Android 重学系列 图元的合成(上) 绘制的准备

前言

经过上一篇文章的探索,我们已经熟知了图元是如何消费的。当一旦有图元进行过消费,SF就会决定刷新整个屏幕,大致上分为如下6个步骤:

  • 1.preComposition 预处理合成
  • 2.rebuildLayerStacks 重新构建Layer栈
  • 3.setUpHWComposer HWC的渲染或者准备
  • 4.doDebugFlashRegions 打开debug绘制模式
  • 5.doTracing 跟踪打印
  • 6.doComposition 合成图元
  • 7.postComposition 图元合成后的vysnc等收尾工作。

对应第3点和第4点。暂时没必要关心。本文着重分析第1,2,5,6,7 五个步骤。

如果遇到问题请到本文进行讨论https://www.jianshu.com/p/e3ffe13f82aa

正文

preComposition 预处理合成

文件:/frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp

void SurfaceFlinger::preComposition(nsecs_t refreshStartTime)
{

    bool needExtraInvalidate = false;
    mDrawingState.traverseInZOrder([&](Layer* layer) {
        if (layer->onPreComposition(refreshStartTime)) {
            needExtraInvalidate = true;
        }
    });

    if (needExtraInvalidate) {
        signalLayerUpdate();
    }
}
bool BufferLayer::onPreComposition(nsecs_t refreshStartTime) {
    if (mBufferLatched) {
        Mutex::Autolock lock(mFrameEventHistoryMutex);
        mFrameEventHistory.addPreComposition(mCurrentFrameNumber,
                                             refreshStartTime);
    }
    mRefreshPending = false;
    return mQueuedFrames > 0 || mSidebandStreamChanged ||
            mAutoRefresh;
}

此时判断到mQueuedFrames还有其他图元需要消费。返回 true,继续调用signalLayerUpdate进行下一轮的invalidate消息。

rebuildLayerStacks 重新构建Layer栈计算可视区

void SurfaceFlinger::rebuildLayerStacks() {

    if (CC_UNLIKELY(mVisibleRegionsDirty)) {
        ATRACE_NAME("rebuildLayerStacks VR Dirty");
        mVisibleRegionsDirty = false;
        invalidateHwcGeometry();

        for (size_t dpy=0 ; dpy<mDisplays.size() ; dpy++) {
            Region opaqueRegion;
            Region dirtyRegion;
            Vector<sp<Layer>> layersSortedByZ;
            Vector<sp<Layer>> layersNeedingFences;
            const sp<DisplayDevice>& displayDevice(mDisplays[dpy]);
            const Transform& tr(displayDevice->getTransform());
            const Rect bounds(displayDevice->getBounds());
            if (displayDevice->isDisplayOn()) {
                computeVisibleRegions(displayDevice, dirtyRegion, opaqueRegion);

                mDrawingState.traverseInZOrder([&](Layer* layer) {
                    bool hwcLayerDestroyed = false;
                    if (layer->belongsToDisplay(displayDevice->getLayerStack(),
                                displayDevice->isPrimary())) {
                        Region drawRegion(tr.transform(
                                layer->visibleNonTransparentRegion));
                        drawRegion.andSelf(bounds);
                        if (!drawRegion.isEmpty()) {
                            layersSortedByZ.add(layer);
                        } else {
                            hwcLayerDestroyed = layer->destroyHwcLayer(
                                    displayDevice->getHwcDisplayId());
                        }
                    } else {
                        hwcLayerDestroyed = layer->destroyHwcLayer(
                                displayDevice->getHwcDisplayId());
                    }

                    if (hwcLayerDestroyed) {
                        auto found = std::find(mLayersWithQueuedFrames.cbegin(),
                                mLayersWithQueuedFrames.cend(), layer);
                        if (found != mLayersWithQueuedFrames.cend()) {
                            layersNeedingFences.add(layer);
                        }
                    }
                });
            }
            displayDevice->setVisibleLayersSortedByZ(layersSortedByZ);
            displayDevice->setLayersNeedingFences(layersNeedingFences);
            displayDevice->undefinedRegion.set(bounds);
            displayDevice->undefinedRegion.subtractSelf(
                    tr.transform(opaqueRegion));
            displayDevice->dirtyRegion.orSelf(dirtyRegion);
        }
    }
}

mVisibleRegionsDirty如果为true,说明有Layer 加入或者说latchBuffer对应的图元的显示出现了改变。

首先遍历每一个屏幕下对应所有的displayDevice,计算每一个computeVisibleRegions中的可视区域,透明区域等。并且拿这个区域和每一个Layer的visibleNonTransparentRegion(可见不透明区域)互相交集,保存到displayDevice。

先来看看核心方法computeVisibleRegions。

computeVisibleRegions

void SurfaceFlinger::computeVisibleRegions(const sp<const DisplayDevice>& displayDevice,
        Region& outDirtyRegion, Region& outOpaqueRegion)
{
    ATRACE_CALL();
    ALOGV("computeVisibleRegions");

    Region aboveOpaqueLayers;
    Region aboveCoveredLayers;
    Region dirty;

    outDirtyRegion.clear();

    mDrawingState.traverseInReverseZOrder([&](Layer* layer) {
        // start with the whole surface at its current location
        const Layer::State& s(layer->getDrawingState());

        // only consider the layers on the given layer stack
        if (!layer->belongsToDisplay(displayDevice->getLayerStack(), displayDevice->isPrimary()))
            return;

        /*
         * opaqueRegion: area of a surface that is fully opaque.
         */
        Region opaqueRegion;

        /*
         * visibleRegion: area of a surface that is visible on screen
         * and not fully transparent. This is essentially the layer's
         * footprint minus the opaque regions above it.
         * Areas covered by a translucent surface are considered visible.
         */
        Region visibleRegion;

        /*
         * coveredRegion: area of a surface that is covered by all
         * visible regions above it (which includes the translucent areas).
         */
        Region coveredRegion;

        /*
         * transparentRegion: area of a surface that is hinted to be completely
         * transparent. This is only used to tell when the layer has no visible
         * non-transparent regions and can be removed from the layer list. It
         * does not affect the visibleRegion of this layer or any layers
         * beneath it. The hint may not be correct if apps don't respect the
         * SurfaceView restrictions (which, sadly, some don't).
         */
        Region transparentRegion;


        // handle hidden surfaces by setting the visible region to empty
        if (CC_LIKELY(layer->isVisible())) {
            const bool translucent = !layer->isOpaque(s);
            Rect bounds(layer->computeScreenBounds());
            visibleRegion.set(bounds);
            Transform tr = layer->getTransform();
            if (!visibleRegion.isEmpty()) {
                // Remove the transparent area from the visible region
                if (translucent) {
                    if (tr.preserveRects()) {
                        // transform the transparent region
                        transparentRegion = tr.transform(s.activeTransparentRegion);
                    } else {
                        // transformation too complex, can't do the
                        // transparent region optimization.
                        transparentRegion.clear();
                    }
                }

                // compute the opaque region
                const int32_t layerOrientation = tr.getOrientation();
                if (layer->getAlpha() == 1.0f && !translucent &&
                        ((layerOrientation & Transform::ROT_INVALID) == false)) {
                    // the opaque region is the layer's footprint
                    opaqueRegion = visibleRegion;
                }
            }
        }

        if (visibleRegion.isEmpty()) {
            layer->clearVisibilityRegions();
            return;
        }

        // Clip the covered region to the visible region
        coveredRegion = aboveCoveredLayers.intersect(visibleRegion);

        // Update aboveCoveredLayers for next (lower) layer
        aboveCoveredLayers.orSelf(visibleRegion);

        // subtract the opaque region covered by the layers above us
        visibleRegion.subtractSelf(aboveOpaqueLayers);

        // compute this layer's dirty region
        if (layer->contentDirty) {
            // we need to invalidate the whole region
            dirty = visibleRegion;
            // as well, as the old visible region
            dirty.orSelf(layer->visibleRegion);
            layer->contentDirty = false;
        } else {
            /* compute the exposed region:
             *   the exposed region consists of two components:
             *   1) what's VISIBLE now and was COVERED before
             *   2) what's EXPOSED now less what was EXPOSED before
             *
             * note that (1) is conservative, we start with the whole
             * visible region but only keep what used to be covered by
             * something -- which mean it may have been exposed.
             *
             * (2) handles areas that were not covered by anything but got
             * exposed because of a resize.
             */
            const Region newExposed = visibleRegion - coveredRegion;
            const Region oldVisibleRegion = layer->visibleRegion;
            const Region oldCoveredRegion = layer->coveredRegion;
            const Region oldExposed = oldVisibleRegion - oldCoveredRegion;
            dirty = (visibleRegion&oldCoveredRegion) | (newExposed-oldExposed);
        }
        dirty.subtractSelf(aboveOpaqueLayers);

        // accumulate to the screen dirty region
        outDirtyRegion.orSelf(dirty);

        // Update aboveOpaqueLayers for next (lower) layer
        aboveOpaqueLayers.orSelf(opaqueRegion);

        // Store the visible region in screen space
        layer->setVisibleRegion(visibleRegion);
        layer->setCoveredRegion(coveredRegion);
        layer->setVisibleNonTransparentRegion(
                visibleRegion.subtract(transparentRegion));
    });

    outOpaqueRegion = aboveOpaqueLayers;
}

要理解这段逻辑,我们首先要明白这四个参数什么:

  • 1.opaqueRegion 不透明区域
  • 2.visibleRegion 可见区域
  • 3.coveredRegion 遮挡区域
  • 4.transparentRegion 半透明区域

要弄懂这几个区域做了什么我们还需要看Layer的computeScreenBounds计算在屏幕中边缘的方法。

Layer computeScreenBounds

Rect Layer::computeScreenBounds(bool reduceTransparentRegion) const {
    const Layer::State& s(getDrawingState());
    Rect win(s.active.w, s.active.h);

    if (!s.crop.isEmpty()) {
        win.intersect(s.crop, &win);
    }

    Transform t = getTransform();
    win = t.transform(win);

    if (!s.finalCrop.isEmpty()) {
        win.intersect(s.finalCrop, &win);
    }

    const sp<Layer>& p = mDrawingParent.promote();

    if (p != nullptr) {
        Rect bounds = p->computeScreenBounds(false);
        bounds.intersect(win, &win);
    }

    if (reduceTransparentRegion) {
        auto const screenTransparentRegion = t.transform(s.activeTransparentRegion);
        win = reduce(win, screenTransparentRegion);
    }

    return win;
}

reduceTransparentRegion默认是true。

    1. 获得当前GraphicBuffer的宽高进行裁剪
    1. 再根据父Layer的宽高对这段区域进行一次压缩处理。
    1. 还有一次finalCrop裁剪区域,在进行一次裁剪。
    1. 计算父Layer的的边缘,取父Layer和当前Layer的交集。
    1. activeTransparentRegion获取当前活跃的透明区域,把当前这个已经裁剪过的win区域剪掉,剪掉所有透明的区域。

这个步骤用图画出来会好理解


Layer区域计算.png

最后红色的区域就是Layer 的边缘大小。

computeVisibleRegions 计算原理

直到每一个的Layer是怎么计算的,我们再来看看每一个Layer是怎么deviceDisplay和计算显示区域的。

  • 1.如果判读到Layer可以显示透明则把整个区域设置回activeTransparentRegion。
  • 2.如果Layer的getAlpha是1.0,就是完全不透明,则opaqueRegion = 可视区域visibleRegion。
  • 3.visibleRegion总区域则是把每一层Layer的visibleRegion都取并集。
  • 4.coveredRegion 的区域则是取每一层Layer的visibleRegion的交集。

用一幅图表示,红色代表coveredRegion,蓝色代表visibleRegion

可视区域的计算.png

最后都保存在DisplayDevice中。

setUpHWComposer HWC的渲染或者HWC的准备

void SurfaceFlinger::setUpHWComposer() {

    for (size_t dpy=0 ; dpy<mDisplays.size() ; dpy++) {
        bool dirty = !mDisplays[dpy]->getDirtyRegion(mRepaintEverything).isEmpty();
        bool empty = mDisplays[dpy]->getVisibleLayersSortedByZ().size() == 0;
        bool wasEmpty = !mDisplays[dpy]->lastCompositionHadVisibleLayers;

        bool mustRecompose = dirty && !(empty && wasEmpty);

        mDisplays[dpy]->beginFrame(mustRecompose);

        if (mustRecompose) {
            mDisplays[dpy]->lastCompositionHadVisibleLayers = !empty;
        }
    }

    // build the h/w work list
    if (CC_UNLIKELY(mGeometryInvalid)) {
        mGeometryInvalid = false;
        for (size_t dpy=0 ; dpy<mDisplays.size() ; dpy++) {
            sp<const DisplayDevice> displayDevice(mDisplays[dpy]);
            const auto hwcId = displayDevice->getHwcDisplayId();
            if (hwcId >= 0) {
                const Vector<sp<Layer>>& currentLayers(
                        displayDevice->getVisibleLayersSortedByZ());
                for (size_t i = 0; i < currentLayers.size(); i++) {
                    const auto& layer = currentLayers[i];
                    if (!layer->hasHwcLayer(hwcId)) {
                        if (!layer->createHwcLayer(getBE().mHwc.get(), hwcId)) {
                            layer->forceClientComposition(hwcId);
                            continue;
                        }
                    }

                    layer->setGeometry(displayDevice, i);
                    if (mDebugDisableHWC || mDebugRegion) {
                        layer->forceClientComposition(hwcId);
                    }
                }
            }
        }
    }

    // Set the per-frame data
    for (size_t displayId = 0; displayId < mDisplays.size(); ++displayId) {
        auto& displayDevice = mDisplays[displayId];
        const auto hwcId = displayDevice->getHwcDisplayId();

        if (hwcId < 0) {
            continue;
        }
        if (mDrawingState.colorMatrixChanged) {
            displayDevice->setColorTransform(mDrawingState.colorMatrix);
            status_t result = getBE().mHwc->setColorTransform(hwcId, mDrawingState.colorMatrix);
        }
        for (auto& layer : displayDevice->getVisibleLayersSortedByZ()) {
            if (layer->isHdrY410()) {
                layer->forceClientComposition(hwcId);
            } else if ((layer->getDataSpace() == Dataspace::BT2020_PQ ||
                        layer->getDataSpace() == Dataspace::BT2020_ITU_PQ) &&
                    !displayDevice->hasHDR10Support()) {
                layer->forceClientComposition(hwcId);
            } else if ((layer->getDataSpace() == Dataspace::BT2020_HLG ||
                        layer->getDataSpace() == Dataspace::BT2020_ITU_HLG) &&
                    !displayDevice->hasHLGSupport()) {
                layer->forceClientComposition(hwcId);
            }

            if (layer->getForceClientComposition(hwcId)) {
                layer->setCompositionType(hwcId, HWC2::Composition::Client);
                continue;
            }

            layer->setPerFrameData(displayDevice);
        }

        if (hasWideColorDisplay) {
           ....
        }
    }

    mDrawingState.colorMatrixChanged = false;

    for (size_t displayId = 0; displayId < mDisplays.size(); ++displayId) {
        auto& displayDevice = mDisplays[displayId];
        if (!displayDevice->isDisplayOn()) {
            continue;
        }

        status_t result = displayDevice->prepareFrame(*getBE().mHwc);
    }
}

大致分为四个步骤:

  • 1.遍历每一个DisplayDevice调用beginFrame方法,准备绘制图元。
  • 2.遍历每一个DisplayDevice先判断他的色彩空间。并且设置颜色矩阵。接着获取DisplayDevice中需要绘制的Layer,检查是否创建了hwcLayer,没有则创建,创建失败则设置forceClientComposition,强制设置为Client渲染模式,进行OpenGL es渲染。最后调用setGeometry。
  • 3.遍历每一个DisplayDevice,根据DataSpace,进一步处理是否需要强制使用Client渲染模式,最后调用layer的setPerFrameData方法。
  • 4.遍历每一个DisplayDevice,调用prepareFrame。

注意,从这一步开始,我们可以把渲染机制大致分为如下两类:

  • 1.HWC 合成
  • 2.OpenGL es 合成

有了两种渲染机制,那么对应的就会有两种对应渲染的准备。而setUpHWComposer方法就是进行这两种渲染环境的准备。其中setPerFrameData将会设置从latch过程中保存的图元传输到Hal层。而OpenGL es相关的渲染环境因为绑定了OpenGL es的特殊性,所以这个方法其实就是在准备HWC渲染的环境。

DisplayDevice beginFrame

文件:/frameworks/native/services/surfaceflinger/DisplayDevice.cpp

status_t DisplayDevice::beginFrame(bool mustRecompose) const {
    return mDisplaySurface->beginFrame(mustRecompose);
}

mDisplaySurface实际上就是我第一篇在初始化和你们聊到过的FrameBufferSurface。

文件:frameworks/native/services/surfaceflinger/DisplayHardware/FramebufferSurface.cpp

status_t FramebufferSurface::beginFrame(bool /*mustRecompose*/) {
    return NO_ERROR;
}

实际上没有做什么事情。

Layer createHwcLayer 创建HwcLayer

bool Layer::createHwcLayer(HWComposer* hwc, int32_t hwcId) {
    HWC2::Layer* layer = hwc->createLayer(hwcId);
    if (!layer) {
        return false;
    }
    LayerBE::HWCInfo& hwcInfo = getBE().mHwcLayers[hwcId];
    hwcInfo.hwc = hwc;
    hwcInfo.layer = layer;
    layer->setLayerDestroyedListener(
            [this, hwcId](HWC2::Layer* /*layer*/) { getBE().mHwcLayers.erase(hwcId); });
    return true;
}

核心是调用了HWComposer的createLayer方法,在底层Hal层生成一个对应的Layer对象。
文件:/frameworks/native/services/surfaceflinger/DisplayHardware/HWComposer.cpp

HWC2::Layer* HWComposer::createLayer(int32_t displayId) {
    RETURN_IF_INVALID_DISPLAY(displayId, nullptr);

    auto display = mDisplayData[displayId].hwcDisplay;
    HWC2::Layer* layer;
    auto error = display->createLayer(&layer);
    RETURN_IF_HWC_ERROR(error, displayId, nullptr);
    return layer;
}

此时会调用Display的createLayer方法。

文件:/frameworks/native/services/surfaceflinger/DisplayHardware/HWC2.cpp

Error Display::createLayer(Layer** outLayer)
{
    if (!outLayer) {
        return Error::BadParameter;
    }
    hwc2_layer_t layerId = 0;
    auto intError = mComposer.createLayer(mId, &layerId);
    auto error = static_cast<Error>(intError);
    if (error != Error::None) {
        return error;
    }

    auto layer = std::make_unique<Layer>(
            mComposer, mCapabilities, mId, layerId);
    *outLayer = layer.get();
    mLayers.emplace(layerId, std::move(layer));
    return Error::None;
}

此时能看到最后会通过Hal层生成一个Layer,并且用hwc2_layer_t id进行标记句柄。

文件:/frameworks/native/services/surfaceflinger/DisplayHardware/ComposerHal.cpp

Error Composer::createLayer(Display display, Layer* outLayer)
{
    Error error = kDefaultError;
    mClient->createLayer(display, BufferQueue::NUM_BUFFER_SLOTS,
            [&](const auto& tmpError, const auto& tmpLayer) {
                error = tmpError;
                if (error != Error::NONE) {
                    return;
                }

                *outLayer = tmpLayer;
            });

    return error;
}

接下来就到了Hal层中进行申请。

Hal层创建Layer

文件:/hardware/interfaces/graphics/composer/2.1/utils/hwc2on1adapter/HWC2On1Adapter.cpp

Error HWC2On1Adapter::Display::createLayer(hwc2_layer_t* outLayerId) {
    std::unique_lock<std::recursive_mutex> lock(mStateMutex);

    auto layer = *mLayers.emplace(std::make_shared<Layer>(*this));
    mDevice.mLayers.emplace(std::make_pair(layer->getId(), layer));
    *outLayerId = layer->getId();
    markGeometryChanged();
    return Error::None;
}

此时会在底层new一个Layer对象。并且保存在Display中的mLayers集合以及HWC2On1Adapter中。

SF setGeometry

文件:/frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp

void Layer::setGeometry(const sp<const DisplayDevice>& displayDevice, uint32_t z)
{
    const auto hwcId = displayDevice->getHwcDisplayId();
    auto& hwcInfo = getBE().mHwcLayers[hwcId];

    // enable this layer
    hwcInfo.forceClientComposition = false;

    if (isSecure() && !displayDevice->isSecure()) {
        hwcInfo.forceClientComposition = true;
    }

    auto& hwcLayer = hwcInfo.layer;

    const State& s(getDrawingState());
    auto blendMode = HWC2::BlendMode::None;
    if (!isOpaque(s) || getAlpha() != 1.0f) {
        blendMode =
                mPremultipliedAlpha ? HWC2::BlendMode::Premultiplied : HWC2::BlendMode::Coverage;
    }
    auto error = hwcLayer->setBlendMode(blendMode);


    Region activeTransparentRegion(s.activeTransparentRegion);
    Transform t = getTransform();
    if (!s.crop.isEmpty()) {
        Rect activeCrop(s.crop);
        activeCrop = t.transform(activeCrop);
        if (!activeCrop.intersect(displayDevice->getViewport(), &activeCrop)) {
            activeCrop.clear();
        }
        activeCrop = t.inverse().transform(activeCrop, true);

        if (!activeCrop.intersect(Rect(s.active.w, s.active.h), &activeCrop)) {
            activeCrop.clear();
        }
        // mark regions outside the crop as transparent
        activeTransparentRegion.orSelf(Rect(0, 0, s.active.w, activeCrop.top));
        activeTransparentRegion.orSelf(Rect(0, activeCrop.bottom, s.active.w, s.active.h));
        activeTransparentRegion.orSelf(Rect(0, activeCrop.top, activeCrop.left, activeCrop.bottom));
        activeTransparentRegion.orSelf(
                Rect(activeCrop.right, activeCrop.top, s.active.w, activeCrop.bottom));
    }

    Rect frame{t.transform(computeBounds(activeTransparentRegion))};
    if (!s.finalCrop.isEmpty()) {
        if (!frame.intersect(s.finalCrop, &frame)) {
            frame.clear();
        }
    }
    if (!frame.intersect(displayDevice->getViewport(), &frame)) {
        frame.clear();
    }
    const Transform& tr(displayDevice->getTransform());
    Rect transformedFrame = tr.transform(frame);
    error = hwcLayer->setDisplayFrame(transformedFrame);
    if (error != HWC2::Error::None) {
        ...
    } else {
        hwcInfo.displayFrame = transformedFrame;
    }

    FloatRect sourceCrop = computeCrop(displayDevice);
    error = hwcLayer->setSourceCrop(sourceCrop);
    if (error != HWC2::Error::None) {
        ...
    } else {
        hwcInfo.sourceCrop = sourceCrop;
    }

    float alpha = static_cast<float>(getAlpha());
    error = hwcLayer->setPlaneAlpha(alpha);

    error = hwcLayer->setZOrder(z);

    int type = s.type;
    int appId = s.appId;
    sp<Layer> parent = mDrawingParent.promote();
    if (parent.get()) {
        auto& parentState = parent->getDrawingState();
        if (parentState.type >= 0 || parentState.appId >= 0) {
            type = parentState.type;
            appId = parentState.appId;
        }
    }

    error = hwcLayer->setInfo(type, appId);

    const Transform bufferOrientation(mCurrentTransform);
    Transform transform(tr * t * bufferOrientation);

    if (getTransformToDisplayInverse()) {
        uint32_t invTransform = DisplayDevice::getPrimaryDisplayOrientationTransform();
        // calculate the inverse transform
        if (invTransform & NATIVE_WINDOW_TRANSFORM_ROT_90) {
            invTransform ^= NATIVE_WINDOW_TRANSFORM_FLIP_V | NATIVE_WINDOW_TRANSFORM_FLIP_H;
        }

        transform = Transform(invTransform) * tr * bufferOrientation;
    }


    const uint32_t orientation = transform.getOrientation();
    if (orientation & Transform::ROT_INVALID) {
        hwcInfo.forceClientComposition = true;
    } else {
        auto transform = static_cast<HWC2::Transform>(orientation);
        hwcInfo.transform = transform;
        auto error = hwcLayer->setTransform(transform);
    }
}

setGeometry方法设置其实就是设置activeTransparentRegion的区域。并把它设置到hwcLayer中,在Hal层中记录整个需要显示的区域。

BufferLayer setPerFrameData

文件:/frameworks/native/services/surfaceflinger/BufferLayer.cpp

void BufferLayer::setPerFrameData(const sp<const DisplayDevice>& displayDevice) {

    const Transform& tr = displayDevice->getTransform();
    const auto& viewport = displayDevice->getViewport();
    Region visible = tr.transform(visibleRegion.intersect(viewport));
    auto hwcId = displayDevice->getHwcDisplayId();
    auto& hwcInfo = getBE().mHwcLayers[hwcId];
    auto& hwcLayer = hwcInfo.layer;
    auto error = hwcLayer->setVisibleRegion(visible);
    ...
    error = hwcLayer->setSurfaceDamage(surfaceDamageRegion);
    ...
    // Sideband layers
...
    // Device or Cursor layers
    if (mPotentialCursor) {
     
        setCompositionType(hwcId, HWC2::Composition::Cursor);
    } else {
        
        setCompositionType(hwcId, HWC2::Composition::Device);
    }

   
    error = hwcLayer->setDataspace(mCurrentDataSpace);
   ...

    const HdrMetadata& metadata = mConsumer->getCurrentHdrMetadata();
    error = hwcLayer->setPerFrameMetadata(displayDevice->getSupportedPerFrameMetadata(), metadata);
    ...

    uint32_t hwcSlot = 0;
    sp<GraphicBuffer> hwcBuffer;
    hwcInfo.bufferCache.getHwcBuffer(getBE().compositionInfo.mBufferSlot,
                                     getBE().compositionInfo.mBuffer, &hwcSlot, &hwcBuffer);

    auto acquireFence = mConsumer->getCurrentFence();
    error = hwcLayer->setBuffer(hwcSlot, hwcBuffer, acquireFence);
    ...
}

这个方法做了HWC渲染最重要的准备。

  • 1.调用hwcLayer的setSurfaceDamage,记录OpenGL es绘制时候需要更新的已经变动的渲染区域
  • 2.根据创建Surface时候传进来的flag进行设置接下来渲染类型进而确定使用什么进行渲染。一般正常创建,flag为0,mPotentialCursor为false,此时就被设置为Device,也就是借助HWC进行渲染。
  • 3.setDataspace 设置色彩空间。
  • 4.通过latchBuffer步骤,把当前的需要渲染的Buffer保存在getBE().compositionInfo中取出,设置到hwcInfo的缓存中,并且设置给hwcBuffer。最后把这个GraphicBuffer和Fence保存到hwcLayer中。

hwcLayer setBuffer

Error HWC2On1Adapter::Layer::setBuffer(buffer_handle_t buffer,
        int32_t acquireFence) {
    ALOGV("Setting acquireFence to %d for layer %" PRIu64, acquireFence, mId);
    mBuffer.setBuffer(buffer);
    mBuffer.setFence(acquireFence);
    return Error::None;
}

mBuffer实际上就是FenceBuffer。里面保存了Fence和Buffer。

DisplayDevice prepareFrame

文件:/frameworks/native/services/surfaceflinger/DisplayDevice.cpp

status_t DisplayDevice::prepareFrame(HWComposer& hwc) {
    status_t error = hwc.prepare(*this);
    if (error != NO_ERROR) {
        return error;
    }

    DisplaySurface::CompositionType compositionType;
    bool hasClient = hwc.hasClientComposition(mHwcDisplayId);
    bool hasDevice = hwc.hasDeviceComposition(mHwcDisplayId);
    if (hasClient && hasDevice) {
        compositionType = DisplaySurface::COMPOSITION_MIXED;
    } else if (hasClient) {
        compositionType = DisplaySurface::COMPOSITION_GLES;
    } else if (hasDevice) {
        compositionType = DisplaySurface::COMPOSITION_HWC;
    } else {
        compositionType = DisplaySurface::COMPOSITION_HWC;
    }
    return mDisplaySurface->prepareFrame(compositionType);
}

在这里面做了两件事情:

  • 1.HWComposer prepare hwc进行渲染工作
  • 2.FrameBufferSurface prepareFrame 准备OpenGL es渲染到屏幕的工作

HWC 进行渲染准备工作

我们先来看看hwc的prepare方法
文件:/frameworks/native/services/surfaceflinger/DisplayHardware/HWComposer.cpp

status_t HWComposer::prepare(DisplayDevice& displayDevice) {

    Mutex::Autolock _l(mDisplayLock);
    auto displayId = displayDevice.getHwcDisplayId();

    auto& displayData = mDisplayData[displayId];
    auto& hwcDisplay = displayData.hwcDisplay;

    uint32_t numTypes = 0;
    uint32_t numRequests = 0;

    HWC2::Error error = HWC2::Error::None;

    displayData.validateWasSkipped = false;
    if (!displayData.hasClientComposition) {
        sp<android::Fence> outPresentFence;
        uint32_t state = UINT32_MAX;
        error = hwcDisplay->presentOrValidate(&numTypes, &numRequests, &outPresentFence , &state);
        
        if (state == 1) { //Present Succeeded.
            std::unordered_map<HWC2::Layer*, sp<Fence>> releaseFences;
            error = hwcDisplay->getReleaseFences(&releaseFences);
            displayData.releaseFences = std::move(releaseFences);
            displayData.lastPresentFence = outPresentFence;
            displayData.validateWasSkipped = true;
            displayData.presentError = error;
            return NO_ERROR;
        }
        // Present failed but Validate ran.
    } else {
        error = hwcDisplay->validate(&numTypes, &numRequests);
    }
  

    std::unordered_map<HWC2::Layer*, HWC2::Composition> changedTypes;
    changedTypes.reserve(numTypes);
    error = hwcDisplay->getChangedCompositionTypes(&changedTypes);
    

    displayData.displayRequests = static_cast<HWC2::DisplayRequest>(0);
    std::unordered_map<HWC2::Layer*, HWC2::LayerRequest> layerRequests;
    layerRequests.reserve(numRequests);
    error = hwcDisplay->getRequests(&displayData.displayRequests,
            &layerRequests);

    displayData.hasClientComposition = false;
    displayData.hasDeviceComposition = false;
    for (auto& layer : displayDevice.getVisibleLayersSortedByZ()) {
        auto hwcLayer = layer->getHwcLayer(displayId);

        if (changedTypes.count(hwcLayer) != 0) {
            
            validateChange(layer->getCompositionType(displayId),
                    changedTypes[hwcLayer]);
            layer->setCompositionType(displayId, changedTypes[hwcLayer], false);
        }

        switch (layer->getCompositionType(displayId)) {
            case HWC2::Composition::Client:
                displayData.hasClientComposition = true;
                break;
            case HWC2::Composition::Device:
            case HWC2::Composition::SolidColor:
            case HWC2::Composition::Cursor:
            case HWC2::Composition::Sideband:
                displayData.hasDeviceComposition = true;
                break;
            default:
                break;
        }

        if (layerRequests.count(hwcLayer) != 0 &&
                layerRequests[hwcLayer] ==
                        HWC2::LayerRequest::ClearClientTarget) {
            layer->setClearClientTarget(displayId, true);
        } else {
            if (layerRequests.count(hwcLayer) != 0) {
                
            }
            layer->setClearClientTarget(displayId, false);
        }
    }

    error = hwcDisplay->acceptChanges();
  
    return NO_ERROR;
}

这里面做了两件事情:

    1. 校验在HWC中缓存的mDisplayData中缓存缓存的数据。这个mDisplayData实际上就是每一次热插拔的时候会为mDisplayData中新增一个缓存(详细请看第一篇)。当发现此时需要渲染的displayID对应的屏幕的渲染模式是非Client模式,则会直接通过调用HWC::Diaplay的presentOrValidate方法进行HWC校验后进行HWC的渲染显示。
  • 2.但是如果是Client模式,则说明需要后续的渲染步骤进行OpenGL es渲染。此时只会进行HWC::Display的validate的校验。同时遍历寻找可显示的Layer中hwcLayer,并且设置为相应的type,同时记录在SF的Layer中。

其实这里面做的事情需要和createLayer进行一次联动。当createLayer成功了说明允许进行HWC的渲染。但是如果HWC创建Layer失败了,则会强制设置为Client模式进行OpenGL es渲染。

但是这个时候还不够确定,在setUpHWComposer步骤最后一个循环中,就会进一步通过HWC确认具体的模式。

如果之前关闭了mDisplayDtata之前就关闭了Client模式。则会默认走非Client模式进行HWC渲染。否则的话将会getChangedCompositionTypes方法获取在hwcDisplay中已经模式变化的display统一设置到Layer中。

最后将会调用acceptChanges,把底层的mChanges集合更新。

那么让我们看看HWC渲染的核心流程对应的方法presentOrValidate。

HWC::Display presentOrValidate HWC的渲染准备

文件:/frameworks/native/services/surfaceflinger/DisplayHardware/HWC2.cpp

Error Display::presentOrValidate(uint32_t* outNumTypes, uint32_t* outNumRequests,
                                 sp<android::Fence>* outPresentFence, uint32_t* state) {

    uint32_t numTypes = 0;
    uint32_t numRequests = 0;
    int32_t presentFenceFd = -1;
    auto intError = mComposer.presentOrValidateDisplay(
            mId, &numTypes, &numRequests, &presentFenceFd, state);
    auto error = static_cast<Error>(intError);
    if (error != Error::None && error != Error::HasChanges) {
        return error;
    }

    if (*state == 1) {
        *outPresentFence = new Fence(presentFenceFd);
    }

    if (*state == 0) {
        *outNumTypes = numTypes;
        *outNumRequests = numRequests;
    }
    return error;
}

核心是mComposer的presentOrValidateDisplay方法。mComposer就是ComposerHal沟通Hal层的对象。

ComposerHal presentOrValidateDisplay

文件:/frameworks/native/services/surfaceflinger/DisplayHardware/ComposerHal.cpp

Error Composer::presentOrValidateDisplay(Display display, uint32_t* outNumTypes,
                               uint32_t* outNumRequests, int* outPresentFence, uint32_t* state) {
   mWriter.selectDisplay(display);
   mWriter.presentOrvalidateDisplay();

   Error error = execute();
   if (error != Error::NONE) {
       return error;
   }

   mReader.takePresentOrValidateStage(display, state);

   if (*state == 1) { // Present succeeded
       mReader.takePresentFence(display, outPresentFence);
   }

   if (*state == 0) { // Validate succeeded.
       mReader.hasChanges(display, outNumTypes, outNumRequests);
   }

   return Error::NONE;
}

这里面出现两个Hal层的对象,ComposerWriter和ComposerReader。这两者实际上就是围绕着ComposerCommandEngine进行读写。

  • 1.ComposerWriter依次调用selectDisplay和presentOrvalidateDisplay把数据写在底层。
  • 2.再通过execute执行输入到ComposerCommandEngine中。
  • 3.执行结束后,通过ComposerReader把结果读出来。

这两个对象,我就不细说,在SF的Hal层初始化有提到过。这里就列出三者之间的关系。


ComposerCommandEngine的设计.jpg

其详细的设计就不解析,其实很简单。ComposerWriter写到一个mData的数据数组中,不足则按照初始长度的两倍进行扩容。execute将会调用ComposerClient的execute方法,输入这些数据并且进行执行。执行完毕后,通过reader读出。有兴趣的读者,可以去读一读。

我们着重来看看ComposerCommandEngine对应presentOrvalidateDisplay执行了什么。

ComposerCommandEngine presentOrvalidateDisplay

文件:/hardware/interfaces/graphics/composer/2.1/utils/hal/include/composer-hal/2.1/ComposerCommandEngine.h

    bool executePresentOrValidateDisplay(uint16_t length) {
        if (length != CommandWriterBase::kPresentOrValidateDisplayLength) {
            return false;
        }

        // First try to Present as is.
        if (mHal->hasCapability(HWC2_CAPABILITY_SKIP_VALIDATE)) {
            int presentFence = -1;
            std::vector<Layer> layers;
            std::vector<int> fences;
            auto err = mHal->presentDisplay(mCurrentDisplay, &presentFence, &layers, &fences);
            if (err == Error::NONE) {
                mWriter.setPresentOrValidateResult(1);
                mWriter.setPresentFence(presentFence);
                mWriter.setReleaseFences(layers, fences);
                return true;
            }
        }

        // Present has failed. We need to fallback to validate
        std::vector<Layer> changedLayers;
        std::vector<IComposerClient::Composition> compositionTypes;
        uint32_t displayRequestMask = 0x0;
        std::vector<Layer> requestedLayers;
        std::vector<uint32_t> requestMasks;

        auto err = mHal->validateDisplay(mCurrentDisplay, &changedLayers, &compositionTypes,
                                         &displayRequestMask, &requestedLayers, &requestMasks);
        if (err == Error::NONE) {
            mWriter.setPresentOrValidateResult(0);
            mWriter.setChangedCompositionTypes(changedLayers, compositionTypes);
            mWriter.setDisplayRequests(displayRequestMask, requestedLayers, requestMasks);
        } else {
            mWriter.setError(getCommandLoc(), err);
        }

        return true;
    }

两件核心的事情:

  • 1.如果在Hal层中的mCapability中包含了HWC2_CAPABILITY_SKIP_VALIDATE这个属性,说明此时可以跳过验证,直接进行present显示的标志位。这种一个是在特殊的设备中才有的,如msm8996等。他们不关心校验,直接在这一步中进行刷新屏幕的显示。所以presentDisplay实际上就是HWC刷新屏幕的核心方法。换句话mCapability集合,在Hal层中决定了Display的行为能力。说在这里我们先放下,后文会有介绍。
  • 2.validateDisplay 就是校验屏幕,并且准备刷新屏幕需要的Hal层数据。

validateDisplay 会调用HWC2On1Adapter的我们直接看对应的核心方法validate。

HWC2On1Adapter::Display::validate

文件:/hardware/interfaces/graphics/composer/2.1/utils/hwc2on1adapter/HWC2On1Adapter.cpp

Error HWC2On1Adapter::Display::validate(uint32_t* outNumTypes,
        uint32_t* outNumRequests) {
    std::unique_lock<std::recursive_mutex> lock(mStateMutex);

    if (!mChanges) {
        if (!mDevice.prepareAllDisplays()) {
            return Error::BadDisplay;
        }
    } else {
    }

    *outNumTypes = mChanges->getNumTypes();
    *outNumRequests = mChanges->getNumLayerRequests();
   ...
    return *outNumTypes > 0 ? Error::HasChanges : Error::None;
}

mChanges不为空,换句话说,一般都会执行prepareAllDisplays方法,更新了mChanges集合之后就会返回。

HWC2On1Adapter::prepareAllDisplay

bool HWC2On1Adapter::prepareAllDisplays() {
    std::unique_lock<std::recursive_timed_mutex> lock(mStateMutex);

    for (const auto& displayPair : mDisplays) {
        auto& display = displayPair.second;
        if (!display->prepare()) {
            return false;
        }
    }

    if (mHwc1DisplayMap.count(HWC_DISPLAY_PRIMARY) == 0) {
        return false;
    }

    mHwc1Contents.clear();

    auto primaryDisplayId = mHwc1DisplayMap[HWC_DISPLAY_PRIMARY];
    auto& primaryDisplay = mDisplays[primaryDisplayId];
    mHwc1Contents.push_back(primaryDisplay->getDisplayContents());

    if (mHwc1DisplayMap.count(HWC_DISPLAY_EXTERNAL) != 0) {
        ...
    } else {
        mHwc1Contents.push_back(nullptr);
    }

    if (mHwc1MinorVersion >= 3) {
        if (mHwc1DisplayMap.count(HWC_DISPLAY_VIRTUAL) != 0) {
            ...
        } else {
            mHwc1Contents.push_back(nullptr);
        }
    }

    {
        mHwc1Device->prepare(mHwc1Device, mHwc1Contents.size(),
                mHwc1Contents.data());
    }
   
....
    for (size_t hwc1Id = 0; hwc1Id < mHwc1Contents.size(); ++hwc1Id) {
        if (mHwc1Contents[hwc1Id] == nullptr) {
            continue;
        }

        auto displayId = mHwc1DisplayMap[hwc1Id];
        auto& display = mDisplays[displayId];
        display->generateChanges();
    }

    return true;
}
  • 1.调用每一个保存在HWC2On1Adapter中的display的prepare方法
  • 2.getDisplayContents获取主屏幕需要显示的数据保存在mHwc1Contents,这个数据实际上就是在prepare中准备的。
  • 3.调用硬件设备的mHwc1Device->prepare方法,告诉硬件准备渲染了。
  • 4.遍历每一个display的generateChanges,刷新里面的mChanges集合。

HWC2On1Adapter::Display::prepare

bool HWC2On1Adapter::Display::prepare() {
    std::unique_lock<std::recursive_mutex> lock(mStateMutex);
...

    allocateRequestedContents();
    assignHwc1LayerIds();

    mHwc1RequestedContents->retireFenceFd = -1;
    mHwc1RequestedContents->flags = 0;
    if (mGeometryChanged) {
        mHwc1RequestedContents->flags |= HWC_GEOMETRY_CHANGED;
    }
    mHwc1RequestedContents->outbuf = mOutputBuffer.getBuffer();
    mHwc1RequestedContents->outbufAcquireFenceFd = mOutputBuffer.getFence();

    // +1 is for framebuffer target layer.
    mHwc1RequestedContents->numHwLayers = mLayers.size() + 1;
    for (auto& layer : mLayers) {
        auto& hwc1Layer = mHwc1RequestedContents->hwLayers[layer->getHwc1Id()];
        hwc1Layer.releaseFenceFd = -1;
        hwc1Layer.acquireFenceFd = -1;
        layer->applyState(hwc1Layer);
    }

    prepareFramebufferTarget();

    resetGeometryMarker();

    return true;
}
  • 1.allocateRequestedContents 初始化hwc需要显示的数据结构体hwc_display_contents_1_t。mHwc1RequestedContents 这个数据结构将会包裹hwc_display_contents_1_t数据。

  • 2.初始化mHwc1RequestedContents对象,设置输出到真正渲染硬件so的outbuf,outbufAcquireFenceFd(有的硬件不会使用)。核心下面那个循环,会获取Display的Layer集合,遍历每一个Layer.applyState给mHwc1RequestedContents中的hwcLayer进行赋值。如本次需要绘制的图元。

void HWC2On1Adapter::Layer::applyState(hwc_layer_1_t& hwc1Layer) {
    applyCommonState(hwc1Layer);
    applyCompositionType(hwc1Layer);
    switch (mCompositionType) {
        case Composition::SolidColor : applySolidColorState(hwc1Layer); break;
        case Composition::Sideband : applySidebandState(hwc1Layer); break;
        default: applyBufferState(hwc1Layer); break;
    }
}

void HWC2On1Adapter::Layer::applyBufferState(hwc_layer_1_t& hwc1Layer) {
    hwc1Layer.handle = mBuffer.getBuffer();
    hwc1Layer.acquireFenceFd = mBuffer.getFence();
}

void HWC2On1Adapter::Layer::applyCompositionType(hwc_layer_1_t& hwc1Layer) {
   
    if (mHasUnsupportedPlaneAlpha || mDisplay.hasColorTransform() ||
            hasUnsupportedBackgroundColor()) {
        hwc1Layer.compositionType = HWC_FRAMEBUFFER;
        hwc1Layer.flags = HWC_SKIP_LAYER;
        return;
    }

    hwc1Layer.flags = 0;
    switch (mCompositionType) {
        case Composition::Client:
            hwc1Layer.compositionType = HWC_FRAMEBUFFER;
            hwc1Layer.flags |= HWC_SKIP_LAYER;
            break;
        case Composition::Device:
            hwc1Layer.compositionType = HWC_FRAMEBUFFER;
            break;
        case Composition::SolidColor:
           
            hwc1Layer.compositionType = HWC_FRAMEBUFFER;
            hwc1Layer.flags |= HWC_SKIP_LAYER;
            break;
        case Composition::Cursor:
            hwc1Layer.compositionType = HWC_FRAMEBUFFER;
            if (mDisplay.getDevice().getHwc1MinorVersion() >= 4) {
                hwc1Layer.hints |= HWC_IS_CURSOR_LAYER;
            }
            break;
        case Composition::Sideband:
            if (mDisplay.getDevice().getHwc1MinorVersion() < 4) {
                hwc1Layer.compositionType = HWC_SIDEBAND;
            } else {
                hwc1Layer.compositionType = HWC_FRAMEBUFFER;
                hwc1Layer.flags |= HWC_SKIP_LAYER;
            }
            break;
        default:
            hwc1Layer.compositionType = HWC_FRAMEBUFFER;
            hwc1Layer.flags |= HWC_SKIP_LAYER;
            break;
    }
}

能看到这里的mBuffer就是上文中进行setPerFrame缓存下来的GraphicBuffer对象。这样就准备好了在HWC中需要绘制的图元对象。同时把每一个Layer中的compositionType统一设置为HWC_FRAMEBUFFER,目的是为了尽可能使用fb驱动进行绘制。

硬件层的初始化和prepare

硬件层的初始化回顾

在聊准备工作之前,我们需要先对msm8960的初始化重新梳理一遍之前忽略的方法,在之前的文章,介绍Hal层的初始化时候,有介绍到在硬件进行初始化方法:

static int hwc_device_open(const struct hw_module_t* module, const char* name,
                           struct hw_device_t** device)
{
    int status = -EINVAL;

    if (!strcmp(name, HWC_HARDWARE_COMPOSER)) {
        struct hwc_context_t *dev;
        dev = (hwc_context_t*)malloc(sizeof(*dev));
        memset(dev, 0, sizeof(*dev));

        initContext(dev);

        //Setup HWC methods
        dev->device.common.tag          = HARDWARE_DEVICE_TAG;
...
    }
    return status;
}

在initContext方法中初始化了很多核心的参数。我们从msm8960来一探HWC的初始化究竟。

initContext

void initContext(hwc_context_t *ctx)
{
    if(openFramebufferDevice(ctx) < 0) {
    }

    overlay::Overlay::initOverlay();
    ctx->mOverlay = overlay::Overlay::getInstance();
    ctx->mRotMgr = new RotMgr();
    ctx->mMDP.version = qdutils::MDPVersion::getInstance().getMDPVersion();
    ctx->mMDP.hasOverlay = qdutils::MDPVersion::getInstance().hasOverlay();
    ctx->mMDP.panel = qdutils::MDPVersion::getInstance().getPanelType();
    overlay::Overlay::initOverlay();
    ctx->mOverlay = overlay::Overlay::getInstance();
    ctx->mRotMgr = new RotMgr();

    ctx->mFBUpdate[HWC_DISPLAY_PRIMARY] =
        IFBUpdate::getObject(ctx->dpyAttr[HWC_DISPLAY_PRIMARY].xres,
        HWC_DISPLAY_PRIMARY);

    int compositionType =
        qdutils::QCCompositionType::getInstance().getCompositionType();

    if (compositionType & (qdutils::COMPOSITION_TYPE_DYN |
                           qdutils::COMPOSITION_TYPE_MDP |
                           qdutils::COMPOSITION_TYPE_C2D)) {
            ctx->mCopyBit[HWC_DISPLAY_PRIMARY] = new CopyBit();
    }

...

    ctx->mMDPComp[HWC_DISPLAY_PRIMARY] =
         MDPComp::getObject(ctx->dpyAttr[HWC_DISPLAY_PRIMARY].xres,
         HWC_DISPLAY_PRIMARY);

    MDPComp::init(ctx);

    ctx->vstate.enable = false;
    ctx->vstate.fakevsync = false;
    ctx->mExtDispConfiguring = false;
    ctx->mBasePipeSetup = false;

    QService::init();
    sp<IQClient> client = new QClient(ctx);
    interface_cast<IQService>(
            defaultServiceManager()->getService(
            String16("display.qservice")))->connect(client);

    connectPPDaemon(ctx);
}
  • 1.openFramebufferDevice 初始化dev,并且关联到fb驱动。
  • 2.初始化Overlay 对象
  • 3.根据主屏幕参数初始化mFBUpdate数组中FBUpdate对象。
  • 4.初始化mCopyBit 像素缓存对象
  • 5.初始化MDPComp数组中MDP对象,以及MDP模块的init判断MDP是否开启
  • 6.初始化QService和QClient。
  • 7.连通守护线程

openFramebufferDevice

static int openFramebufferDevice(hwc_context_t *ctx)
{
    struct fb_fix_screeninfo finfo;
    struct fb_var_screeninfo info;

    int fb_fd = openFb(HWC_DISPLAY_PRIMARY);

    if (ioctl(fb_fd, FBIOGET_VSCREENINFO, &info) == -1)
        return -errno;

    if (int(info.width) <= 0 || int(info.height) <= 0) {
        // the driver doesn't return that information
        // default to 160 dpi
        info.width  = ((info.xres * 25.4f)/160.0f + 0.5f);
        info.height = ((info.yres * 25.4f)/160.0f + 0.5f);
    }

    float xdpi = (info.xres * 25.4f) / info.width;
    float ydpi = (info.yres * 25.4f) / info.height;

....
    if (ioctl(fb_fd, FBIOGET_FSCREENINFO, &finfo) == -1)
        return -errno;

    if (finfo.smem_len <= 0)
        return -errno;

    ctx->dpyAttr[HWC_DISPLAY_PRIMARY].fd = fb_fd;
    //xres, yres may not be 32 aligned
    ctx->dpyAttr[HWC_DISPLAY_PRIMARY].stride = finfo.line_length /(info.xres/8);
    ctx->dpyAttr[HWC_DISPLAY_PRIMARY].xres = info.xres;
    ctx->dpyAttr[HWC_DISPLAY_PRIMARY].yres = info.yres;
    ctx->dpyAttr[HWC_DISPLAY_PRIMARY].xdpi = xdpi;
    ctx->dpyAttr[HWC_DISPLAY_PRIMARY].ydpi = ydpi;
    ctx->dpyAttr[HWC_DISPLAY_PRIMARY].vsync_period = 1000000000l / fps;

    if(ioctl(fb_fd, FBIOBLANK,FB_BLANK_UNBLANK) < 0) {
        ALOGE("%s: Failed to unblank display", __FUNCTION__);
        return -errno;
    }
    ctx->dpyAttr[HWC_DISPLAY_PRIMARY].isActive = true;

    return 0;
}
  • 1.openFb先打开fb驱动
  • 2.向fb发送消息FBIOGET_VSCREENINFO ,获取屏幕可变信息,如分辨率,宽高,颜色属性
  • 3.向fb发送FBIOGET_FSCREENINFO,获取屏幕不变信息,如帧缓冲长度,加速标志位,扫描线长度等。最后全部赋值给dpyAttr数组缓存下来,包括fd句柄。
  • 4.向fb驱动发送FB_BLANK_UNBLANK ,点亮屏幕。

从这里我们可以知道,实际上xres和yres是指上是指x轴和y轴对应的dpi,屏幕像素密度。

初始化FBUpdate对象

文件:/hardware/qcom/display/msm8960/libhwcomposer/hwc_fbupdate.cpp

在msm8960中,会根据屏幕返回的xres,x轴的像素像素资源大小超过2048则会使用高密度的FBUpdateHighRes来承载像素,否则则会FBUpdateLowRes承载。

一般来说,我们的手机FBUpdateLowRes承载,TV这些就会使用FBUpdateHighRes承载。

#define MAX_DISPLAY_DIM 2048

IFBUpdate* IFBUpdate::getObject(const int& width, const int& dpy) {
    if(width > MAX_DISPLAY_DIM) {
        return new FBUpdateHighRes(dpy);
    }
    return new FBUpdateLowRes(dpy);
}

初始化 MDP对象

MDPComp* MDPComp::getObject(const int& width, int dpy) {
    if(width <= MAX_DISPLAY_DIM) {
        return new MDPCompLowRes(dpy);
    } else {
        return new MDPCompHighRes(dpy);
    }
}

同理手机一般可以得到MDPCompLowRes。接下来我们回头来看看prepare做了什么?

硬件层初始化

还记得HWC2On1Adapter实际上是管理硬件层的hw_device_t结构体吗。我们接下里继续以msm8960为线索看看硬件做了什么事情。
文件:/hardware/qcom/display/msm8960/libhwcomposer/hwc.cpp
调用函数如下:

mHwc1Device->prepare(mHwc1Device, mHwc1Contents.size(),
                mHwc1Contents.data());

把之前保存好的数据传入硬件。
在结构体中prepare对应着hwc_prepare函数指针。

static int hwc_prepare(hwc_composer_device_1 *dev, size_t numDisplays,
                       hwc_display_contents_1_t** displays)
{
    int ret = 0;
    hwc_context_t* ctx = (hwc_context_t*)(dev);
    Locker::Autolock _l(ctx->mBlankLock);
    reset(ctx, numDisplays, displays);

    ctx->mOverlay->configBegin();
    ctx->mRotMgr->configBegin();
    ctx->mNeedsRotator = false;

    for (int32_t i = numDisplays - 1; i >= 0; i--) {
        hwc_display_contents_1_t *list = displays[i];
        switch(i) {
            case HWC_DISPLAY_PRIMARY:
                ret = hwc_prepare_primary(dev, list);
                break;
            case HWC_DISPLAY_EXTERNAL:
                ret = hwc_prepare_external(dev, list, i);
                break;
            case HWC_DISPLAY_VIRTUAL:
                ret = hwc_prepare_virtual(dev, list, i);
                break;
            default:
                ret = -EINVAL;
        }
    }

    ctx->mOverlay->configDone();
    ctx->mRotMgr->configDone();

    return ret;
}

我们只需要关系主屏幕的绘制准备hwc_prepare_primary。

static int hwc_prepare_primary(hwc_composer_device_1 *dev,
        hwc_display_contents_1_t *list) {
    hwc_context_t* ctx = (hwc_context_t*)(dev);
    const int dpy = HWC_DISPLAY_PRIMARY;
    if(UNLIKELY(!ctx->mBasePipeSetup))
        setupBasePipe(ctx);
    if (LIKELY(list && list->numHwLayers > 1) &&
            ctx->dpyAttr[dpy].isActive) {
        reset_layer_prop(ctx, dpy, list->numHwLayers - 1);
        uint32_t last = list->numHwLayers - 1;
        hwc_layer_1_t *fbLayer = &list->hwLayers[last];
        if(fbLayer->handle) {
            setListStats(ctx, list, dpy);
            int fbZOrder = ctx->mMDPComp[dpy]->prepare(ctx, list);
            if(fbZOrder >= 0)
                ctx->mFBUpdate[dpy]->prepare(ctx, list, fbZOrder);

         
        }
    }
    return 0;
}

准备阶段做了三件事情:

  • 1.mBasePipeSetup一开始默认是false,所以setupBasePipe 初始化MDP
  • 2.hwc_layer_1_t 通过mMDPComp获取屏幕id的MDP,找到对应屏幕对应的数据,找到在硬件中的z轴位置。
  • 3.通过prepare更新对应屏幕的mFBUpdate

setupBasePipe

bool MDPComp::setupBasePipe(hwc_context_t *ctx) {
    const int dpy = HWC_DISPLAY_PRIMARY;
    int fb_width = ctx->dpyAttr[dpy].xres;
    int fb_height = ctx->dpyAttr[dpy].yres;
    int fb_fd = ctx->dpyAttr[dpy].fd;

    mdp_overlay ovInfo;
    msmfb_overlay_data ovData;
    memset(&ovInfo, 0, sizeof(mdp_overlay));
    memset(&ovData, 0, sizeof(msmfb_overlay_data));

    ovInfo.src.format = MDP_RGB_BORDERFILL;
    ovInfo.src.width  = fb_width;
    ovInfo.src.height = fb_height;
    ovInfo.src_rect.w = fb_width;
    ovInfo.src_rect.h = fb_height;
    ovInfo.dst_rect.w = fb_width;
    ovInfo.dst_rect.h = fb_height;
    ovInfo.id = MSMFB_NEW_REQUEST;

    if (ioctl(fb_fd, MSMFB_OVERLAY_SET, &ovInfo) < 0) {
        return false;
    }

    ovData.id = ovInfo.id;
    if (ioctl(fb_fd, MSMFB_OVERLAY_PLAY, &ovData) < 0) {
        return false;
    }
    return true;
}

这个方法是向fb驱动进行通信:

  • 1.先向fb发送MSMFB_OVERLAY_SET命令初始化overlayer浮层的参数
  • 2.MSMFB_OVERLAY_PLAY 推一个空的overlayer缓冲到fb驱动中进行渲染,判断fb驱动是否有问题。

MDP prepare

文件:/hardware/qcom/display/msm8960/libhwcomposer/hwc_mdpcomp.cpp

int MDPComp::prepare(hwc_context_t *ctx, hwc_display_contents_1_t* list) {

    const int numLayers = ctx->listStats[mDpy].numAppLayers;

    mCurrentFrame.reset(numLayers);
...
    //Check whether layers marked for MDP Composition is actually doable.
    if(isFullFrameDoable(ctx, list)){
        mCurrentFrame.map();
        if(!programMDP(ctx, list)) {
            mCurrentFrame.reset(numLayers);
            mCachedFrame.cacheAll(list);
        } else { //Success
            if(mCurrentFrame.fbCount &&
                    ((mCurrentFrame.mdpCount != mCachedFrame.mdpCount) ||
                     (mCurrentFrame.fbCount != mCachedFrame.cacheCount) ||
                     (mCurrentFrame.fbZ != mCachedFrame.fbZ) ||
                     (!mCurrentFrame.mdpCount) ||
                     (list->flags & HWC_GEOMETRY_CHANGED) ||
                     isSkipPresent(ctx, mDpy) ||
                     (mDpy > HWC_DISPLAY_PRIMARY))) {
                mCurrentFrame.needsRedraw = true;
            }
        }
    } else if(isOnlyVideoDoable(ctx, list)) {
       ...
        if(!programYUV(ctx, list)) {
            ...
        }
    } else {
        mCurrentFrame.reset(numLayers);
        mCachedFrame.cacheAll(list);
    }

    //UpdateLayerFlags
    setMDPCompLayerFlags(ctx, list);
    mCachedFrame.updateCounts(mCurrentFrame);

    return mCurrentFrame.fbZ;
}

这里面做的逻辑其实十分复杂,我只会挑选重点进行分析:

  • 1.isFullFrameDoable 判断MDP是否能执行下去,并且更新本次即将刷新的层级,最核心是计算出,那一层开始是由FBUpdate对象进行处理
  • 2.一般来说一个判断走完,就会进行programMDP,最后把准备的信息通信给OverLayer对象。
  • 3.设置mCachedFrame的参数,setMDPCompLayerFlags更新每一个layer中的type(HWC_OVERLAY)。返回mCurrentFrame.fbZ,这个fbZ代表从第几层开始交给FBUpdate处理。

我们主要看看isFullFrameDoable中的核心逻辑,看看MDP控制的图层。

MDPComp isFullFrameDoable

bool MDPComp::isFullFrameDoable(hwc_context_t *ctx,
                                hwc_display_contents_1_t* list){

    const int numAppLayers = ctx->listStats[mDpy].numAppLayers;
//标志位判断
...

    for(int i = 0; i < numAppLayers; ++i) {
        hwc_layer_1_t* layer = &list->hwLayers[i];
        private_handle_t *hnd = (private_handle_t *)layer->handle;
        if(isYuvBuffer(hnd) ) {
            if(isSecuring(ctx, layer)) {
                return false;
            }
        } else if(layer->transform & HWC_TRANSFORM_ROT_90) {
            return false;
        }

        if(!isValidDimension(ctx,layer)) {
            return false;
        }
    }

    bool ret = false;
    if(fullMDPComp(ctx, list)) {
        ret = true;
    } else if (partialMDPComp(ctx, list)) {
        ret = true;
    }
    return ret;
}
  • 1.isValidDimension 校验裁剪区域和即将显示区域。如果宽高小于5则返回false,如果裁剪区域和即将显示区域相比发现需要缩小4倍,也不会执行下去。因为HWC和OpenGL es的实现有点不一致,太小的区域绘制出来的效果可能和OpenGL es不太一样。
  • 2.fullMDPComp 校验是否有足够的管道数组空间可用。
  • 3.不够,则会执行这个方法partialMDPComp进行分配。

我们主要看partialMDPComp方法。

MDPComp partialMDPComp
bool MDPComp::partialMDPComp(hwc_context_t *ctx, hwc_display_contents_1_t* list)
{
    int numAppLayers = ctx->listStats[mDpy].numAppLayers;
    mCurrentFrame.reset(numAppLayers);
    updateLayerCache(ctx, list);
    updateYUV(ctx, list);
    batchLayers(); //sets up fbZ also

    int mdpCount = mCurrentFrame.mdpCount;
    if(mdpCount > (sMaxPipesPerMixer - 1)) { // -1 since FB is used
        return false;
    }

    int numPipesNeeded = pipesNeeded(ctx, list);
    int availPipes = getAvailablePipes(ctx);

    if(numPipesNeeded > availPipes) {
        return false;
    }

    return true;
}

int MDPCompLowRes::pipesNeeded(hwc_context_t *ctx,
                               hwc_display_contents_1_t* list) {
    return mCurrentFrame.mdpCount;
}

numAppLayers是指在Hal层保存了多少的Layer对象。mCurrentFrame将会对这个Z轴上的Layer保存下来。

  • 1.updateLayerCache 根据Layer的数据更新mCurrentFrame的layoutCount,mdpCount
  • 2.updateYUV 刷新YUV对应的fbCount
  • 3.batchLayers 找到Layer中需要交给FBUpdate处理的图层
  • 4.检测是否有足够的pipe空间进行分配。
updateLayerCache
void MDPComp::updateLayerCache(hwc_context_t* ctx,
                               hwc_display_contents_1_t* list) {

    int numAppLayers = ctx->listStats[mDpy].numAppLayers;
    int numCacheableLayers = 0;

    for(int i = 0; i < numAppLayers; i++) {
        if (mCachedFrame.hnd[i] == list->hwLayers[i].handle) {
            numCacheableLayers++;
            mCurrentFrame.isFBComposed[i] = true;
        } else {
            mCurrentFrame.isFBComposed[i] = false;
            mCachedFrame.hnd[i] = list->hwLayers[i].handle;
        }
    }

    mCurrentFrame.fbCount = numCacheableLayers;
    mCurrentFrame.mdpCount = mCurrentFrame.layerCount -
            mCurrentFrame.fbCount;
}

这里面会判断多少的Layer保存着handle(GraphicBuffer)并更新mCurrentFrame。每校验对应的isFBComposed 为true,mCurrentFrame.fbCount就加1.因此layerCount 实际上就是指hal层有多少Layer,fbCount是指有多少Layer有handle,mdpCount是指多少Layer是没有图元handle的。

updateYUV
void MDPComp::updateYUV(hwc_context_t* ctx, hwc_display_contents_1_t* list) {

    int nYuvCount = ctx->listStats[mDpy].yuvCount;
    for(int index = 0;index < nYuvCount; index++){
        int nYuvIndex = ctx->listStats[mDpy].yuvIndices[index];
        hwc_layer_1_t* layer = &list->hwLayers[nYuvIndex];

        if(!isYUVDoable(ctx, layer)) {
            if(!mCurrentFrame.isFBComposed[nYuvIndex]) {
                mCurrentFrame.isFBComposed[nYuvIndex] = true;
                mCurrentFrame.fbCount++;
            }
        } else {
            if(mCurrentFrame.isFBComposed[nYuvIndex]) {
                mCurrentFrame.isFBComposed[nYuvIndex] = false;
                mCurrentFrame.fbCount--;
            }
        }
    }

    mCurrentFrame.mdpCount = mCurrentFrame.layerCount -
            mCurrentFrame.fbCount;
}

校验每一个Layer中有多少Layer是支持YUV格式的。
此时会校验到Layer不支持YUV且isFBComposed为false(没有handle),对应的isFBComposed变为true,fbCount+1.可以让fb进行渲染。

支持YUV格式,但是发现isFBComposed 为true,则isFBComposed变为false,fbCount - 1。

说明Layer可以没有handle,如果是YUV格式将不会交给fb处理。mdpCount此时就是计算上YUV没有handle的Layer数量。

batchLayers
void  MDPComp::batchLayers() {

    int maxBatchStart = -1;
    int maxBatchCount = 0;

    /* All or Nothing is cached. No batching needed */
    if(!mCurrentFrame.fbCount) {
        mCurrentFrame.fbZ = -1;
        return;
    }
    if(!mCurrentFrame.mdpCount) {
        mCurrentFrame.fbZ = 0;
        return;
    }

    int i = 0;
    while (i < mCurrentFrame.layerCount) {
        int count = 0;
        while(mCurrentFrame.isFBComposed[i] && i < mCurrentFrame.layerCount) {
            count++; i++;
        }
        if(count > maxBatchCount) {
            maxBatchCount = count;
            maxBatchStart = i - count;
            mCurrentFrame.fbZ = maxBatchStart;
        }
        if(i < mCurrentFrame.layerCount) i++;
    }

    for(int i = 0; i < mCurrentFrame.layerCount; i++) {
        if(i != maxBatchStart){
            mCurrentFrame.isFBComposed[i] = false;
        } else {
            i += maxBatchCount;
        }
    }

    mCurrentFrame.fbCount = maxBatchCount;
    mCurrentFrame.mdpCount = mCurrentFrame.layerCount -
            mCurrentFrame.fbCount;

}

如果此时fbCount和mdpCount为0,fbZ则返回-1和0.没有一个Layer需要交给fb处理。

这做的事情实际上就是找最大连续的fb图层,找到最顶层的那个作为mCurrentFrame.fbZ。说明从着一段连续的开始可以交给FBUpdateLowRes处理。

mdpCount 代表有多少图层可以叫MDP处理,fbCount代表交给FBUpdateLowRes处理。最终能得出一个结论:

fbCount + mdpCount = layerCount - (YUV和handle冲突的图层数量)

programMDP

bool MDPComp::programMDP(hwc_context_t *ctx, hwc_display_contents_1_t* list) {
    ctx->mDMAInUse = false;
    if(!allocLayerPipes(ctx, list)) {
        return false;
    }

    bool fbBatch = false;
    for (int index = 0, mdpNextZOrder = 0; index < mCurrentFrame.layerCount;
            index++) {
        if(!mCurrentFrame.isFBComposed[index]) {
            int mdpIndex = mCurrentFrame.layerToMDP[index];
            hwc_layer_1_t* layer = &list->hwLayers[index];

            MdpPipeInfo* cur_pipe = mCurrentFrame.mdpToLayer[mdpIndex].pipeInfo;
            cur_pipe->zOrder = mdpNextZOrder++;

            if(configure(ctx, layer, mCurrentFrame.mdpToLayer[mdpIndex]) != 0 ){
                return false;
            }
        } else if(fbBatch == false) {
                mdpNextZOrder++;
                fbBatch = true;
        }
    }

    return true;
}

经过isFullFramedoable对mdp需要处理对图层进行处理后,就会使用programMDP进行申请相关的内存。

  • 1.allocLayerPipes 申请用于承载参数的管道内存
  • 2.遍历左右的Layer,找到isFBComposed为false不交给FBUpdateLowRes处理的图层,进行configure 配置处理。

allocLayerPipes

bool MDPCompLowRes::allocLayerPipes(hwc_context_t *ctx,
                                    hwc_display_contents_1_t* list) {
//处理YUV
 ...

    for(int index = 0 ; index < mCurrentFrame.layerCount; index++ ) {
        if(mCurrentFrame.isFBComposed[index]) continue;
        hwc_layer_1_t* layer = &list->hwLayers[index];
        private_handle_t *hnd = (private_handle_t *)layer->handle;

        if(isYuvBuffer(hnd))
            continue;

        int mdpIndex = mCurrentFrame.layerToMDP[index];

        PipeLayerPair& info = mCurrentFrame.mdpToLayer[mdpIndex];
        info.pipeInfo = new MdpPipeInfoLowRes;
        info.rot = NULL;
        MdpPipeInfoLowRes& pipe_info = *(MdpPipeInfoLowRes*)info.pipeInfo;

        ePipeType type = MDPCOMP_OV_ANY;

        if(!qhwc::needsScaling(layer) && !ctx->mNeedsRotator
           && ctx->mMDP.version >= qdutils::MDSS_V5) {
            type = MDPCOMP_OV_DMA;
        }

        pipe_info.index = getMdpPipe(ctx, type);
        if(pipe_info.index == ovutils::OV_INVALID) {
            return false;
        }
    }
    return true;
}

核心是getMdpPipe申请一段Mdp管道内存。这里会根据版本号,如果不需要旋转和缩放则设置成MDPCOMP_OV_DMA,否则则是MDPCOMP_OV_ANY。

ovutils::eDest MDPComp::getMdpPipe(hwc_context_t *ctx, ePipeType type) {
    overlay::Overlay& ov = *ctx->mOverlay;
    ovutils::eDest mdp_pipe = ovutils::OV_INVALID;

    switch(type) {
    case MDPCOMP_OV_DMA:
        mdp_pipe = ov.nextPipe(ovutils::OV_MDP_PIPE_DMA, mDpy);
        if(mdp_pipe != ovutils::OV_INVALID) {
            ctx->mDMAInUse = true;
            return mdp_pipe;
        }
    case MDPCOMP_OV_ANY:
    case MDPCOMP_OV_RGB:
        mdp_pipe = ov.nextPipe(ovutils::OV_MDP_PIPE_RGB, mDpy);
        if(mdp_pipe != ovutils::OV_INVALID) {
            return mdp_pipe;
        }

        if(type == MDPCOMP_OV_RGB) {
            break;
        }
    case  MDPCOMP_OV_VG:
        return ov.nextPipe(ovutils::OV_MDP_PIPE_VG, mDpy);
    default:
        return ovutils::OV_INVALID;
    };
    return ovutils::OV_INVALID;
}

此时会调用Overlay中的nextPipe申请一段内存。其中ANY和RGB都是一种类型OV_MDP_PIPE_RGB,DMA则是OV_MDP_PIPE_DMA。

OverLayer nextPipe

eDest Overlay::nextPipe(eMdpPipeType type, int dpy) {
    eDest dest = OV_INVALID;

    for(int i = 0; i < PipeBook::NUM_PIPES; i++) {
        //Match requested pipe type
        if(type == OV_MDP_PIPE_ANY || type == PipeBook::getPipeType((eDest)i)) {
            if((mPipeBook[i].mDisplay == PipeBook::DPY_UNUSED ||
                    mPipeBook[i].mDisplay == dpy) &&
                    PipeBook::isNotAllocated(i)) {
                dest = (eDest)i;
                PipeBook::setAllocation(i);
                break;
            }
        }
    }

    if(dest != OV_INVALID) {
        int index = (int)dest;
        mPipeBook[index].mDisplay = dpy;
        if(not mPipeBook[index].valid()) {
            mPipeBook[index].mPipe = new GenericPipe(dpy);
        }
    } else {
...
    }

    return dest;
}

在这里面会遍历NUM_PIPES中限制的PipeBook数量,找到一段type一样的mPipeBook中的index;如果是ANY则会随便找一个type。如果发现没有申请过则会调用setAllocation,在内存位图sAllocatedBitmap打上一个标志位。由于这个bitmap是一个32位的int型,所以最多只有32个内存允许申请。

最后在mPipeBook对应的index申请GenericPipe缓存下去,作为这个Layer通信到管道的缓存。

mPipeBook:NUM_PIPES是怎么获取的呢?

uint8_t getTotalPipes() { return (mRGBPipes + mVGPipes + mDMAPipes);}

其实是由三个管道数量进行决定的。而这三个管道数量实际上由fb驱动决定的。

hwc_fbupdate 准备

bool FBUpdateLowRes::prepare(hwc_context_t *ctx, hwc_display_contents_1 *list,
                             int fbZorder) {
    if(!ctx->mMDP.hasOverlay) {
        return false;
    }
    mModeOn = configure(ctx, list, fbZorder);
    return mModeOn;
}

// Configure
bool FBUpdateLowRes::configure(hwc_context_t *ctx, hwc_display_contents_1 *list,
                               int fbZorder) {
    bool ret = false;
    hwc_layer_1_t *layer = &list->hwLayers[list->numHwLayers - 1];
    if (LIKELY(ctx->mOverlay)) {
        overlay::Overlay& ov = *(ctx->mOverlay);
        private_handle_t *hnd = (private_handle_t *)layer->handle;
        ovutils::Whf info(getWidth(hnd), getHeight(hnd),
                          ovutils::getMdpFormat(hnd->format), hnd->size);

        //Request an RGB pipe
        ovutils::eDest dest = ov.nextPipe(ovutils::OV_MDP_PIPE_ANY, mDpy);
        if(dest == ovutils::OV_INVALID) { //None available
            return false;
        }

        mDest = dest;

        ovutils::eMdpFlags mdpFlags = ovutils::OV_MDP_BLEND_FG_PREMULT;

        ovutils::eZorder zOrder = static_cast<ovutils::eZorder>(fbZorder);

        ovutils::PipeArgs parg(mdpFlags,
                info,
                zOrder,
                ovutils::IS_FG_OFF,
                ovutils::ROT_FLAGS_NONE,
                ovutils::DEFAULT_PLANE_ALPHA,
                (ovutils::eBlending) getBlending(layer->blending));
        ov.setSource(parg, dest);

        hwc_rect_t sourceCrop;
        getNonWormholeRegion(list, sourceCrop);
        // x,y,w,h
        ovutils::Dim dcrop(sourceCrop.left, sourceCrop.top,
                           sourceCrop.right - sourceCrop.left,
                           sourceCrop.bottom - sourceCrop.top);
        ov.setCrop(dcrop, dest);

        int transform = layer->transform;
        ovutils::eTransform orient =
            static_cast<ovutils::eTransform>(transform);
        ov.setTransform(orient, dest);

        hwc_rect_t displayFrame = sourceCrop;
        ovutils::Dim dpos(displayFrame.left,
                          displayFrame.top,
                          displayFrame.right - displayFrame.left,
                          displayFrame.bottom - displayFrame.top);
        if(mDpy)
            getActionSafePosition(ctx, mDpy, dpos.x, dpos.y, dpos.w, dpos.h);
        ov.setPosition(dpos, dest);

        ret = true;
        if (!ov.commit(dest)) {
            ret = false;
        }
    }
    return ret;
}

在fb底层会生成一个Overlayer对象。每一次需要有命令进行退出,将会从Pipe管道数组PipeBook中推出一个用于承载GraphicBuffer的句柄,参见参数,颜色空间,像素格式,位置等等,最后调用commit把数据推回PipeBook数组中,等待消费。

后面的解析,我们就围绕着fb驱动逻辑进行分析。

generateChanges

void HWC2On1Adapter::Display::generateChanges() {
    std::unique_lock<std::recursive_mutex> lock(mStateMutex);

    mChanges.reset(new Changes);

    size_t numLayers = mHwc1RequestedContents->numHwLayers;
    for (size_t hwc1Id = 0; hwc1Id < numLayers; ++hwc1Id) {
        const auto& receivedLayer = mHwc1RequestedContents->hwLayers[hwc1Id];
        if (mHwc1LayerMap.count(hwc1Id) == 0) {
            continue;
        }

        Layer& layer = *mHwc1LayerMap[hwc1Id];
        updateTypeChanges(receivedLayer, layer);
        updateLayerRequests(receivedLayer, layer);
    }
}

void HWC2On1Adapter::Display::updateTypeChanges(const hwc_layer_1_t& hwc1Layer,
        const Layer& layer) {
    auto layerId = layer.getId();
    switch (hwc1Layer.compositionType) {
        case HWC_FRAMEBUFFER:
            if (layer.getCompositionType() != Composition::Client) {
                mChanges->addTypeChange(layerId, Composition::Client);
            }
            break;
        case HWC_OVERLAY:
            if (layer.getCompositionType() != Composition::Device) {
                mChanges->addTypeChange(layerId, Composition::Device);
            }
            break;
        case HWC_BACKGROUND:
            ...
            break;
        case HWC_FRAMEBUFFER_TARGET:
            // Do nothing, since it shouldn't be modified by HWC1
            break;
        case HWC_SIDEBAND:
            ...
            break;
        case HWC_CURSOR_OVERLAY:
            ...
            break;
    }
}

当此时如果在Hal层设置的HWC_FRAMEBUFFER,则会把每一个hwcLayer渲染模式都转化为Composition::Client。HWC_OVERLAY绘制overlayer层时候才会设置为 Composition::Device。Hal层的Composition::Client不要和上层的HWC2::Composition::Client弄混淆了。

当上层和Hal层都准备好了需要HWC绘制的图元,再来回头看看FrameBufferSurface的准备工作prepareFrame

FrameBufferSurface prepareFrame

文件:/frameworks/native/services/surfaceflinger/DisplayHardware/FramebufferSurface.cpp

status_t FramebufferSurface::prepareFrame(CompositionType /*compositionType*/) {
    return NO_ERROR;
}

没做任何事情。

总结

在绘制准备流程中做了如下几个步骤:

    1. preComposition 预处理合成,校验有没有在图元缓冲队列中还有没有需要消费的,没有或者没有打开自动刷新的开关,则不会进行刷新。
    1. rebuildLayerStacks 重新构建Layer mVisibleRegionsDirty发现有Layer增加或者有新的图元进行了latch,则会重组Layer的可视区域,透明区域,遮挡区域,不透明区域。
    1. setUpHWComposer HWC进行渲染的准备,遍历每一个Layer,分为如下几个步骤:beginFrame(没做事情);createLayer为每一个Layer创建对应在HWC下的Layer对象,一旦失败则会强制变成Client渲染模式;setPerFrameData把通过latch消费图元缓存在cache的图元取出,并且设置到hwcLayer中;prepareFrame将会对hwcLayer中对应在Hal层的Device和Layer进行准备工作,主要是把Layer中缓存的GraphicBuffer保存在hw_content_t中,最红输送到硬件中处理。

在硬件层中,分为2部分,一个是MDP渲染overlayer,一个是fb渲染overlayer。其实两者都是采用相似的设计,通过一个管道数组管理传递下来的图元句柄,裁剪等参数,等待消费。

准备的流程有点长,一路到了硬件层。但实际上除了准备相关的数据到Hal之外。我们需要关注一个知识点,那就是prepareFrame中Composer的几个type渲染type的转化,大致经历如下流程:

  • 1.Hal层的validate方法中会进行校验和准备需要的数据保存到mHwc1RequestedContents,在这个过程会为把之前创造的hwclayer中的参数拷贝一份到其中,其中就有定义如下一个type的表格参数:
mCompositionType compositionType flag
Composition::Client HWC_FRAMEBUFFER(FRAMEBUFFER最后都会强制刷新) HWC_SKIP_LAYER
Composition::Device HWC_OVERLAY(强制更新) -
Composition::SolidColor HWC_FRAMEBUFFER HWC_SKIP_LAYER
Composition::Cursor HWC_FRAMEBUFFER HWC_IS_CURSOR_LAYER
Composition::Sideband HWC_SIDEBAND 或者HWC_FRAMEBUFFER 如果是HWC_FRAMEBUFFER,添加HWC_SKIP_LAYER
其他 HWC_FRAMEBUFFER HWC_SKIP_LAYER

能看到在HWC中会添加一个标志位HWC_SKIP_LAYER,来判断是否需要跳过当前Layer在Hwc中的绘制。换句话说,HWC绘制overlayer的说法是正确的。其他它还可能绘制了Cursor这种焦点窗口以及在高版本中绘制Sideband边带。

  • 2.当Hal层处理结束后,保存在HWC的Display数据集合,就会判断当前的Layer是否包含Client或者Device,也就是我们常说的是混合HWC和OpenGL es的模式,以及是纯粹的HWC模式,OpenGLes模式。

对应的,我们能得出如下表格:

Composition的Layer的Type hasClientComposition hasDeviceComposition 渲染方式
HWC2::Composition::Client true - OpenGL es
HWC2::Composition::Device - true HWC
HWC2::Composition::SolidColor - true HWC
HWC2::Composition::Sideband - true HWC或者OpenGL es

如果发现是纯粹的OpenGL es模式,就不要进行Hwc的绘制了。这样就能在下一步合成图元中减少一些不必要的操作。记住如果Hwc下的Layer创建失败了,所有的渲染模式将会强制设置为Client。

那么又是什么决定这些渲染模式呢?其实在setPerFrame步骤中

if (getBE().compositionInfo.hwc.sidebandStream.get()) {
        setCompositionType(hwcId, HWC2::Composition::Sideband);
        error = hwcLayer->setSidebandStream(getBE().compositionInfo.hwc.sidebandStream->handle());
        return;
    }

    // Device or Cursor layers
    if (mPotentialCursor) {
        setCompositionType(hwcId, HWC2::Composition::Cursor);
    } else {
        setCompositionType(hwcId, HWC2::Composition::Device);
    }

在BufferLayer中会根据通过Surface设置在Layer中的flag打开对应的type。对应Client来说,HWC_FRAMEBUFFER都会强制设置为Client模式进行OpenGL es渲染。

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