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本文轉(zhuǎn)載自微信公眾號(hào)「Android開發(fā)編程」,作者Android開發(fā)編程。轉(zhuǎn)載本文請(qǐng)聯(lián)系A(chǔ)ndroid開發(fā)編程公眾號(hào)。

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Android平臺(tái)提供兩種信號(hào),一種是硬件信號(hào),另一種是軟件信號(hào),由SurfaceFlinger進(jìn)程的一個(gè)線程定時(shí)發(fā)出,硬件信號(hào)由硬件發(fā)出;
App進(jìn)程若要通過gpu實(shí)現(xiàn)圖像繪制,需要在接收到Vsync信號(hào)的條件下進(jìn)行,因此,App進(jìn)程訪問SurfaceFlinger進(jìn)程獲取這個(gè)信號(hào),再進(jìn)行g(shù)pu繪制;
Android4.1之后增加了Choreographer機(jī)制,用于同Vsync機(jī)制配合,統(tǒng)一動(dòng)畫、輸入和繪制時(shí)機(jī);
Choreographer就是負(fù)責(zé)獲取Vsync同步信號(hào)并控制App線程(主線程)完成圖像繪制的類;
今天我們就來聊聊Choreographer機(jī)制;
- public ViewRootImpl(Context context, Display display) {
- ...
- //獲取Choreographer實(shí)例
- mChoreographer = Choreographer.getInstance();
- ...
- }
- public static Choreographer getInstance() {
- return sThreadInstance.get();
- }
- private static final ThreadLocal
sThreadInstance = - new ThreadLocal
() { - @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);
- }
- };
- private Choreographer(Looper looper, int vsyncSource) {
- mLooper = looper;
- //使用當(dāng)前線程looper創(chuàng)建 mHandler
- mHandler = new FrameHandler(looper);
- //USE_VSYNC 4.1以上默認(rèn)是true,表示 具備接受VSync的能力,這個(gè)接受能力就是FrameDisplayEventReceiver
- mDisplayEventReceiver = USE_VSYNC
- ? new FrameDisplayEventReceiver(looper, vsyncSource)
- : null;
- mLastFrameTimeNanos = Long.MIN_VALUE;
- // 計(jì)算一幀的時(shí)間,Android手機(jī)屏幕是60Hz的刷新頻率,就是16ms
- mFrameIntervalNanos = (long)(1000000000 / getRefreshRate());
- // 創(chuàng)建一個(gè)鏈表類型CallbackQueue的數(shù)組,大小為5,
- //也就是數(shù)組中有五個(gè)鏈表,每個(gè)鏈表存相同類型的任務(wù):輸入、動(dòng)畫、遍歷繪制等任務(wù)(CALLBACK_INPUT、CALLBACK_ANIMATION、CALLBACK_TRAVERSAL)
- mCallbackQueues = new CallbackQueue[CALLBACK_LAST + 1];
- for (int i = 0; i <= CALLBACK_LAST; i++) {
- mCallbackQueues[i] = new CallbackQueue();
- }
- // b/68769804: For low FPS experiments.
- setFPSDivisor(SystemProperties.getInt(ThreadedRenderer.DEBUG_FPS_DIVISOR, 1));
- }
- //輸入事件,首先執(zhí)行
- public static final int CALLBACK_INPUT = 0;
- //動(dòng)畫,第二執(zhí)行
- public static final int CALLBACK_ANIMATION = 1;
- //插入更新的動(dòng)畫,第三執(zhí)行
- public static final int CALLBACK_INSETS_ANIMATION = 2;
- //繪制,第四執(zhí)行
- public static final int CALLBACK_TRAVERSAL = 3;
- //提交,最后執(zhí)行,
- public static final int CALLBACK_COMMIT = 4;
五種類型任務(wù)對(duì)應(yīng)存入對(duì)應(yīng)的CallbackQueue中;
每當(dāng)收到 VSYNC 信號(hào)時(shí),Choreographer 將首先處理 INPUT 類型的任務(wù),然后是 ANIMATION 類型,最后才是 TRAVERSAL 類型。
- private final class FrameHandler extends Handler {
- public FrameHandler(Looper looper) {
- super(looper);
- }
- @Override
- public void handleMessage(Message msg) {
- switch (msg.what) {
- case MSG_DO_FRAME:
- doFrame(System.nanoTime(), 0);
- break;
- case MSG_DO_SCHEDULE_VSYNC:
- doScheduleVsync(); // 請(qǐng)求VSYNC信號(hào)
- break;
- case MSG_DO_SCHEDULE_CALLBACK:
- doScheduleCallback(msg.arg1);
- break;
- }
- }
- }
- @Override
- public void requestLayout() {
- if (!mHandlingLayoutInLayoutRequest) {
- checkThread();//檢查是否在當(dāng)前線程
- mLayoutRequested = true;//mLayoutRequested 是否measure和layout布局。
- scheduleTraversals();
- }
- }
- void scheduleTraversals() {
- if (!mTraversalScheduled) {//同一幀內(nèi)不會(huì)多次調(diào)用遍歷
- mTraversalScheduled = true;
- mTraversalBarrier = mHandler.getLooper().getQueue().postSyncBarrier();//攔截同步Message
- //Choreographer回調(diào),執(zhí)行繪制操作
- mChoreographer.postCallback(
- Choreographer.CALLBACK_TRAVERSAL, mTraversalRunnable, null);
- }
- }
- mChoreographer.postCallback(
- Choreographer.CALLBACK_TRAVERSAL, mTraversalRunnable, null);
- postCallback()->postCallbackDelayed()->postCallbackDelayedInternal():
- private void postCallbackDelayedInternal(int callbackType,
- Object action, Object token, long delayMillis) {
- synchronized (mLock) {
- // 當(dāng)前時(shí)間
- final long now = SystemClock.uptimeMillis();
- // 回調(diào)執(zhí)行時(shí)間,為當(dāng)前時(shí)間加上延遲的時(shí)間
- final long dueTime = now + delayMillis;
- // obtainCallbackLocked(long dueTime, Object action, Object token)會(huì)將傳入的3個(gè)參數(shù)轉(zhuǎn)換為CallbackRecord(具體請(qǐng)看源碼,非主要部分,此處略過),然后CallbackQueue根據(jù)回調(diào)類型將CallbackRecord添加到鏈表上。
- mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token);
- if (dueTime <= now) {
- // 如果delayMillis=0的話,dueTime=now,則會(huì)馬上執(zhí)行
- scheduleFrameLocked(now);
- } else {
- // 如果dueTime>now,則發(fā)送一個(gè)what為MSG_DO_SCHEDULE_CALLBACK類型的定時(shí)消息,等時(shí)間到了再處理,其最終處理也是執(zhí)行scheduleFrameLocked(long now)方法
- Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_CALLBACK, action);
- msg.arg1 = callbackType;
- msg.setAsynchronous(true);
- mHandler.sendMessageAtTime(msg, dueTime);
- }
- }
- }
- private void scheduleFrameLocked(long now) {
- if (!mFrameScheduled) {
- mFrameScheduled = true;
- if (USE_VSYNC) {
- // 如果使用了VSYNC,由系統(tǒng)值確定
- if (DEBUG_FRAMES) {
- Log.d(TAG, "Scheduling next frame on vsync.");
- }
- if (isRunningOnLooperThreadLocked()) {
- // 請(qǐng)求VSYNC信號(hào),最終會(huì)調(diào)到Native層,Native處理完成后觸發(fā)FrameDisplayEventReceiver的onVsync回調(diào),回調(diào)中最后也會(huì)調(diào)用doFrame(long frameTimeNanos, int frame)方法
- scheduleVsyncLocked();
- } else {
- // 在UI線程上直接發(fā)送一個(gè)what=MSG_DO_SCHEDULE_VSYNC的消息,最終也會(huì)調(diào)到scheduleVsyncLocked()去請(qǐng)求VSYNC信號(hào)
- Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_VSYNC);
- msg.setAsynchronous(true);
- mHandler.sendMessageAtFrontOfQueue(msg);
- }
- } else {
- // 沒有使用VSYNC
- final long nextFrameTime = Math.max(
- mLastFrameTimeNanos / TimeUtils.NANOS_PER_MS + sFrameDelay, now);
- if (DEBUG_FRAMES) {
- Log.d(TAG, "Scheduling next frame in " + (nextFrameTime - now) + " ms.");
- }
- // 直接發(fā)送一個(gè)what=MSG_DO_FRAME的消息,消息處理時(shí)調(diào)用doFrame(long frameTimeNanos, int frame)方法
- Message msg = mHandler.obtainMessage(MSG_DO_FRAME);
- msg.setAsynchronous(true);
- mHandler.sendMessageAtTime(msg, nextFrameTime);
- }
- }
- }
- // Enable/disable vsync for animations and drawing.
- private static final boolean USE_VSYNC = SystemProperties.getBoolean(
- "debug.choreographer.vsync", true);
常量USE_VSYNC,表示是否允許動(dòng)畫和繪制的垂直同步,默認(rèn)是為true;
判斷USE_VSYNC,如果使用了VSYNC:走scheduleVsyncLocked,即請(qǐng)求VSYNC信號(hào),最終調(diào)用doFrame;
如果沒使用VSYNC,則通過消息執(zhí)行doFrame;
請(qǐng)求VSYNC信號(hào)的流程;
- private void scheduleVsyncLocked() {
- mDisplayEventReceiver.scheduleVsync();
- }
- public void scheduleVsync() {
- if (mReceiverPtr == 0) {
- Log.w(TAG, "Attempted to schedule a vertical sync pulse but the display event "
- + "receiver has already been disposed.");
- } else {
- nativeScheduleVsync(mReceiverPtr);
- }
- }
- private final class FrameDisplayEventReceiver extends DisplayEventReceiver implements Runnable {
- private boolean mHavePendingVsync;
- private long mTimestampNanos;
- private int mFrame;
- @Override
- public void onVsync(long timestampNanos, int builtInDisplayId, int frame) {
- //忽略來自第二顯示屏的Vsync
- if (builtInDisplayId != SurfaceControl.BUILT_IN_DISPLAY_ID_MAIN) {
- scheduleVsync();
- return;
- }
- ...
- mTimestampNanos = timestampNanos;
- mFrame = frame;
- //該消息的callback為當(dāng)前對(duì)象FrameDisplayEventReceiver
- Message msg = Message.obtain(mHandler, this);
- msg.setAsynchronous(true);
- //此處mHandler為FrameHandler
- mHandler.sendMessageAtTime(msg, timestampNanos / TimeUtils.NANOS_PER_MS);
- }
- @Override
- public void run() {
- mHavePendingVsync = false;
- doFrame(mTimestampNanos, mFrame);
- }
- }
- void doFrame(long frameTimeNanos, int frame) {
- final long startNanos;
- synchronized (mLock) {
- ...
- //是否有跳幀,如果有那么就打印log并且修正偏差
- }
- //執(zhí)行callback
- 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);
- }
- if (DEBUG_FRAMES) {
- final long endNanos = System.nanoTime();
- Log.d(TAG, "Frame " + frame + ": Finished, took "
- + (endNanos - startNanos) * 0.000001f + " ms, latency "
- + (startNanos - frameTimeNanos) * 0.000001f + " ms.");
- }
- }
doFrame方法做的就是渲染下一幀,檢測(cè)是否卡頓并修補(bǔ)卡頓,然后開始做渲染工作,doCallbacks方法的參數(shù):
- void doCallbacks(int callbackType, long frameTimeNanos) {
- CallbackRecord callbacks;
- synchronized (mLock) {
- final long now = SystemClock.uptimeMillis();
- //從指定類型的CallbackQueue隊(duì)列中查找執(zhí)行時(shí)間到的CallbackRecord
- callbacks = mCallbackQueues[callbackType].extractDueCallbacksLocked(now);
- if (callbacks == null) {
- return;
- }
- mCallbacksRunning = true;
- }
- try {
- //由于CallbackQueues是按時(shí)間先后順序排序的,因此遍歷執(zhí)行所有時(shí)間到的CallbackRecord
- for (CallbackRecord c = callbacks; c != null; c = c.next) {
- c.run(frameTimeNanos);
- }
- } finally {
- synchronized (mLock) {
- mCallbacksRunning = false;
- do {
- final CallbackRecord next = callbacks.next;
- recycleCallbackLocked(callbacks);
- callbacks = next;
- } while (callbacks != null);
- }
- }
- }
Choreographer內(nèi)部維護(hù)了這四種鏈表,渲染每一幀的時(shí)候都會(huì)從上往下的去執(zhí)行相應(yīng)的渲染操作,有輸入那么就先渲染輸入隊(duì)列,有動(dòng)畫就渲染動(dòng)畫,然后遍歷,然后提交;

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