源码解析相关Android知识Android开发者

Android窗口管理分析(4):Android View绘制内

2017-10-20  本文已影响654人  看书的小蜗牛

前文Android匿名共享内存(Ashmem)原理分析了匿名共享内存,它最主要的作用就是View视图绘制,Android视图是按照一帧一帧显示到屏幕的,而每一帧都会占用一定的存储空间,通过Ashmem机制APP与SurfaceFlinger共享绘图数据,提高图形处理性能,本文就看Android是怎么利用Ashmem分配及绘制的:

View视图内存的分配

前文Window添加流程中描述了:在添加窗口的时候,WMS会为APP分配一个WindowState,以标识当前窗口并用于窗口管理,同时向SurfaceFlinger端请求分配Layer抽象图层,在SurfaceFlinger分配Layer的时候创建了两个比较关键的Binder对象,用于填充WMS端Surface,一个是sp<IBinder> handle:是每个窗口标识的句柄,将来WMS同SurfaceFlinger通信的时候方便找到对应的图层。另一个是sp<IGraphicBufferProducer> gbp :共享内存分配的关键对象,同时兼具Binder通信的功能,用来传递指令共享内存的句柄,注意,这里只是抽象创建了对象,并未真正分配每一帧的内存,内存的分配要等到真正绘制的时候才会申请,首先看一下分配流程:

Surface被抽象成一块画布,只要拥有Surface就可以绘图,其根本原理就是Surface握有可以绘图的一块内存,这块内存是APP端在需要的时候,通过sp<IGraphicBufferProducer> gbp向SurfaceFlinger申请的,那么首先看一下APP端如何获得sp<IGraphicBufferProducer> gbp这个服务代理的,之后再看如何利用它申请内存,在WMS利用向SurfaceFlinger申请填充Surface的时候,会请求SurfaceFlinger分配这把剑,并将其句柄交给自己

sp<SurfaceControl> SurfaceComposerClient::createSurface(
        const String8& name,  uint32_t w, uint32_t h, PixelFormat format, uint32_t flags){
      sp<SurfaceControl> sur;
      ...
      if (mStatus == NO_ERROR) {
        sp<IBinder> handle;
        sp<IGraphicBufferProducer> gbp;
        <!--关键点1 获取图层的关键信息handle, gbp-->
        status_t err = mClient->createSurface(name, w, h, format, flags,
                &handle, &gbp);
         <!--关键点2 根据返回的图层关键信息 创建SurfaceControl对象-->
        if (err == NO_ERROR) {
            sur = new SurfaceControl(this, handle, gbp);
        }
    }
    return sur;
}

看关键点1,这里其实就是建立了一个sp<IGraphicBufferProducer> gbp容器,并请求SurfaceFlinger分配填充内容,SurfaceFlinger收到请求后会为WMS建立与APP端对应的Layer,同时为其分配sp<IGraphicBufferProducer> gbp,并填充到Surface中返回给APP,

status_t SurfaceFlinger::createNormalLayer(const sp<Client>& client,
        const String8& name, uint32_t w, uint32_t h, uint32_t flags, PixelFormat& format,
        sp<IBinder>* handle, sp<IGraphicBufferProducer>* gbp, sp<Layer>* outLayer){
    ...
    <!--关键点 1 -->
    *outLayer = new Layer(this, client, name, w, h, flags);
    status_t err = (*outLayer)->setBuffers(w, h, format, flags);
    <!--关键点 2-->
    if (err == NO_ERROR) {
        *handle = (*outLayer)->getHandle();
        *gbp = (*outLayer)->getProducer();
    }
  return err;
}

void Layer::onFirstRef() {
    sp<IGraphicBufferProducer> producer;
    sp<IGraphicBufferConsumer> consumer;
    <!--创建producer与consumer-->
    BufferQueue::createBufferQueue(&producer, &consumer);
    mProducer = new MonitoredProducer(producer, mFlinger);
    mSurfaceFlingerConsumer = new SurfaceFlingerConsumer(consumer, mTextureName,
            this);
   ...
}

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;
}

从上面两个函数可以很清楚的看到Producer/Consumer的模型原样,也就说每个图层Layer都有自己的producer/ consumer,sp<IGraphicBufferProducer> gbp对应的其实是BufferQueueProducer,而BufferQueueProducer是一个Binder通信对象,在服务端是:

class BufferQueueProducer : public BnGraphicBufferProducer,
                            private IBinder::DeathRecipient {}

在APP端是

class BpGraphicBufferProducer : public BpInterface<IGraphicBufferProducer>{}

IGraphicBufferProducer Binder实体在SurfaceFlinger中创建后,打包到Surface对象,并通过binder通信传递给APP端,APP段通过反序列化将其恢复出来,如下:

status_t Surface::readFromParcel(const Parcel* parcel, bool nameAlreadyRead) {
    if (parcel == nullptr) return BAD_VALUE;

    status_t res = OK;
    if (!nameAlreadyRead) {
        name = readMaybeEmptyString16(parcel);
        // Discard this for now
        int isSingleBuffered;
        res = parcel->readInt32(&isSingleBuffered);
        if (res != OK) {
            return res;
        }
    }
    sp<IBinder> binder;
    res = parcel->readStrongBinder(&binder);
    if (res != OK) return res;
   <!--interface_cast会将其转换成BpGraphicBufferProducer-->
    graphicBufferProducer = interface_cast<IGraphicBufferProducer>(binder);
    return OK;
}

自此,APP端就获得了申请内存的句柄BpGraphicBufferProducer,它真正发挥作用是在第一次绘图时,看一下ViewRootImpl中的draw

   private boolean drawSoftware(Surface surface, AttachInfo attachInfo, int xoff, int yoff,
            boolean scalingRequired, Rect dirty) {
            final Canvas canvas;
        try {
            final int left = dirty.left;
            final int top = dirty.top;
            final int right = dirty.right;
            final int bottom = dirty.bottom;
            <!--关键点1 获取绘图内存-->
            canvas = mSurface.lockCanvas(dirty);
        try {
           try {
               <!--关键点2 绘图-->
               mView.draw(canvas);
            }              
        } finally {
            try {
            <!--关键点 3 绘图结束 ,通知surfacefling混排,更新显示界面-->
              surface.unlockCanvasAndPost(canvas);
            } catch (IllegalArgumentException e) {}

先看关键点1,内存的分配时机其实就在这里,直接进入到native层

static jlong nativeLockCanvas(JNIEnv* env, jclass clazz,
        jlong nativeObject, jobject canvasObj, jobject dirtyRectObj) {
    sp<Surface> surface(reinterpret_cast<Surface *>(nativeObject));
    ...
    status_t err = surface->lock(&outBuffer, dirtyRectPtr);
    ...
    sp<Surface> lockedSurface(surface);
    lockedSurface->incStrong(&sRefBaseOwner);
    return (jlong) lockedSurface.get();
}

surface.cpp的lock会进一步调用dequeueBuffer函数来请求分配内存:

int Surface::dequeueBuffer(android_native_buffer_t** buffer, int* fenceFd) {
    ...
    int buf = -1;
    sp<Fence> fence;
    nsecs_t now = systemTime();
    <!--申请buffer,并获得标识符-->
    status_t result = mGraphicBufferProducer->dequeueBuffer(&buf, &fence,
            reqWidth, reqHeight, reqFormat, reqUsage);
    ...
    if ((result & IGraphicBufferProducer::BUFFER_NEEDS_REALLOCATION) || gbuf == 0) {
    <!--申请的内存是在surfaceflinger进程中,Surface通过调用requestBuffer将图形缓冲区映射到Surface所在进程-->        
        result = mGraphicBufferProducer->requestBuffer(buf, &gbuf);
   ...
}

最终会调用BpGraphicBufferProducer的dequeueBuffer向服务端请求分配内存,这里用到了匿名共享内存的知识,在Linux中一切都是文件,共享内存也看成一个文件。分配成功之后,需要跨进程传递tmpfs临时文件的描述符fd。先看下申请的逻辑:

    class BpGraphicBufferProducer : public BpInterface<IGraphicBufferProducer>{
    virtual status_t dequeueBuffer(int *buf, sp<Fence>* fence, bool async,
            uint32_t w, uint32_t h, uint32_t format, uint32_t usage) {
        Parcel data, reply;
        data.writeInterfaceToken(IGraphicBufferProducer::getInterfaceDescriptor());
        data.writeInt32(async);
        data.writeInt32(w);
        data.writeInt32(h);
        data.writeInt32(format);
        data.writeInt32(usage);
        //通过BpBinder将要什么的buffer的相关参数保存到data,发送给BBinder
        status_t result = remote()->transact(DEQUEUE_BUFFER, data, &reply);
        if (result != NO_ERROR) {
            return result;
        }
        //BBinder给BpBinder返回了一个int,并不是缓冲区的内存
        *buf = reply.readInt32();
        bool nonNull = reply.readInt32();
        if (nonNull) {
            *fence = new Fence();
            reply.read(**fence);
        }
        result = reply.readInt32();
        return result;
    }
}

在client侧,也就是BpGraphicBufferProducer侧,通过DEQUEUE_BUFFER后核心只返回了一个*buf = reply.readInt32();其实是数组mSlots的下标,在BufferQueue中有个和mSlots对应的数组,也是32个,一一对应,

status_t BnGraphicBufferProducer::onTransact(
    uint32_t code, const Parcel& data, Parcel* reply, uint32_t flags)
{
      case DEQUEUE_BUFFER: {
            CHECK_INTERFACE(IGraphicBufferProducer, data, reply);
            bool async      = data.readInt32();
            uint32_t w      = data.readInt32();
            uint32_t h      = data.readInt32();
            uint32_t format = data.readInt32();
            uint32_t usage  = data.readInt32();
            int buf;
            sp<Fence> fence;
            //调用BufferQueue的dequeueBuffer
            //也返回一个int的buf
            int result = dequeueBuffer(&buf, &fence, async, w, h, format, usage);
            //将buf和fence写入parcel,通过binder传给client
            reply->writeInt32(buf);
            reply->writeInt32(fence != NULL);
            if (fence != NULL) {
                reply->write(*fence);
            }
            reply->writeInt32(result);
            return NO_ERROR;
}

可以看到BnGraphicBufferProducer端获取到长宽及格式,之后利用BufferQueueProducer的dequeueBuffer来申请内存,内存可能已经申请,也可能未申请,未申请,则直接申请新内存,每个surface可以对应32块内存:

status_t BufferQueueProducer::dequeueBuffer(int *outSlot,
        sp<android::Fence> *outFence, uint32_t width, uint32_t height,
        PixelFormat format, uint32_t usage) {
    ...
        sp<GraphicBuffer> graphicBuffer(mCore->mAllocator->createGraphicBuffer(
                width, height, format, usage,
                {mConsumerName.string(), mConsumerName.size()}, &error));

mCore其实就是上面的BufferQueueCore,mCore->mAllocator = new GraphicBufferAlloc(),最终会利用GraphicBufferAlloc对象分配共享内存:

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

从上面看到,直接new GraphicBuffer新建图像内存,

GraphicBuffer::GraphicBuffer(uint32_t inWidth, uint32_t inHeight,
        PixelFormat inFormat, uint32_t inUsage, std::string requestorName)
    : BASE(), mOwner(ownData), mBufferMapper(GraphicBufferMapper::get()),
      mInitCheck(NO_ERROR), mId(getUniqueId()), mGenerationNumber(0){
    ...
    handle = NULL;
    mInitCheck = initSize(inWidth, inHeight, inFormat, inUsage,
            std::move(requestorName));
}

status_t GraphicBuffer::initSize(uint32_t inWidth, uint32_t inHeight,
        PixelFormat inFormat, uint32_t inUsage, std::string requestorName)
{
    GraphicBufferAllocator& allocator = GraphicBufferAllocator::get();
    uint32_t outStride = 0;
    <!--请求分配内存-->
    status_t err = allocator.allocate(inWidth, inHeight, inFormat, inUsage,
            &handle, &outStride, mId, std::move(requestorName));
    if (err == NO_ERROR) {
        width = static_cast<int>(inWidth);
        height = static_cast<int>(inHeight);
        format = inFormat;
        usage = static_cast<int>(inUsage);
        stride = static_cast<int>(outStride);
    }
    return err;
}

 status_t GraphicBufferAllocator::allocate(uint32_t width, uint32_t height,
        PixelFormat format, uint32_t usage, buffer_handle_t* handle,
        uint32_t* stride, uint64_t graphicBufferId, std::string requestorName)
{
     ...
    auto descriptor = mDevice->createDescriptor();
    auto error = descriptor->setDimensions(width, height);
    error = descriptor->setFormat(static_cast<android_pixel_format_t>(format));
    error = descriptor->setProducerUsage(
            static_cast<gralloc1_producer_usage_t>(usage));
    error = descriptor->setConsumerUsage(
            static_cast<gralloc1_consumer_usage_t>(usage));
    <!--这里的device就是抽象的硬件设备-->
    error = mDevice->allocate(descriptor, graphicBufferId, handle);
    error = mDevice->getStride(*handle, stride);
    ...
    return NO_ERROR;
}

上面代码的mDevice就是利用hw_get_module及gralloc1_open获取到的硬件抽象层device,hw_get_module装载HAL模块,会加载相应的.so文件gralloc.default.so,它实现位于 hardware/libhardware/modules/gralloc.cpp中,最后将device映射的函数操作加载进来。这里我们关心的是allocate函数,先分析普通图形缓冲区的分配,它最终会调用gralloc_alloc_buffer()利用匿名共享内存进行分配,之前的文章Android匿名共享内存(Ashmem)原理分析了Android是如何通过匿名共享内存进行通信的,这里就直接用了:

static int gralloc_alloc_buffer(alloc_device_t* dev,
        size_t size, int usage, buffer_handle_t* pHandle)
{
    int err = 0;
    int fd = -1;
    size = roundUpToPageSize(size);
    // 创建共享内存,并且设定名字跟size
    fd = ashmem_create_region("gralloc-buffer", size);
    if (err == 0) {
        private_handle_t* hnd = new private_handle_t(fd, size, 0);
        gralloc_module_t* module = reinterpret_cast<gralloc_module_t*>(
                dev->common.module);
         // 执行mmap,将内存映射到自己的进程
        err = mapBuffer(module, hnd);
        if (err == 0) {
            *pHandle = hnd;
        }
    }

    return err;
}

mapBuffer会进一步调用ashmem的驱动,在tmpfs新建文件,同时开辟虚拟内存,

int mapBuffer(gralloc_module_t const* module,
            private_handle_t* hnd)
    {
        void* vaddr; 
        // vaddr有个毛用?
        return gralloc_map(module, hnd, &vaddr);
    }

static int gralloc_map(gralloc_module_t const* module,
        buffer_handle_t handle,
        void** vaddr)
{
    private_handle_t* hnd = (private_handle_t*)handle;
    if (!(hnd->flags & private_handle_t::PRIV_FLAGS_FRAMEBUFFER)) {
        size_t size = hnd->size;
        void* mappedAddress = mmap(0, size,
                PROT_READ|PROT_WRITE, MAP_SHARED, hnd->fd, 0);
        if (mappedAddress == MAP_FAILED) {
            return -errno;
        }
        hnd->base = intptr_t(mappedAddress) + hnd->offset;
    }
    *vaddr = (void*)hnd->base;
    return 0;
}

View绘制内存的传递

分配之后,会继续利用BpGraphicBufferProducer的requestBuffer,申请将共享内存给映射到当前进程:

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);
    if (result != NO_ERROR) {
        return result;
    }
    bool nonNull = reply.readInt32();
    if (nonNull) {
        *buf = new GraphicBuffer();
        reply.read(**buf);
    }
    result = reply.readInt32();
    return result;
}

private_handle_t对象用来抽象图形缓冲区,其中存储着与共享内存对应tmpfs文件的fd,GraphicBuffer对象会通过序列化,将这个fd会利用Binder通信传递给App进程,APP端获取到fd之后,便可以同mmap将共享内存映射到自己的进程空间,进而进行图形绘制。等到APP端对GraphicBuffer的反序列化的时候,会将共享内存mmap到当前进程空间:

status_t Parcel::read(Flattenable& val) const  
{  
    // size  
    const size_t len = this->readInt32();  
    const size_t fd_count = this->readInt32();  
    // payload  
    void const* buf = this->readInplace(PAD_SIZE(len));  
    if (buf == NULL)  
        return BAD_VALUE;  
    int* fds = NULL;  
    if (fd_count) {  
        fds = new int[fd_count];  
    }  
    status_t err = NO_ERROR;  
    for (size_t i=0 ; i<fd_count && err==NO_ERROR ; i++) {  
        fds[i] = dup(this->readFileDescriptor());  
        if (fds[i] < 0) err = BAD_VALUE;  
    }  
    if (err == NO_ERROR) {  
        err = val.unflatten(buf, len, fds, fd_count);  
    }  
    if (fd_count) {  
        delete [] fds;  
    }  
    return err;  
}  

进而调用GraphicBuffer::unflatten:

status_t GraphicBuffer::unflatten(void const* buffer, size_t size,
        int fds[], size_t count)
{
   ...
    mOwner = ownHandle;
    <!--将共享内存映射当前内存空间-->
    if (handle != 0) {
        status_t err = mBufferMapper.registerBuffer(handle);
    }
    return NO_ERROR;
}

mBufferMapper.registerBuffer函数对应gralloc_register_buffer

struct private_module_t HAL_MODULE_INFO_SYM = {
    .base = {
        .common = {
            .tag = HARDWARE_MODULE_TAG,
            .version_major = 1,
            .version_minor = 0,
            .id = GRALLOC_HARDWARE_MODULE_ID,
            .name = "Graphics Memory Allocator Module",
            .author = "The Android Open Source Project",
            .methods = &gralloc_module_methods
        },
        .registerBuffer = gralloc_register_buffer,
        .unregisterBuffer = gralloc_unregister_buffer,
        .lock = gralloc_lock,
        .unlock = gralloc_unlock,
    },
    .framebuffer = 0,
    .flags = 0,
    .numBuffers = 0,
    .bufferMask = 0,
    .lock = PTHREAD_MUTEX_INITIALIZER,
    .currentBuffer = 0,
};

最后会调用gralloc_register_buffer,通过mmap真正将tmpfs文件映射到进程空间:

static int gralloc_register_buffer(gralloc_module_t const* module,
                                   buffer_handle_t handle)
{
    ...
    if (cb->ashmemSize > 0 && cb->mappedPid != getpid()) {
        void *vaddr;
        <!--mmap-->
        int err = map_buffer(cb, &vaddr);
        cb->mappedPid = getpid();
    }

    return 0;
}

终于我们用到tmpfs中文件对应的描述符fd0->cb->fd

static int map_buffer(cb_handle_t *cb, void **vaddr)
{
    if (cb->fd < 0 || cb->ashmemSize <= 0) {
        return -EINVAL;
    }

    void *addr = mmap(0, cb->ashmemSize, PROT_READ | PROT_WRITE,
                      MAP_SHARED, cb->fd, 0);
    cb->ashmemBase = intptr_t(addr);
    cb->ashmemBasePid = getpid();
    *vaddr = addr;
    return 0;
}

到这里内存传递成功,App端就可以应用这块内存进行图形绘制了。

View绘制内存的使用

关于内存的使用,我们回到之前的Surface lock函数,内存经过反序列化,拿到内存地址后,会封装一个ANativeWindow_Buffer返回给上层调用:

status_t Surface::lock(
        ANativeWindow_Buffer* outBuffer, ARect* inOutDirtyBounds)
{
     ...
        void* vaddr;
        <!--lock获取地址-->
        status_t res = backBuffer->lock(
                GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN,
                newDirtyRegion.bounds(), &vaddr);

        if (res != 0) {
            err = INVALID_OPERATION;
        } else {
            mLockedBuffer = backBuffer;
            outBuffer->width  = backBuffer->width;
            outBuffer->height = backBuffer->height;
            outBuffer->stride = backBuffer->stride;
            outBuffer->format = backBuffer->format;

                <!--关键点 设置虚拟内存的地址-->
            outBuffer->bits   = vaddr;
        }
    }
    return err;
}

ANativeWindow_Buffer的数据结构如下,其中bits字段与虚拟内存地址对应,

typedef struct ANativeWindow_Buffer {
    // The number of pixels that are show horizontally.
    int32_t width;

    // The number of pixels that are shown vertically.
    int32_t height;

    // The number of *pixels* that a line in the buffer takes in
    // memory.  This may be >= width.
    int32_t stride;

    // The format of the buffer.  One of WINDOW_FORMAT_*
    int32_t format;

    // The actual bits.
    void* bits;
    
    // Do not touch.
    uint32_t reserved[6];
} ANativeWindow_Buffer;

如何使用,看下Canvas的draw

static void nativeLockCanvas(JNIEnv* env, jclass clazz,
        jint nativeObject, jobject canvasObj, jobject dirtyRectObj) {
    sp<Surface> surface(reinterpret_cast<Surface *>(nativeObject));
    ...
    status_t err = surface->lock(&outBuffer, &dirtyBounds);
    ...
    <!--SkBitmap-->
    SkBitmap bitmap;
    ssize_t bpr = outBuffer.stride * bytesPerPixel(outBuffer.format);
    <!--为SkBitmap填充配置-->
    bitmap.setConfig(convertPixelFormat(outBuffer.format), outBuffer.width, outBuffer.height, bpr);
    <!--为SkBitmap填充格式-->
    if (outBuffer.format == PIXEL_FORMAT_RGBX_8888) {
        bitmap.setIsOpaque(true);
    }
    <!--为SkBitmap填充内存-->
    if (outBuffer.width > 0 && outBuffer.height > 0) {
        bitmap.setPixels(outBuffer.bits);
    } else {
        // be safe with an empty bitmap.
        bitmap.setPixels(NULL);
    }

    <!--创建native SkCanvas-->
    SkCanvas* nativeCanvas = SkNEW_ARGS(SkCanvas, (bitmap));
    swapCanvasPtr(env, canvasObj, nativeCanvas);
   ...
}

对于2D绘图,会用skia库会填充Bitmap对应的共享内存,如此即可完成绘制,本文不深入Skia库,有兴趣自行分析。绘制完成后,通过unlock直接通知SurfaceFlinger服务进行图层合成。

Android View局部重绘的原理

拿TextView来说,如果内容发生了改变,就会触发重绘,加入当前视图中还包含其他View,这个时候,可能只会触发TextView及其父层级View的重绘,其他View不重绘,为什么呢?这个时候传递给SurfaceFlinger的UI数据如何保证完整呢?其实在lockCanvas的时候,默认是又一次数据拷贝的,也就是将之前绘制的UI数据拷贝到最新的申请内存中去,而新的重绘是从拷贝之后开始的,也就是在原来视图的基础上进行脏区域重绘:

status_t Surface::lock(
        ANativeWindow_Buffer* outBuffer, ARect* inOutDirtyBounds)
{
 <!--申请内存-->
    status_t err = dequeueBuffer(&out, &fenceFd);
    ALOGE_IF(err, "dequeueBuffer failed (%s)", strerror(-err));
    if (err == NO_ERROR) {
    <!--如果需要就尽心拷贝-->
        sp<GraphicBuffer> backBuffer(GraphicBuffer::getSelf(out));
        const Rect bounds(backBuffer->width, backBuffer->height);
            ...
        const sp<GraphicBuffer>& frontBuffer(mPostedBuffer);
        const bool canCopyBack = (frontBuffer != 0 &&
                backBuffer->width  == frontBuffer->width &&
                backBuffer->height == frontBuffer->height &&
                backBuffer->format == frontBuffer->format);

        // 是否能够拷贝到当前backBuffer中来?必须两个样式一样,才能拷贝,如果不一样不用
            if (canCopyBack) {
            // copy the area that is invalid and not repainted this round
            const Region copyback(mDirtyRegion.subtract(newDirtyRegion));
            if (!copyback.isEmpty()) {
                // 拷贝
                copyBlt(backBuffer, frontBuffer, copyback, &fenceFd);
            }
        } else {
            // 如果不能拷贝,那就整块绘制,终于找到了入口 入江口 入口啊
            newDirtyRegion.set(bounds);
            mDirtyRegion.clear();
            Mutex::Autolock lock(mMutex);
            for (size_t i=0 ; i<NUM_BUFFER_SLOTS ; i++) {
                mSlots[i].dirtyRegion.clear();
            }
        }
  ....
}

对于通过lockCanvas获取的内存,要么被上次绘制的UI数据填充,要么整体重绘,如果被上次填充,那么这次就只需要绘制脏区域相关的视图,这就是Android局部重绘的原理。

总结

Android View的绘制建立匿名共享内存的基础上,APP端与SurfaceFlinger通过共享内存的方式避免了View视图数据的拷贝,提高了系统同的视图处理能力。

作者:看书的小蜗牛
原文链接:Android窗口管理分析(4):Android View绘制内存的分配、传递、使用
仅供参考,欢迎指正

上一篇下一篇

猜你喜欢

热点阅读