Choreographer的中文翻译是编舞者、舞蹈编导的意思,为什么起这个名字呢?因为view的刷新和舞蹈一样是需要按着节拍来的,Choreographer就是根据VSync信号这个节拍来安排view的刷新动作。
它使用ThreadLocal单例模式,每个线程都有自己的Choreographer,靠Looper去同步:
public final class 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!"); } return new Choreographer(looper, VSYNC_SOURCE_APP); } }; .. public static Choreographer getInstance() { return sThreadInstance.get(); } }
而且Choreographer实际上不仅仅是控制view刷新,作为一个舞蹈编导需要编排多个人的动作,它也需要控制多种类型的事件的处理。
它内部有4条CallbackQueue,分别控制input、animation、traversal和commit:
public static final int CALLBACK_INPUT = 0; public static final int CALLBACK_ANIMATION = 1; public static final int CALLBACK_TRAVERSAL = 2; public static final int CALLBACK_COMMIT = 3; private static final int CALLBACK_LAST = CALLBACK_COMMIT; private Choreographer(Looper looper, int vsyncSource) { ... mCallbackQueues = new CallbackQueue[CALLBACK_LAST + 1]; for (int i = 0; i <= CALLBACK_LAST; i++) { mCallbackQueues[i] = new CallbackQueue(); } }
ViewRootImpl在requestLayout的时候就是丢到了CALLBACK_TRAVERSAL类型的CallbackQueue里面:
@Override public void requestLayout() { ... scheduleTraversals(); .. } void scheduleTraversals() { if (!mTraversalScheduled) { mTraversalScheduled = true; mTraversalBarrier = mHandler.getLooper().getQueue().postSyncBarrier(); mChoreographer.postCallback( Choreographer.CALLBACK_TRAVERSAL, mTraversalRunnable, null); ... } }
Choreographer会找到对应的CallbackQueue然后使用addCallbackLocked将他们按时间顺序插入:
public void postCallback(int callbackType, Runnable action, Object token) { postCallbackDelayed(callbackType, action, token, 0); } public void postCallbackDelayed(int callbackType, Runnable action, Object token, long delayMillis) { ... postCallbackDelayedInternal(callbackType, action, token, delayMillis); } private void postCallbackDelayedInternal(int callbackType, Object action, Object token, long delayMillis) { ... final long now = SystemClock.uptimeMillis(); final long dueTime = now + delayMillis; mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token); ... } private final class CallbackQueue { ... public void addCallbackLocked(long dueTime, Object action, Object token) { CallbackRecord callback = obtainCallbackLocked(dueTime, action, token); CallbackRecord entry = mHead; if (entry == null) { mHead = callback; return; } if (dueTime < entry.dueTime) { callback.next = entry; mHead = callback; return; } while (entry.next != null) { if (dueTime < entry.next.dueTime) { callback.next = entry.next; break; } entry = entry.next; } entry.next = callback; } ... }
从上面代码我们可以看出来CallbackQueue是个单链表,而Choreographer里维护了四条CallbackQueue用于不同类的回调:
插入CallbackQueue之后Choreographer就会向DisplayEventReceiver请求一个Vsync信号的监听:
private void postCallbackDelayedInternal(int callbackType, Object action, Object token, long delayMillis) { ... scheduleFrameLocked(now); ... } private void scheduleFrameLocked(long now) { ... scheduleVsyncLocked(); ... } private void scheduleVsyncLocked() { mDisplayEventReceiver.scheduleVsync(); }
DisplayEventReceiver的监听原理我们等下再看,总之调用scheduleVsync之后DisplayEventReceiver会监听一次Vsync信号,然后在接收到信号的时候回调onVsync,而Choreographer有个FrameDisplayEventReceiver内部类继承了DisplayEventReceiver并且实现了Runnable接口,它在onVsync里面就会通过Handler机制将自己同步到Looper线程去执行run方法,去调用Choreographer.doFrame:
private final class FrameDisplayEventReceiver extends DisplayEventReceiver implements Runnable { ... @Override public void onVsync(long timestampNanos, int builtInDisplayId, int frame) { ... mFrame = frame; Message msg = Message.obtain(mHandler, this); msg.setAsynchronous(true); mHandler.sendMessageAtTime(msg, timestampNanos / TimeUtils.NANOS_PER_MS); } @Override public void run() { mHavePendingVsync = false; doFrame(mTimestampNanos, mFrame); } }
而Choreographer.doFrame里面就会去回调之前post的callback了:
void doFrame(long frameTimeNanos, int frame) { ... try { Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Choreographer#doFrame"); AnimationUtils.lockAnimationClock(frameTimeNanos / TimeUtils.NANOS_PER_MS); mFrameInfo.markInputHandlingStart(); doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos); mFrameInfo.markAnimationsStart(); doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos); mFrameInfo.markPerformTraversalsStart(); doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos); doCallbacks(Choreographer.CALLBACK_COMMIT, frameTimeNanos); } finally { AnimationUtils.unlockAnimationClock(); Trace.traceEnd(Trace.TRACE_TAG_VIEW); } ... }
java层的DisplayEventReceiver基本就是个壳,都是通过jni调到native层,由native层c++的NativeDisplayEventReceiver去干活:
public DisplayEventReceiver(Looper looper, int vsyncSource) { ... mReceiverPtr = nativeInit(new WeakReference<DisplayEventReceiver>(this), mMessageQueue, vsyncSource); ... } private void dispose(boolean finalized) { ... nativeDispose(mReceiverPtr); mReceiverPtr = 0; ... } public void scheduleVsync() { ... nativeScheduleVsync(mReceiverPtr); ... }
jni层是这样的,沟通了java层的DisplayEventReceiver和native层的NativeDisplayEventReceiver:
// 动态注册JNI回调 static const JNINativeMethod gMethods[] = { { "nativeInit", "(Ljava/lang/ref/WeakReference;Landroid/os/MessageQueue;I)J", (void*)nativeInit }, { "nativeDispose", "(J)V", (void*)nativeDispose }, { "nativeScheduleVsync", "(J)V", (void*)nativeScheduleVsync } }; static jlong nativeInit(JNIEnv* env, jclass clazz, jobject receiverWeak, jobject messageQueueObj, jint vsyncSource) { ... sp<NativeDisplayEventReceiver> receiver = new NativeDisplayEventReceiver(env, receiverWeak, messageQueue, vsyncSource); ... return reinterpret_cast<jlong>(receiver.get()); } static void nativeDispose(JNIEnv* env, jclass clazz, jlong receiverPtr) { NativeDisplayEventReceiver* receiver = reinterpret_cast<NativeDisplayEventReceiver*>(receiverPtr); receiver->dispose(); .. } static void nativeScheduleVsync(JNIEnv* env, jclass clazz, jlong receiverPtr) { sp<NativeDisplayEventReceiver> receiver = reinterpret_cast<NativeDisplayEventReceiver*>(receiverPtr); status_t status = receiver->scheduleVsync(); ... }
我们现在开始看看scheduleVsync里面具体干了些啥,由于NativeDisplayEventReceiver是继承了DisplayEventDispatcher,而且没有重写该方法,所以我们要实际应该去看DisplayEventDispatcher::scheduleVsync。
class NativeDisplayEventReceiver : public DisplayEventDispatcher { public: NativeDisplayEventReceiver(JNIEnv* env, jobject receiverWeak, const sp<MessageQueue>& messageQueue, jint vsyncSource); void dispose(); protected: virtual ~NativeDisplayEventReceiver(); private: jobject mReceiverWeakGlobal; sp<MessageQueue> mMessageQueue; DisplayEventReceiver mReceiver; virtual void dispatchVsync(nsecs_t timestamp, int32_t id, uint32_t count); virtual void dispatchHotplug(nsecs_t timestamp, int32_t id, bool connected); };
status_t DisplayEventDispatcher::scheduleVsync() { if (!mWaitingForVsync) { ... status_t status = mReceiver.requestNextVsync(); ... mWaitingForVsync = true; } return OK; }
可以看到DisplayEventDispatcher::scheduleVsync又是调用mReceiver.requestNextVsync请求下一个VSync信号,这个mReceiver是DisplayEventReceiver:
DisplayEventReceiver mReceiver;
所以我们就继续追踪:
status_t DisplayEventReceiver::requestNextVsync() { if (mEventConnection != NULL) { mEventConnection->requestNextVsync(); return NO_ERROR; } return NO_INIT; } DisplayEventReceiver::DisplayEventReceiver(ISurfaceComposer::VsyncSource vsyncSource) { sp<ISurfaceComposer> sf(ComposerService::getComposerService()); if (sf != NULL) { mEventConnection = sf->createDisplayEventConnection(vsyncSource); if (mEventConnection != NULL) { mDataChannel = std::make_unique<gui::BitTube>(); mEventConnection->stealReceiveChannel(mDataChannel.get()); } } }
这里打开了一个ComposerService连接,然后实际是向这个服务请求VSync信号。Composer是作曲家的意思,实际上和之前java层的编舞者是对应的。作曲家作曲,谱写节奏,编舞者根据节奏指挥舞蹈。
上面讲的DisplayEventReceiver感觉就是个套娃架构,一层套一层。而且类的名字又很接近,所以直接追踪代码的确比较晕,看下面的时序图的话会好一些:
ComposerService实际上是指的SurfaceFlinger服务的client端包装类:
/*static*/ sp<ISurfaceComposer> ComposerService::getComposerService() { ComposerService& instance = ComposerService::getInstance(); ... if (instance.mComposerService == NULL) { ComposerService::getInstance().connectLocked(); ... } return instance.mComposerService; } void ComposerService::connectLocked() { const String16 name("SurfaceFlinger"); while (getService(name, &mComposerService) != NO_ERROR) { usleep(250000); } ... }
所以createDisplayEventConnection最终调用到SurfaceFlinger::createDisplayEventConnection,在这个方法用mEventThread去createEventConnection,最终创建一个Connection:
sp<IDisplayEventConnection> SurfaceFlinger::createDisplayEventConnection( ISurfaceComposer::VsyncSource vsyncSource) { ... return mEventThread->createEventConnection(); ... } sp<EventThread::Connection> EventThread::createEventConnection() const { return new Connection(const_cast<EventThread*>(this)); }
然后Connection是个安卓里面的只能指针类型(RefBase)它在第一次引用计数的时候会调用onFirstRef,在这里Connection会将自己注册到EventThread的mDisplayEventConnections列表里:
void EventThread::Connection::onFirstRef() { // NOTE: mEventThread doesn't hold a strong reference on us mEventThread->registerDisplayEventConnection(this); } status_t EventThread::registerDisplayEventConnection( const sp<EventThread::Connection>& connection) { ... mDisplayEventConnections.add(connection); ... return NO_ERROR; }
requestNextVsync最终是会调用到Connection::requestNextVsync,而这里除了会调用到SurfaceFlinger::resyncWithRateLimit去请求VSync信号之外还会将设置Connection的count:
void EventThread::Connection::requestNextVsync() { mEventThread->requestNextVsync(this); } void EventThread::requestNextVsync( const sp<EventThread::Connection>& connection) { Mutex::Autolock _l(mLock); mFlinger.resyncWithRateLimit(); if (connection->count < 0) { connection->count = 0; mCondition.broadcast(); } }
从注释可以看出来这个count是用来标志这次应用进程VSync信号的请求是一次性的,还是多次的:
// count >= 1 : continuous event. count is the vsync rate // count == 0 : one-shot event that has not fired // count ==-1 : one-shot event that fired this round / disabled int32_t count;
然后mCondition.broadcast()就会唤醒EventThread的waitForEvent流程,这个流程相对比较复杂,我先将删除注释之后的完整代码贴出来,然后再详细解释:
001 Vector< sp<EventThread::Connection> > EventThread::waitForEvent( 002 DisplayEventReceiver::Event* event) 003 { 004 Mutex::Autolock _l(mLock); 005 Vector< sp<EventThread::Connection> > signalConnections; 006 007 do { 008 bool eventPending = false; 009 bool waitForVSync = false; 010 011 size_t vsyncCount = 0; 012 nsecs_t timestamp = 0; 013 for (int32_t i=0 ; i<DisplayDevice::NUM_BUILTIN_DISPLAY_TYPES ; i++) { 014 timestamp = mVSyncEvent[i].header.timestamp; 015 if (timestamp) { 016 if (mInterceptVSyncs) { 017 mFlinger.mInterceptor.saveVSyncEvent(timestamp); 018 } 019 *event = mVSyncEvent[i]; 020 mVSyncEvent[i].header.timestamp = 0; 021 vsyncCount = mVSyncEvent[i].vsync.count; 022 break; 023 } 024 } 025 026 if (!timestamp) { 027 eventPending = !mPendingEvents.isEmpty(); 028 if (eventPending) { 029 *event = mPendingEvents[0]; 030 mPendingEvents.removeAt(0); 031 } 032 } 033 034 size_t count = mDisplayEventConnections.size(); 035 for (size_t i=0 ; i<count ; i++) { 036 sp<Connection> connection(mDisplayEventConnections[i].promote()); 037 if (connection != NULL) { 038 bool added = false; 039 if (connection->count >= 0) { 040 waitForVSync = true; 041 if (timestamp) { 042 if (connection->count == 0) { 043 connection->count = -1; 044 signalConnections.add(connection); 045 added = true; 046 } else if (connection->count == 1 || 047 (vsyncCount % connection->count) == 0) { 048 signalConnections.add(connection); 049 added = true; 050 } 051 } 052 } 053 054 if (eventPending && !timestamp && !added) { 055 signalConnections.add(connection); 056 } 057 } else { 058 mDisplayEventConnections.removeAt(i); 059 --i; --count; 060 } 061 } 062 063 if (timestamp && !waitForVSync) { 064 disableVSyncLocked(); 065 } else if (!timestamp && waitForVSync) { 066 enableVSyncLocked(); 067 } 068 069 if (!timestamp && !eventPending) { 070 if (waitForVSync) { 071 bool softwareSync = mUseSoftwareVSync; 072 nsecs_t timeout = softwareSync ? ms2ns(16) : ms2ns(1000); 073 if (mCondition.waitRelative(mLock, timeout) == TIMED_OUT) { 074 if (!softwareSync) { 075 ALOGW("Timed out waiting for hw vsync; faking it"); 076 } 077 mVSyncEvent[0].header.type = DisplayEventReceiver::DISPLAY_EVENT_VSYNC; 078 mVSyncEvent[0].header.id = DisplayDevice::DISPLAY_PRIMARY; 079 mVSyncEvent[0].header.timestamp = systemTime(SYSTEM_TIME_MONOTONIC); 080 mVSyncEvent[0].vsync.count++; 081 } 082 } else { 083 mCondition.wait(mLock); 084 } 085 } 086 } while (signalConnections.isEmpty()); 087 088 return signalConnections; 089 }
首先一开始waitForEvent是阻塞在083行的mCondition.wait(mLock)这里等待,EventThread::requestNextVsync会将它唤醒,然后在013~024检查唤醒之前是否已经有VSync信号,我们先假设没有,那么timestamp就一直是0。
然后继续跑到039行,这个的count在EventThread::requestNextVsync已经被设置>=0了,所以会进去将waitForVSync设置成true。而041行由于timestamp是0所以不会进去。
我们假设mPendingEvents也是空的,于是eventPending也是false, 接着就继续跑到073等待VSync信号了。
这里用mCondition.waitRelative等待一段时间,其实是在等待之前调用SurfaceFlinger::resyncWithRateLimit请求的屏幕硬件VSync信号,如果信号到来的话EventThread::onVSyncEvent会被调用,然后唤醒线程:
void EventThread::onVSyncEvent(nsecs_t timestamp) { Mutex::Autolock _l(mLock); mVSyncEvent[0].header.type = DisplayEventReceiver::DISPLAY_EVENT_VSYNC; mVSyncEvent[0].header.id = 0; mVSyncEvent[0].header.timestamp = timestamp; mVSyncEvent[0].vsync.count++; mCondition.broadcast(); }
如果一直没有到来的话,等待时间结束,返回TIMED_OUT的话也会用软件模拟一个VSync信号。
然后就会继续do-while循环跑到013~024将timestamp和参数出参event的内容给设置了,接着在041行的timestamp判断不为0,于是就会将Connection放到signalConnections,最后在while里面判断到signalConnections不为空退出循环。
于是乎threadLoop就能拿到event和Connection列表,将事件分发出去:
bool EventThread::threadLoop() { DisplayEventReceiver::Event event; Vector< sp<EventThread::Connection> > signalConnections; signalConnections = waitForEvent(&event); // dispatch events to listeners... const size_t count = signalConnections.size(); for (size_t i=0 ; i<count ; i++) { const sp<Connection>& conn(signalConnections[i]); // now see if we still need to report this event status_t err = conn->postEvent(event); ... } return true; }
Connection::postEvent实际是调用DisplayEventReceiver::sendEvents往Channel里面发送消息:
status_t EventThread::Connection::postEvent( const DisplayEventReceiver::Event& event) { ssize_t size = DisplayEventReceiver::sendEvents(&mChannel, &event, 1); return size < 0 ? status_t(size) : status_t(NO_ERROR); }
还记得在app端createDisplayEventConnection的代码吗?我们得到Connection之后调用了stealReceiveChannel方法,它就将c/s两端的通信链路打通了:
DisplayEventReceiver::DisplayEventReceiver(ISurfaceComposer::VsyncSource vsyncSource) { sp<ISurfaceComposer> sf(ComposerService::getComposerService()); if (sf != NULL) { mEventConnection = sf->createDisplayEventConnection(vsyncSource); if (mEventConnection != NULL) { mDataChannel = std::make_unique<gui::BitTube>(); mEventConnection->stealReceiveChannel(mDataChannel.get()); } } } status_t EventThread::Connection::stealReceiveChannel(gui::BitTube* outChannel) { outChannel->setReceiveFd(mChannel.moveReceiveFd()); return NO_ERROR; }
所以s端写入event之后c端就能读取到。这个fd的监听是在DisplayEventDispatcher::initialize里面写入的,它往mLooper里面add了DataChannel的Fd:
status_t DisplayEventDispatcher::initialize() { ... int rc = mLooper->addFd(mReceiver.getFd(), 0, Looper::EVENT_INPUT, this, NULL); ... } int DisplayEventReceiver::getFd() const { if (mDataChannel == NULL) return NO_INIT; return mDataChannel->getFd(); }
所以当消息到来之后DisplayEventDispatcher::handleEvent就会被调用然后再使用dispatchVsync去发送VSync事件
int DisplayEventDispatcher::handleEvent(int, int events, void*) { ... nsecs_t vsyncTimestamp; int32_t vsyncDisplayId; uint32_t vsyncCount; if (processPendingEvents(&vsyncTimestamp, &vsyncDisplayId, &vsyncCount)) { ... dispatchVsync(vsyncTimestamp, vsyncDisplayId, vsyncCount); } return 1; // keep the callback }
这个在dispatchVsync子类NativeDisplayEventReceiver中实现,它会使用jni回调java层的DisplayEventReceiver.dispatchVsync:
gDisplayEventReceiverClassInfo.dispatchVsync = GetMethodIDOrDie(env, gDisplayEventReceiverClassInfo.clazz, "dispatchVsync", "(JII)V"); void NativeDisplayEventReceiver::dispatchVsync(nsecs_t timestamp, int32_t id, uint32_t count) { JNIEnv* env = AndroidRuntime::getJNIEnv(); ... env->CallVoidMethod(receiverObj.get(), gDisplayEventReceiverClassInfo.dispatchVsync, timestamp, id, count); ... }
而java层的dispatchVsync再调onVsync方法
@SuppressWarnings("unused") private void dispatchVsync(long timestampNanos, int builtInDisplayId, int frame) { onVsync(timestampNanos, builtInDisplayId, frame); }
而这个onVsync在我们在第一节Choreographer流程里面有讲到,它会调到Choreographer.doFrame去回调注册的Callback:
private final class FrameDisplayEventReceiver extends DisplayEventReceiver implements Runnable { ... @Override public void onVsync(long timestampNanos, int builtInDisplayId, int frame) { ... mFrame = frame; Message msg = Message.obtain(mHandler, this); msg.setAsynchronous(true); mHandler.sendMessageAtTime(msg, timestampNanos / TimeUtils.NANOS_PER_MS); } @Override public void run() { mHavePendingVsync = false; doFrame(mTimestampNanos, mFrame); } }
所以整个调用关系如下图:
ViewRootImpl将Callback丢到Choreographer之后,通过FrameDisplayEventReceiver调到Native层的NativeDisplayEventReceiver。
然后通过Connect调用到SurfaceFlinger进程的EventThread,在这里向SurfaceFlinger请求一次VSync信号并且等待信号到来之后通过DataChannel回调到应用进程的NativeDisplayEventReceiver。
之后再通过jni调回java层FrameDisplayEventReceiver和Choreographer去执行post的Callback去执行view的布局绘制。
很遗憾的说,推酷将在这个月底关闭。人生海海,几度秋凉,感谢那些有你的时光。
原文 http://blog.islinjw.cn/2020/07/22/深挖view绘制流程-二/