前言
在上一篇文章《Android圖形渲染原理(上)》中,詳細的講解了影像消費者,我們已經了解了Android中的影像元資料是如何被SurfaceFlinger,HWComposer或者OpenGL ES消費的,那么,影像元資料又是怎么生成的呢?這一篇文章就來詳細介紹Android中的影像生產者——SKIA,OPenGL ES,Vulkan,他們是Android中最重要的三支畫筆,

影像生產者
OpenGL ES
什么是OpenGL呢?OpenGL是一套影像編程介面,對于開發者來說,其實就是一套C語言撰寫的API介面,通過呼叫這些函式,便可以呼叫顯卡來進行計算機的圖形開發,雖然OpenGL是一套API介面,但它并沒有具體的實作這些介面,介面的實作是由顯卡的驅動程式來完成的,在前一篇文章中介紹過,顯卡驅動是其他模塊和顯卡溝通的入口,開發者通過呼叫OpenGL的影像編程介面發出渲染命令,這些渲染命令被稱為DrawCall,顯卡驅動會將渲染命令翻譯能GPU能理解的資料,然后通知GPU讀取資料進行操作,OpenGL ES又是什么呢?它是為了更好的適應嵌入式等硬體較差的設備,推出的OpenGL的剪裁版,基本和OpenGL是一致的,Android從4.0開始默認開啟硬體加速,也就是默認使用OpenGL ES來進行圖形的生成和渲染作業,
我們接著來看看如何使用OpenGL ES,
如何使用OpenGL ES?
想要在Android上使用OpenGL ES,我們要先了解EGL,OpenGL雖然是跨平臺的,但是在各個平臺上也不能直接使用,因為每個平臺的視窗都是不一樣的,而EGL就是適配Android本地視窗系統和OpenGL ES橋接層,
OpenGL ES 定義了平臺無關的 GL 繪圖指令,EGL則定義了控制 displays,contexts 以及 surfaces 的統一的平臺介面

那么如何使用EGL和OpenGL ES生成圖形呢?其實比較簡單,主要有這三步
- EGL初始化Display,Context和Surface
- OpenGL ES呼叫繪制指令
- EGL提交繪制后的buffer
我們詳細來看一下每一步的流程
1,EGL進行初始化:主要初始化Display,Context 和Surface三個元素就可以了,
- Display(EGLDisplay) 是對實際顯示設備的抽象
//創建于本地視窗系統的連接
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
//初始化display
eglInitialize(display, NULL, NULL);
- Context (EGLContext) 存盤 OpenGL ES繪圖的一些狀態資訊
/* create an EGL rendering context */
context = eglCreateContext(display, config, EGL_NO_CONTEXT, NULL);
- Surface(EGLSurface)是對用來存盤影像的記憶體區域
//設定Surface配置
eglChooseConfig(display, attribute_list, &config, 1, &num_config);
//創建本地視窗
native_window = createNativeWindow();
//創建surface
surface = eglCreateWindowSurface(display, config, native_window, NULL);
- 初始化完成后,需要系結背景關系
//系結背景關系
eglMakeCurrent(display, surface, surface, context);
2,OpenGL ES呼叫繪制指令:主要通過使用 OpenGL ES API ——gl_*(),介面進行繪制圖形
//繪制點
glBegin(GL_POINTS);
glVertex3f(0.7f,-0.5f,0.0f); //入參為三維坐標
glVertex3f(0.6f,-0.7f,0.0f);
glVertex3f(0.6f,-0.8f,0.0f);
glEnd();
//繪制線
glBegin(GL_LINE_STRIP);
glVertex3f(-1.0f,1.0f,0.0f);
glVertex3f(-0.5f,0.5f,0.0f);
glVertex3f(-0.7f,0.5f,0.0f);
glEnd();
//……
3,EGL提交繪制后的buffer:通過eglSwapBuffer()進行雙緩沖buffer的切換
EGLBoolean res = eglSwapBuffers(mDisplay, mSurface);
swapBuffer切換緩沖區buffer后,顯卡就會對Buffer中的影像進行渲染處理,此時,我們的影像就能顯示出來了,
我們看一個完整的使用流程Demo
#include <stdlib.h>
#include <unistd.h>
#include <EGL/egl.h>
#include <GLES/gl.h>
typedef ... NativeWindowType;
extern NativeWindowType createNativeWindow(void);
static EGLint const attribute_list[] = {
EGL_RED_SIZE, 1,
EGL_GREEN_SIZE, 1,
EGL_BLUE_SIZE, 1,
EGL_NONE
};
int main(int argc, char ** argv)
{
EGLDisplay display;
EGLConfig config;
EGLContext context;
EGLSurface surface;
NativeWindowType native_window;
EGLint num_config;
/* get an EGL display connection */
display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
/* initialize the EGL display connection */
eglInitialize(display, NULL, NULL);
/* get an appropriate EGL frame buffer configuration */
eglChooseConfig(display, attribute_list, &config, 1, &num_config);
/* create an EGL rendering context */
context = eglCreateContext(display, config, EGL_NO_CONTEXT, NULL);
/* create a native window */
native_window = createNativeWindow();
/* create an EGL window surface */
surface = eglCreateWindowSurface(display, config, native_window, NULL);
/* connect the context to the surface */
eglMakeCurrent(display, surface, surface, context);
/* clear the color buffer */
glClearColor(1.0, 1.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glFlush();
eglSwapBuffers(display, surface);
sleep(10);
return EXIT_SUCCESS;
}
介紹完EGL和OpenGL的使用方式了,我們可以開始看Android是如何通過它進行界面的繪制的,這里會列舉兩個場景:開機影片,硬體加速來詳細的講解OpenGL ES作為影像生產者,是如何生產,即如何繪制影像的,
OpenGL ES播放開機影片
當Android系統啟動時,會啟動Init行程,Init行程會啟動Zygote,ServerManager,SurfaceFlinger等服務,隨著SurfaceFlinger的啟動,我們的開機影片也會開始啟動,先看看SurfaceFlinger的初始化函式,
//檔案-->/frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp
void SurfaceFlinger::init() {
...
mStartBootAnimThread = new StartBootAnimThread();
if (mStartBootAnimThread->Start() != NO_ERROR) {
ALOGE("Run StartBootAnimThread failed!");
}
}
//檔案-->/frameworks/native/services/surfaceflinger/StartBootAnimThread.cpp
status_t StartBootAnimThread::Start() {
return run("SurfaceFlinger::StartBootAnimThread", PRIORITY_NORMAL);
}
bool StartBootAnimThread::threadLoop() {
property_set("service.bootanim.exit", "0");
property_set("ctl.start", "bootanim");
// Exit immediately
return false;
}
從上面的代碼可以看到,SurfaceFlinger的init函式中會啟動BootAnimThread執行緒,BootAnimThread執行緒會通過property_set來發送通知,它是一種Socket方式的IPC通信機制,對Android IPC通信感興趣的可以看看我的這篇文章《深入理解Android行程間通信機制》,這里就不過多講解了,init行程會接收到bootanim的通知,然后啟動我們的影片執行緒BootAnimation,
了解了前面的流程,我們開始看BootAnimation這個類,Android的開機影片的邏輯都在這個類中,我們先看看建構式和onFirsetRef函式,這是這個類創建時最先執行的兩個函式:
//檔案-->/frameworks/base/cmds/bootanimation/BootAnimation.cpp
BootAnimation::BootAnimation() : Thread(false), mClockEnabled(true), mTimeIsAccurate(false),
mTimeFormat12Hour(false), mTimeCheckThread(NULL) {
//創建SurfaceComposerClient
mSession = new SurfaceComposerClient();
//……
}
void BootAnimation::onFirstRef() {
status_t err = mSession->linkToComposerDeath(this);
if (err == NO_ERROR) {
run("BootAnimation", PRIORITY_DISPLAY);
}
}
建構式中創建了SurfaceComposerClient,SurfaceComposerClient是SurfaceFlinger的客戶端代理,我們可以通過它來和SurfaceFlinger建立通信,建構式執行完后就會執行onFirsetRef()函式,這個函式會啟動BootAnimation執行緒
接著看BootAnimation執行緒的初始化函式readyToRun,
//檔案-->/frameworks/base/cmds/bootanimation/BootAnimation.cpp
status_t BootAnimation::readyToRun() {
mAssets.addDefaultAssets();
sp<IBinder> dtoken(SurfaceComposerClient::getBuiltInDisplay(
ISurfaceComposer::eDisplayIdMain));
DisplayInfo dinfo;
//獲取螢屏資訊
status_t status = SurfaceComposerClient::getDisplayInfo(dtoken, &dinfo);
if (status)
return -1;
// 通知SurfaceFlinger創建Surface,創建成功會回傳一個SurfaceControl代理
sp<SurfaceControl> control = session()->createSurface(String8("BootAnimation"),
dinfo.w, dinfo.h, PIXEL_FORMAT_RGB_565);
SurfaceComposerClient::openGlobalTransaction();
//設定這個layer在SurfaceFlinger中的層級順序
control->setLayer(0x40000000);
//獲取surface
sp<Surface> s = control->getSurface();
// 以下是EGL的初始化流程
const EGLint attribs[] = {
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_DEPTH_SIZE, 0,
EGL_NONE
};
EGLint w, h;
EGLint numConfigs;
EGLConfig config;
EGLSurface surface;
EGLContext context;
//步驟1:獲取Display
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
//步驟2:初始化EGL
eglInitialize(display, 0, 0);
//步驟3:選擇引數
eglChooseConfig(display, attribs, &config, 1, &numConfigs);
//步驟4:傳入SurfaceFlinger生成的surface,并以此構造EGLSurface
surface = eglCreateWindowSurface(display, config, s.get(), NULL);
//步驟5:構造egl背景關系
context = eglCreateContext(display, config, NULL, NULL);
//步驟6:系結EGL背景關系
if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE)
return NO_INIT;
//……
}
通過readyToRun函式可以看到,里面主要做了兩件事情:初始化Surface,初始化EGL,EGL的初始化流程和上面OpenGL ES使用中講的流程是一樣的,這里就不詳細講了,主要簡單介紹一下Surface初始化的流程,詳細的流程會在下一篇文章影像緩沖區中講,它的步驟如下:
- 創建SurfaceComponentClient
- 通過SurfaceComponentClient通知SurfaceFlinger創建Surface,并回傳SurfaceControl
- 有了SurfaceControl之后,我們就可以設定這塊Surface的層級等屬性,并能獲取到這塊Surface,
- 獲取到Surface后,將Surface系結到EGL中去
Surface也創建好了,EGL也創建好了,此時我們就可以通過OpenGL來生成影像——也就是開機影片了,我們接著看看執行緒的執行方法threadLoop函式中是如何播放的影片的,
//檔案-->/frameworks/base/cmds/bootanimation/BootAnimation.cpp
bool BootAnimation::threadLoop()
{
bool r;
if (mZipFileName.isEmpty()) {
r = android(); //Android默認影片
} else {
r = movie(); //自定義影片
}
//影片播放完后的釋放作業
eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglDestroyContext(mDisplay, mContext);
eglDestroySurface(mDisplay, mSurface);
mFlingerSurface.clear();
mFlingerSurfaceControl.clear();
eglTerminate(mDisplay);
eglReleaseThread();
IPCThreadState::self()->stopProcess();
return r;
}
函式中會判斷是否有自定義的開機影片檔案,如果沒有就播放默認的影片,有就播放自定義的影片,播放完成后就是釋放和清除的操作,默認影片和自定義影片的播放方式其實差不多,我們以自定義影片為例,看看具體的實作流程,
//檔案-->/frameworks/base/cmds/bootanimation/BootAnimation.cpp
bool BootAnimation::movie()
{
//根據檔案路徑加載影片檔案
Animation* animation = loadAnimation(mZipFileName);
if (animation == NULL)
return false;
//……
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// 呼叫OpenGL清理螢屏
glShadeModel(GL_FLAT);
glDisable(GL_DITHER);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, 0);
glEnable(GL_TEXTURE_2D);
glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//……
//播放影片
playAnimation(*animation);
//……
//釋放影片
releaseAnimation(animation);
return false;
}
movie函式主要做的事情如下
- 通過檔案路徑加載影片
- 呼叫OpenGL做清屏操作
- 呼叫playAnimation函式播放影片,
- 停止播放影片后通過releaseAnimation釋放資源
我們接著看playAnimation函式
//檔案-->/frameworks/base/cmds/bootanimation/BootAnimation.cpp
bool BootAnimation::playAnimation(const Animation& animation)
{
const size_t pcount = animation.parts.size();
nsecs_t frameDuration = s2ns(1) / animation.fps;
const int animationX = (mWidth - animation.width) / 2;
const int animationY = (mHeight - animation.height) / 2;
//遍歷影片片段
for (size_t i=0 ; i<pcount ; i++) {
const Animation::Part& part(animation.parts[i]);
const size_t fcount = part.frames.size();
glBindTexture(GL_TEXTURE_2D, 0);
// Handle animation package
if (part.animation != NULL) {
playAnimation(*part.animation);
if (exitPending())
break;
continue; //to next part
}
//回圈影片片段
for (int r=0 ; !part.count || r<part.count ; r++) {
// Exit any non playuntil complete parts immediately
if(exitPending() && !part.playUntilComplete)
break;
//啟動音頻執行緒,播放音頻檔案
if (r == 0 && part.audioData && playSoundsAllowed()) {
if (mInitAudioThread != nullptr) {
mInitAudioThread->join();
}
audioplay::playClip(part.audioData, part.audioLength);
}
glClearColor(
part.backgroundColor[0],
part.backgroundColor[1],
part.backgroundColor[2],
1.0f);
//按照frameDuration頻率,回圈繪制開機影片圖片紋理
for (size_t j=0 ; j<fcount && (!exitPending() || part.playUntilComplete) ; j++) {
const Animation::Frame& frame(part.frames[j]);
nsecs_t lastFrame = systemTime();
if (r > 0) {
glBindTexture(GL_TEXTURE_2D, frame.tid);
} else {
if (part.count != 1) {
//生成紋理
glGenTextures(1, &frame.tid);
//系結紋理
glBindTexture(GL_TEXTURE_2D, frame.tid);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
int w, h;
initTexture(frame.map, &w, &h);
}
const int xc = animationX + frame.trimX;
const int yc = animationY + frame.trimY;
Region clearReg(Rect(mWidth, mHeight));
clearReg.subtractSelf(Rect(xc, yc, xc+frame.trimWidth, yc+frame.trimHeight));
if (!clearReg.isEmpty()) {
Region::const_iterator head(clearReg.begin());
Region::const_iterator tail(clearReg.end());
glEnable(GL_SCISSOR_TEST);
while (head != tail) {
const Rect& r2(*head++);
glScissor(r2.left, mHeight - r2.bottom, r2.width(), r2.height());
glClear(GL_COLOR_BUFFER_BIT);
}
glDisable(GL_SCISSOR_TEST);
}
// 繪制紋理
glDrawTexiOES(xc, mHeight - (yc + frame.trimHeight),
0, frame.trimWidth, frame.trimHeight);
if (mClockEnabled && mTimeIsAccurate && validClock(part)) {
drawClock(animation.clockFont, part.clockPosX, part.clockPosY);
}
eglSwapBuffers(mDisplay, mSurface);
nsecs_t now = systemTime();
nsecs_t delay = frameDuration - (now - lastFrame);
//ALOGD("%lld, %lld", ns2ms(now - lastFrame), ns2ms(delay));
lastFrame = now;
if (delay > 0) {
struct timespec spec;
spec.tv_sec = (now + delay) / 1000000000;
spec.tv_nsec = (now + delay) % 1000000000;
int err;
do {
err = clock_nanosleep(CLOCK_MONOTONIC, TIMER_ABSTIME, &spec, NULL);
} while (err<0 && errno == EINTR);
}
checkExit();
}
//休眠
usleep(part.pause * ns2us(frameDuration));
// 影片退出條件判斷
if(exitPending() && !part.count)
break;
}
}
// 釋放紋理
for (const Animation::Part& part : animation.parts) {
if (part.count != 1) {
const size_t fcount = part.frames.size();
for (size_t j = 0; j < fcount; j++) {
const Animation::Frame& frame(part.frames[j]);
glDeleteTextures(1, &frame.tid);
}
}
}
// 關閉和視頻音頻
audioplay::setPlaying(false);
audioplay::destroy();
return true;
}
從上面的原始碼可以看到,playAnimation函式播放影片的原理,其實就是按照一定的頻率,回圈呼叫glDrawTexiOES函式,繪制圖片紋理,同時呼叫音頻播放模塊播放音頻,
通過OpenGL ES播放影片的案例就講完了,我們也了解了通過OpenGL來播放視頻的一種方式,我們接著看第二個案例,Activity界面如何通過OpenGL來進行硬體加速,也就是硬體繪制繪制的,
OpenGL ES進行硬體加速
我們知道,Activity界面的顯示需要經歷Measure測量,Layout布局,和Draw繪制三個程序,而Draw繪制流程又分為軟體繪制和硬體繪制,硬體繪制便是通過OpenGL ES進行的,我們直接看看硬體繪制流程里,OpenGL ES是如何來進行繪制的,它的入口在ViewRootImpl的performDraw函式中,
//檔案-->/frameworks/base/core/java/android/view/ViewRootImpl.java
private void performDraw() {
//……
draw(fullRedrawNeeded);
//……
}
private void draw(boolean fullRedrawNeeded) {
Surface surface = mSurface;
if (!surface.isValid()) {
return;
}
//……
if (!dirty.isEmpty() || mIsAnimating || accessibilityFocusDirty) {
if (!dirty.isEmpty() || mIsAnimating || accessibilityFocusDirty) {
if (mAttachInfo.mThreadedRenderer != null && mAttachInfo.mThreadedRenderer.isEnabled()) {
//……
//硬體渲染
mAttachInfo.mThreadedRenderer.draw(mView, mAttachInfo, this);
} else {
//……
//軟體渲染
if (!drawSoftware(surface, mAttachInfo, xOffset, yOffset, scalingRequired, dirty)) {
return;
}
}
}
//……
}
//……
}
從上面的代碼可以看到,硬體渲染是通過mThreadedRenderer.draw方法進行的,在分析mThreadedRenderer.draw函式之前,我們需要先了解ThreadedRenderer是什么,它的創建要在Measure,Layout和Draw的流程之前,當我們在Activity的onCreate回呼中執行setContentView函式時,最侄訓執行ViewRootImpl的setView方法,ThreadedRenderer就是在這個此時被創建的,
//檔案-->/frameworks/base/core/java/android/view/ViewRootImpl.java
public void setView(View view, WindowManager.LayoutParams attrs, View panelParentView) {
synchronized (this) {
if (mView == null) {
mView = view;
//……
if (mSurfaceHolder == null) {
enableHardwareAcceleration(attrs);
}
//……
}
}
}
private void enableHardwareAcceleration(WindowManager.LayoutParams attrs) {
mAttachInfo.mHardwareAccelerated = false;
mAttachInfo.mHardwareAccelerationRequested = false;
// 兼容模式下不開啟硬體加速
if (mTranslator != null) return;
final boolean hardwareAccelerated =
(attrs.flags & WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED) != 0;
if (hardwareAccelerated) {
if (!ThreadedRenderer.isAvailable()) {
return;
}
//……
if (fakeHwAccelerated) {
//……
} else if (!ThreadedRenderer.sRendererDisabled
|| (ThreadedRenderer.sSystemRendererDisabled && forceHwAccelerated)) {
//……
//創建ThreadedRenderer
mAttachInfo.mThreadedRenderer = ThreadedRenderer.create(mContext, translucent,
attrs.getTitle().toString());
if (mAttachInfo.mThreadedRenderer != null) {
mAttachInfo.mHardwareAccelerated =
mAttachInfo.mHardwareAccelerationRequested = true;
}
}
}
}
可以看到,當RootViewImpl在呼叫setView的時候,會開啟硬體加速,并通過ThreadedRenderer.create函式來創建ThreadedRenderer,
我們繼續看看ThreadedRenderer這個類的實作,
//檔案-->/frameworks/base/core/java/android/view/ThreadedRenderer.java
public static ThreadedRenderer create(Context context, boolean translucent, String name) {
ThreadedRenderer renderer = null;
if (isAvailable()) {
renderer = new ThreadedRenderer(context, translucent, name);
}
return renderer;
}
ThreadedRenderer(Context context, boolean translucent, String name) {
//……
//創建RootRenderNode
long rootNodePtr = nCreateRootRenderNode();
mRootNode = RenderNode.adopt(rootNodePtr);
mRootNode.setClipToBounds(false);
mIsOpaque = !translucent;
//創建RenderProxy
mNativeProxy = nCreateProxy(translucent, rootNodePtr);
nSetName(mNativeProxy, name);
//啟動GraphicsStatsService,統計渲染資訊
ProcessInitializer.sInstance.init(context, mNativeProxy);
loadSystemProperties();
}
ThreadedRenderer的建構式中主要做了這兩件事情:
- 通過JNI方法nCreateRootRenderNode在Native創建RootRenderNode,每一個View都對應了一個RenderNode,它包含了這個View及其子view的DisplayList,DisplayList包含了是可以讓openGL識別的渲染指令,這些渲染指令被封裝成了一條條OP,
//檔案-->/frameworks/base/core/jni/android_view_ThreadedRenderer.cpp
static jlong android_view_ThreadedRenderer_createRootRenderNode(JNIEnv* env, jobject clazz) {
RootRenderNode* node = new RootRenderNode(env);
node->incStrong(0);
node->setName("RootRenderNode");
return reinterpret_cast<jlong>(node);
}
- 通過Jni方法nCreateProxy在Native層的RenderProxy,它就是用來跟渲染執行緒進行通信的句柄,我們看下nCreateProxy的Native實作
//檔案-->/frameworks/base/core/jni/android_view_ThreadedRenderer.cpp
static jlong android_view_ThreadedRenderer_createProxy(JNIEnv* env, jobject clazz,
jboolean translucent, jlong rootRenderNodePtr) {
RootRenderNode* rootRenderNode = reinterpret_cast<RootRenderNode*>(rootRenderNodePtr);
ContextFactoryImpl factory(rootRenderNode);
return (jlong) new RenderProxy(translucent, rootRenderNode, &factory);
}
//檔案-->/frameworks/base/libs/hwui/renderthread/RenderProxy.cpp
RenderProxy::RenderProxy(bool translucent, RenderNode* rootRenderNode, IContextFactory* contextFactory)
: mRenderThread(RenderThread::getInstance())
, mContext(nullptr) {
SETUP_TASK(createContext);
args->translucent = translucent;
args->rootRenderNode = rootRenderNode;
args->thread = &mRenderThread;
args->contextFactory = contextFactory;
mContext = (CanvasContext*) postAndWait(task);
mDrawFrameTask.setContext(&mRenderThread, mContext, rootRenderNode);
}
從RenderProxy建構式可以看到,通過RenderThread::getInstance()創建了RenderThread,也就是硬體繪制的渲染執行緒,相比于在主執行緒進行的軟體繪制,硬體加速會新建一個執行緒,這樣能減輕主執行緒的作業量,
了解了ThreadedRenderer的創建和初始化流程,我們繼續回到渲染的流程mThreadedRenderer.draw這個函式中來,先看看這個函式的原始碼,
//檔案-->/frameworks/base/core/java/android/view/ThreadedRenderer.java
void draw(View view, AttachInfo attachInfo, DrawCallbacks callbacks) {
attachInfo.mIgnoreDirtyState = true;
final Choreographer choreographer = attachInfo.mViewRootImpl.mChoreographer;
choreographer.mFrameInfo.markDrawStart();
//1,構建RootView的DisplayList
updateRootDisplayList(view, callbacks);
attachInfo.mIgnoreDirtyState = false;
//…… 視窗影片處理
final long[] frameInfo = choreographer.mFrameInfo.mFrameInfo;
//2,通知渲染
int syncResult = nSyncAndDrawFrame(mNativeProxy, frameInfo, frameInfo.length);
//…… 渲染失敗的處理
}
這個流程我們只需要關心這兩件事情:
- 構建DisplayList
- 繪制DisplayList**
經過這兩步,界面就顯示出來,我們詳細看一下這這兩步的流程:
構建DisplayList
1,通過updateRootDisplayList函式構建根view的DisplayList,DisplayList在前面提到過,它包含了可以讓openGL識別的渲染指令,先看看函式的實作
//檔案-->/frameworks/base/core/java/android/view/ThreadedRenderer.java
private void updateRootDisplayList(View view, DrawCallbacks callbacks) {
Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Record View#draw()");
//構建View的DisplayList
updateViewTreeDisplayList(view);
if (mRootNodeNeedsUpdate || !mRootNode.isValid()) {
//獲取DisplayListCanvas
DisplayListCanvas canvas = mRootNode.start(mSurfaceWidth, mSurfaceHeight);
try {
final int saveCount = canvas.save();
canvas.translate(mInsetLeft, mInsetTop);
callbacks.onPreDraw(canvas);
canvas.insertReorderBarrier();
//合并和優化DisplayList
canvas.drawRenderNode(view.updateDisplayListIfDirty());
canvas.insertInorderBarrier();
callbacks.onPostDraw(canvas);
canvas.restoreToCount(saveCount);
mRootNodeNeedsUpdate = false;
} finally {
//更新RootRenderNode
mRootNode.end(canvas);
}
}
Trace.traceEnd(Trace.TRACE_TAG_VIEW);
}
updateRootDisplayList函式的主要流程有這幾步:
- 構建根View的DisplayList
- 合并和優化DisplayList
構建根View的DisplayList
我們先看第一步構建根View的DisplayList的原始碼,
//檔案-->/frameworks/base/core/java/android/view/ThreadedRenderer.java
private void updateViewTreeDisplayList(View view) {
view.mPrivateFlags |= View.PFLAG_DRAWN;
view.mRecreateDisplayList = (view.mPrivateFlags & View.PFLAG_INVALIDATED)
== View.PFLAG_INVALIDATED;
view.mPrivateFlags &= ~View.PFLAG_INVALIDATED;
view.updateDisplayListIfDirty();
view.mRecreateDisplayList = false;
}
//檔案-->/frameworks/base/core/java/android/view/View.java
public RenderNode updateDisplayListIfDirty() {
final RenderNode renderNode = mRenderNode;
if (!canHaveDisplayList()) {
return renderNode;
}
//判斷硬體加速是否可用
if ((mPrivateFlags & PFLAG_DRAWING_CACHE_VALID) == 0
|| !renderNode.isValid()
|| (mRecreateDisplayList)) {
//…… 不需要更新displaylist時,則直接回傳renderNode
//獲取DisplayListCanvas
final DisplayListCanvas canvas = renderNode.start(width, height);
try {
if (layerType == LAYER_TYPE_SOFTWARE) {
//如果強制開啟了軟體繪制,比如一些不支持硬體加速的組件,或者靜止了硬體加速的組件,會轉換成bitmap后,交給硬體渲染
buildDrawingCache(true);
Bitmap cache = getDrawingCache(true);
if (cache != null) {
canvas.drawBitmap(cache, 0, 0, mLayerPaint);
}
} else {
if ((mPrivateFlags & PFLAG_SKIP_DRAW) == PFLAG_SKIP_DRAW) {
//遞回子View構建或更新displaylist
dispatchDraw(canvas);
} else {
//呼叫自身的draw方法
draw(canvas);
}
}
} finally {
//講DisplayListCanvas內容系結到renderNode上
renderNode.end(canvas);
setDisplayListProperties(renderNode);
}
} else {
mPrivateFlags |= PFLAG_DRAWN | PFLAG_DRAWING_CACHE_VALID;
mPrivateFlags &= ~PFLAG_DIRTY_MASK;
}
return renderNode;
}
可以看到updateDisplayListIfDirty主要做的事情有這幾件
- 獲取DisplayListCanvas
- 判斷組件是否支持硬體加速,不支持則轉換成bitmap后交給DisplayListCanvas
- 遞回子View執行DisplayList的構建
- 呼叫自身的draw方法,交給DisplayListCanvas進行繪制
- 回傳RenderNode
看到這里可能會有人疑問,為什么構建更新DisplayList函式updateDisplayListIfDirty中并沒有看到DisplayList,回傳物件也不是DisplayList,而是RenderNode?這個DisplayList其實是在Native層創建的,在前面提到過RenderNode其實包含了DisplayList,renderNode.end(canvas)函式會將DisplayList系結到renderNode中,而DisplayListCanvas的作用,就是在Native層創建DisplayList,那么我們接著看DisplayListCanvas這個類,
//檔案-->/frameworks/base/core/java/android/view/RenderNode.java
public DisplayListCanvas start(int width, int height) {
return DisplayListCanvas.obtain(this, width, height);
}
//檔案-->/frameworks/base/core/java/android/view/DisplayListCanvas.java
static DisplayListCanvas obtain(@NonNull RenderNode node, int width, int height) {
if (node == null) throw new IllegalArgumentException("node cannot be null");
DisplayListCanvas canvas = sPool.acquire();
if (canvas == null) {
canvas = new DisplayListCanvas(node, width, height);
} else {
nResetDisplayListCanvas(canvas.mNativeCanvasWrapper, node.mNativeRenderNode,
width, height);
}
canvas.mNode = node;
canvas.mWidth = width;
canvas.mHeight = height;
return canvas;
}
private DisplayListCanvas(@NonNull RenderNode node, int width, int height) {
super(nCreateDisplayListCanvas(node.mNativeRenderNode, width, height));
mDensity = 0; // disable bitmap density scaling
}
我們通過RenderNode.start方法獲取一個DisplayListCanvas,RenderNode會通過obtain來創建或從快取中獲取DisplayListCanvas,這是一種享元模式,DisplayListCanvas的建構式里,會通過JNI方法nCreateDisplayListCanvas創建native的Canvas,我們接著看一下Native的流程
//檔案-->/frameworks/base/core/jni/android_view_DisplayListCanvas.cpp
static jlong android_view_DisplayListCanvas_createDisplayListCanvas(jlong renderNodePtr,
jint width, jint height) {
RenderNode* renderNode = reinterpret_cast<RenderNode*>(renderNodePtr);
return reinterpret_cast<jlong>(Canvas::create_recording_canvas(width, height, renderNode));
}
//檔案-->/frameworks/base/libs/hwui/hwui/Canvas.cpp
Canvas* Canvas::create_recording_canvas(int width, int height, uirenderer::RenderNode* renderNode) {
if (uirenderer::Properties::isSkiaEnabled()) {
return new uirenderer::skiapipeline::SkiaRecordingCanvas(renderNode, width, height);
}
return new uirenderer::RecordingCanvas(width, height);
}
可以看到,java層的DisplayListCanvas對應了native層RecordingCanvas或者SkiaRecordingCanvas
這里簡單介紹一下這兩個Canvas的區別,在Android8之前,HWUI中通過OpenGL對繪制操作進行封裝后,直接送GPU進行渲染,Android 8.0開始,HWUI進行了重構,增加了RenderPipeline的概念,RenderPipeline有三種型別,分別為Skia,OpenGL和Vulkan,分別對應不同的渲染,并且Android8.0開始強化和重視Skia的地位,Android10版本后,所有通過硬體加速的渲染,都是通過SKIA進行封裝,然后再經過OpenGL或Vulkan,最后交給GPU渲染,我講解的原始碼是8.0的原始碼,可以看到,其實已經可以通過配置,來開啟skiapipeline了,

為了更容易的講解如何通過OpenGL進行硬體渲染,這里我還是以RecordingCanvas來講解,這里列舉幾個RecordingCanvas中的常規操作
//檔案-->/frameworks/base/libs/hwui/RecordingCanvas.cpp
//繪制點
void RecordingCanvas::drawPoints(const float* points, int floatCount, const SkPaint& paint) {
if (CC_UNLIKELY(floatCount < 2 || paint.nothingToDraw())) return;
floatCount &= ~0x1; // round down to nearest two
addOp(alloc().create_trivial<PointsOp>(
calcBoundsOfPoints(points, floatCount),
*mState.currentSnapshot()->transform,
getRecordedClip(),
refPaint(&paint), refBuffer<float>(points, floatCount), floatCount));
}
struct PointsOp : RecordedOp {
PointsOp(BASE_PARAMS, const float* points, const int floatCount)
: SUPER(PointsOp)
, points(points)
, floatCount(floatCount) {}
const float* points;
const int floatCount;
};
//繪制線
void RecordingCanvas::drawLines(const float* points, int floatCount, const SkPaint& paint) {
if (CC_UNLIKELY(floatCount < 4 || paint.nothingToDraw())) return;
floatCount &= ~0x3; // round down to nearest four
addOp(alloc().create_trivial<LinesOp>(
calcBoundsOfPoints(points, floatCount),
*mState.currentSnapshot()->transform,
getRecordedClip(),
refPaint(&paint), refBuffer<float>(points, floatCount), floatCount));
}
struct LinesOp : RecordedOp {
LinesOp(BASE_PARAMS, const float* points, const int floatCount)
: SUPER(LinesOp)
, points(points)
, floatCount(floatCount) {}
const float* points;
const int floatCount;
};
//繪制矩陣
void RecordingCanvas::drawRect(float left, float top, float right, float bottom, const SkPaint& paint) {
if (CC_UNLIKELY(paint.nothingToDraw())) return;
addOp(alloc().create_trivial<RectOp>(
Rect(left, top, right, bottom),
*(mState.currentSnapshot()->transform),
getRecordedClip(),
refPaint(&paint)));
}
struct RectOp : RecordedOp {
RectOp(BASE_PARAMS)
: SUPER(RectOp) {}
};
struct RoundRectOp : RecordedOp {
RoundRectOp(BASE_PARAMS, float rx, float ry)
: SUPER(RoundRectOp)
, rx(rx)
, ry(ry) {}
const float rx;
const float ry;
};
int RecordingCanvas::addOp(RecordedOp* op) {
// skip op with empty clip
if (op->localClip && op->localClip->rect.isEmpty()) {
// NOTE: this rejection happens after op construction/content ref-ing, so content ref'd
// and held by renderthread isn't affected by clip rejection.
// Could rewind alloc here if desired, but callers would have to not touch op afterwards.
return -1;
}
int insertIndex = mDisplayList->ops.size();
mDisplayList->ops.push_back(op);
if (mDeferredBarrierType != DeferredBarrierType::None) {
// op is first in new chunk
mDisplayList->chunks.emplace_back();
DisplayList::Chunk& newChunk = mDisplayList->chunks.back();
newChunk.beginOpIndex = insertIndex;
newChunk.endOpIndex = insertIndex + 1;
newChunk.reorderChildren = (mDeferredBarrierType == DeferredBarrierType::OutOfOrder);
newChunk.reorderClip = mDeferredBarrierClip;
int nextChildIndex = mDisplayList->children.size();
newChunk.beginChildIndex = newChunk.endChildIndex = nextChildIndex;
mDeferredBarrierType = DeferredBarrierType::None;
} else {
// standard case - append to existing chunk
mDisplayList->chunks.back().endOpIndex = insertIndex + 1;
}
return insertIndex;
}
可以看到,我們通過RecordingCanvas繪制的圖元,都被封裝成了一個個能夠讓GPU能夠識別的OP,這些OP都存盤在了mDisplayList中,這就回答了前面的疑問,為什么updateDisplayListIfDirty沒有看到DisplayList,因為DisplayListCanvas通過呼叫Natice層的RecordingCanvas,更新了Natice層的mDisplayList,
我們在接著看renderNode.end(canvas)函式,如何將Natice層的DisplayList系結到renderNode中,
//檔案-->/frameworks/base/core/java/android/view/RenderNode.java
public void end(DisplayListCanvas canvas) {
long displayList = canvas.finishRecording();
nSetDisplayList(mNativeRenderNode, displayList);
canvas.recycle();
}
這里通過JNI方法nSetDisplayList進行了DisplayList和RenderNode的系結,此時,我們就能理解我在前面說的:RenderNode包含了這個View及其子view的DisplayList,DisplayList包含了一條條可以讓openGL識別的渲染指令——OP操作,它是一個基本的能讓GPU識別的繪制元素,
合并和優化DisplayList
updateViewTreeDisplayList花了比較大精力,將所有的View的DisplayList已經創建好了,DisplayList里的DrawOP樹也創建好了,為什么還要在呼叫**canvas.drawRenderNode(view.updateDisplayListIfDirty())**這個函式呢?這個函式的主要功能是對前面構建的DisplayList做優化和合并處理,我們看看具體的實作細節,
//檔案-->/frameworks/base/core/java/android/view/DisplayListCanvas.java
public void drawRenderNode(RenderNode renderNode) {
nDrawRenderNode(mNativeCanvasWrapper, renderNode.getNativeDisplayList());
}
//檔案-->/frameworks/base/core/jni/android_view_DisplayListCanvas.cpp
static void android_view_DisplayListCanvas_drawRenderNode(jlong canvasPtr, jlong renderNodePtr) {
Canvas* canvas = reinterpret_cast<Canvas*>(canvasPtr);
RenderNode* renderNode = reinterpret_cast<RenderNode*>(renderNodePtr);
canvas->drawRenderNode(renderNode);
}
//檔案-->/frameworks/base/libs/hwui/RecordingCanvas.cpp
void RecordingCanvas::drawRenderNode(RenderNode* renderNode) {
auto&& stagingProps = renderNode->stagingProperties();
RenderNodeOp* op = alloc().create_trivial<RenderNodeOp>(
Rect(stagingProps.getWidth(), stagingProps.getHeight()),
*(mState.currentSnapshot()->transform),
getRecordedClip(),
renderNode);
int opIndex = addOp(op);
if (CC_LIKELY(opIndex >= 0)) {
int childIndex = mDisplayList->addChild(op);
// update the chunk's child indices
DisplayList::Chunk& chunk = mDisplayList->chunks.back();
chunk.endChildIndex = childIndex + 1;
if (renderNode->stagingProperties().isProjectionReceiver()) {
// use staging property, since recording on UI thread
mDisplayList->projectionReceiveIndex = opIndex;
}
}
}
可以看到,最終執行到了RecordingCanvas中的drawRenderNode函式,這個函式會對DisplayList做合并和優化,
繪制DisplayList
經過比較長的篇幅,我們把mThreadedRenderer.draw函式中的第一個流程,構建DisplayList說完,現在開始說第二個流程,nSyncAndDrawFrame進行幀繪制,這個流程結束,我們的界面就能在螢屏上顯示出來了,nSyncAndDrawFrame是一個native方法,我們看看它的實作
static int android_view_ThreadedRenderer_syncAndDrawFrame(JNIEnv* env, jobject clazz,
jlong proxyPtr, jlongArray frameInfo, jint frameInfoSize) {
LOG_ALWAYS_FATAL_IF(frameInfoSize != UI_THREAD_FRAME_INFO_SIZE,
"Mismatched size expectations, given %d expected %d",
frameInfoSize, UI_THREAD_FRAME_INFO_SIZE);
RenderProxy* proxy = reinterpret_cast<RenderProxy*>(proxyPtr);
env->GetLongArrayRegion(frameInfo, 0, frameInfoSize, proxy->frameInfo());
return proxy->syncAndDrawFrame();
}
int RenderProxy::syncAndDrawFrame() {
return mDrawFrameTask.drawFrame();
}
nSyncAndDrawFrame函式呼叫了RenderProxy的syncAndDrawFrame,syncAndDrawFrame呼叫了DrawFrameTask.drawFrame()方法
//檔案-->/frameworks/base/libs/hwui/renderthread/DrawFrameTask.cpp
int DrawFrameTask::drawFrame() {
LOG_ALWAYS_FATAL_IF(!mContext, "Cannot drawFrame with no CanvasContext!");
mSyncResult = SyncResult::OK;
mSyncQueued = systemTime(CLOCK_MONOTONIC);
postAndWait();
return mSyncResult;
}
void DrawFrameTask::postAndWait() {
AutoMutex _lock(mLock);
mRenderThread->queue(this);
mSignal.wait(mLock);
}
void DrawFrameTask::run() {
ATRACE_NAME("DrawFrame");
bool canUnblockUiThread;
bool canDrawThisFrame;
{
TreeInfo info(TreeInfo::MODE_FULL, *mContext);
canUnblockUiThread = syncFrameState(info);
canDrawThisFrame = info.out.canDrawThisFrame;
}
// Grab a copy of everything we need
CanvasContext* context = mContext;
// From this point on anything in "this" is *UNSAFE TO ACCESS*
if (canUnblockUiThread) {
unblockUiThread();
}
if (CC_LIKELY(canDrawThisFrame)) {
context->draw();
} else {
// wait on fences so tasks don't overlap next frame
context->waitOnFences();
}
if (!canUnblockUiThread) {
unblockUiThread();
}
}
DrawFrameTask做了兩件事情
- 呼叫syncFrameState函式同步frame資訊
- 呼叫CanvasContext.draw()函式進行繪制
同步Frame資訊
我們先看看第一件事情,同步Frame資訊,它主要的作業是將主執行緒的RenderNode同步到RenderNode來,在前面講mAttachInfo.mThreadedRenderer.draw函式中,第一步會將DisplayList構建完畢,然后系結到RenderNode中,這個RenderNode是在主執行緒創建的,而我們的DrawFrameTask,是在native層的RenderThread中執行的,所以需要講資料同步過來,
//檔案-->/frameworks/base/libs/hwui/renderthread/DrawFrameTask.cpp
bool DrawFrameTask::syncFrameState(TreeInfo& info) {
ATRACE_CALL();
int64_t vsync = mFrameInfo[static_cast<int>(FrameInfoIndex::Vsync)];
mRenderThread->timeLord().vsyncReceived(vsync);
bool canDraw = mContext->makeCurrent();
mContext->unpinImages();
for (size_t i = 0; i < mLayers.size(); i++) {
mLayers[i]->apply();
}
mLayers.clear();
mContext->prepareTree(info, mFrameInfo, mSyncQueued, mTargetNode);
//……
// If prepareTextures is false, we ran out of texture cache space
return info.prepareTextures;
}
這里呼叫了mContext->prepareTree函式,mContext在下面會詳細講,我們這里先看看這個方法的實作,
//檔案-->/frameworks/base/libs/hwui/renderthread/CanvasContext.cpp
void CanvasContext::prepareTree(TreeInfo& info, int64_t* uiFrameInfo,
int64_t syncQueued, RenderNode* target) {
//……
for (const sp<RenderNode>& node : mRenderNodes) {
// Only the primary target node will be drawn full - all other nodes would get drawn in
// real time mode. In case of a window, the primary node is the window content and the other
// node(s) are non client / filler nodes.
info.mode = (node.get() == target ? TreeInfo::MODE_FULL : TreeInfo::MODE_RT_ONLY);
node->prepareTree(info);
GL_CHECKPOINT(MODERATE);
}
//……
}
void RenderNode::prepareTree(TreeInfo& info) {
bool functorsNeedLayer = Properties::debugOverdraw;
prepareTreeImpl(info, functorsNeedLayer);
}
void RenderNode::prepareTreeImpl(TreeInfo& info, bool functorsNeedLayer) {
info.damageAccumulator->pushTransform(this);
if (info.mode == TreeInfo::MODE_FULL) {
// 同步屬性
pushStagingPropertiesChanges(info);
}
// layer
prepareLayer(info, animatorDirtyMask);
//同步DrawOpTree
if (info.mode == TreeInfo::MODE_FULL) {
pushStagingDisplayListChanges(info);
}
//遞回處理子View
prepareSubTree(info, childFunctorsNeedLayer, mDisplayListData);
// push
pushLayerUpdate(info);
info.damageAccumulator->popTransform();
}
同步Frame的操作完成了,我們接著看最后繪制的流程,
進行繪制
圖形的硬體渲染,是通過呼叫CanvasContext的draw方法來進行繪制的,CanvasContext是什么呢?
它是渲染的背景關系,CanvasContext可以選擇不同的渲染模式進行渲染,這是策略模式的設計,我們看一下CanvasContext的create方法,可以看到,方法中會根據渲染型別,創建不同的渲染管道,總共有三種渲染管道——OpenGL,SKiaGL和SkiaVulkan,
CanvasContext* CanvasContext::create(RenderThread& thread,
bool translucent, RenderNode* rootRenderNode, IContextFactory* contextFactory) {
auto renderType = Properties::getRenderPipelineType();
switch (renderType) {
case RenderPipelineType::OpenGL:
return new CanvasContext(thread, translucent, rootRenderNode, contextFactory,
std::make_unique<OpenGLPipeline>(thread));
case RenderPipelineType::SkiaGL:
return new CanvasContext(thread, translucent, rootRenderNode, contextFactory,
std::make_unique<skiapipeline::SkiaOpenGLPipeline>(thread));
case RenderPipelineType::SkiaVulkan:
return new CanvasContext(thread, translucent, rootRenderNode, contextFactory,
std::make_unique<skiapipeline::SkiaVulkanPipeline>(thread));
default:
LOG_ALWAYS_FATAL("canvas context type %d not supported", (int32_t) renderType);
break;
}
return nullptr;
}
我們這里這里只看通過OpenGL進行渲染的OpenGLPipeline
OpenGLPipeline::OpenGLPipeline(RenderThread& thread)
: mEglManager(thread.eglManager())
, mRenderThread(thread) {
}
在OpenGLPipeline的建構式里面,創建了EglManager,EglManager將我們對EGL的操作全部封裝好了,我們看看EglManager的初始化方法
//檔案-->/frameworks/base/libs/hwui/renderthread/EglManager.cpp
void EglManager::initialize() {
if (hasEglContext()) return;
ATRACE_NAME("Creating EGLContext");
//獲取 EGL Display 物件
mEglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
LOG_ALWAYS_FATAL_IF(mEglDisplay == EGL_NO_DISPLAY,
"Failed to get EGL_DEFAULT_DISPLAY! err=%s", eglErrorString());
EGLint major, minor;
//初始化與 EGLDisplay 之間的連接
LOG_ALWAYS_FATAL_IF(eglInitialize(mEglDisplay, &major, &minor) == EGL_FALSE,
"Failed to initialize display %p! err=%s", mEglDisplay, eglErrorString());
//……
//EGL配置設定
loadConfig();
//創建EGL背景關系
createContext();
//創建離屏渲染Buffer
createPBufferSurface();
//系結背景關系
makeCurrent(mPBufferSurface);
DeviceInfo::initialize();
mRenderThread.renderState().onGLContextCreated();
}
在這里我們看到了熟悉的身影,EglManager中的初始化流程和前面所有EGL初始化的流程都是一樣的,但在初始化的流程中,我們沒看到WindowSurface的設定,只看到了PBufferSurface的創建,它是一個離屏渲染的Buffer,這里簡單介紹一下WindowSurface和PbufferSurface
- WindowSurface:是和視窗相關的,也就是在螢屏上的一塊顯示區的封裝,渲染后即顯示在界面上,
- PbufferSurface:在顯存中開辟一個空間,將渲染后的資料(幀)存放在這里,
可以看到沒有WindowSurface,OpenGL ES渲染的圖形是沒法顯示在界面上的,其實EglManager已經封裝了初始化WindowSurface的方法,
//檔案-->/frameworks/base/libs/hwui/renderthread/EglManager.cpp
EGLSurface EglManager::createSurface(EGLNativeWindowType window) {
initialize();
EGLint attribs[] = {
#ifdef ANDROID_ENABLE_LINEAR_BLENDING
EGL_GL_COLORSPACE_KHR, EGL_GL_COLORSPACE_SRGB_KHR,
EGL_COLORSPACE, EGL_COLORSPACE_sRGB,
#endif
EGL_NONE
};
EGLSurface surface = eglCreateWindowSurface(mEglDisplay, mEglConfig, window, attribs);
LOG_ALWAYS_FATAL_IF(surface == EGL_NO_SURFACE,
"Failed to create EGLSurface for window %p, eglErr = %s",
(void*) window, eglErrorString());
if (mSwapBehavior != SwapBehavior::Preserved) {
LOG_ALWAYS_FATAL_IF(eglSurfaceAttrib(mEglDisplay, surface, EGL_SWAP_BEHAVIOR, EGL_BUFFER_DESTROYED) == EGL_FALSE,
"Failed to set swap behavior to destroyed for window %p, eglErr = %s",
(void*) window, eglErrorString());
}
return surface;
}
這個surface又是什么時候設定的呢?在activity的界面顯示流程中,當我們setView后,ViewRootImpl會執行performTraveserl函式,然后執行Measure測量,Layout布局,和Draw繪制的流程,setView函式在前面講過,會開啟硬體加速,創建ThreadedRenderer,draw函式也講過,measure,layout的流程就不在這兒說了,它和OpgenGL沒關系,其實performTraveserl函式里,同時也設定了EGL的Surface,可見這個函式是多么重要的一個函式,我們看一下,
private void performTraversals() {
//……
if (mAttachInfo.mThreadedRenderer != null) {
try {
//呼叫ThreadedRenderer initialize函式
hwInitialized = mAttachInfo.mThreadedRenderer.initialize(
mSurface);
if (hwInitialized && (host.mPrivateFlags
& View.PFLAG_REQUEST_TRANSPARENT_REGIONS) == 0) {
// Don't pre-allocate if transparent regions
// are requested as they may not be needed
mSurface.allocateBuffers();
}
} catch (OutOfResourcesException e) {
handleOutOfResourcesException(e);
return;
}
}
//……
}
boolean initialize(Surface surface) throws OutOfResourcesException {
boolean status = !mInitialized;
mInitialized = true;
updateEnabledState(surface);
nInitialize(mNativeProxy, surface);
return status;
}
ThreadedRenderer的initialize函式呼叫了native層的initialize方法,
static void android_view_ThreadedRenderer_initialize(JNIEnv* env, jobject clazz,
jlong proxyPtr, jobject jsurface) {
RenderProxy* proxy = reinterpret_cast<RenderProxy*>(proxyPtr);
sp<Surface> surface = android_view_Surface_getSurface(env, jsurface);
proxy->initialize(surface);
}
void RenderProxy::initialize(const sp<Surface>& surface) {
SETUP_TASK(initialize);
args->context = mContext;
args->surface = surface.get();
post(task);
}
void CanvasContext::initialize(Surface* surface) {
setSurface(surface);
}
void CanvasContext::setSurface(Surface* surface) {
ATRACE_CALL();
mNativeSurface = surface;
bool hasSurface = mRenderPipeline->setSurface(surface, mSwapBehavior);
mFrameNumber = -1;
if (hasSurface) {
mHaveNewSurface = true;
mSwapHistory.clear();
} else {
mRenderThread.removeFrameCallback(this);
}
}
從這里可以看到,EGL的Surface在很早之前就已經設定好了,
此時我們的流程中,EGL的初始化作業都已經完成了,現在可以開始繪制了,我們回到DrawFrameTask::run的draw流程上來
void CanvasContext::draw() {
SkRect dirty;
mDamageAccumulator.finish(&dirty);
mCurrentFrameInfo->markIssueDrawCommandsStart();
Frame frame = mRenderPipeline->getFrame();
SkRect windowDirty = computeDirtyRect(frame, &dirty);
//呼叫OpenGL的draw函式
bool drew = mRenderPipeline->draw(frame, windowDirty, dirty, mLightGeometry, &mLayerUpdateQueue,
mContentDrawBounds, mOpaque, mLightInfo, mRenderNodes, &(profiler()));
waitOnFences();
bool requireSwap = false;
//交換緩沖區
bool didSwap = mRenderPipeline->swapBuffers(frame, drew, windowDirty, mCurrentFrameInfo,
&requireSwap);
mIsDirty = false;
//……
}
這里呼叫mRenderPipeline的draw方法,其實就是呼叫了OpenGL的draw方法,然后呼叫mRenderPipeline->swapBuffers進行快取區交換
//檔案-->/frameworks/base/libs/hwui/renderthread/OpenGLPipeline.cpp
bool OpenGLPipeline::draw(const Frame& frame, const SkRect& screenDirty, const SkRect& dirty,
const FrameBuilder::LightGeometry& lightGeometry,
LayerUpdateQueue* layerUpdateQueue,
const Rect& contentDrawBounds, bool opaque,
const BakedOpRenderer::LightInfo& lightInfo,
const std::vector< sp<RenderNode> >& renderNodes,
FrameInfoVisualizer* profiler) {
//……
//BakedOpRenderer用于替代之前的OpenGLRenderer
BakedOpRenderer renderer(caches, mRenderThread.renderState(),
opaque, lightInfo);
frameBuilder.replayBakedOps<BakedOpDispatcher>(renderer);
//呼叫GPU進行渲染
drew = renderer.didDraw();
//……
return drew;
}
bool OpenGLPipeline::swapBuffers(const Frame& frame, bool drew, const SkRect& screenDirty,
FrameInfo* currentFrameInfo, bool* requireSwap) {
GL_CHECKPOINT(LOW);
// Even if we decided to cancel the frame, from the perspective of jank
// metrics the frame was swapped at this point
currentFrameInfo->markSwapBuffers();
*requireSwap = drew || mEglManager.damageRequiresSwap();
if (*requireSwap && (CC_UNLIKELY(!mEglManager.swapBuffers(frame, screenDirty)))) {
return false;
}
return *requireSwap;
}
至此,通過OpenGL ES進行硬體渲染的主要流程結束了,看完了兩個例子,是不是對OpenGL ES作為影像生產者是如何生產影像已經了解了呢?我們接著看下一個影像生產者Skia,
Skia
Skia是谷歌開源的一款跨平臺的2D圖形引擎,目前谷歌的Chrome瀏覽器、Android、Flutter、以及火狐瀏覽器、火狐作業系統和其它許多產品都使用它作為圖形引擎,它作為Android系統第三方軟體,放在external/skia/ 目錄下,雖然Android從4.0開始默認開啟了硬體加速,但不代表Skia的作用就不大了,其實Skia在Android中的地位是越來越重要了,從Android 8開始,我們可以選擇使用Skia進行硬體加速,Android 9開始就默認使用Skia來進行硬體加速,Skia的硬體加速主要是通過 copybit 模塊呼叫OpenGL或者SKia來實作分,

由于Skia的硬體加速也是通過Copybit模塊呼叫的OpenGL或者Vulkan介面,所以我們這兒只說說Skia通過cpu繪制的,也就是軟繪的方式,還是老規則,先看看Skia要如何使用
如何使用Skia?
OpenGL ES的使用要配合EGL,需要初始化Display,surface,context等,用法還是比較繁瑣的,Skia在使用上就方便很多了,掌握Skia繪制三要素:畫板SKCanvas 、畫紙SiBitmap、畫筆Skpaint,我們就能很輕松的用Skia來繪制圖形,
下面詳細的解釋Skia的繪圖三要素
- SKBitmap用來存盤圖形資料,它封裝了與位圖相關的一系列操作
SkBitmap bitmap = new SkBitmap();
//設定位圖格式及寬高
bitmap->setConfig(SkBitmap::kRGB_565_Config,800,480);
//分配位圖所占空間
bitmap->allocPixels();
- SKCanvas 封裝了所有畫圖操作的函式,通過呼叫這些函式,我們就能實作繪制操作,
//使用前傳入bitmap
SkCanvas canvas(bitmap);
//移位,縮放,旋轉,變形操作
translate(SkiaScalar dx, SkiaScalar dy);
scale(SkScalar sx, SkScalar sy);
rotate(SkScalar degrees);
skew(SkScalar sx, SkScalar sy);
//繪制操作
drawARGB(u8 a, u8 r, u8 g, u8 b....) //給定透明度以及紅,綠,蘭3色,填充整個可繪制區域,
drawColor(SkColor color...) //給定顏色color, 填充整個繪制區域,
drawPaint(SkPaint& paint) //用指定的畫筆填充整個區域,
drawPoint(...)//根據各種不同引數繪制不同的點,
drawLine(x0, y0, x1, y1, paint) //畫線,起點(x0, y0), 終點(x1, y1), 使用paint作為畫筆,
drawRect(rect, paint) //畫矩形,矩形大小由rect指定,畫筆由paint指定,
drawRectCoords(left, top, right, bottom, paint),//給定4個邊界畫矩陣,
drawOval(SkRect& oval, SkPaint& paint) //畫橢圓,橢圓大小由oval矩形指定,
//……其他操作
- Skpaint用來設定繪制內容的風格,樣式,顏色等資訊
setAntiAlias: 設定畫筆的鋸齒效果,
setColor: 設定畫筆顏色
setARGB: 設定畫筆的a,r,p,g值,
setAlpha: 設定Alpha值
setTextSize: 設定字體尺寸,
setStyle: 設定畫筆風格,空心或者實心,
setStrokeWidth: 設定空心的邊框寬度,
getColor: 得到畫筆的顏色
getAlpha: 得到畫筆的Alpha值,
我們看一個完整的使用Demo
void draw() {
SkBitmap bitmap = new SkBitmap();
//設定位圖格式及寬高
bitmap->setConfig(SkBitmap::kRGB_565_Config,800,480);
//分配位圖所占空間
bitmap->allocPixels();
//使用前傳入bitmap
SkCanvas canvas(bitmap);
//定義畫筆
SkPaint paint1, paint2, paint3;
paint1.setAntiAlias(true);
paint1.setColor(SkColorSetRGB(255, 0, 0));
paint1.setStyle(SkPaint::kFill_Style);
paint2.setAntiAlias(true);
paint2.setColor(SkColorSetRGB(0, 136, 0));
paint2.setStyle(SkPaint::kStroke_Style);
paint2.setStrokeWidth(SkIntToScalar(3));
paint3.setAntiAlias(true);
paint3.setColor(SkColorSetRGB(136, 136, 136));
sk_sp<SkTextBlob> blob1 =
SkTextBlob::MakeFromString("Skia!", SkFont(nullptr, 64.0f, 1.0f, 0.0f));
sk_sp<SkTextBlob> blob2 =
SkTextBlob::MakeFromString("Skia!", SkFont(nullptr, 64.0f, 1.5f, 0.0f));
canvas->clear(SK_ColorWHITE);
canvas->drawTextBlob(blob1.get(), 20.0f, 64.0f, paint1);
canvas->drawTextBlob(blob1.get(), 20.0f, 144.0f, paint2);
canvas->drawTextBlob(blob2.get(), 20.0f, 224.0f, paint3);
}
這個Demo的效果如下

了解了Skia如何使用,我們接著看兩個場景:Skia進行軟體繪制,Flutter界面繪制
Skia進行軟體繪制
在上面我講了通過使用OpenGL渲染的硬體繪制方式,這里會接著講使用Skia渲染的軟體繪制方式,雖然Android默認開啟了硬體加速,但是由于硬體加速會有耗電和記憶體的問題,一些系統應用和常駐應用依然是使用的軟體繪制的方式,軟繪入口還是在draw方法中,
//檔案-->/frameworks/base/core/java/android/view/ViewRootImpl.java
private void performDraw() {
//……
draw(fullRedrawNeeded);
//……
}
private void draw(boolean fullRedrawNeeded) {
Surface surface = mSurface;
if (!surface.isValid()) {
return;
}
//……
if (!dirty.isEmpty() || mIsAnimating || accessibilityFocusDirty) {
if (!dirty.isEmpty() || mIsAnimating || accessibilityFocusDirty) {
if (mAttachInfo.mThreadedRenderer != null && mAttachInfo.mThreadedRenderer.isEnabled()) {
//……
//硬體渲染
mAttachInfo.mThreadedRenderer.draw(mView, mAttachInfo, this);
} else {
//……
//軟體渲染
if (!drawSoftware(surface, mAttachInfo, xOffset, yOffset, scalingRequired, dirty)) {
return;
}
}
}
//……
}
//……
}
我們來看看drawSoftware函式的實作
private boolean drawSoftware(Surface surface, AttachInfo attachInfo, int xoff, int yoff,
boolean scalingRequired, Rect dirty) {
// Draw with software renderer.
final Canvas canvas;
//……
canvas = mSurface.lockCanvas(dirty);
//……
mView.draw(canvas);
//……
surface.unlockCanvasAndPost(canvas);
//……
return true;
}
drawSoftware函式的流程主要為三步
- 通過mSurface.lockCanvas獲取Canvas
- 通過draw方法,將根View及其子View遍歷繪制到Canvas上
- 通過surface.unlockCanvasAndPost將繪制內容提交給surfaceFlinger進行合成
Lock Surface
我們先來看第一步,這個Canvas對應著Native層的SKCanvas,
//檔案-->/frameworks/base/core/java/android/view/Surface.java
public Canvas lockCanvas(Rect inOutDirty)
throws Surface.OutOfResourcesException, IllegalArgumentException {
synchronized (mLock) {
checkNotReleasedLocked();
if (mLockedObject != 0) {
throw new IllegalArgumentException("Surface was already locked");
}
mLockedObject = nativeLockCanvas(mNativeObject, mCanvas, inOutDirty);
return mCanvas;
}
}
lockCanvas函式中通過JNI函式nativeLockCanvas,創建Nativce層的Canvas,nativeLockCanvas的入參mNativeObject對應著Native層的Surface,關于Surface和Buffer的知識,在下一篇圖形緩沖區中會詳細簡介,這里不做太多介紹,我們直接著看nativeLockCanvas的實作,
static jlong nativeLockCanvas(JNIEnv* env, jclass clazz,
jlong nativeObject, jobject canvasObj, jobject dirtyRectObj) {
sp<Surface> surface(reinterpret_cast<Surface *>(nativeObject));
if (!isSurfaceValid(surface)) {
doThrowIAE(env);
return 0;
}
Rect dirtyRect(Rect::EMPTY_RECT);
Rect* dirtyRectPtr = NULL;
if (dirtyRectObj) {
dirtyRect.left = env->GetIntField(dirtyRectObj, gRectClassInfo.left);
dirtyRect.top = env->GetIntField(dirtyRectObj, gRectClassInfo.top);
dirtyRect.right = env->GetIntField(dirtyRectObj, gRectClassInfo.right);
dirtyRect.bottom = env->GetIntField(dirtyRectObj, gRectClassInfo.bottom);
dirtyRectPtr = &dirtyRect;
}
ANativeWindow_Buffer outBuffer;
//1,獲取用來存盤圖形繪制的buffer
status_t err = surface->lock(&outBuffer, dirtyRectPtr);
if (err < 0) {
const char* const exception = (err == NO_MEMORY) ?
OutOfResourcesException :
"java/lang/IllegalArgumentException";
jniThrowException(env, exception, NULL);
return 0;
}
SkImageInfo info = SkImageInfo::Make(outBuffer.width, outBuffer.height,
convertPixelFormat(outBuffer.format),
outBuffer.format == PIXEL_FORMAT_RGBX_8888
? kOpaque_SkAlphaType : kPremul_SkAlphaType,
GraphicsJNI::defaultColorSpace());
SkBitmap bitmap;
ssize_t bpr = outBuffer.stride * bytesPerPixel(outBuffer.format);
bitmap.setInfo(info, bpr);
if (outBuffer.width > 0 && outBuffer.height > 0) {
//將上一個buffer里的圖形資料復制到當前bitmap中
bitmap.setPixels(outBuffer.bits);
} else {
// be safe with an empty bitmap.
bitmap.setPixels(NULL);
}
//2,創建一個SKCanvas
Canvas* nativeCanvas = GraphicsJNI::getNativeCanvas(env, canvasObj);
//3,給SKCanvas設定Bitmap
nativeCanvas->setBitmap(bitmap);
//如果指定了臟區,則設定臟區的區域
if (dirtyRectPtr) {
nativeCanvas->clipRect(dirtyRect.left, dirtyRect.top,
dirtyRect.right, dirtyRect.bottom, SkClipOp::kIntersect);
}
if (dirtyRectObj) {
env->SetIntField(dirtyRectObj, gRectClassInfo.left, dirtyRect.left);
env->SetIntField(dirtyRectObj, gRectClassInfo.top, dirtyRect.top);
env->SetIntField(dirtyRectObj, gRectClassInfo.right, dirtyRect.right);
env->SetIntField(dirtyRectObj, gRectClassInfo.bottom, dirtyRect.bottom);
}
sp<Surface> lockedSurface(surface);
lockedSurface->incStrong(&sRefBaseOwner);
return (jlong) lockedSurface.get();
}
nativeLockCanvas主要做了這幾件事情
- 通過surface->lock函式獲取繪制用的Buffer
- 根據Buffer資訊創建SKBitmap
- 根據SKBitmap,創建并初始化SKCanvas
通過nativeLockCanvas,我們就創建好了SKCanvas了,并且設定了可以繪制圖形的bitmap,此時我們就可以通過SKCanvas往bitmap里面繪制圖形,mView.draw()函式,就做了這件事情,
繪制
我們接著看看View中的draw()函式
//檔案-->/frameworks/base/core/java/android/view/View.java
public void draw(Canvas canvas) {
final int privateFlags = mPrivateFlags;
final boolean dirtyOpaque = (privateFlags & PFLAG_DIRTY_MASK) == PFLAG_DIRTY_OPAQUE &&
(mAttachInfo == null || !mAttachInfo.mIgnoreDirtyState);
mPrivateFlags = (privateFlags & ~PFLAG_DIRTY_MASK) | PFLAG_DRAWN;
int saveCount;
//1,繪制背景
if (!dirtyOpaque) {
drawBackground(canvas);
}
final int viewFlags = mViewFlags;
boolean horizontalEdges = (viewFlags & FADING_EDGE_HORIZONTAL) != 0;
boolean verticalEdges = (viewFlags & FADING_EDGE_VERTICAL) != 0;
if (!verticalEdges && !horizontalEdges) {
// 2,繪制當前view的圖形
if (!dirtyOpaque) onDraw(canvas);
// 3,繪制子view的圖形
dispatchDraw(canvas);
drawAutofilledHighlight(canvas);
// Overlay is part of the content and draws beneath Foreground
if (mOverlay != null && !mOverlay.isEmpty()) {
mOverlay.getOverlayView().dispatchDraw(canvas);
}
//4,繪制decorations,如滾動條,前景等 Step 6, draw decorations (foreground, scrollbars)
onDrawForeground(canvas);
// 5,繪制焦點的高亮
drawDefaultFocusHighlight(canvas);
if (debugDraw()) {
debugDrawFocus(canvas);
}
// we're done...
return;
}
//……
}
draw函式中做了這幾件事情
- 繪制背景
- 繪制當前view
- 遍歷繪制子view
- 繪制前景
我們可以看看Canvas里的繪制方法,這些繪制方法都是JNI方法,并且一一對應著SKCanvas中的繪制方法
//檔案-->/frameworks/base/graphics/java/android/graphics/Canvas.java
//……
private static native void nDrawBitmap(long nativeCanvas, int[] colors, int offset, int stride,
float x, float y, int width, int height, boolean hasAlpha, long nativePaintOrZero);
private static native void nDrawColor(long nativeCanvas, int color, int mode);
private static native void nDrawPaint(long nativeCanvas, long nativePaint);
private static native void nDrawPoint(long canvasHandle, float x, float y, long paintHandle);
private static native void nDrawPoints(long canvasHandle, float[] pts, int offset, int count,
long paintHandle);
private static native void nDrawLine(long nativeCanvas, float startX, float startY, float stopX,
float stopY, long nativePaint);
private static native void nDrawLines(long canvasHandle, float[] pts, int offset, int count,
long paintHandle);
private static native void nDrawRect(long nativeCanvas, float left, float top, float right,
float bottom, long nativePaint);
private static native void nDrawOval(long nativeCanvas, float left, float top, float right,
float bottom, long nativePaint);
private static native void nDrawCircle(long nativeCanvas, float cx, float cy, float radius,
long nativePaint);
private static native void nDrawArc(long nativeCanvas, float left, float top, float right,
float bottom, float startAngle, float sweep, boolean useCenter, long nativePaint);
private static native void nDrawRoundRect(long nativeCanvas, float left, float top, float right,
float bottom, float rx, float ry, long nativePaint);
//……
Post Surface
軟體繪制的最后一步,通過surface.unlockCanvasAndPost將繪制內容提交給surfaceFlinger繪制,將繪制出來的圖形提交給SurfaceFlinger,然后SurfaceFlinger作為消費者處理圖形后,我們的界面就顯示出來了,
public void unlockCanvasAndPost(Canvas canvas) {
synchronized (mLock) {
checkNotReleasedLocked();
if (mHwuiContext != null) {
mHwuiContext.unlockAndPost(canvas);
} else {
unlockSwCanvasAndPost(canvas);
}
}
}
private void unlockSwCanvasAndPost(Canvas canvas) {
if (canvas != mCanvas) {
throw new IllegalArgumentException("canvas object must be the same instance that "
+ "was previously returned by lockCanvas");
}
if (mNativeObject != mLockedObject) {
Log.w(TAG, "WARNING: Surface's mNativeObject (0x" +
Long.toHexString(mNativeObject) + ") != mLockedObject (0x" +
Long.toHexString(mLockedObject) +")");
}
if (mLockedObject == 0) {
throw new IllegalStateException("Surface was not locked");
}
try {
nativeUnlockCanvasAndPost(mLockedObject, canvas);
} finally {
nativeRelease(mLockedObject);
mLockedObject = 0;
}
}
這里呼叫了Native函式nativeUnlockCanvasAndPost,我們接著往下看,
static void nativeUnlockCanvasAndPost(JNIEnv* env, jclass clazz,
jlong nativeObject, jobject canvasObj) {
sp<Surface> surface(reinterpret_cast<Surface *>(nativeObject));
if (!isSurfaceValid(surface)) {
return;
}
// detach the canvas from the surface
Canvas* nativeCanvas = GraphicsJNI::getNativeCanvas(env, canvasObj);
nativeCanvas->setBitmap(SkBitmap());
// unlock surface
status_t err = surface->unlockAndPost();
if (err < 0) {
doThrowIAE(env);
}
}
在這里,**surface->unlockAndPost()**函式就會將Skia繪制出來的影像傳遞給SurfaceFlinger進行合成,通過skia進行軟體繪制的流程已經講完了,至于如何通過Surface獲取緩沖區,在緩沖區繪制完資料后,**surface->unlockAndPost()**又如何通知SurfaceFlinger,這一點在下一篇文章的圖形緩沖區中會詳細的講解,
可以看到,Skia軟體繪制的流程比硬體繪制要簡單很多,我們接著看看Skia進行Flutter繪制的案例,
Skia進行Flutter的界面繪制
在講解Flutter如何通過Skia生產影像之前,先簡單介紹一下Flutter,Flutter的架構分為Framework層,Engine層和Embedder三層,
-
Framework層使用dart語言實作,包括UI,文本,圖片,按鈕等Widgets,渲染,影片,手勢等,
-
Engine使用C++實作,主要包括渲染引擎Skia, Dart虛擬機和文字排版Tex等模塊,
-
Embedder是一個嵌入層,通過該層把Flutter嵌入到各個平臺上去,Embedder的主要作業包括渲染Surface設定, 執行緒設定,以及插件等

了解了Flutter的架構,我們在接著了解Flutter顯示一個界面的流程,我們知道在Android中,顯示一個界面需要將XML界面布局決議成ViewGroup,然后再經過測量Measure,布局Layout和繪制Draw的流程,Flutter和Android的顯示不太一樣,它會將通過Dart語言撰寫的Widget界面布局轉換成ElementTree和Render ObjectTree,ElementTree相當于是ViewGroup,Render ObjectTree相當于是經過Measure和Layout流程之后的ViewGroup,這種模式在很多場景上都有使用,比如Webview,在渲染界面時,也會創建一顆Dom樹,render樹和RenderObject,這樣的好處是可以通過Diff比較改變過的組件,然后渲染時,只對改變過的組件做渲染,同時對跨平臺友好,可以通過這種樹的形式來抽象出不同平臺的公共部分,

講完了上面兩個背景,我們直接來看Flutter是如何使用Skia來繪制界面的,
下面是一個Flutter頁面的Demo
import 'package:flutter/material.dart';
void main() => runApp(MyApp());
class MyApp extends StatelessWidget {
@override
Widget build(BuildContext context) {
return MaterialApp(
title: 'Flutter Demo',
theme: ThemeData(
primarySwatch: Colors.blue,
),
home: const MyHomePage(title: 'Flutter Demo Home Page'),
);
}
}
這個頁面是一個WidgetTree,相當于我們Activity的xml,widget樹會轉換成ElementTree和RenderObjectTree,我們看看入口函式runApp時如何進行樹的轉換的,
//檔案-->/packages/flutter/lib/src/widgets
void runApp(Widget app) {
WidgetsFlutterBinding.ensureInitialized()
..scheduleAttachRootWidget(app)
..scheduleWarmUpFrame();
}
void scheduleAttachRootWidget(Widget rootWidget) {
Timer.run(() {
attachRootWidget(rootWidget);
});
}
void attachRootWidget(Widget rootWidget) {
_readyToProduceFrames = true;
_renderViewElement = RenderObjectToWidgetAdapter<RenderBox>(
container: renderView,
debugShortDescription: '[root]',
child: rootWidget,
).attachToRenderTree(buildOwner, renderViewElement as RenderObjectToWidgetElement<RenderBox>);
}
接著看attachToRenderTree函式
RenderObjectToWidgetElement<T> attachToRenderTree(BuildOwner owner, [RenderObjectToWidgetElement<T> element]) {
if (element == null) {
owner.lockState(() {
element = createElement(); //創建rootElement
element.assignOwner(owner); //系結BuildOwner
});
owner.buildScope(element, () { //子widget的初始化從這里開始
element.mount(null, null); // 初始化子Widget前,先執行rootElement的mount方法
});
} else {
...
}
return element;
}
void mount(Element parent, dynamic newSlot) {
super.mount(parent, newSlot);
_renderObject = widget.createRenderObject(this);
attachRenderObject(newSlot);
_dirty = false;
}
從代碼中可以看到,Widget都被轉換成了Element,Element接著呼叫了mount方法,在mount方法中,可以看到Widget又被轉換成了RenderObject,此時Widget Tree的ElementTree和RenderObject便都生成完了,
前面提到了RenderObject類似于經過了Measure和Layout流程的ViewGroup,RenderObject的Measure和Layout就不在這兒說了,那么還剩一個流程Draw流程,同樣是在RenderObject中進行的,它的入口在RenderObject的paint函式中,
// 繪制入口,從 view 根節點開始,逐個繪制所有子節點
@override
void paint(PaintingContext context, Offset offset) {
if (child != null)
context.paintChild(child, offset);
}
可以看到,RenderObject通過PaintingContext來進行了圖形的繪制,我們接著來了解一下PaintingContext是什么,
//檔案-->/packages/flutter/lib/src/rendering/object.dart
import 'dart:ui' as ui show PictureRecorder;
class PaintingContext extends ClipContext {
@protected
PaintingContext(this._containerLayer, this.estimatedBounds)
final ContainerLayer _containerLayer;
final Rect estimatedBounds;
PictureLayer _currentLayer;
ui.PictureRecorder _recorder;
Canvas _canvas;
@override
Canvas get canvas {
if (_canvas == null)
_startRecording();
return _canvas;
}
void _startRecording() {
_currentLayer = PictureLayer(estimatedBounds);
_recorder = ui.PictureRecorder();
_canvas = Canvas(_recorder);
_containerLayer.append(_currentLayer);
}
void stopRecordingIfNeeded() {
if (!_isRecording)
return;
_currentLayer.picture = _recorder.endRecording();
_currentLayer = null;
_recorder = null;
_canvas = null;
}
可以看到,PaintingContext是繪制的背景關系,前面講OpenGL進行硬體加速時提到的CanvasContext,它也是繪制的背景關系,里面封裝了Skia,Opengl或者Vulkan的渲染管線,這里的PaintingContext則封裝了Skia,
我們可以通過CanvasContext的get canvas函式獲取Canvas,它呼叫了_startRecording函式中,函式中創建了PictureRecorder和Canvas,這兩個類都是位于dart:ui庫中,dart:ui位于engine層,在前面架構中提到,Flutter分為Framewrok,Engine和embened三層,Engine中包含了Skia,dart虛擬機和Text,dart:ui就是位于Engine層的,
我們接著去Engine層的代碼看看Canvas的實作,
//檔案-->engine-master\lib\ui\canvas.dart
Canvas(PictureRecorder recorder, [ Rect? cullRect ]) : assert(recorder != null) { // ignore: unnecessary_null_comparison
if (recorder.isRecording)
throw ArgumentError('"recorder" must not already be associated with another Canvas.');
_recorder = recorder;
_recorder!._canvas = this;
cullRect ??= Rect.largest;
_constructor(recorder, cullRect.left, cullRect.top, cullRect.right, cullRect.bottom);
}
void _constructor(PictureRecorder recorder,
double left,
double top,
double right,
double bottom) native 'Canvas_constructor';
這里Canvas呼叫了Canvas_constructor這一個native方法,我們接著看這個native方法的實作,
//檔案-->engine-master\lib\ui\painting\engine.cc
static void Canvas_constructor(Dart_NativeArguments args) {
UIDartState::ThrowIfUIOperationsProhibited();
DartCallConstructor(&Canvas::Create, args);
}
fml::RefPtr<Canvas> Canvas::Create(PictureRecorder* recorder,
double left,
double top,
double right,
double bottom) {
if (!recorder) {
Dart_ThrowException(
ToDart("Canvas constructor called with non-genuine PictureRecorder."));
return nullptr;
}
fml::RefPtr<Canvas> canvas = fml::MakeRefCounted<Canvas>(
recorder->BeginRecording(SkRect::MakeLTRB(left, top, right, bottom)));
recorder->set_canvas(canvas);
return canvas;
}
Canvas::Canvas(SkCanvas* canvas) : canvas_(canvas) {}
可以看到,這里通過PictureRecorder->BeginRecording創建了SKCanvas,這其實是SKCanvas的另外一種使用方式,這里我簡單的介紹一個使用demo,
Picture createSolidRectanglePicture(
Color color, double width, double height)
{
PictureRecorder recorder = PictureRecorder();
Canvas canvas = Canvas(recorder);
Paint paint = Paint();
paint.color = color;
canvas.drawRect(Rect.fromLTWH(0, 0, width, height), paint);
return recorder.endRecording();
}
這個demo的效果如下圖,它創建Skia的方式就和Flutter創建Skia的方式是一樣的,

此時,我們的SKCanvas創建好了,并且直接通過PaintingContext的get canvas函式就能獲取到,那么獲取到SKCanvas后直接呼叫Canvas的繪制api,就可以將影像繪制出來了,
Flutter界面顯示的全流程是比較復雜的,Flutter是完全是自建的一套影像顯示流程,無法通過Android的SurfaceFlinger進行影像合成,也無法使用Android的Gralloc模塊分配影像緩沖區,所以它需要有自己的影像生產者,有自己的圖形消費者,也有自己的圖形緩沖區,這里面就有非常多的流程,比如如何接收VSync,如何處理及合成Layer,如何創建影像緩沖區,這里只是對Flutter的影像生產者的部分做了一個初步的介紹,關于Flutter更深入一步的細節,就不在這里繼續講解了,后面我會專門寫一系列文章來詳細講解Flutter,
Vulkan
與OpenGL相比,Vulkan可以更詳細的向顯卡描述你的應用程式打算做什么,從而可以獲得更好的性能和更小的驅動開銷,作為OpenGL的替代者,它設計之初就是為了跨平臺實作的,可以同時在Windows、Linux和Android開發,甚至在Mac OS系統上運行,Android在7.0開始,便增加了對Vulkan的支持,Vulkan一定是未來的趨勢,因為它比OpenGL的性能更好更強大,下面我們就了解一下,如何使用Vulkan來生產影像,
如何使用Vulkan?
Vulkan的使用和OpenGL類似,同樣是三步:初始化,繪制,提交buffer下面來看一下具體的流程
1,初始化Vulkan實體,物理設備和任務佇列以及Surface
- 創建Instances實體
VkInstanceCreateInfo instance_create_info = {
VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO,
nullptr,
0,
&application_info,
0,
nullptr,
static_cast<uint32_t>(desired_extensions.size()),
desired_extensions.size() > 0 ? &desired_extensions[0] : nullptr
};
VkInstance inst;
VkResult result = vkCreateInstance( &instance_create_info, nullptr, &inst );
- 初始化物理設備,也就是我們的顯卡設備,Vulkna的設計是支持多GPU的,這里選擇第一個設備就行了,
uint32_t extensions_count = 0;
VkResult result = VK_SUCCESS;
//獲取所有可用物理設備,并選擇第一個
result = vkEnumerateDeviceExtensionProperties( physical_device, nullptr, &extensions_count, &available_extensions[0]);
if( (result != VK_SUCCESS) ||
(extensions_count == 0) ) {
std::cout << "Could not get the number of device extensions." << std::endl;
return false;
}
- 獲取queue,Vulkan的所有操作,從繪圖到上傳紋理,都需要將命令提交到佇列中
uint32_t queue_families_count = 0;
//獲取佇列簇,并選擇第一個
queue_families.resize( queue_families_count );
vkGetPhysicalDeviceQueueFamilyProperties( physical_device, &queue_families_count, &queue_families[0] );
if( queue_families_count == 0 ) {
std::cout << "Could not acquire properties of queue families." << std::endl;
return false;
}
- 初始化邏輯設備,在選擇要使用的物理設備之后,我們需要設定一個邏輯設備用于互動,
VkResult result = vkCreateDevice( physical_device, &device_create_info, nullptr, &logical_device );
if( (result != VK_SUCCESS) ||
(logical_device == VK_NULL_HANDLE) ) {
std::cout << "Could not create logical device." << std::endl;
return false;
}
return true;
- 上述初始完畢后,接著初始化Surface,然后我們就可以使用Vulkan進行繪制了
#ifdef VK_USE_PLATFORM_WIN32_KHR
//創建WIN32的surface,如果是Android,需要使用VkAndroidSurfaceCreateInfoKHR
VkWin32SurfaceCreateInfoKHR surface_create_info = {
VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR,
nullptr,
0,
window_parameters.HInstance,
window_parameters.HWnd
};
VkResult result = vkCreateWin32SurfaceKHR( instance, &surface_create_info, nullptr, &presentation_surface );
2,通過vkCmdDraw函式進行影像繪制
void vkCmdDraw(
//在Vulkan中,像繪畫命令、記憶體轉換等操作并不是直接通過方法呼叫去完成的,而是需要把所有的操作放在Command Buffer里
VkCommandBuffer commandBuffer,
uint32_t vertexCount, //頂點數量
uint32_t instanceCount, // 要畫的instance數量,沒有:置1
uint32_t firstVertex,// vertex buffer中第一個位置 和 vertex Shader 里gl_vertexIndex 相關,
uint32_t firstInstance);// 同firstVertex 類似,
3,提交buffer
if (vkQueueSubmit(graphicsQueue, 1, &submitInfo, VK_NULL_HANDLE) != VK_SUCCESS) {
throw std::runtime_error("failed to submit draw command buffer!");
}
我在這里比較淺顯的介紹了Vulkan的用法,但上面介紹的只是Vulkan的一點皮毛,Vulkan的使用比OpenGL要復雜的很多,機制也復雜很多,如果想進一步了解Vulkan還是得專門去深入研究,雖然只介紹了一點皮毛,但已經可以讓我們去了解Vulkan這一影像生產者,是如何在Android系統中生產影像的,下面就來看看吧,
Vulkan進行硬體加速
在前面講OpenGL 進行硬體加速時,提到了CanvasContext,它會根據渲染的型別選擇不同的渲染管線,Android是通過Vulkan或者還是通過OpenGL渲染,主要是CanvasContext里選擇的渲染管線的不同,
CanvasContext* CanvasContext::create(RenderThread& thread,
bool translucent, RenderNode* rootRenderNode, IContextFactory* contextFactory) {
auto renderType = Properties::getRenderPipelineType();
switch (renderType) {
case RenderPipelineType::OpenGL:
return new CanvasContext(thread, translucent, rootRenderNode, contextFactory,
std::make_unique<OpenGLPipeline>(thread));
case RenderPipelineType::SkiaGL:
return new CanvasContext(thread, translucent, rootRenderNode, contextFactory,
std::make_unique<skiapipeline::SkiaOpenGLPipeline>(thread));
case RenderPipelineType::SkiaVulkan:
return new CanvasContext(thread, translucent, rootRenderNode, contextFactory,
std::make_unique<skiapipeline::SkiaVulkanPipeline>(thread));
default:
LOG_ALWAYS_FATAL("canvas context type %d not supported", (int32_t) renderType);
break;
}
return nullptr;
}
我們這里直接看SkiaVulkanPipeline,
//檔案->/frameworks/base/libs/hwui/pipeline/skia/SkiaVulkanPipeline.cpp
SkiaVulkanPipeline::SkiaVulkanPipeline(renderthread::RenderThread& thread)
: SkiaPipeline(thread), mVkManager(thread.vulkanManager()) {}
SkiaVulkanPipeline的建構式中初始化了VulkanManager,VulkanManager是對Vulkan使用的封裝,和前面講到的OpenGLPipeline中的EglManager類似,我們看一下VulkanManager的初始化函式,
//檔案-->/frameworks/base/libs/hwui/renderthread/VulkanManager.cpp
void VulkanManager::initialize() {
if (hasVkContext()) {
return;
}
auto canPresent = [](VkInstance, VkPhysicalDevice, uint32_t) { return true; };
mBackendContext.reset(GrVkBackendContext::Create(vkGetInstanceProcAddr, vkGetDeviceProcAddr,
&mPresentQueueIndex, canPresent));
//……
}
初始化函式中我們主要關注GrVkBackendContext::Create方法,
// Create the base Vulkan objects needed by the GrVkGpu object
const GrVkBackendContext* GrVkBackendContext::Create(uint32_t* presentQueueIndexPtr,
CanPresentFn canPresent,
GrVkInterface::GetProc getProc) {
//……
const VkInstanceCreateInfo instance_create = {
VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO, // sType
nullptr, // pNext
0, // flags
&app_info, // pApplicationInfo
(uint32_t) instanceLayerNames.count(), // enabledLayerNameCount
instanceLayerNames.begin(), // ppEnabledLayerNames
(uint32_t) instanceExtensionNames.count(), // enabledExtensionNameCount
instanceExtensionNames.begin(), // ppEnabledExtensionNames
};
ACQUIRE_VK_PROC(CreateInstance, VK_NULL_HANDLE, VK_NULL_HANDLE);
//1,創建Vulkan實體
err = grVkCreateInstance(&instance_create, nullptr, &inst);
if (err < 0) {
SkDebugf("vkCreateInstance failed: %d\n", err);
return nullptr;
}
uint32_t gpuCount;
//2,查詢可用物理設備
err = grVkEnumeratePhysicalDevices(inst, &gpuCount, nullptr);
if (err) {
//……
}
//……
gpuCount = 1;
//3,選擇物理設備
err = grVkEnumeratePhysicalDevices(inst, &gpuCount, &physDev);
if (err) {
//……
}
//4,查詢佇列簇
uint32_t queueCount;
grVkGetPhysicalDeviceQueueFamilyProperties(physDev, &queueCount, nullptr);
if (!queueCount) {
//……
return nullptr;
}
SkAutoMalloc queuePropsAlloc(queueCount * sizeof(VkQueueFamilyProperties));
// now get the actual queue props
VkQueueFamilyProperties* queueProps = (VkQueueFamilyProperties*)queuePropsAlloc.get();
//5,選擇佇列簇
grVkGetPhysicalDeviceQueueFamilyProperties(physDev, &queueCount, queueProps);
//……
// iterate to find the graphics queue
const VkDeviceCreateInfo deviceInfo = {
VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO, // sType
nullptr, // pNext
0, // VkDeviceCreateFlags
queueInfoCount, // queueCreateInfoCount
queueInfo, // pQueueCreateInfos
(uint32_t) deviceLayerNames.count(), // layerCount
deviceLayerNames.begin(), // ppEnabledLayerNames
(uint32_t) deviceExtensionNames.count(), // extensionCount
deviceExtensionNames.begin(), // ppEnabledExtensionNames
&deviceFeatures // ppEnabledFeatures
};
//6,創建邏輯設備
err = grVkCreateDevice(physDev, &deviceInfo, nullptr, &device);
if (err) {
SkDebugf("CreateDevice failed: %d\n", err);
grVkDestroyInstance(inst, nullptr);
return nullptr;
}
auto interface =
sk_make_sp<GrVkInterface>(getProc, inst, device, extensionFlags);
if (!interface->validate(extensionFlags)) {
SkDebugf("Vulkan interface validation failed\n");
grVkDeviceWaitIdle(device);
grVkDestroyDevice(device, nullptr);
grVkDestroyInstance(inst, nullptr);
return nullptr;
}
VkQueue queue;
grVkGetDeviceQueue(device, graphicsQueueIndex, 0, &queue);
GrVkBackendContext* ctx = new GrVkBackendContext();
ctx->fInstance = inst;
ctx->fPhysicalDevice = physDev;
ctx->fDevice = device;
ctx->fQueue = queue;
ctx->fGraphicsQueueIndex = graphicsQueueIndex;
ctx->fMinAPIVersion = kGrVkMinimumVersion;
ctx->fExtensions = extensionFlags;
ctx->fFeatures = featureFlags;
ctx->fInterface.reset(interface.release());
ctx->fOwnsInstanceAndDevice = true;
return ctx;
}
可以看到,GrVkBackendContext::Create中所作的事情就是初始化Vulkan,初始化的流程和前面介紹如何使用Vulkan中初始化流程都是一樣的,這些都是通用的流程,
初始化完成,我們接著看看Vulkan如何系結Surface,只有系結了Surface,我們才能使用Vulkan進行影像繪制,
//檔案-->/frameworks/base/libs/hwui/renderthread/VulkanManager.cpp
VulkanSurface* VulkanManager::createSurface(ANativeWindow* window) {
initialize();
if (!window) {
return nullptr;
}
VulkanSurface* surface = new VulkanSurface();
VkAndroidSurfaceCreateInfoKHR surfaceCreateInfo;
memset(&surfaceCreateInfo, 0, sizeof(VkAndroidSurfaceCreateInfoKHR));
surfaceCreateInfo.sType = VK_STRUCTURE_TYPE_ANDROID_SURFACE_CREATE_INFO_KHR;
surfaceCreateInfo.pNext = nullptr;
surfaceCreateInfo.flags = 0;
surfaceCreateInfo.window = window;
VkResult res = mCreateAndroidSurfaceKHR(mBackendContext->fInstance, &surfaceCreateInfo, nullptr,
&surface->mVkSurface);
if (VK_SUCCESS != res) {
delete surface;
return nullptr;
}
SkDEBUGCODE(VkBool32 supported; res = mGetPhysicalDeviceSurfaceSupportKHR(
mBackendContext->fPhysicalDevice, mPresentQueueIndex,
surface->mVkSurface, &supported);
// All physical devices and queue families on Android must be capable of
// presentation with any
// native window.
SkASSERT(VK_SUCCESS == res && supported););
if (!createSwapchain(surface)) {
destroySurface(surface);
return nullptr;
}
return surface;
}
可以看到,這個創建了VulkanSurface,并系結了ANativeWindow,ANativeWindow是Android的原生視窗,在前面介紹OpenGL進行硬體渲染時,也提到過createSurface這個函式,它是在performDraw被執行的,在這里就不重復說了,
接下來就是呼叫Vulkan的api進行繪制的影像的流程
bool SkiaVulkanPipeline::draw(const Frame& frame, const SkRect& screenDirty, const SkRect& dirty,
const FrameBuilder::LightGeometry& lightGeometry,
LayerUpdateQueue* layerUpdateQueue, const Rect& contentDrawBounds,
bool opaque, bool wideColorGamut,
const BakedOpRenderer::LightInfo& lightInfo,
const std::vector<sp<RenderNode>>& renderNodes,
FrameInfoVisualizer* profiler) {
sk_sp<SkSurface> backBuffer = mVkSurface->getBackBufferSurface();
if (backBuffer.get() == nullptr) {
return false;
}
SkiaPipeline::updateLighting(lightGeometry, lightInfo);
renderFrame(*layerUpdateQueue, dirty, renderNodes, opaque, wideColorGamut, contentDrawBounds,
backBuffer);
layerUpdateQueue->clear();
// Draw visual debugging features
if (CC_UNLIKELY(Properties::showDirtyRegions ||
ProfileType::None != Properties::getProfileType())) {
SkCanvas* profileCanvas = backBuffer->getCanvas();
SkiaProfileRenderer profileRenderer(profileCanvas);
profiler->draw(profileRenderer);
profileCanvas->flush();
}
// Log memory statistics
if (CC_UNLIKELY(Properties::debugLevel != kDebugDisabled)) {
dumpResourceCacheUsage();
}
return true;
}
最后通過swapBuffers提交繪制內容
void VulkanManager::swapBuffers(VulkanSurface* surface) {
if (CC_UNLIKELY(Properties::waitForGpuCompletion)) {
ATRACE_NAME("Finishing GPU work");
mDeviceWaitIdle(mBackendContext->fDevice);
}
SkASSERT(surface->mBackbuffers);
VulkanSurface::BackbufferInfo* backbuffer =
surface->mBackbuffers + surface->mCurrentBackbufferIndex;
GrVkImageInfo* imageInfo;
SkSurface* skSurface = surface->mImageInfos[backbuffer->mImageIndex].mSurface.get();
skSurface->getRenderTargetHandle((GrBackendObject*)&imageInfo,
SkSurface::kFlushRead_BackendHandleAccess);
// Check to make sure we never change the actually wrapped image
SkASSERT(imageInfo->fImage == surface->mImages[backbuffer->mImageIndex]);
// We need to transition the image to VK_IMAGE_LAYOUT_PRESENT_SRC_KHR and make sure that all
// previous work is complete for before presenting. So we first add the necessary barrier here.
VkImageLayout layout = imageInfo->fImageLayout;
VkPipelineStageFlags srcStageMask = layoutToPipelineStageFlags(layout);
VkPipelineStageFlags dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
VkAccessFlags srcAccessMask = layoutToSrcAccessMask(layout);
VkAccessFlags dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
VkImageMemoryBarrier imageMemoryBarrier = {
VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, // sType
NULL, // pNext
srcAccessMask, // outputMask
dstAccessMask, // inputMask
layout, // oldLayout
VK_IMAGE_LAYOUT_PRESENT_SRC_KHR, // newLayout
mBackendContext->fGraphicsQueueIndex, // srcQueueFamilyIndex
mPresentQueueIndex, // dstQueueFamilyIndex
surface->mImages[backbuffer->mImageIndex], // image
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1} // subresourceRange
};
mResetCommandBuffer(backbuffer->mTransitionCmdBuffers[1], 0);
VkCommandBufferBeginInfo info;
memset(&info, 0, sizeof(VkCommandBufferBeginInfo));
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
info.flags = 0;
mBeginCommandBuffer(backbuffer->mTransitionCmdBuffers[1], &info);
mCmdPipelineBarrier(backbuffer->mTransitionCmdBuffers[1], srcStageMask, dstStageMask, 0, 0,
nullptr, 0, nullptr, 1, &imageMemoryBarrier);
mEndCommandBuffer(backbuffer->mTransitionCmdBuffers[1]);
surface->mImageInfos[backbuffer->mImageIndex].mImageLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
// insert the layout transfer into the queue and wait on the acquire
VkSubmitInfo submitInfo;
memset(&submitInfo, 0, sizeof(VkSubmitInfo));
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.waitSemaphoreCount = 0;
submitInfo.pWaitDstStageMask = 0;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &backbuffer->mTransitionCmdBuffers[1];
submitInfo.signalSemaphoreCount = 1;
// When this command buffer finishes we will signal this semaphore so that we know it is now
// safe to present the image to the screen.
submitInfo.pSignalSemaphores = &backbuffer->mRenderSemaphore;
// Attach second fence to submission here so we can track when the command buffer finishes.
mQueueSubmit(mBackendContext->fQueue, 1, &submitInfo, backbuffer->mUsageFences[1]);
// Submit present operation to present queue. We use a semaphore here to make sure all rendering
// to the image is complete and that the layout has been change to present on the graphics
// queue.
const VkPresentInfoKHR presentInfo = {
VK_STRUCTURE_TYPE_PRESENT_INFO_KHR, // sType
NULL, // pNext
1, // waitSemaphoreCount
&backbuffer->mRenderSemaphore, // pWaitSemaphores
1, // swapchainCount
&surface->mSwapchain, // pSwapchains
&backbuffer->mImageIndex, // pImageIndices
NULL // pResults
};
mQueuePresentKHR(mPresentQueue, &presentInfo);
surface->mBackbuffer.reset();
surface->mImageInfos[backbuffer->mImageIndex].mLastUsed = surface->mCurrentTime;
surface->mImageInfos[backbuffer->mImageIndex].mInvalid = false;
surface->mCurrentTime++;
}
這些流程都和OpenGL是一樣的,初始化,系結Surface,繪制,提交,所以就不細說了,對Vulkan有興趣的,可以深入的去研究,至此Android中的另一個影像生產者Vulkan生產影像的流程也講完了,
結尾
OpenGL,Skia,Vulkan都是跨平臺的圖形生產者,我們不僅僅可以在Android設備上使用,我們也可以在IOS設備上使用,也可以在Windows設備上使用,使用的流程基本和上面一致,但是需要適配設備的原生視窗和緩沖,所以掌握了Android是如何繪制影像的,我們也具備了掌握其他任何設備上是如何繪制影像的能力,
在下一篇文章中,我會介紹Android影像渲染原理的最后一部分:影像緩沖區,這三部分如果都能掌握,我們基本就能掌握Android中影像繪制的原理了,
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