looper thread to which it is attached.** @hide*/
public abstract class DisplayEventReceiver {/*** Creates a display event receiver.** @param looper The looper to use when invoking callbacks.* @param vsyncSource The source of the vsync tick. Must be on of the VSYNC_SOURCE_* values.* @param eventRegistration Which events to dispatch. Must be a bitfield consist of the* EVENT_REGISTRATION_*_FLAG values.*/public DisplayEventReceiver(Looper looper, int vsyncSource, int eventRegistration) {if (looper == null) {throw new IllegalArgumentException("looper must not be null");}mMessageQueue = looper.getQueue();mReceiverPtr = nativeInit(new WeakReference<DisplayEventReceiver>(this), mMessageQueue,vsyncSource, eventRegistration);}private static native long nativeInit(WeakReference<DisplayEventReceiver> receiver,MessageQueue messageQueue, int vsyncSource, int eventRegistration);
}

nativeInit是一个native方法,具体逻辑是通过C++实现的,代码位于android_view_DisplayEventReceiver.cpp中。其中关键的部分是NativeDisplayEventReceiver的创建以及调用initialize方法进行初始化。

	// frameworks/base/core/jni/android_view_DisplayEventReceiver.cppstatic jlong nativeInit(JNIEnv* env, jclass clazz, jobject receiverWeak, jobject vsyncEventDataWeak, jobject messageQueueObj, jint vsyncSource, jint eventRegistration, jlong layerHandle) {// 获取native层的MessageQueue对象sp<MessageQueue> messageQueue = android_os_MessageQueue_getMessageQueue(env, messageQueueObj);if (messageQueue == NULL) {jniThrowRuntimeException(env, "MessageQueue is not initialized.");return 0;}// 创建native层的DisplayEventReceiver,即NativeDisplayEventReceiversp<NativeDisplayEventReceiver> receiver = new NativeDisplayEventReceiver(env, receiverWeak, vsyncEventDataWeak, messageQueue, vsyncSource, eventRegistration, layerHandle);// 调用initialize进行初始化status_t status = receiver->initialize();if (status) {String8 message;message.appendFormat("Failed to initialize display event receiver.  status=%d", status);jniThrowRuntimeException(env, message.c_str());return 0;}receiver->incStrong(gDisplayEventReceiverClassInfo.clazz); // retain a reference for the objectreturn reinterpret_cast<jlong>(receiver.get());}// 父类是DisplayEventDispatcherclass NativeDisplayEventReceiver : public DisplayEventDispatcher {public:NativeDisplayEventReceiver(JNIEnv* env, jobject receiverWeak, jobject vsyncEventDataWeak, const sp<MessageQueue>& messageQueue, jint vsyncSource, jint eventRegistration, jlong layerHandle);void dispose();protected:virtual ~NativeDisplayEventReceiver();private:jobject mReceiverWeakGlobal;jobject mVsyncEventDataWeakGlobal;sp<MessageQueue> mMessageQueue;void dispatchVsync(nsecs_t timestamp, PhysicalDisplayId displayId, uint32_t count, VsyncEventData vsyncEventData) override;void dispatchHotplug(nsecs_t timestamp, PhysicalDisplayId displayId, bool connected) override;void dispatchHotplugConnectionError(nsecs_t timestamp, int errorCode) override;void dispatchModeChanged(nsecs_t timestamp, PhysicalDisplayId displayId, int32_t modeId,nsecs_t renderPeriod) override;void dispatchFrameRateOverrides(nsecs_t timestamp, PhysicalDisplayId displayId,std::vector<FrameRateOverride> overrides) override;void dispatchNullEvent(nsecs_t timestamp, PhysicalDisplayId displayId) override {}void dispatchHdcpLevelsChanged(PhysicalDisplayId displayId, int connectedLevel,int maxLevel) override;};NativeDisplayEventReceiver::NativeDisplayEventReceiver(JNIEnv* env, jobject receiverWeak,jobject vsyncEventDataWeak,const sp<MessageQueue>& messageQueue,jint vsyncSource, jint eventRegistration,jlong layerHandle) // 父类构造函数: DisplayEventDispatcher(messageQueue->getLooper(),static_cast<gui::ISurfaceComposer::VsyncSource>(vsyncSource),static_cast<gui::ISurfaceComposer::EventRegistration>(eventRegistration), layerHandle != 0 ? sp<IBinder>::fromExisting(reinterpret_cast<IBinder*>(layerHandle)) : nullptr),// Java层的receivermReceiverWeakGlobal(env->NewGlobalRef(receiverWeak)),mVsyncEventDataWeakGlobal(env->NewGlobalRef(vsyncEventDataWeak)),mMessageQueue(messageQueue) {ALOGV("receiver %p ~ Initializing display event receiver.", this);}

首先看下NativeDisplayEventReceiver对象的创建,NativeDisplayEventReceiver的父类是DisplayEventDispatcher。查看源码可以判断出DisplayEventDispatcher是用于分发VSYNCHotplug等信号的,而DisplayEventDispatcher内部会创建DisplayEventReceiver对象用于接收SurfaceFlinger进程发送过来的信号。

	// frameworks/native/libs/gui/DisplayEventDispatcher.cppDisplayEventDispatcher::DisplayEventDispatcher(const sp<Looper>& looper,gui::ISurfaceComposer::VsyncSource vsyncSource,EventRegistrationFlags eventRegistration,const sp<IBinder>& layerHandle): mLooper(looper),mReceiver(vsyncSource, eventRegistration, layerHandle), // DisplayEventReceivermWaitingForVsync(false),mLastVsyncCount(0),mLastScheduleVsyncTime(0) {ALOGV("dispatcher %p ~ Initializing display event dispatcher.", this);}// frameworks/native/libs/gui/DisplayEventReceiver.cppDisplayEventReceiver::DisplayEventReceiver(gui::ISurfaceComposer::VsyncSource vsyncSource, EventRegistrationFlags eventRegistration, const sp<IBinder>& layerHandle) {// 获取SurfaceFlinger的代理对象sp<gui::ISurfaceComposer> sf(ComposerServiceAIDL::getComposerService());if (sf != nullptr) {mEventConnection = nullptr;// 创建一个与SurfaceFlinger进程中的EventTread-app线程的vsyncSource信号连接binder::Status status = sf->createDisplayEventConnection(vsyncSource, static_cast<gui::ISurfaceComposer::EventRegistration>(eventRegistration.get()), layerHandle, &mEventConnection);if (status.isOk() && mEventConnection != nullptr) {// 创建成功之后,构造一个BitTube对象,并将上面创建好的连接的读端描述拷贝过来,用于后续VSYNC信号的监听mDataChannel = std::make_unique<gui::BitTube>();// 拷贝SurfaceFlinger进程中创建的Scoket读端描述符status = mEventConnection->stealReceiveChannel(mDataChannel.get());if (!status.isOk()) {ALOGE("stealReceiveChannel failed: %s", status.toString8().c_str());mInitError = std::make_optional<status_t>(status.transactionError());mDataChannel.reset();mEventConnection.clear();}} else {ALOGE("DisplayEventConnection creation failed: status=%s", status.toString8().c_str());}}}// frameworks/native/services/surfaceflinger/Scheduler/EventThread.cppsp<EventThreadConnection> EventThread::createEventConnection(EventRegistrationFlags eventRegistration) const {auto connection = sp<EventThreadConnection>::make(const_cast<EventThread*>(this), IPCThreadState::self()->getCallingUid(), eventRegistration);if (FlagManager::getInstance().misc1()) {const int policy = SCHED_FIFO;connection->setMinSchedulerPolicy(policy, sched_get_priority_min(policy));}return connection;}// 创建了BitTube,内部创建了SocketEventThreadConnection::EventThreadConnection(EventThread* eventThread, uid_t callingUid, EventRegistrationFlags eventRegistration): mOwnerUid(callingUid),mEventRegistration(eventRegistration),mEventThread(eventThread),mChannel(gui::BitTube::DefaultSize) {} 

从源码中可以看到,BitTube是用于接收SurfaceFlinger进程发送过来的信号的,从BitTube的类文件可以看出,BitTube内部是通过Socket来实现跨进程发送信号的。

	// frameworks/native/libs/gui/BitTube.cppstatic const size_t DEFAULT_SOCKET_BUFFER_SIZE = 4 * 1024;BitTube::BitTube(size_t bufsize) {init(bufsize, bufsize);}void BitTube::init(size_t rcvbuf, size_t sndbuf) {int sockets[2];if (socketpair(AF_UNIX, SOCK_SEQPACKET, 0, sockets) == 0) {size_t size = DEFAULT_SOCKET_BUFFER_SIZE;setsockopt(sockets[0], SOL_SOCKET, SO_RCVBUF, &rcvbuf, sizeof(rcvbuf));setsockopt(sockets[1], SOL_SOCKET, SO_SNDBUF, &sndbuf, sizeof(sndbuf));// since we don't use the "return channel", we keep it small...setsockopt(sockets[0], SOL_SOCKET, SO_SNDBUF, &size, sizeof(size));setsockopt(sockets[1], SOL_SOCKET, SO_RCVBUF, &size, sizeof(size));fcntl(sockets[0], F_SETFL, O_NONBLOCK);fcntl(sockets[1], F_SETFL, O_NONBLOCK);mReceiveFd.reset(sockets[0]);mSendFd.reset(sockets[1]);} else {mReceiveFd.reset();ALOGE("BitTube: pipe creation failed (%s)", strerror(errno));}}base::unique_fd BitTube::moveReceiveFd() {return std::move(mReceiveFd);}

总结一下,Choreographer的创建流程:
在这里插入图片描述

VSYNC信号的请求

对于刷新率为60Hz的屏幕来说,一般是每16.67ms产生一个VSYNC信号,但是每个App进程不一定会每个VSYNC信号都会接收,而是根据上层业务的实际需要进行VSYNC信号的监听和接收。这样设计的好处是可以按需触发App进程的渲染流程,降低不必要的渲染所带来的功耗。

上层业务一般会通过validate或者requestLayout方法来发起一次绘制请求,最终这个绘制请求会被转换成CallbackRecord放入对应类型的CallbackQueue中。

public final class Choreographer {// ...private void postCallbackDelayedInternal(int callbackType,Object action, Object token, long delayMillis) {synchronized (mLock) {final long now = SystemClock.uptimeMillis();// 计算任务执行的具体时间戳final long dueTime = now + delayMillis;mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token);if (dueTime <= now) { // 如果不需要延迟执行的话,则立即请求调度VSYNC信号scheduleFrameLocked(now);} else { // 否则通过延迟消息来请求调度VSYNC信号Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_CALLBACK, action);msg.arg1 = callbackType;msg.setAsynchronous(true);mHandler.sendMessageAtTime(msg, dueTime);}}}private void scheduleFrameLocked(long now) {if (!mFrameScheduled) {mFrameScheduled = true;if (USE_VSYNC) {// 检查当前线程是否为主线程,如果是主线程,直接请求调度VSYNC信号,否则向主线程发送异步消息来请求调度VSYNC信号if (isRunningOnLooperThreadLocked()) {scheduleVsyncLocked();} else {Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_VSYNC);msg.setAsynchronous(true);mHandler.sendMessageAtFrontOfQueue(msg);}} else {final long nextFrameTime = Math.max(mLastFrameTimeNanos / TimeUtils.NANOS_PER_MS + sFrameDelay, now);if (DEBUG_FRAMES) {Log.d(TAG, "Scheduling next frame in " + (nextFrameTime - now) + " ms.");}Message msg = mHandler.obtainMessage(MSG_DO_FRAME);msg.setAsynchronous(true);mHandler.sendMessageAtTime(msg, nextFrameTime);}}}@UnsupportedAppUsage(maxTargetSdk = Build.VERSION_CODES.R, trackingBug = 170729553)private void scheduleVsyncLocked() {try {Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Choreographer#scheduleVsyncLocked");// 通过调用FrameDisplayEventReceiver的scheduleVsync方法请求VSYNC信号mDisplayEventReceiver.scheduleVsync();} finally {Trace.traceEnd(Trace.TRACE_TAG_VIEW);}}// ...
}

最终调用了native方法向SurfaceFlinger进程进行通信,请求分发VSYNC信号到App进程。之前创建Choreographer的过程中,创建了DisplayEventReceiver并通过JNI调用到了native层,在native层创建了NativeDisplayEventReceiver对象之后,将其返回了Java层,并保存在了Java层的DisplayEventReceiver对象中。Java层通过JNI调用到native层并将之前创建的NativeDisplayEventReceiver指针传回了native层,这样就可以在native层找到之前创建好的NativeDisplayEventReceiver对象,并调用其scheduleVsync方法,最终通过mEventConnection完成跨进程请求,

	// android.view.DisplayEventReceiver#scheduleVsync@UnsupportedAppUsagepublic void scheduleVsync() {if (mReceiverPtr == 0) {Log.w(TAG, "Attempted to schedule a vertical sync pulse but the display event "+ "receiver has already been disposed.");} else {nativeScheduleVsync(mReceiverPtr);}}// frameworks/base/core/jni/android_view_DisplayEventReceiver.cppstatic void nativeScheduleVsync(JNIEnv* env, jclass clazz, jlong receiverPtr) {sp<NativeDisplayEventReceiver> receiver =reinterpret_cast<NativeDisplayEventReceiver*>(receiverPtr);status_t status = receiver->scheduleVsync();if (status) {String8 message;message.appendFormat("Failed to schedule next vertical sync pulse.  status=%d", status);jniThrowRuntimeException(env, message.c_str());}}// frameworks/native/libs/gui/DisplayEventDispatcher.cppstatus_t DisplayEventDispatcher::scheduleVsync() {if (!mWaitingForVsync) {ALOGV("dispatcher %p ~ Scheduling vsync.", this);// Drain all pending events.nsecs_t vsyncTimestamp;PhysicalDisplayId vsyncDisplayId;uint32_t vsyncCount;VsyncEventData vsyncEventData;if (processPendingEvents(&vsyncTimestamp, &vsyncDisplayId, &vsyncCount, &vsyncEventData)) {ALOGE("dispatcher %p ~ last event processed while scheduling was for %" PRId64 "", this,ns2ms(static_cast<nsecs_t>(vsyncTimestamp)));}// 请求下一个VSYNC信号status_t status = mReceiver.requestNextVsync();if (status) {ALOGW("Failed to request next vsync, status=%d", status);return status;}mWaitingForVsync = true;mLastScheduleVsyncTime = systemTime(SYSTEM_TIME_MONOTONIC);}return OK;}// frameworks/native/libs/gui/DisplayEventReceiver.cppstatus_t DisplayEventReceiver::requestNextVsync() {if (mEventConnection != nullptr) {mEventConnection->requestNextVsync();return NO_ERROR;}return mInitError.has_value() ? mInitError.value() : NO_INIT;}

VSYNC信号的分发

SurfaceFlinger进程通过Socket通知App进程VSYNC信号到达之后,App进程的handleEvent方法将会被调用,最终通过JNI调用到Java层的FrameDisplayEventReceiver#dispatchVsync方法。

	// frameworks/native/libs/gui/DisplayEventDispatcher.cppint DisplayEventDispatcher::handleEvent(int, int events, void*) {if (events & (Looper::EVENT_ERROR | Looper::EVENT_HANGUP)) {return 0; // remove the callback}if (!(events & Looper::EVENT_INPUT)) {return 1; // keep the callback}// Drain all pending events, keep the last vsync.nsecs_t vsyncTimestamp;PhysicalDisplayId vsyncDisplayId;uint32_t vsyncCount;VsyncEventData vsyncEventData;if (processPendingEvents(&vsyncTimestamp, &vsyncDisplayId, &vsyncCount, &vsyncEventData)) {mWaitingForVsync = false;mLastVsyncCount = vsyncCount;dispatchVsync(vsyncTimestamp, vsyncDisplayId, vsyncCount, vsyncEventData);}if (mWaitingForVsync) {const nsecs_t currentTime = systemTime(SYSTEM_TIME_MONOTONIC);const nsecs_t vsyncScheduleDelay = currentTime - mLastScheduleVsyncTime;if (vsyncScheduleDelay > WAITING_FOR_VSYNC_TIMEOUT) {mWaitingForVsync = false;dispatchVsync(currentTime, vsyncDisplayId /* displayId is not used */,++mLastVsyncCount, vsyncEventData /* empty data */);}}return 1; // keep the callback}// frameworks/base/core/jni/android_view_DisplayEventReceiver.cppvoid NativeDisplayEventReceiver::dispatchVsync(nsecs_t timestamp, PhysicalDisplayId displayId, uint32_t count, VsyncEventData vsyncEventData) {JNIEnv* env = AndroidRuntime::getJNIEnv();ScopedLocalRef<jobject> receiverObj(env, GetReferent(env, mReceiverWeakGlobal));ScopedLocalRef<jobject> vsyncEventDataObj(env, GetReferent(env, mVsyncEventDataWeakGlobal));if (receiverObj.get() && vsyncEventDataObj.get()) {env->SetIntField(vsyncEventDataObj.get(), gDisplayEventReceiverClassInfo.vsyncEventDataClassInfo.preferredFrameTimelineIndex, syncEventData.preferredFrameTimelineIndex);env->SetIntField(vsyncEventDataObj.get(), gDisplayEventReceiverClassInfo.vsyncEventDataClassInfo.frameTimelinesLength, vsyncEventData.frameTimelinesLength);env->SetLongField(vsyncEventDataObj.get(), gDisplayEventReceiverClassInfo.vsyncEventDataClassInfo.frameInterval, vsyncEventData.frameInterval);ScopedLocalRef<jobjectArray> frameTimelinesObj(env, reinterpret_cast<jobjectArray>(env->GetObjectField(vsyncEventDataObj.get(), gDisplayEventReceiverClassInfo.vsyncEventDataClassInfo.frameTimelines)));for (size_t i = 0; i < vsyncEventData.frameTimelinesLength; i++) {VsyncEventData::FrameTimeline& frameTimeline = vsyncEventData.frameTimelines[i];ScopedLocalRef<jobject>frameTimelineObj(env, env->GetObjectArrayElement(frameTimelinesObj.get(), i));env->SetLongField(frameTimelineObj.get(),gDisplayEventReceiverClassInfo.frameTimelineClassInfo.vsyncId,frameTimeline.vsyncId);env->SetLongField(frameTimelineObj.get(),gDisplayEventReceiverClassInfo.frameTimelineClassInfo.expectedPresentationTime,frameTimeline.expectedPresentationTime);env->SetLongField(frameTimelineObj.get(),gDisplayEventReceiverClassInfo.frameTimelineClassInfo.deadline,frameTimeline.deadlineTimestamp);}// 最终调用到了Java层的dispatchVsyncenv->CallVoidMethod(receiverObj.get(), gDisplayEventReceiverClassInfo.dispatchVsync, timestamp, displayId.value, count);ALOGV("receiver %p ~ Returned from vsync handler.", this);}mMessageQueue->raiseAndClearException(env, "dispatchVsync");}
	// android.view.DisplayEventReceiver// Called from native code.@SuppressWarnings("unused")private void dispatchVsync(long timestampNanos, long physicalDisplayId, int frame,VsyncEventData vsyncEventData) {onVsync(timestampNanos, physicalDisplayId, frame, vsyncEventData);}// android.view.Choreographer.FrameDisplayEventReceiver@Overridepublic void onVsync(long timestampNanos, long physicalDisplayId, int frame, VsyncEventData vsyncEventData) {try {long now = System.nanoTime();if (timestampNanos > now) {timestampNanos = now;}if (mHavePendingVsync) {Log.w(TAG, "Already have a pending vsync event.  There should only be "+ "one at a time.");} else {mHavePendingVsync = true;}mTimestampNanos = timestampNanos;mFrame = frame;mLastVsyncEventData = vsyncEventData;Message msg = Message.obtain(mHandler, this);msg.setAsynchronous(true); // 异步消息,利用之前插入的同步屏障来加速消息的处理mHandler.sendMessageAtTime(msg, timestampNanos / TimeUtils.NANOS_PER_MS);} finally {Trace.traceEnd(Trace.TRACE_TAG_VIEW);}}@Overridepublic void run() {mHavePendingVsync = false;doFrame(mTimestampNanos, mFrame, mLastVsyncEventData);}

最终调用到了Choreographer#doFrame方法,到了这里就开始了新的一帧的处理,开始下一帧的数据准备工作。

VSYNC信号的处理

App进程收到VSYNC信号之后就会调用doFrame方法开始新的一帧数据的准备工作,其中还会计算卡顿时间,即VSYNC信号到达之后多久才被主线程处理,等待时间过长会导致无法在一帧时间内完成数据准备的工作,最终导致用户看到的视觉效果不够流畅。

	// android.view.Choreographervoid doFrame(long frameTimeNanos, int frame, DisplayEventReceiver.VsyncEventData vsyncEventData) {final long startNanos;final long frameIntervalNanos = vsyncEventData.frameInterval;try {FrameData frameData = new FrameData(frameTimeNanos, vsyncEventData);synchronized (mLock) {if (!mFrameScheduled) {traceMessage("Frame not scheduled");return; // no work to do}long intendedFrameTimeNanos = frameTimeNanos;startNanos = System.nanoTime();// frameTimeNanos是SurfaceFlinger传递给来的时间戳,可能会被校准为App进程接收到VSYNC信号的时间戳// jitterNanos包含了Handler处理消息的耗时,即异步消息被处理之前,主线程还在处理其他消息所占用的时间,如果这个时间过长会导致卡顿final long jitterNanos = startNanos - frameTimeNanos;if (jitterNanos >= frameIntervalNanos) {long lastFrameOffset = 0;if (frameIntervalNanos == 0) {Log.i(TAG, "Vsync data empty due to timeout");} else {lastFrameOffset = jitterNanos % frameIntervalNanos;final long skippedFrames = jitterNanos / frameIntervalNanos;if (skippedFrames >= SKIPPED_FRAME_WARNING_LIMIT) {Log.i(TAG, "Skipped " + skippedFrames + " frames!  "+ "The application may be doing too much work on its main "+ "thread.");}if (DEBUG_JANK) {Log.d(TAG, "Missed vsync by " + (jitterNanos * 0.000001f) + " ms "+ "which is more than the frame interval of "+ (frameIntervalNanos * 0.000001f) + " ms!  "+ "Skipping " + skippedFrames + " frames and setting frame "+ "time to " + (lastFrameOffset * 0.000001f)+ " ms in the past.");}}frameTimeNanos = startNanos - lastFrameOffset;frameData.updateFrameData(frameTimeNanos);}if (frameTimeNanos < mLastFrameTimeNanos) {if (DEBUG_JANK) {Log.d(TAG, "Frame time appears to be going backwards.  May be due to a "+ "previously skipped frame.  Waiting for next vsync.");}traceMessage("Frame time goes backward");scheduleVsyncLocked();return;}if (mFPSDivisor > 1) {long timeSinceVsync = frameTimeNanos - mLastFrameTimeNanos;if (timeSinceVsync < (frameIntervalNanos * mFPSDivisor) && timeSinceVsync > 0) {traceMessage("Frame skipped due to FPSDivisor");scheduleVsyncLocked();return;}}mFrameInfo.setVsync(intendedFrameTimeNanos, frameTimeNanos,vsyncEventData.preferredFrameTimeline().vsyncId,vsyncEventData.preferredFrameTimeline().deadline, startNanos,vsyncEventData.frameInterval);mFrameScheduled = false;mLastFrameTimeNanos = frameTimeNanos;mLastFrameIntervalNanos = frameIntervalNanos;mLastVsyncEventData = vsyncEventData;}// 开始执行各种类型的CallbackAnimationUtils.lockAnimationClock(frameTimeNanos / TimeUtils.NANOS_PER_MS);mFrameInfo.markInputHandlingStart();doCallbacks(Choreographer.CALLBACK_INPUT, frameData, frameIntervalNanos);mFrameInfo.markAnimationsStart();doCallbacks(Choreographer.CALLBACK_ANIMATION, frameData, frameIntervalNanos);doCallbacks(Choreographer.CALLBACK_INSETS_ANIMATION, frameData,frameIntervalNanos);mFrameInfo.markPerformTraversalsStart();doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameData, frameIntervalNanos);doCallbacks(Choreographer.CALLBACK_COMMIT, frameData, frameIntervalNanos);} finally {AnimationUtils.unlockAnimationClock();Trace.traceEnd(Trace.TRACE_TAG_VIEW);}}

接着,就会将之前业务提交的各种类型的CallbackRecord,主要分为:

  • CALLBACK_INPUT:输入类型,比如屏幕触摸事件,最先执行;
  • CALLBACK_ANIMATION:动画类型,比如属性动画;
  • CALLBACK_INSETS_ANIMATION:背景更新动画;
  • CALLBACK_TRAVERSAL:布局绘制类型,View的测量、布局和绘制等;
  • CALLBACK_COMMIT:提交绘制数据;

按照顺序执行完所有的CallbackRecord之后,App进程的绘制任务就完成了,最终数据提交到GraphicBuffer中,最终调度sf类型的VSYNC信号,最后由SurfaceFlinger完成数据合成和送显。

总结一下,VSYNC信号的分发处理流程:
在这里插入图片描述

总结

整个Choreographer工作机制作为App进程和SurfaceFlinger进程的协调机制,承接App进程的业务刷新UI的请求,统一调度VSYNC信号,将UI渲染任务同步到 VSYNC 信号的时间线上。同时作为中转站来分发VSYNC信号,并处理上层业务的刷新请求。按照 VSYNC 信号的周期有规律地准备每一帧数据,并通过SurfaceFlinger进程完成合成上屏。


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