Android中的Choreographer工作原理解析
前言
Android應(yīng)用的UI
界面需要多個(gè)角色共同協(xié)作才能完成渲染上屏,最終呈現(xiàn)到屏幕上被用戶(hù)看到。其中包括App
進(jìn)程的測(cè)量、布局和繪制,SurfaceFlinger
進(jìn)程的渲染數(shù)據(jù)合成等。而App
進(jìn)程何時(shí)開(kāi)始測(cè)量、布局和繪制,SurfaceFlinger
進(jìn)程何時(shí)開(kāi)始數(shù)據(jù)的合成和上屏,決定了Android系統(tǒng)能否有條不紊地刷新屏幕內(nèi)容,給用戶(hù)提供流暢的使用體驗(yàn)。
為了協(xié)調(diào)App
進(jìn)程的視圖數(shù)據(jù)生產(chǎn)和SurfaceFlinger
進(jìn)程的視圖數(shù)據(jù)消費(fèi)處理,Android系統(tǒng)引入Choreographer
對(duì)App
進(jìn)程的布局繪制工作和SurfaceFlinger
進(jìn)程的數(shù)據(jù)合成工作進(jìn)行調(diào)度,減少因?yàn)锳ndroid應(yīng)用繪制渲染和屏幕刷新之間不同步導(dǎo)致的屏幕撕裂(tearing
)問(wèn)題。
本文從Choreographer
的創(chuàng)建流程和Choreographer
的VSYNC
請(qǐng)求、分發(fā)以及處理兩個(gè)方面來(lái)分析Choreographer
機(jī)制的工作原理。
說(shuō)明:本文中的源碼對(duì)應(yīng)的Android版本是Android 13。
Choreographer的創(chuàng)建流程
先給出Choreographer
的創(chuàng)建時(shí)機(jī):Android中啟動(dòng)一個(gè)Activity
時(shí),在SystemServer
進(jìn)程在ActivityTaskSupervisor#realStartActivityLocked
方法中通過(guò)Binder
跨進(jìn)程調(diào)用到App
進(jìn)程,在App
進(jìn)程調(diào)用了IApplicationThread#scheduleTransaction
,最終執(zhí)行完Activity#onResume
方法之后會(huì)調(diào)用ViewManager#addView
,最終創(chuàng)建了ViewRootImpl
實(shí)例,并在ViewRootImpl
的構(gòu)造函數(shù)中完成了Choreographer
實(shí)例創(chuàng)建,并作為ViewRootImpl
的成員變量持有。
SystemServer
進(jìn)程收到App
進(jìn)程啟動(dòng)Activity
的Binder
請(qǐng)求后,在ActivityTaskSupervisor#realStartActivityLocked
方法中封裝LaunchActivityItem
和ResumeActivityItem
并通過(guò)ClientLifecycleManager#scheduleTransaction
調(diào)度執(zhí)行任務(wù),最終還是通過(guò)App
進(jìn)程的IApplicationThread
(Binder
實(shí)例)跨進(jìn)程調(diào)用到App
進(jìn)程的ApplicationThread#scheduleTransaction
方法。
// com.android.server.wm.ActivityTaskSupervisor#realStartActivityLocked boolean 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#scheduleTransaction void 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 /** * 當(dāng)transaction初始化之后開(kāi)始調(diào)度執(zhí)行,將會(huì)被發(fā)送給client端并按照以下順序進(jìn)行處理: * 1. 調(diào)用preExecute(ClientTransactionHandler) * 2. 調(diào)度transaction對(duì)應(yīng)的消息 * 3. 調(diào)用TransactionExecutor#execute(ClientTransaction) */ public void schedule() throws RemoteException { mClient.scheduleTransaction(this); // mClient為App進(jìn)程通過(guò)Binder通信傳遞的Binder句柄IApplicationThread。 }
此時(shí)調(diào)用鏈已經(jīng)傳遞到App進(jìn)程,由ActivityThread
的ApplicationThread
類(lèi)型的成員變量進(jìn)行處理,而ApplicationThread#scheduleTransaction
方法直接調(diào)用了外部類(lèi)ActivityThread
的scheduleTransaction
方法,相當(dāng)于直接轉(zhuǎn)發(fā)給ActivityThread#scheduleTransaction
。而ActivityThread#scheduleTransaction
通過(guò)主線程的Handler
對(duì)象mH
向主線程的MessageQueue
中插入了一個(gè)EXECUTE_TRANSACTION
消息。此時(shí),App
進(jìn)程在主線程中處理EXECUTE_TRANSACTION
消息。
/** * 負(fù)責(zé)管理應(yīng)用進(jìn)程中的主線程任務(wù),按照SystemServer進(jìn)程請(qǐng)求的那樣對(duì)任務(wù)進(jìn)行調(diào)度和執(zhí)行。 */ public final class ActivityThread extends ClientTransactionHandler implements ActivityThreadInternal { @UnsupportedAppUsage final ApplicationThread mAppThread = new ApplicationThread(); @UnsupportedAppUsage final Looper mLooper = Looper.myLooper(); @UnsupportedAppUsage final H mH = new H(); // An executor that performs multi-step transactions. private final TransactionExecutor mTransactionExecutor = new TransactionExecutor(this); // ... private class ApplicationThread extends IApplicationThread.Stub { // ... @Override public 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); } // 主線程的Handler mH.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; // ... } // ... } }
主線程調(diào)用TransactionExecutor#execute
方法處理消息,并在executeCallbacks
方法中執(zhí)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) { // ... // 實(shí)際執(zhí)行生命周期任務(wù)的地方 executeCallbacks(transaction); executeLifecycleState(transaction); mPendingActions.clear(); // ... } /** Cycle through all states requested by callbacks and execute them at proper times. */ @VisibleForTesting public void executeCallbacks(ClientTransaction transaction) { // 取出之前SystemServer進(jìn)程放入的LaunchActivityItem和ResumeActivityItem final 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); } // 執(zhí)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); } } } // ... }
最終調(diào)用到了ActivityThread#handleResumeActivity
方法,執(zhí)行了resume,并調(diào)用的addView將DecorView和WindowManagerImpl進(jìn)行關(guān)聯(lián)。
/** * Request to move an activity to resumed state. * @hide */ public class ResumeActivityItem extends ActivityLifecycleItem { private static final String TAG = "ResumeActivityItem"; // ... @Override public void execute(ClientTransactionHandler client, ActivityClientRecord r, PendingTransactionActions pendingActions) { Trace.traceBegin(TRACE_TAG_ACTIVITY_MANAGER, "activityResume"); // client是android.app.ActivityThread client.handleResumeActivity(r, true /* finalStateRequest */, mIsForward, "RESUME_ACTIVITY"); Trace.traceEnd(TRACE_TAG_ACTIVITY_MANAGER); } // ... } // android.app.ActivityThread#handleResumeActivity @Override public 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; // 執(zhí)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; // 將DecorView和WindowManagerImpl進(jìn)行關(guān)聯(lián) 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()); }
在addView
方法中創(chuàng)建了ViewRootImpl
實(shí)例,并將ViewRootImpl
實(shí)例和DecorView
實(shí)例進(jìn)行維護(hù),最后調(diào)用setView
將DecorView
和ViewRootImpl
進(jìn)行關(guān)聯(lián),后續(xù)由ViewRootImpl
作為橋梁來(lái)間接和DecorView
進(jìn)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 { @UnsupportedAppUsage private final ArrayList<View> mViews = new ArrayList<View>(); @UnsupportedAppUsage private final ArrayList<ViewRootImpl> mRoots = new ArrayList<ViewRootImpl>(); @UnsupportedAppUsage private 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; // ... // 創(chuàng)建ViewRootImpl實(shí)例 if (windowlessSession == null) { root = new ViewRootImpl(view.getContext(), display); } else { root = new ViewRootImpl(view.getContext(), display, windowlessSession); } view.setLayoutParams(wparams); // 維護(hù)DecorView、ViewRootImpl實(shí)例 mViews.add(view); mRoots.add(root); mParams.add(wparams); // do this last because it fires off messages to start doing things try { // 調(diào)用setView將DecorView和ViewRootImpl進(jìn)行關(guān)聯(lián),后續(xù)由ViewRootImpl作為橋梁來(lái)間接和DecorView進(jìn)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; } } } // ... }
最終,我們來(lái)到了ViewRootImpl
的構(gòu)造函數(shù),在ViewRootImpl
的構(gòu)造函數(shù)中創(chuàng)建了Choreographer
實(shí)例,并作為ViewRootImpl
的成員變量持有了,這樣ViewRootImpl
就作為橋梁在App
應(yīng)用層和Android系統(tǒng)之間進(jìn)行雙向通信。接下來(lái)看下Choreographer
是如何請(qǐng)求VSYNC
信號(hào)以及如何分發(fā)VSYNC
信號(hào),最終實(shí)現(xiàn)App
的UI
不斷刷新到屏幕上。
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) { // ... // 創(chuàng)建Choreographer實(shí)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>() { @Override protected 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(); } }
從上面的分析中,我們知道了Choreographer
的創(chuàng)建時(shí)機(jī)是在Activity#onResume
執(zhí)行之后,可見(jiàn)Android系統(tǒng)這么設(shè)計(jì)是出于Activity
是Android應(yīng)用中承載UI
的容器,只有容器創(chuàng)建之后,才需要?jiǎng)?chuàng)建Choreographer
來(lái)調(diào)度VSYNC
信號(hào),最終開(kāi)啟一幀幀的界面渲染和刷新。
那么會(huì)不會(huì)在每啟動(dòng)一個(gè)Activity
之后都會(huì)創(chuàng)建一個(gè)Choreographer
實(shí)例呢?答案是不會(huì)的,因?yàn)閺?code>Choreographer的構(gòu)造過(guò)程可以知道,Choreographer
的創(chuàng)建是通過(guò)ThreadLocal
實(shí)現(xiàn)的,所以Choreographer
是線程單例的,所以主線程只會(huì)創(chuàng)建一個(gè)Choreographer
實(shí)例。
那么是不是任何一個(gè)線程都可以創(chuàng)建Choreographer
實(shí)例呢?答案是只有創(chuàng)建了Looper
的線程才能創(chuàng)建Choreographer
實(shí)例,原因是Choreographer
會(huì)通過(guò)Looper
進(jìn)行線程切換,至于為什么線程切換將會(huì)在下面進(jìn)行分析回答。
VSYNC信號(hào)的調(diào)度分發(fā)流程
下面我們結(jié)合源碼分析下,Choreographer
是如何調(diào)度VSYNC
信號(hào)的,調(diào)度之后又是如何接收VSYNC
信號(hào)的,接收到VSYNC
信號(hào)之后又是怎么處理的。
首先,我們看下Choreographer
的構(gòu)造函數(shù)做了哪些事情來(lái)實(shí)現(xiàn)VSYNC
信號(hào)的調(diào)度分發(fā)。首先,基于主線程的Looper
創(chuàng)建了FrameHandler
用于線程切換,保證是在主線程請(qǐng)求調(diào)度VSYNC
信號(hào)以及在主線程處理接收到的VSYNC
信號(hào)。接著,創(chuàng)建了FrameDisplayEventReceiver
用于請(qǐng)求和接收VSYNC
信號(hào)。最后,創(chuàng)建了CallbackQueue
類(lèi)型的數(shù)組,用于接收業(yè)務(wù)層投遞的各種類(lèi)型的任務(wù)。
private Choreographer(Looper looper, int vsyncSource) { mLooper = looper; // 負(fù)責(zé)線程切換 mHandler = new FrameHandler(looper); // 負(fù)責(zé)請(qǐng)求和接收VSYNC信號(hào) mDisplayEventReceiver = USE_VSYNC ? new FrameDisplayEventReceiver(looper, vsyncSource) : null; mLastFrameTimeNanos = Long.MIN_VALUE; mFrameIntervalNanos = (long)(1000000000 / getRefreshRate()); // 存儲(chǔ)業(yè)務(wù)提交的任務(wù),四種任務(wù)類(lèi)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; // ... } // 鏈表結(jié)構(gòu) 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; // ... }
下面結(jié)合源碼看下FrameDisplayEventReceiver
的創(chuàng)建過(guò)程,可以看到FrameDisplayEventReceiver
繼承自DisplayEventReceiver
,并在構(gòu)造函數(shù)中調(diào)用了DisplayEventReceiver
的構(gòu)造函數(shù)。因此,我們繼續(xù)跟下DisplayEventReceiver
的構(gòu)造函數(shù)。
private final class FrameDisplayEventReceiver extends DisplayEventReceiver implements Runnable { private boolean mHavePendingVsync; private long mTimestampNanos; private int mFrame; private VsyncEventData mLastVsyncEventData = new VsyncEventData(); // 直接調(diào)用DisplayEventReceiver的構(gòu)造函數(shù) public FrameDisplayEventReceiver(Looper looper, int vsyncSource) { super(looper, vsyncSource, 0); } @Override public 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; // 發(fā)送異步消息到主線程 Message msg = Message.obtain(mHandler, this); msg.setAsynchronous(true); mHandler.sendMessageAtTime(msg, timestampNanos / TimeUtils.NANOS_PER_MS); } finally { Trace.traceEnd(Trace.TRACE_TAG_VIEW); } } // 在主線程執(zhí)行 @Override public void run() { mHavePendingVsync = false; doFrame(mTimestampNanos, mFrame, mLastVsyncEventData); } }
DisplayEventReceiver
的構(gòu)造函數(shù)中將主線程的MessageQueue
取出,之后調(diào)用了nativeInit
方法并傳遞了主線程的MessageQueue
,并將自身作為參數(shù)也一起傳入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); }
而nativeInit
是一個(gè)native方法,具體邏輯是通過(guò)C++實(shí)現(xiàn)的,代碼位于android_view_DisplayEventReceiver.cpp中。其中關(guān)鍵的部分是NativeDisplayEventReceiver
的創(chuàng)建以及調(diào)用initialize
方法進(jìn)行初始化。
// frameworks/base/core/jni/android_view_DisplayEventReceiver.cpp static jlong nativeInit(JNIEnv* env, jclass clazz, jobject receiverWeak, jobject vsyncEventDataWeak, jobject messageQueueObj, jint vsyncSource, jint eventRegistration, jlong layerHandle) { // 獲取native層的MessageQueue對(duì)象 sp<MessageQueue> messageQueue = android_os_MessageQueue_getMessageQueue(env, messageQueueObj); if (messageQueue == NULL) { jniThrowRuntimeException(env, "MessageQueue is not initialized."); return 0; } // 創(chuàng)建native層的DisplayEventReceiver,即NativeDisplayEventReceiver sp<NativeDisplayEventReceiver> receiver = new NativeDisplayEventReceiver(env, receiverWeak, vsyncEventDataWeak, messageQueue, vsyncSource, eventRegistration, layerHandle); // 調(diào)用initialize進(jìn)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 object return reinterpret_cast<jlong>(receiver.get()); } // 父類(lèi)是DisplayEventDispatcher class 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) // 父類(lèi)構(gòu)造函數(shù) : 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層的receiver mReceiverWeakGlobal(env->NewGlobalRef(receiverWeak)), mVsyncEventDataWeakGlobal(env->NewGlobalRef(vsyncEventDataWeak)), mMessageQueue(messageQueue) { ALOGV("receiver %p ~ Initializing display event receiver.", this); }
首先看下NativeDisplayEventReceiver
對(duì)象的創(chuàng)建,NativeDisplayEventReceiver
的父類(lèi)是DisplayEventDispatcher
。查看源碼可以判斷出DisplayEventDispatcher
是用于分發(fā)VSYNC
、Hotplug
等信號(hào)的,而DisplayEventDispatcher
內(nèi)部會(huì)創(chuàng)建DisplayEventReceiver
對(duì)象用于接收SurfaceFlinger
進(jìn)程發(fā)送過(guò)來(lái)的信號(hào)。
// frameworks/native/libs/gui/DisplayEventDispatcher.cpp DisplayEventDispatcher::DisplayEventDispatcher(const sp<Looper>& looper, gui::ISurfaceComposer::VsyncSource vsyncSource, EventRegistrationFlags eventRegistration, const sp<IBinder>& layerHandle) : mLooper(looper), mReceiver(vsyncSource, eventRegistration, layerHandle), // DisplayEventReceiver mWaitingForVsync(false), mLastVsyncCount(0), mLastScheduleVsyncTime(0) { ALOGV("dispatcher %p ~ Initializing display event dispatcher.", this); } // frameworks/native/libs/gui/DisplayEventReceiver.cpp DisplayEventReceiver::DisplayEventReceiver(gui::ISurfaceComposer::VsyncSource vsyncSource, EventRegistrationFlags eventRegistration, const sp<IBinder>& layerHandle) { // 獲取SurfaceFlinger的代理對(duì)象 sp<gui::ISurfaceComposer> sf(ComposerServiceAIDL::getComposerService()); if (sf != nullptr) { mEventConnection = nullptr; // 創(chuàng)建一個(gè)與SurfaceFlinger進(jìn)程中的EventTread-app線程的vsyncSource信號(hào)連接 binder::Status status = sf->createDisplayEventConnection(vsyncSource, static_cast<gui::ISurfaceComposer::EventRegistration>(eventRegistration.get()), layerHandle, &mEventConnection); if (status.isOk() && mEventConnection != nullptr) { // 創(chuàng)建成功之后,構(gòu)造一個(gè)BitTube對(duì)象,并將上面創(chuàng)建好的連接的讀端描述拷貝過(guò)來(lái),用于后續(xù)VSYNC信號(hào)的監(jiān)聽(tīng) mDataChannel = std::make_unique<gui::BitTube>(); // 拷貝SurfaceFlinger進(jìn)程中創(chuàng)建的Scoket讀端描述符 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.cpp sp<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; } // 創(chuàng)建了BitTube,內(nèi)部創(chuàng)建了Socket EventThreadConnection::EventThreadConnection(EventThread* eventThread, uid_t callingUid, EventRegistrationFlags eventRegistration) : mOwnerUid(callingUid), mEventRegistration(eventRegistration), mEventThread(eventThread), mChannel(gui::BitTube::DefaultSize) {}
從源碼中可以看到,BitTube
是用于接收SurfaceFlinger
進(jìn)程發(fā)送過(guò)來(lái)的信號(hào)的,從BitTube
的類(lèi)文件可以看出,BitTube
內(nèi)部是通過(guò)Socket
來(lái)實(shí)現(xiàn)跨進(jìn)程發(fā)送信號(hào)的。
// frameworks/native/libs/gui/BitTube.cpp static 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); }
總結(jié)一下,Choreographer的創(chuàng)建流程:
VSYNC信號(hào)的請(qǐng)求
對(duì)于刷新率為60Hz的屏幕來(lái)說(shuō),一般是每16.67ms產(chǎn)生一個(gè)VSYNC
信號(hào),但是每個(gè)App
進(jìn)程不一定會(huì)每個(gè)VSYNC
信號(hào)都會(huì)接收,而是根據(jù)上層業(yè)務(wù)的實(shí)際需要進(jìn)行VSYNC
信號(hào)的監(jiān)聽(tīng)和接收。這樣設(shè)計(jì)的好處是可以按需觸發(fā)App
進(jìn)程的渲染流程,降低不必要的渲染所帶來(lái)的功耗。
上層業(yè)務(wù)一般會(huì)通過(guò)validate
或者requestLayout
方法來(lái)發(fā)起一次繪制請(qǐng)求,最終這個(gè)繪制請(qǐng)求會(huì)被轉(zhuǎn)換成CallbackRecord
放入對(duì)應(yīng)類(lèi)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(); // 計(jì)算任務(wù)執(zhí)行的具體時(shí)間戳 final long dueTime = now + delayMillis; mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token); if (dueTime <= now) { // 如果不需要延遲執(zhí)行的話,則立即請(qǐng)求調(diào)度VSYNC信號(hào) scheduleFrameLocked(now); } else { // 否則通過(guò)延遲消息來(lái)請(qǐng)求調(diào)度VSYNC信號(hào) 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) { // 檢查當(dāng)前線程是否為主線程,如果是主線程,直接請(qǐng)求調(diào)度VSYNC信號(hào),否則向主線程發(fā)送異步消息來(lái)請(qǐng)求調(diào)度VSYNC信號(hào) 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"); // 通過(guò)調(diào)用FrameDisplayEventReceiver的scheduleVsync方法請(qǐng)求VSYNC信號(hào) mDisplayEventReceiver.scheduleVsync(); } finally { Trace.traceEnd(Trace.TRACE_TAG_VIEW); } } // ... }
最終調(diào)用了native
方法向SurfaceFlinger
進(jìn)程進(jìn)行通信,請(qǐng)求分發(fā)VSYNC
信號(hào)到App
進(jìn)程。之前創(chuàng)建Choreographer
的過(guò)程中,創(chuàng)建了DisplayEventReceiver
并通過(guò)JNI
調(diào)用到了native層,在native層創(chuàng)建了NativeDisplayEventReceiver
對(duì)象之后,將其返回了Java層,并保存在了Java層的DisplayEventReceiver
對(duì)象中。Java層通過(guò)JNI
調(diào)用到native層并將之前創(chuàng)建的NativeDisplayEventReceiver
指針傳回了native層,這樣就可以在native層找到之前創(chuàng)建好的NativeDisplayEventReceiver
對(duì)象,并調(diào)用其scheduleVsync
方法,最終通過(guò)mEventConnection
完成跨進(jìn)程請(qǐng)求,
// android.view.DisplayEventReceiver#scheduleVsync @UnsupportedAppUsage public 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.cpp static 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.cpp status_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))); } // 請(qǐng)求下一個(gè)VSYNC信號(hào) 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.cpp status_t DisplayEventReceiver::requestNextVsync() { if (mEventConnection != nullptr) { mEventConnection->requestNextVsync(); return NO_ERROR; } return mInitError.has_value() ? mInitError.value() : NO_INIT; }
VSYNC信號(hào)的分發(fā)
當(dāng)SurfaceFlinger
進(jìn)程通過(guò)Socket
通知App
進(jìn)程VSYNC
信號(hào)到達(dá)之后,App
進(jìn)程的handleEvent
方法將會(huì)被調(diào)用,最終通過(guò)JNI
調(diào)用到Java層的FrameDisplayEventReceiver#dispatchVsync
方法。
// frameworks/native/libs/gui/DisplayEventDispatcher.cpp int 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.cpp void 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); } // 最終調(diào)用到了Java層的dispatchVsync env->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 @Override public 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); // 異步消息,利用之前插入的同步屏障來(lái)加速消息的處理 mHandler.sendMessageAtTime(msg, timestampNanos / TimeUtils.NANOS_PER_MS); } finally { Trace.traceEnd(Trace.TRACE_TAG_VIEW); } } @Override public void run() { mHavePendingVsync = false; doFrame(mTimestampNanos, mFrame, mLastVsyncEventData); }
最終調(diào)用到了Choreographer#doFrame
方法,到了這里就開(kāi)始了新的一幀的處理,開(kāi)始下一幀的數(shù)據(jù)準(zhǔn)備工作。
VSYNC信號(hào)的處理
App
進(jìn)程收到VSYNC
信號(hào)之后就會(huì)調(diào)用doFrame
方法開(kāi)始新的一幀數(shù)據(jù)的準(zhǔn)備工作,其中還會(huì)計(jì)算卡頓時(shí)間,即VSYNC
信號(hào)到達(dá)之后多久才被主線程處理,等待時(shí)間過(guò)長(zhǎng)會(huì)導(dǎo)致無(wú)法在一幀時(shí)間內(nèi)完成數(shù)據(jù)準(zhǔn)備的工作,最終導(dǎo)致用戶(hù)看到的視覺(jué)效果不夠流暢。
// android.view.Choreographer void 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傳遞給來(lái)的時(shí)間戳,可能會(huì)被校準(zhǔn)為App進(jìn)程接收到VSYNC信號(hào)的時(shí)間戳 // jitterNanos包含了Handler處理消息的耗時(shí),即異步消息被處理之前,主線程還在處理其他消息所占用的時(shí)間,如果這個(gè)時(shí)間過(guò)長(zhǎng)會(huì)導(dǎo)致卡頓 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; } // 開(kāi)始執(zhí)行各種類(lèi)型的Callback AnimationUtils.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); } }
接著,就會(huì)將之前業(yè)務(wù)提交的各種類(lèi)型的CallbackRecord
,主要分為:
- CALLBACK_INPUT:輸入類(lèi)型,比如屏幕觸摸事件,最先執(zhí)行;
- CALLBACK_ANIMATION:動(dòng)畫(huà)類(lèi)型,比如屬性動(dòng)畫(huà);
- CALLBACK_INSETS_ANIMATION:背景更新動(dòng)畫(huà);
- CALLBACK_TRAVERSAL:布局繪制類(lèi)型,View的測(cè)量、布局和繪制等;
- CALLBACK_COMMIT:提交繪制數(shù)據(jù);
按照順序執(zhí)行完所有的CallbackRecord
之后,App
進(jìn)程的繪制任務(wù)就完成了,最終數(shù)據(jù)提交到GraphicBuffer
中,最終調(diào)度sf
類(lèi)型的VSYNC
信號(hào),最后由SurfaceFlinger
完成數(shù)據(jù)合成和送顯。
總結(jié)一下,VSYNC
信號(hào)的分發(fā)處理流程:
總結(jié)
整個(gè)Choreographer
工作機(jī)制作為App
進(jìn)程和SurfaceFlinger
進(jìn)程的協(xié)調(diào)機(jī)制,承接App
進(jìn)程的業(yè)務(wù)刷新UI
的請(qǐng)求,統(tǒng)一調(diào)度VSYNC
信號(hào),將UI
渲染任務(wù)同步到 VSYNC
信號(hào)的時(shí)間線上。同時(shí)作為中轉(zhuǎn)站來(lái)分發(fā)VSYNC
信號(hào),并處理上層業(yè)務(wù)的刷新請(qǐng)求。按照 VSYNC
信號(hào)的周期有規(guī)律地準(zhǔn)備每一幀數(shù)據(jù),并通過(guò)SurfaceFlinger
進(jìn)程完成合成上屏。
到此這篇關(guān)于淺析Android中的Choreographer工作原理的文章就介紹到這了,更多相關(guān)Android Choreographer工作原理內(nèi)容請(qǐng)搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持腳本之家!
相關(guān)文章
Android BroadcastReceiver廣播機(jī)制概述
這篇文章主要為大家詳細(xì)介紹了Android BroadcastReceiver廣播機(jī)制,文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下2016-08-08Android多線程+單線程+斷點(diǎn)續(xù)傳+進(jìn)度條顯示下載功能
這篇文章主要介紹了Android多線程+單線程+斷點(diǎn)續(xù)傳+進(jìn)度條顯示下載功能,需要的朋友可以參考下2017-06-06Android 關(guān)于ExpandableListView去掉里頭分割線的方法
下面小編就為大家?guī)?lái)一篇Android 關(guān)于ExpandableListView去掉里頭分割線的方法。小編覺(jué)得挺不錯(cuò)的,現(xiàn)在就分享給大家,也給大家做個(gè)參考。一起跟隨小編過(guò)來(lái)看看吧2016-12-12Android自定義View系列之Path繪制仿支付寶支付成功動(dòng)畫(huà)
這篇文章主要為大家詳細(xì)介紹了Android自定義View系列之Path繪制仿支付寶支付成功動(dòng)畫(huà),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下2016-12-12Android用RecyclerView實(shí)現(xiàn)動(dòng)態(tài)添加本地圖片
本篇文章主要介紹了Android用RecyclerView實(shí)現(xiàn)動(dòng)態(tài)添加本地圖片,具有一定的參考價(jià)值,有興趣的可以了解一下2017-08-08android 仿ios數(shù)字密碼解鎖界面的實(shí)例
下面小編就為大家分享一篇android 仿ios數(shù)字密碼解鎖界面的實(shí)例,具有很好的參考價(jià)值,希望對(duì)大家有所幫助。一起跟隨小編過(guò)來(lái)看看吧2017-12-12