surfaceflinger中各个layer的排序

时间:2021-01-19 17:00:19

surfaceflinger的主要工作就是负责把上层传递下来的各个不同的layer进行composition。

这里,我们来讨论一下各个layer在surfaceflinger中的上下排序关系和相关的代码实现,代码基于android4.3

首先介绍一下两个类,SurfaceFlinger和Client。

简单的说,这两个类的关系可以这么理解:SurfaceFlinger实现了具体的composition的服务,而每一个有UI的程序都需要通过SurfaceFlinger去实现渲染。

这些程序可以通过Client的一些接口来调用SurfaceFlinger以实现这个目的。

Client类中有一个createSurface成员函数

status_t Client::createSurface(
const String8& name,
uint32_t w, uint32_t h, PixelFormat format, uint32_t flags,
sp<IBinder>* handle,
sp<IGraphicBufferProducer>* gbp)
{
/*
* createSurface must be called from the GL thread so that it can
* have access to the GL context.
*/ class MessageCreateLayer : public MessageBase {
SurfaceFlinger* flinger;
Client* client;
sp<IBinder>* handle;
sp<IGraphicBufferProducer>* gbp;
status_t result;
const String8& name;
uint32_t w, h;
PixelFormat format;
uint32_t flags;
public:
MessageCreateLayer(SurfaceFlinger* flinger,
const String8& name, Client* client,
uint32_t w, uint32_t h, PixelFormat format, uint32_t flags,
sp<IBinder>* handle,
sp<IGraphicBufferProducer>* gbp)
: flinger(flinger), client(client),
handle(handle), gbp(gbp),
name(name), w(w), h(h), format(format), flags(flags) {
}
status_t getResult() const { return result; }
virtual bool handler() {
result = flinger->createLayer(name, client, w, h, format, flags,
handle, gbp);
return true;
}
}; sp<MessageBase> msg = new MessageCreateLayer(mFlinger.get(),
name, this, w, h, format, flags, handle, gbp);
mFlinger->postMessageSync(msg);
return static_cast<MessageCreateLayer*>( msg.get() )->getResult();
}

createLayer函数是SurfaceFlinger类的私有函数,但是因为Client是他的友元,所以可以直接调用来创建一个layer。

private:
friend class Client;
friend class DisplayEventConnection;
friend class Layer;
friend class SurfaceTextureLayer;

看下createLayer的代码

status_t SurfaceFlinger::createLayer(
const String8& name,
const sp<Client>& client,
uint32_t w, uint32_t h, PixelFormat format, uint32_t flags,
sp<IBinder>* handle, sp<IGraphicBufferProducer>* gbp)
{
//ALOGD("createLayer for (%d x %d), name=%s", w, h, name.string());
if (int32_t(w|h) < 0) {
ALOGE("createLayer() failed, w or h is negative (w=%d, h=%d)",
int(w), int(h));
return BAD_VALUE;
} status_t result = NO_ERROR; sp<Layer> layer; switch (flags & ISurfaceComposerClient::eFXSurfaceMask) {
case ISurfaceComposerClient::eFXSurfaceNormal:
result = createNormalLayer(client,
name, w, h, flags, format,
handle, gbp, &layer);
break;
case ISurfaceComposerClient::eFXSurfaceDim:
result = createDimLayer(client,
name, w, h, flags,
handle, gbp, &layer);
break;
default:
result = BAD_VALUE;
break;
} if (result == NO_ERROR) {
addClientLayer(client, *handle, *gbp, layer);
setTransactionFlags(eTransactionNeeded);
}
return result;
}

这个函数很清晰,主要是调用createNormalLayer和createDimLayer去创建不同的layer。

我们先忽略createDimLayer,只看createNormalLayer的实现

status_t SurfaceFlinger::createNormalLayer(const sp<Client>& client,
const String8& name, uint32_t w, uint32_t h, uint32_t flags, PixelFormat& format,
sp<IBinder>* handle, sp<IGraphicBufferProducer>* gbp, sp<Layer>* outLayer)
{
// initialize the surfaces
switch (format) {
case PIXEL_FORMAT_TRANSPARENT:
case PIXEL_FORMAT_TRANSLUCENT:
format = PIXEL_FORMAT_RGBA_8888;
break;
case PIXEL_FORMAT_OPAQUE:
#ifdef NO_RGBX_8888
format = PIXEL_FORMAT_RGB_565;
#else
format = PIXEL_FORMAT_RGBX_8888;
#endif
break;
} #ifdef NO_RGBX_8888
if (format == PIXEL_FORMAT_RGBX_8888)
format = PIXEL_FORMAT_RGBA_8888;
#endif *outLayer = new Layer(this, client, name, w, h, flags);
status_t err = (*outLayer)->setBuffers(w, h, format, flags);
if (err == NO_ERROR) {
*handle = (*outLayer)->getHandle();
*gbp = (*outLayer)->getBufferQueue();
} ALOGE_IF(err, "createNormalLayer() failed (%s)", strerror(-err));
return err;
}

这里主要是创建了一个Layer对象。

Layer::Layer(SurfaceFlinger* flinger, const sp<Client>& client,
const String8& name, uint32_t w, uint32_t h, uint32_t flags)
: contentDirty(false),
sequence(uint32_t(android_atomic_inc(&sSequence))),
mFlinger(flinger),
mTextureName(-1U),
mPremultipliedAlpha(true),
mName("unnamed"),
mDebug(false),
mFormat(PIXEL_FORMAT_NONE),
mGLExtensions(GLExtensions::getInstance()),
mOpaqueLayer(true),
mTransactionFlags(0),
mQueuedFrames(0),
mCurrentTransform(0),
mCurrentScalingMode(NATIVE_WINDOW_SCALING_MODE_FREEZE),
mCurrentOpacity(true),
mRefreshPending(false),
mFrameLatencyNeeded(false),
mFiltering(false),
mNeedsFiltering(false),
mSecure(false),
mProtectedByApp(false),
mHasSurface(false),
mClientRef(client)
{
mCurrentCrop.makeInvalid();
glGenTextures(1, &mTextureName); uint32_t layerFlags = 0;
if (flags & ISurfaceComposerClient::eHidden)
layerFlags = layer_state_t::eLayerHidden; if (flags & ISurfaceComposerClient::eNonPremultiplied)
mPremultipliedAlpha = false; mName = name; mCurrentState.active.w = w;
mCurrentState.active.h = h;
mCurrentState.active.crop.makeInvalid();
mCurrentState.z = 0;
mCurrentState.alpha = 0xFF;
mCurrentState.layerStack = 0;
mCurrentState.flags = layerFlags;
mCurrentState.sequence = 0;
mCurrentState.transform.set(0, 0);
mCurrentState.requested = mCurrentState.active; // drawing state & current state are identical
mDrawingState = mCurrentState;
}

这里我们主要关注和layer顺序相关的信息

    sequence(uint32_t(android_atomic_inc(&sSequence))),

    mCurrentState.z = 0;
    mCurrentState.layerStack = 0;

这三个变量决定了layer之间的顺序,我来说明一下具体的含义。

首先是layerStack,大家可以把它理解为组的含义。也就是说属于不同组的layer之间互不干扰。

SurfaceFlinger中有一个DisplayDevice类,他表示用来显示的设备,譬如LCD或者是HDMI。

DisplayDevice里也有一个成员变量mLayerStack,在进行composition的时候,只有和这个device的layerstack相同的layer才可能被显示在这个设备上。

第二个是z,其实他就是z-order的意思,表示x,y,z轴的z轴上的顺序。数字越大,表示越在上面,数字越小,表示越在下面。

第三个是sequence,因为sSequence是一个static的变量,所以递加的效果就是为每一个layer设置一个唯一且递增的序列号。

概念介绍完了,我们继续看代码,看看到底是不是这样。

创建完layer之后,createLayer会调用addClientLayer把这个layer的信息添加到当前的状态信息里去。

void SurfaceFlinger::addClientLayer(const sp<Client>& client,
const sp<IBinder>& handle,
const sp<IGraphicBufferProducer>& gbc,
const sp<Layer>& lbc)
{
// attach this layer to the client
client->attachLayer(handle, lbc); // add this layer to the current state list
Mutex::Autolock _l(mStateLock);
mCurrentState.layersSortedByZ.add(lbc);
mGraphicBufferProducerList.add(gbc->asBinder());
}

layersSortedByZ变量很重要,surfaceflinger真正渲染的时候就是靠它来知道哪个layer在上哪个在下的。

这里的add函数就负责把layer放进去

ssize_t SortedVectorImpl::add(const void* item)
{
size_t order;
ssize_t index = _indexOrderOf(item, &order);
if (index < 0) {
index = VectorImpl::insertAt(item, order, 1);
} else {
index = VectorImpl::replaceAt(item, index);
}
return index;
}
ssize_t SortedVectorImpl::_indexOrderOf(const void* item, size_t* order) const
{
// binary search
ssize_t err = NAME_NOT_FOUND;
ssize_t l = 0;
ssize_t h = size()-1;
ssize_t mid;
const void* a = arrayImpl();
const size_t s = itemSize();
while (l <= h) {
mid = l + (h - l)/2;
const void* const curr = reinterpret_cast<const char *>(a) + (mid*s);
const int c = do_compare(curr, item);
if (c == 0) {
err = l = mid;
break;
} else if (c < 0) {
l = mid + 1;
} else {
h = mid - 1;
}
}
if (order) *order = l;
return err;
}
int SurfaceFlinger::LayerVector::do_compare(const void* lhs,
const void* rhs) const
{
// sort layers per layer-stack, then by z-order and finally by sequence
const sp<Layer>& l(*reinterpret_cast<const sp<Layer>*>(lhs));
const sp<Layer>& r(*reinterpret_cast<const sp<Layer>*>(rhs)); uint32_t ls = l->currentState().layerStack;
uint32_t rs = r->currentState().layerStack;
if (ls != rs)
return ls - rs; uint32_t lz = l->currentState().z;
uint32_t rz = r->currentState().z;
if (lz != rz)
return lz - rz; return l->sequence - r->sequence;
}

连着贴了3个函数,其主要作用就是判断这个layer要插在layersSortedByZ的什么位置。

从do_compare我们可以看出,和我刚才分析的是一样的。

第一步是比较layerstack,不同的layerstack分开。

然后再比较z,最后假设这些都一样,就比较唯一的layer序列号。

但是至今为止,layerStack和z都还只是初始化时的0,所以在创建layer的时候,只是把他根据序列号放进layersSortedByZ而已,其实他的顺序还是没有设置的。

下面我们就要去找找看到底在哪里设置了这些。

大家应该都知道bootanimation吧,就是开机负责绘制闪啊闪的android字样的那个程序。

在里面我找到了这样的代码

    // create the native surface
sp<SurfaceControl> control = session()->createSurface(String8("BootAnimation"),
dinfo.w, dinfo.h, PIXEL_FORMAT_RGB_565); SurfaceComposerClient::openGlobalTransaction();
control->setLayer(0x40000000);
SurfaceComposerClient::closeGlobalTransaction();

前面的createSurface我们在前面已经分析完成了。

下面就是setLayer了,这个0x40000000到底是设置了什么那?

我们一步步往下看

status_t SurfaceControl::setLayer(int32_t layer) {
status_t err = validate();
if (err < 0) return err;
const sp<SurfaceComposerClient>& client(mClient);
return client->setLayer(mHandle, layer);
}
status_t SurfaceComposerClient::setLayer(const sp<IBinder>& id, int32_t z) {
return getComposer().setLayer(this, id, z);
}
status_t Composer::setLayer(const sp<SurfaceComposerClient>& client,
const sp<IBinder>& id, int32_t z) {
Mutex::Autolock _l(mLock);
layer_state_t* s = getLayerStateLocked(client, id);
if (!s)
return BAD_INDEX;
s->what |= layer_state_t::eLayerChanged;
s->z = z;
return NO_ERROR;
}

可以看到,这个layer变量最终变成了z,存进了layer_state_t结构体内。

这个结构体是哪来的?在看看getLayerStateLocked

layer_state_t* Composer::getLayerStateLocked(
const sp<SurfaceComposerClient>& client, const sp<IBinder>& id) { ComposerState s;
s.client = client->mClient;
s.state.surface = id; ssize_t index = mComposerStates.indexOf(s);
if (index < 0) {
// we don't have it, add an initialized layer_state to our list
index = mComposerStates.add(s);
} ComposerState* const out = mComposerStates.editArray();
return &(out[index].state);
}

原来是从mComposerStates里找来的啊。

这些代码看上去是在做相关的操作,但是设置还没有具体生效。

下面我们看看SurfaceComposerClient::closeGlobalTransaction()的作用

void SurfaceComposerClient::closeGlobalTransaction(bool synchronous) {
Composer::closeGlobalTransaction(synchronous);
}
void Composer::closeGlobalTransactionImpl(bool synchronous) {
sp<ISurfaceComposer> sm(ComposerService::getComposerService()); Vector<ComposerState> transaction;
Vector<DisplayState> displayTransaction;
uint32_t flags = 0; { // scope for the lock
Mutex::Autolock _l(mLock);
mForceSynchronous |= synchronous;
if (!mTransactionNestCount) {
ALOGW("At least one call to closeGlobalTransaction() was not matched by a prior "
"call to openGlobalTransaction().");
} else if (--mTransactionNestCount) {
return;
} transaction = mComposerStates;
mComposerStates.clear(); displayTransaction = mDisplayStates;
mDisplayStates.clear(); if (mForceSynchronous) {
flags |= ISurfaceComposer::eSynchronous;
}
if (mAnimation) {
flags |= ISurfaceComposer::eAnimation;
}
if (mTransition) {
flags |= ISurfaceComposer::eTransition;
}
if (mOrientationEnd) {
flags |= ISurfaceComposer::eOrientationEnd;
}
mForceSynchronous = false;
mAnimation = false;
} sm->setTransactionState(transaction, displayTransaction, flags);
}

mComposerStates被赋值给transaction,然后通过sm->setTransactionState传递下去。

void SurfaceFlinger::setTransactionState(
const Vector<ComposerState>& state,
const Vector<DisplayState>& displays,
uint32_t flags)
{
    ......
count = state.size();
    for (size_t i=0 ; i<count ; i++) {
        const ComposerState& s(state[i]);
        // Here we need to check that the interface we're given is indeed
        // one of our own. A malicious client could give us a NULL
        // IInterface, or one of its own or even one of our own but a
        // different type. All these situations would cause us to crash.
        //
        // NOTE: it would be better to use RTTI as we could directly check
        // that we have a Client*. however, RTTI is disabled in Android.
        if (s.client != NULL) {
            sp<IBinder> binder = s.client->asBinder();
            if (binder != NULL) {
                String16 desc(binder->getInterfaceDescriptor());
                if (desc == ISurfaceComposerClient::descriptor) {
                    sp<Client> client( static_cast<Client *>(s.client.get()) );
                    transactionFlags |= setClientStateLocked(client, s.state);
                }
            }
        }
    }
    ......
}
uint32_t SurfaceFlinger::setClientStateLocked(
const sp<Client>& client,
const layer_state_t& s)
{
uint32_t flags = 0;
sp<Layer> layer(client->getLayerUser(s.surface));
if (layer != 0) {
const uint32_t what = s.what;
if (what & layer_state_t::ePositionChanged) {
if (layer->setPosition(s.x, s.y))
flags |= eTraversalNeeded;
}
if (what & layer_state_t::eLayerChanged) {
// NOTE: index needs to be calculated before we update the state
ssize_t idx = mCurrentState.layersSortedByZ.indexOf(layer);
if (layer->setLayer(s.z)) {
mCurrentState.layersSortedByZ.removeAt(idx);
mCurrentState.layersSortedByZ.add(layer);
// we need traversal (state changed)
// AND transaction (list changed)
flags |= eTransactionNeeded|eTraversalNeeded;
}
}
......
}
}
bool Layer::setLayer(uint32_t z) {
if (mCurrentState.z == z)
return false;
mCurrentState.sequence++;
mCurrentState.z = z;
setTransactionFlags(eTransactionNeeded);
return true;
}

可以看到,只要设置的z值和之前的不同,setLayer就会返回true。

然后mCurrentState.layersSortedByZ.removeAt和mCurrentState.layersSortedByZ.add就会被执行。

至此,layer的真正z-order就确定好了。