愛在花開的季節 发表于 2024-9-3 01:08:42

Android下SF合成流程重学习之GPU合成

    Android下SF合成流程重学习之GPU合成



弁言

SurfaceFlinger中的图层选择GPU合成(CLIENT合成方式)时,会把待合成的图层Layers通过renderengine(SkiaGLRenderEngine)绘制到一块GraphicBuffer中,然后把这块GraphicBuffer图形缓存通过调用setClientTarget传递给HWC模块,HWC进一步处置惩罚后把这个GraphicBuffer中的图像呈现到屏幕上。
本篇文章,我们先聚焦如下量点做介绍:


[*]用于存储GPU合成后的图形数据的GraphicBuffer是从那里来的?
[*]GPU合成中,SF实行的主要逻辑是什么?
https://i-blog.csdnimg.cn/blog_migrate/9e792cd40ed93c9d4d8f28916c18c5e8.png
https://i-blog.csdnimg.cn/blog_migrate/e1c5cfc7c8b007a1b6f3219cce518fd3.png


一.从dumpsys SurfaceFlinger中的信息谈起

如果你检察过dumpsys SurfaceFlinger的信息,也许你注意过一些GraphicBufferAllocator/GraphicBufferMapper打印出的一些信息,这些信息记载了所有通过Gralloc模块allocate和import的图形缓存的信息。
如下是在我的平台下截取的dumpsys SurfaceFlinger部门信息:
GraphicBufferAllocator buffers:
    Handle |      Size |   W (Stride) x H | Layers |   Format |      Usage | Requestor
0xf3042b90 | 8100.00 KiB | 1920 (1920) x 1080 |      1 |      1 | 0x    1b00 | FramebufferSurface
0xf3042f30 | 8100.00 KiB | 1920 (1920) x 1080 |      1 |      1 | 0x    1b00 | FramebufferSurface
0xf3046020 | 8100.00 KiB | 1920 (1920) x 1080 |      1 |      1 | 0x    1b00 | FramebufferSurface
Total allocated by GraphicBufferAllocator (estimate): 24300.00 KB
Imported gralloc buffers:
+ name:FramebufferSurface, id:e100000000, size:8.3e+03KiB, w/h:780x438, usage: 0x40001b00, req fmt:5, fourcc/mod:875713089/576460752303423505, dataspace: 0x0, compressed: true
        planes: B/G/R/A:       w/h:780x440, stride:1e00 bytes, size:818000
+ name:FramebufferSurface, id:e100000001, size:8.3e+03KiB, w/h:780x438, usage: 0x40001b00, req fmt:5, fourcc/mod:875713089/576460752303423505, dataspace: 0x0, compressed: true
        planes: B/G/R/A:       w/h:780x440, stride:1e00 bytes, size:818000
+ name:FramebufferSurface, id:e100000002, size:8.3e+03KiB, w/h:780x438, usage: 0x40001b00, req fmt:5, fourcc/mod:875713089/576460752303423505, dataspace: 0x0, compressed: true
        planes: B/G/R/A:       w/h:780x440, stride:1e00 bytes, size:818000
Total imported by gralloc: 5e+04KiB
上面的信息中可以看到一些儿冥冥之中貌似、好像、好像很有意思的字眼:FramebufferSurface。
作为Requestor的FramebufferSurface去请求分配了三块图形缓存,还规定了width、height、format、usage等信息。
如上你看到的这3块GraphicBuffer,就是用来存储CPU合成后的图形数据的。


二.SF为GPU合成做的准备

俗话说的好,不打没有准备的仗。SF也是云云,为了做好GPU的合成,SF会在启动的时候就搭建好EGL环境,为后续GPU合成做好准备。详细逻辑如下:
文件:frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp

void SurfaceFlinger::init() {
    ALOGI("SurfaceFlinger's main thread ready to run. "
            "Initializing graphics H/W...");
    Mutex::Autolock _l(mStateLock);

    // Get a RenderEngine for the given display / config (can't fail)
    // TODO(b/77156734): We need to stop casting and use HAL types when possible.
    // Sending maxFrameBufferAcquiredBuffers as the cache size is tightly tuned to single-display.
    // 创建RenderEngine对象
    mCompositionEngine->setRenderEngine(renderengine::RenderEngine::create(
            renderengine::RenderEngineCreationArgs::Builder()
                .setPixelFormat(static_cast<int32_t>(defaultCompositionPixelFormat))
                .setImageCacheSize(maxFrameBufferAcquiredBuffers)
                .setUseColorManagerment(useColorManagement)
                .setEnableProtectedContext(enable_protected_contents(false))
                .setPrecacheToneMapperShaderOnly(false)
                .setSupportsBackgroundBlur(mSupportsBlur)
                .setContextPriority(useContextPriority
                        ? renderengine::RenderEngine::ContextPriority::HIGH
                        : renderengine::RenderEngine::ContextPriority::MEDIUM)
                .build()));

文件:frameworks/native/libs/renderengine/RenderEngine.cpp

std::unique_ptr<impl::RenderEngine> RenderEngine::create(const RenderEngineCreationArgs& args) {
    char prop;
   // 如果PROPERTY_DEBUG_RENDERENGINE_BACKEND 属性不设,则默认是gles类型
    property_get(PROPERTY_DEBUG_RENDERENGINE_BACKEND, prop, "gles");
    if (strcmp(prop, "gles") == 0) {
      ALOGD("RenderEngine GLES Backend");
      // 创建GLESRenderEngine对象
      return renderengine::gl::GLESRenderEngine::create(args);
    }
    ALOGE("UNKNOWN BackendType: %s, create GLES RenderEngine.", prop);
    return renderengine::gl::GLESRenderEngine::create(args);
}

文件:frameworks/native/libs/renderengine/gl/GLESRenderEngine.cpp

std::unique_ptr<GLESRenderEngine> GLESRenderEngine::create(const RenderEngineCreationArgs& args) {
    // initialize EGL for the default display
    // 获得EGLDisplay
    EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
    if (!eglInitialize(display, nullptr, nullptr)) {
      LOG_ALWAYS_FATAL("failed to initialize EGL");
    }
   // 查询EGL版本信息
    const auto eglVersion = eglQueryStringImplementationANDROID(display, EGL_VERSION);
    if (!eglVersion) {
      checkGlError(__FUNCTION__, __LINE__);
      LOG_ALWAYS_FATAL("eglQueryStringImplementationANDROID(EGL_VERSION) failed");
    }
    //查询EGL支持哪些拓展
    const auto eglExtensions = eglQueryStringImplementationANDROID(display, EGL_EXTENSIONS);
    if (!eglExtensions) {
      checkGlError(__FUNCTION__, __LINE__);
      LOG_ALWAYS_FATAL("eglQueryStringImplementationANDROID(EGL_EXTENSIONS) failed");
    }

    //根据支持的拓展设置属性,目前来看所有的属性都为true
    GLExtensions& extensions = GLExtensions::getInstance();
    extensions.initWithEGLStrings(eglVersion, eglExtensions);

    // The code assumes that ES2 or later is available if this extension is
    // supported.
    EGLConfig config = EGL_NO_CONFIG;
    if (!extensions.hasNoConfigContext()) {
      config = chooseEglConfig(display, args.pixelFormat, /*logConfig*/ true);
    }

    bool useContextPriority =
            extensions.hasContextPriority() && args.contextPriority == ContextPriority::HIGH;
    EGLContext protectedContext = EGL_NO_CONTEXT;
    if (args.enableProtectedContext && extensions.hasProtectedContent()) {
      protectedContext = createEglContext(display, config, nullptr, useContextPriority,
                                          Protection::PROTECTED);
      ALOGE_IF(protectedContext == EGL_NO_CONTEXT, "Can't create protected context");
    }
    // 创建非protect的EglContext
    EGLContext ctxt = createEglContext(display, config, protectedContext, useContextPriority,
                                       Protection::UNPROTECTED);
    LOG_ALWAYS_FATAL_IF(ctxt == EGL_NO_CONTEXT, "EGLContext creation failed");

    EGLSurface dummy = EGL_NO_SURFACE;
   // 支持该属性,不走if逻辑
    if (!extensions.hasSurfacelessContext()) {
      dummy = createDummyEglPbufferSurface(display, config, args.pixelFormat,
                                             Protection::UNPROTECTED);
      LOG_ALWAYS_FATAL_IF(dummy == EGL_NO_SURFACE, "can't create dummy pbuffer");
    }
    // eglMakeCurrent 将 EGLDisplay和EglContext 绑定
    EGLBoolean success = eglMakeCurrent(display, dummy, dummy, ctxt);
    LOG_ALWAYS_FATAL_IF(!success, "can't make dummy pbuffer current");
    ...
    std::unique_ptr<GLESRenderEngine> engine;
    switch (version) {
      case GLES_VERSION_1_0:
      case GLES_VERSION_1_1:
            LOG_ALWAYS_FATAL("SurfaceFlinger requires OpenGL ES 2.0 minimum to run.");
            break;
      case GLES_VERSION_2_0:
      case GLES_VERSION_3_0:
            // GLESRenderEngine 初始化
            engine = std::make_unique<GLESRenderEngine>(args, display, config, ctxt, dummy,
                                                      protectedContext, protectedDummy);
            break;
    }
...
}

GLESRenderEngine::GLESRenderEngine(const RenderEngineCreationArgs& args, EGLDisplay display,
                                 EGLConfig config, EGLContext ctxt, EGLSurface dummy,
                                 EGLContext protectedContext, EGLSurface protectedDummy)
      : renderengine::impl::RenderEngine(args),
      mEGLDisplay(display),
      mEGLConfig(config),
      mEGLContext(ctxt),
      mDummySurface(dummy),
      mProtectedEGLContext(protectedContext),
      mProtectedDummySurface(protectedDummy),
      mVpWidth(0),
      mVpHeight(0),
      mFramebufferImageCacheSize(args.imageCacheSize),
      mUseColorManagement(args.useColorManagement) {
    // 查询可支持最大的纹理尺寸和视图大小
    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
    glGetIntegerv(GL_MAX_VIEWPORT_DIMS, mMaxViewportDims);
    //像素数据按4字节对齐
    glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
    glPixelStorei(GL_PACK_ALIGNMENT, 4);
    ...
      // 色彩空间相关设置,遇到具体场景再分析
   if (mUseColorManagement) {
      const ColorSpace srgb(ColorSpace::sRGB());
      const ColorSpace displayP3(ColorSpace::DisplayP3());
      const ColorSpace bt2020(ColorSpace::BT2020());

      // no chromatic adaptation needed since all color spaces use D65 for their white points.
      mSrgbToXyz = mat4(srgb.getRGBtoXYZ());
      mDisplayP3ToXyz = mat4(displayP3.getRGBtoXYZ());
      mBt2020ToXyz = mat4(bt2020.getRGBtoXYZ());
      mXyzToSrgb = mat4(srgb.getXYZtoRGB());
      mXyzToDisplayP3 = mat4(displayP3.getXYZtoRGB());
      mXyzToBt2020 = mat4(bt2020.getXYZtoRGB());

      // Compute sRGB to Display P3 and BT2020 transform matrix.
      // NOTE: For now, we are limiting output wide color space support to
      // Display-P3 and BT2020 only.
      mSrgbToDisplayP3 = mXyzToDisplayP3 * mSrgbToXyz;
      mSrgbToBt2020 = mXyzToBt2020 * mSrgbToXyz;

      // Compute Display P3 to sRGB and BT2020 transform matrix.
      mDisplayP3ToSrgb = mXyzToSrgb * mDisplayP3ToXyz;
      mDisplayP3ToBt2020 = mXyzToBt2020 * mDisplayP3ToXyz;

      // Compute BT2020 to sRGB and Display P3 transform matrix
      mBt2020ToSrgb = mXyzToSrgb * mBt2020ToXyz;
      mBt2020ToDisplayP3 = mXyzToDisplayP3 * mBt2020ToXyz;
    }
    ...
   // 涉及到有模糊的layer,具体场景再分析
    if (args.supportsBackgroundBlur) {
      mBlurFilter = new BlurFilter(*this);
      checkErrors("BlurFilter creation");
    }
    // 创建ImageManager 线程,这个线程是管理输入的mEGLImage
    mImageManager = std::make_unique<ImageManager>(this);
    mImageManager->initThread();
    //创建GLFramebuffer
    mDrawingBuffer = createFramebuffer();
    ...
}
   
文件:frameworks/native/libs/renderengine/gl/GLFramebuffer.cpp

// 创建了一个纹理ID mTextureName,和 fb ID mFramebufferName
GLFramebuffer::GLFramebuffer(GLESRenderEngine& engine)
      : mEngine(engine), mEGLDisplay(engine.getEGLDisplay()), mEGLImage(EGL_NO_IMAGE_KHR) {
    glGenTextures(1, &mTextureName);
    glGenFramebuffers(1, &mFramebufferName);
}
通过上述的代码我们可以看到在启动之初就搭建好了EGL环境,并将当火线程与context绑定,为背面利用gl下令做好准备,然后创建了ImageManager 线程,这个线程是管理输入Buffer的EGLImage,然后创建了GLFrameBuffer,用来操作输出的buffer。
并且有一点我们必要特别注意,在在创建BufferQueueLayer时就已经对各个layer创建了纹理ID,为背面走GPU合成做准备。如下:
文件:frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp

status_t SurfaceFlinger::createBufferQueueLayer(const sp<Client>& client, std::string name,
                                                uint32_t w, uint32_t h, uint32_t flags,
                                                LayerMetadata metadata, PixelFormat& format,
                                                sp<IBinder>* handle,
                                                sp<IGraphicBufferProducer>* gbp,
                                                sp<Layer>* outLayer) {
    ...
   
    args.textureName = getNewTexture();
    ...
}

uint32_t SurfaceFlinger::getNewTexture() {
    {
      std::lock_guard lock(mTexturePoolMutex);
      if (!mTexturePool.empty()) {
            uint32_t name = mTexturePool.back();
            mTexturePool.pop_back();
            ATRACE_INT("TexturePoolSize", mTexturePool.size());
            return name;
      }

      // The pool was too small, so increase it for the future
      ++mTexturePoolSize;
    }

    // The pool was empty, so we need to get a new texture name directly using a
    // blocking call to the main thread
    // 每个layer,调用glGenTextures 生成纹理ID,schedule运行在sf主线程
    return schedule( {
               uint32_t name = 0;
               getRenderEngine().genTextures(1, &name);
               return name;
         })
            .get();
}


三.创建与初始化FramebufferSurface的流程

FramebufferSurface的初始化逻辑必要从SurfaceFlinger的初始化谈起,我们知道在SurfaceFlinger::init()中会去注册HWC的回调函数mCompositionEngine->getHwComposer().setCallback(this),当第一次注册callback时,onComposerHalHotplug()会立即在调用registerCallback()的线程中被调用,并跨进程回调到SurfaceFlinger::onComposerHalHotplug。然后一腾飞奔:
https://i-blog.csdnimg.cn/blog_migrate/f43cce277355f0fc321dc2c56c036807.png
在SurfaceFlinger::processDisplayAdded这个方法中去创建了BufferQueue和FramebufferSurface,简单理解为连接上了表现屏幕(Display),那就要给准备一个BufferQueue,以便GPU合成UI等图层时,可以向这个BufferQueue索要GraphicBuffer来存储合成后的图形数据,再呈现到屏幕上去(我的傻瓜式理解)
摘取关键代码如下:

void SurfaceFlinger::processDisplayAdded(const wp<IBinder>& displayToken,
                                       const DisplayDeviceState& state) {
    ......
    sp<compositionengine::DisplaySurface> displaySurface;
    sp<IGraphicBufferProducer> producer;
    // 创建BufferQueue,获取到生产者和消费者,而且消费者不是SurfaceFlinger哦
    sp<IGraphicBufferProducer> bqProducer;
    sp<IGraphicBufferConsumer> bqConsumer;
    getFactory().createBufferQueue(&bqProducer, &bqConsumer, /*consumerIsSurfaceFlinger =*/false);
    if (state.isVirtual()) { // 虚拟屏幕,不管它
      const auto displayId = VirtualDisplayId::tryCast(compositionDisplay->getId());
      LOG_FATAL_IF(!displayId);
      auto surface = sp<VirtualDisplaySurface>::make(getHwComposer(), *displayId, state.surface,
                                                       bqProducer, bqConsumer, state.displayName);
      displaySurface = surface;
      producer = std::move(surface);
    } else { // 看这个case
      ALOGE_IF(state.surface != nullptr,
               "adding a supported display, but rendering "
               "surface is provided (%p), ignoring it",
               state.surface.get());
      const auto displayId = PhysicalDisplayId::tryCast(compositionDisplay->getId());
      LOG_FATAL_IF(!displayId);
      // 创建了FramebufferSurface对象,FramebufferSurface继承自compositionengine::DisplaySurface
      // FramebufferSurface是作为消费者的角色工作的,消费SF GPU合成后的图形数据
      displaySurface =
                sp<FramebufferSurface>::make(getHwComposer(), *displayId, bqConsumer,
                                             state.physical->activeMode->getSize(),
                                             ui::Size(maxGraphicsWidth, maxGraphicsHeight));
      producer = bqProducer;
    }
    LOG_FATAL_IF(!displaySurface);
    // 创建DisplayDevice,其又去创建RenderSurface,作为生产者角色工作,displaySurface就是FramebufferSurface对象
    const auto display = setupNewDisplayDeviceInternal(displayToken, std::move(compositionDisplay),
                                                       state, displaySurface, producer);
    mDisplays.emplace(displayToken, display);
    ......
}
瞅一瞅 FramebufferSuraface的构造函数,没啥复杂的,就是一些设置,初始化一些成员。
FramebufferSurface::FramebufferSurface(HWComposer& hwc, PhysicalDisplayId displayId,
                                       const sp<IGraphicBufferConsumer>& consumer,
                                       const ui::Size& size, const ui::Size& maxSize)
      : ConsumerBase(consumer),
      mDisplayId(displayId),
      mMaxSize(maxSize),
      mCurrentBufferSlot(-1),
      mCurrentBuffer(),
      mCurrentFence(Fence::NO_FENCE),
      mHwc(hwc),
      mHasPendingRelease(false),
      mPreviousBufferSlot(BufferQueue::INVALID_BUFFER_SLOT),
      mPreviousBuffer() {
    ALOGV("Creating for display %s", to_string(displayId).c_str());
    mName = "FramebufferSurface";
    mConsumer->setConsumerName(mName); // 设置消费者的名字是 "FramebufferSurface"
    mConsumer->setConsumerUsageBits(GRALLOC_USAGE_HW_FB |// 设置usage
                                       GRALLOC_USAGE_HW_RENDER |
                                       GRALLOC_USAGE_HW_COMPOSER);
    const auto limitedSize = limitSize(size);
    mConsumer->setDefaultBufferSize(limitedSize.width, limitedSize.height); // 设置buffer 大小
    mConsumer->setMaxAcquiredBufferCount(
            SurfaceFlinger::maxFrameBufferAcquiredBuffers - 1);
}
再进到SurfaceFlinger::setupNewDisplayDeviceInternal中看看相关的逻辑:

sp<DisplayDevice> SurfaceFlinger::setupNewDisplayDeviceInternal(
      const wp<IBinder>& displayToken,
      std::shared_ptr<compositionengine::Display> compositionDisplay,
      const DisplayDeviceState& state,
      const sp<compositionengine::DisplaySurface>& displaySurface,
      const sp<IGraphicBufferProducer>& producer) {
    ......
    creationArgs.displaySurface = displaySurface;// displaySurface就是FramebufferSurface对象   
    // producer是前面processDisplayAdded中创建的
    auto nativeWindowSurface = getFactory().createNativeWindowSurface(producer);
    auto nativeWindow = nativeWindowSurface->getNativeWindow();
    creationArgs.nativeWindow = nativeWindow;
    ....
    // 前面一大坨代码是在初始话creationArgs,这些参数用来创建DisplayDevice
    // creationArgs.nativeWindow会把前面创建的producer关联到了DisplayDevice
    sp<DisplayDevice> display = getFactory().createDisplayDevice(creationArgs);
    // 后面一大坨,对display进行了些设置
    if (!state.isVirtual()) {
      display->setActiveMode(state.physical->activeMode->getId());
      display->setDeviceProductInfo(state.physical->deviceProductInfo);
    }
    ....
}
接下来就是 DisplayDevice 的构造函数了,里面主要是创建了RenderSurface对象,然后对其举行初始化

DisplayDevice::DisplayDevice(DisplayDeviceCreationArgs& args)
      : mFlinger(args.flinger),
      mHwComposer(args.hwComposer),
      mDisplayToken(args.displayToken),
      mSequenceId(args.sequenceId),
      mConnectionType(args.connectionType),
      mCompositionDisplay{args.compositionDisplay},
      mPhysicalOrientation(args.physicalOrientation),
      mSupportedModes(std::move(args.supportedModes)),
      mIsPrimary(args.isPrimary) {
    mCompositionDisplay->editState().isSecure = args.isSecure;
    // 创建RenderSurface,args.nativeWindow 即为producer,指向生产者
    mCompositionDisplay->createRenderSurface(
            compositionengine::RenderSurfaceCreationArgsBuilder()
                  .setDisplayWidth(ANativeWindow_getWidth(args.nativeWindow.get()))
                  .setDisplayHeight(ANativeWindow_getHeight(args.nativeWindow.get()))
                  .setNativeWindow(std::move(args.nativeWindow))
                  .setDisplaySurface(std::move(args.displaySurface)) // displaySurface就是FramebufferSurface对象
                  .setMaxTextureCacheSize(
                            static_cast<size_t>(SurfaceFlinger::maxFrameBufferAcquiredBuffers))
                  .build());
    if (!mFlinger->mDisableClientCompositionCache &&
      SurfaceFlinger::maxFrameBufferAcquiredBuffers > 0) {
      mCompositionDisplay->createClientCompositionCache(
                static_cast<uint32_t>(SurfaceFlinger::maxFrameBufferAcquiredBuffers));
    }
    mCompositionDisplay->createDisplayColorProfile(
            compositionengine::DisplayColorProfileCreationArgs{args.hasWideColorGamut,
                                                               std::move(args.hdrCapabilities),
                                                               args.supportedPerFrameMetadata,
                                                               args.hwcColorModes});
    if (!mCompositionDisplay->isValid()) {
      ALOGE("Composition Display did not validate!");
    }
    // 初始化RenderSurface
    mCompositionDisplay->getRenderSurface()->initialize();
    setPowerMode(args.initialPowerMode);
    // initialize the display orientation transform.
    setProjection(ui::ROTATION_0, Rect::INVALID_RECT, Rect::INVALID_RECT);
}
RenderSurface作为生产者的角色工作,构造函数如下,留意启成员displaySurface就是SurfaceFlinger中创建的FramebufferSurface对象
也就是 作为生产者的RenderSurface中持有 消耗者的引用 displaySurface,可以呼叫FramebufferSurface的方法。
[ /frameworks/native/services/surfaceflinger/CompositionEngine/src/RenderSurface.cpp]
RenderSurface::RenderSurface(const CompositionEngine& compositionEngine, Display& display,
                           const RenderSurfaceCreationArgs& args)
      : mCompositionEngine(compositionEngine),
      mDisplay(display),
      mNativeWindow(args.nativeWindow),
      mDisplaySurface(args.displaySurface),// displaySurface就是FramebufferSurface对象
      mSize(args.displayWidth, args.displayHeight),
      mMaxTextureCacheSize(args.maxTextureCacheSize) {
    LOG_ALWAYS_FATAL_IF(!mNativeWindow);
}
我们看看他的RenderSurface::initialize()方法

void RenderSurface::initialize() {
    ANativeWindow* const window = mNativeWindow.get();
    int status = native_window_api_connect(window, NATIVE_WINDOW_API_EGL);
    ALOGE_IF(status != NO_ERROR, "Unable to connect BQ producer: %d", status);
    status = native_window_set_buffers_format(window, HAL_PIXEL_FORMAT_RGBA_8888);
    ALOGE_IF(status != NO_ERROR, "Unable to set BQ format to RGBA888: %d", status);
    status = native_window_set_usage(window, DEFAULT_USAGE);
    ALOGE_IF(status != NO_ERROR, "Unable to set BQ usage bits for GPU rendering: %d", status);
}
上述方法也很简单,就是作为producer去和BufferQueue创建connect,并设置format为RGBA_8888,设置usage为GRALLOC_USAGE_HW_RENDER | GRALLOC_USAGE_HW_TEXTURE
为了验证上述分析的流程是精确的,我在BufferQueueProducer::connect中加log来打印调用栈的信息,如下,是不是和分析的一样啊
11-13 00:52:58.497   227   227 D BufferQueueProducer: connect /vendor/bin/hw/android.hardware.graphics.composer@2.4-service start
11-13 00:52:58.581   227   227 E BufferQueueProducer: stackdump:#00 pc 0005e77f/system/lib/libgui.so (android::BufferQueueProducer::connect(android::sp<android::IProducerListener> const&, int, bool, android::IGraphicBufferProducer::QueueBufferOutput*)+1282)
11-13 00:52:58.581   227   227 E BufferQueueProducer: stackdump:#01 pc 000a276b/system/lib/libgui.so (android::Surface::connect(int, android::sp<android::IProducerListener> const&, bool)+138)
11-13 00:52:58.581   227   227 E BufferQueueProducer: stackdump:#02 pc 0009de41/system/lib/libgui.so (android::Surface::hook_perform(ANativeWindow*, int, ...)+128)
11-13 00:52:58.581   227   227 E BufferQueueProducer: stackdump:#03 pc 00121b1d/system/bin/surfaceflinger (android::compositionengine::impl::RenderSurface::initialize()+12)
11-13 00:52:58.581   227   227 E BufferQueueProducer: stackdump:#04 pc 00083cc5/system/bin/surfaceflinger (android::DisplayDevice::DisplayDevice(android::DisplayDeviceCreationArgs&)+1168)
11-13 00:52:58.581   227   227 E BufferQueueProducer: stackdump:#05 pc 000d8bed/system/bin/surfaceflinger (android::SurfaceFlinger::processDisplayAdded(android::wp<android::IBinder> const&, android::DisplayDeviceState const&)+4440)
11-13 00:52:58.581   227   227 E BufferQueueProducer: stackdump:#06 pc 000d0db5/system/bin/surfaceflinger (android::SurfaceFlinger::processDisplayChangesLocked()+2436)
11-13 00:52:58.581   227   227 E BufferQueueProducer: stackdump:#07 pc 000cef6b/system/bin/surfaceflinger (android::SurfaceFlinger::processDisplayHotplugEventsLocked()+6422)
11-13 00:52:58.581   227   227 E BufferQueueProducer: stackdump:#08 pc 000d2c7f/system/bin/surfaceflinger (android::SurfaceFlinger::onComposerHalHotplug(unsigned long long, android::hardware::graphics::composer::V2_1::IComposerCallback::Connection)+334)
11-13 00:52:58.581   227   227 E BufferQueueProducer: stackdump:#09 pc 0009afab/system/bin/surfaceflinger (_ZN7android12_GLOBAL__N_122ComposerCallbackBridge9onHotplugEyNS_8hardware8graphics8composer4V2_117IComposerCallback10ConnectionE$d689f7ac1c60e4abeed02ca92a51bdcd+20)
11-13 00:52:58.581   227   227 E BufferQueueProducer: stackdump:#10 pc 0001bb97/system/lib/android.hardware.graphics.composer@2.1.so (android::hardware::graphics::composer::V2_1::BnHwComposerCallback::_hidl_onHotplug(android::hidl::base::V1_0::BnHwBase*, android::hardware::Parcel const&, android::hardware::Parcel*, std::__1::function<void (android::hardware::Parcel&)>)+166)
11-13 00:52:58.581   227   227 E BufferQueueProducer: stackdump:#11 pc 000275e9/system/lib/android.hardware.graphics.composer@2.4.so (android::hardware::graphics::composer::V2_4::BnHwComposerCallback::onTransact(unsigned int, android::hardware::Parcel const&, android::hardware::Parcel*, unsigned int, std::__1::function<void (android::hardware::Parcel&)>)+228)
11-13 00:52:58.581   227   227 E BufferQueueProducer: stackdump:#12 pc 00054779/system/lib/libhidlbase.so (android::hardware::BHwBinder::transact(unsigned int, android::hardware::Parcel const&, android::hardware::Parcel*, unsigned int, std::__1::function<void (android::hardware::Parcel&)>)+96)
11-13 00:52:58.581   227   227 E BufferQueueProducer: stackdump:#13 pc 0004fc67/system/lib/libhidlbase.so (android::hardware::IPCThreadState::transact(int, unsigned int, android::hardware::Parcel const&, android::hardware::Parcel*, unsigned int)+2174)
11-13 00:52:58.581   227   227 E BufferQueueProducer: stackdump:#14 pc 0004f2e5/system/lib/libhidlbase.so (android::hardware::BpHwBinder::transact(unsigned int, android::hardware::Parcel const&, android::hardware::Parcel*, unsigned int, std::__1::function<void (android::hardware::Parcel&)>)+36)
11-13 00:52:58.581   227   227 E BufferQueueProducer: stackdump:#15 pc 0002bdf1/system/lib/android.hardware.graphics.composer@2.4.so (android::hardware::graphics::composer::V2_4::BpHwComposerClient::_hidl_registerCallback_2_4(android::hardware::IInterface*, android::hardware::details::HidlInstrumentor*, android::sp<android::hardware::graphics::composer::V2_4::IComposerCallback> const&)+296)
11-13 00:52:58.581   227   227 E BufferQueueProducer: stackdump:#16 pc 0002ed8d/system/lib/android.hardware.graphics.composer@2.4.so (android::hardware::graphics::composer::V2_4::BpHwComposerClient::registerCallback_2_4(android::sp<android::hardware::graphics::composer::V2_4::IComposerCallback> const&)+34)
11-13 00:52:58.581   227   227 E BufferQueueProducer: stackdump:#17 pc 00085627/system/bin/surfaceflinger (android::Hwc2::impl::Composer::registerCallback(android::sp<android::hardware::graphics::composer::V2_4::IComposerCallback> const&)+98)
11-13 00:52:58.581   227   227 E BufferQueueProducer: stackdump:#18 pc 00092d63/system/bin/surfaceflinger (android::impl::HWComposer::setCallback(android::HWC2::ComposerCallback*)+2206)
11-13 00:52:58.581   227   227 E BufferQueueProducer: stackdump:#19 pc 000cd35b/system/bin/surfaceflinger (android::SurfaceFlinger::init()+438)
11-13 00:52:58.581   227   227 E BufferQueueProducer: stackdump:#20 pc 000feb03/system/bin/surfaceflinger (main+862)
11-13 00:52:58.581   227   227 E BufferQueueProducer: stackdump:#21 pc 0003253b/apex/com.android.runtime/lib/bionic/libc.so (__libc_init+54)
11-13 00:52:58.582   227   227 D BufferQueueProducer: connect /vendor/bin/hw/android.hardware.graphics.composer@2.4-service end
这里有一个小细节要留意下,由于SurfaceFlinger::onComposerHalHotplug是HWC回调过来的,以是代码实行是在android.hardware.graphics.composer@2.4-service这个进程中的。
BufferQueueProducer::connect中记载的mConnectedPid就是composer service的PID
[ /frameworks/native/libs/gui/BufferQueueProducer.cpp]
mCore->mConnectedPid = BufferQueueThreadState::getCallingPid();
在dump BufferQueue的信息时,根据PID获取的 producer name 也就是 android.hardware.graphics.composer@2.4-service

void BufferQueueCore::dumpState(const String8& prefix, String8* outResult) const {
    ...
    getProcessName(mConnectedPid, producerProcName);
    getProcessName(pid, consumerProcName);
    ....
}
如下是我的平台dumpsys SurfaceFlinger的信息打印出来的Composition RenderSurface State的信息,看看是不是和代码的设置都有对应起来:
mConsumerName=FramebufferSurface

producer=

consumer=)
format/size/usage也都可以对应到代码的设置
   Composition RenderSurface State:
   size= ANativeWindow=0xef2c3278 (format 1) flips=605
FramebufferSurface: dataspace: Default(0)
   mAbandoned=0
   - BufferQueue mMaxAcquiredBufferCount=2 mMaxDequeuedBufferCount=1
   mDequeueBufferCannotBlock=0 mAsyncMode=0
   mQueueBufferCanDrop=0 mLegacyBufferDrop=1
   default-size= default-format=1      transform-hint=00 frame-counter=580
   mTransformHintInUse=00 mAutoPrerotation=0
   FIFO(0):
   (mConsumerName=FramebufferSurface, mConnectedApi=1, mConsumerUsageBits=6656, mId=df00000000, producer=, consumer=)
   Slots:
    > state=ACQUIRED 0xef4429c0 frame=2
    > state=ACQUIRED 0xef443100 frame=580
    state=FREE   0xef440580 frame=579


四.关于RenderSurface和FramebufferSurface小结

https://i-blog.csdnimg.cn/blog_migrate/8d4dc0590e2d36d62d77f935b7057e8a.png#pic_center
上述内容中出现的一些字眼,不禁令人”瞎想连篇“
SurfaceFlinger创建了BufferQueue ==> Producer & Consumer
创建了RenderSurface作为生产者,它持有Producer
创建了FramebufferSurface作为消耗者,它持有Consumer
前面分析BufferQueue的工作原理时,有讲过:
生产者不停的dequeueBuffer & queueBuffer ; 而消耗者不停的acquireBuffer & releaseBuffer ,这样图像缓存就在 生产者 – BufferQueue – 消耗者 间流转起来了。
看看作为生产者的RenderSurface中方法:

/**
* Encapsulates everything for composing to a render surface with RenderEngine
*/
class RenderSurface {
    ....
    // Allocates a buffer as scratch space for GPU composition
    virtual std::shared_ptr<renderengine::ExternalTexture> dequeueBuffer(
            base::unique_fd* bufferFence) = 0;
    // Queues the drawn buffer for consumption by HWC. readyFence is the fence
    // which will fire when the buffer is ready for consumption.
    virtual void queueBuffer(base::unique_fd readyFence) = 0;
    ...
};
熟悉的味道:
dequeueBuffer : 分配一个缓冲区作为GPU合成的暂存空间
queueBuffer : 入队列已绘制好的图形缓存供HWC利用
同样如果去检察作为消耗者的FramebufferSurface也会看到acquireBuffer & releaseBuffer的调用,如下:

status_t FramebufferSurface::nextBuffer(uint32_t& outSlot,
      sp<GraphicBuffer>& outBuffer, sp<Fence>& outFence,
      Dataspace& outDataspace) {
    Mutex::Autolock lock(mMutex);
    BufferItem item;
    status_t err = acquireBufferLocked(&item, 0); // 获取待显示的buffer
    ...
    status_t result = mHwc.setClientTarget(mDisplayId, outSlot, outFence, outBuffer, outDataspace); // 传递给HWC进一步处理显示
    return NO_ERROR;
}
以是,末了我们大概会有这样一种逻辑处置惩罚流程:


[*] 当必要GPU合成时,会通过生产者RenderSurface::dequeueBuffer请求一块图形缓存,然后GPU就合成/画图,把数据保存到这块图形缓存中,通过RenderSurface::queueBuffer提交这块缓存
[*] 调用mDisplaySurface->advanceFrame()通知消耗者来消耗:
FramebufferSurface::advanceFrame ==>FramebufferSurface::nextBuffer ==> acquireBufferLocked

[*] 去请求可用的图形缓存,这个buffer中存储有GPU合成的结果,然后通过setClientTarget把这个buffer传递给HWC做处置惩罚表现。


五.SF处置惩罚GPU合成流程分析

还记得我们前面分析到的Output::prepareFrame吗,其如果存在GPU合成,会实行如下的相关逻辑:
Output::prepareFrame()
    Display::chooseCompositionStrategy
      Output::chooseCompositionStrategy()
      hwc.getDeviceCompositionChanges
      
      
status_t HWComposer::getDeviceCompositionChanges(
      DisplayId displayId, bool frameUsesClientComposition,
      std::optional<android::HWComposer::DeviceRequestedChanges>* outChanges) {
   
    ...
    if (!frameUsesClientComposition) {
      sp<Fence> outPresentFence;
      uint32_t state = UINT32_MAX;
      /**
         * @brief
         * 如果所有的layer都能走device合成
         * 则在hwc里面直接present,若有不支持
         * device合成的情况,则走GPU合成,会走validate逻辑
         */
      error = hwcDisplay->presentOrValidate(&numTypes, &numRequests, &outPresentFence , &state);
      if (!hasChangesError(error)) {
            RETURN_IF_HWC_ERROR_FOR("presentOrValidate", error, displayId, UNKNOWN_ERROR);
      }
      if (state == 1) { //Present Succeeded.
            //present成功,数据直接提交给了hwc
            std::unordered_map<HWC2::Layer*, sp<Fence>> releaseFences;
            error = hwcDisplay->getReleaseFences(&releaseFences);
            displayData.releaseFences = std::move(releaseFences);
            displayData.lastPresentFence = outPresentFence;
            displayData.validateWasSkipped = true;
            displayData.presentError = error;
            return NO_ERROR;
      }
      // Present failed but Validate ran.
    } else {
      error = hwcDisplay->validate(&numTypes, &numRequests);
    }
    ALOGV("SkipValidate failed, Falling back to SLOW validate/present");
    if (!hasChangesError(error)) {
      RETURN_IF_HWC_ERROR_FOR("validate", error, displayId, BAD_INDEX);
    }

    android::HWComposer::DeviceRequestedChanges::ChangedTypes changedTypes;
    changedTypes.reserve(numTypes);
    error = hwcDisplay->getChangedCompositionTypes(&changedTypes);
    RETURN_IF_HWC_ERROR_FOR("getChangedCompositionTypes", error, displayId, BAD_INDEX);

    auto displayRequests = static_cast<hal::DisplayRequest>(0);
    android::HWComposer::DeviceRequestedChanges::LayerRequests layerRequests;
    layerRequests.reserve(numRequests);
    error = hwcDisplay->getRequests(&displayRequests, &layerRequests);
    RETURN_IF_HWC_ERROR_FOR("getRequests", error, displayId, BAD_INDEX);

    DeviceRequestedChanges::ClientTargetProperty clientTargetProperty;
    error = hwcDisplay->getClientTargetProperty(&clientTargetProperty);

    outChanges->emplace(DeviceRequestedChanges{std::move(changedTypes), std::move(displayRequests),
                                             std::move(layerRequests),
                                             std::move(clientTargetProperty)});
    //接收hwc反馈回来的,主要是支持device和gpu合成的情况
    error = hwcDisplay->acceptChanges();
    RETURN_IF_HWC_ERROR_FOR("acceptChanges", error, displayId, BAD_INDEX);

    return NO_ERROR;
}
前面我们也分析到了Output::finishFrame,此中的composeSurfaces是GPU合成的核心:
void Output::finishFrame(const compositionengine::CompositionRefreshArgs& refreshArgs) {
    ...
    auto optReadyFence = composeSurfaces(Region::INVALID_REGION, refreshArgs);
    if (!optReadyFence) {
      return;
    }

    // swap buffers (presentation)
    mRenderSurface->queueBuffer(std::move(*optReadyFence));
}
https://i-blog.csdnimg.cn/blog_migrate/e2e271c8e3d2e36865014ba0aee4c4e8.png
https://i-blog.csdnimg.cn/blog_migrate/a5d7c8ed8409ae6a8bd3de34c0f215a2.png

5.1 Output::composeSurfaces

这里我们先重点来看composeSurfaces这个函数,看下走GPU合成的逻辑:
文件:frameworks/native/services/surfaceflinger/CompositionEngine/src/Output.cpp

std::optional<base::unique_fd> Output::composeSurfaces(
      const Region& debugRegion, const compositionengine::CompositionRefreshArgs& refreshArgs) {

...
    base::unique_fd fd;
    sp<GraphicBuffer> buf;

    // If we aren't doing client composition on this output, but do have a
    // flipClientTarget request for this frame on this output, we still need to
    // dequeue a buffer.
    if (hasClientComposition || outputState.flipClientTarget) {
      // dequeueBuffer一块Buffer,这块Buffer作为输出
      buf = mRenderSurface->dequeueBuffer(&fd);
      if (buf == nullptr) {
            ALOGW("Dequeuing buffer for display [%s] failed, bailing out of "
                  "client composition for this frame",
                  mName.c_str());
            return {};
      }
    }

    base::unique_fd readyFence;
    // GPU合成时不返回
    if (!hasClientComposition) {
      setExpensiveRenderingExpected(false);
      return readyFence;
    }

    ALOGV("hasClientComposition");

   // 设置clientCompositionDisplay,这个是display相关参数

    renderengine::DisplaySettings clientCompositionDisplay;
    clientCompositionDisplay.physicalDisplay = outputState.destinationClip;
    clientCompositionDisplay.clip = outputState.sourceClip;
    clientCompositionDisplay.orientation = outputState.orientation;
    clientCompositionDisplay.outputDataspace = mDisplayColorProfile->hasWideColorGamut()
       ? outputState.dataspace
            : ui::Dataspace::UNKNOWN;
    clientCompositionDisplay.maxLuminance =
            mDisplayColorProfile->getHdrCapabilities().getDesiredMaxLuminance();
    // Compute the global color transform matrix.
    if (!outputState.usesDeviceComposition && !getSkipColorTransform()) {
      clientCompositionDisplay.colorTransform = outputState.colorTransformMatrix;
    }

    // Note: Updated by generateClientCompositionRequests
    clientCompositionDisplay.clearRegion = Region::INVALID_REGION;

    // Generate the client composition requests for the layers on this output.
    // 设置clientCompositionLayers , 这个是layer的相关参数
    std::vector<LayerFE::LayerSettings> clientCompositionLayers =
            generateClientCompositionRequests(supportsProtectedContent,
                                              clientCompositionDisplay.clearRegion,
                                              clientCompositionDisplay.outputDataspace);
    appendRegionFlashRequests(debugRegion, clientCompositionLayers);

    // Check if the client composition requests were rendered into the provided graphic buffer. If
    // so, we can reuse the buffer and avoid client composition.

    // 如果cache里有相同的Buffer,则不需要重复draw一次
    if (mClientCompositionRequestCache) {
      if (mClientCompositionRequestCache->exists(buf->getId(), clientCompositionDisplay,
                                                   clientCompositionLayers)) {
            outputCompositionState.reusedClientComposition = true;
            setExpensiveRenderingExpected(false);
            return readyFence;
      }
      mClientCompositionRequestCache->add(buf->getId(), clientCompositionDisplay,
                                          clientCompositionLayers);
    }
    // We boost GPU frequency here because there will be color spaces conversion
    // or complex GPU shaders and it's expensive. We boost the GPU frequency so that
    // GPU composition can finish in time. We must reset GPU frequency afterwards,
    // because high frequency consumes extra battery.

    // 针对有模糊layer和有复杂颜色空间转换的场景,给GPU进行提频
    const bool expensiveBlurs =
            refreshArgs.blursAreExpensive && mLayerRequestingBackgroundBlur != nullptr;
    const bool expensiveRenderingExpected =
            clientCompositionDisplay.outputDataspace == ui::Dataspace::DISPLAY_P3 || expensiveBlurs;
    if (expensiveRenderingExpected) {
      setExpensiveRenderingExpected(true);
    }

    // 将clientCompositionLayers 里面的内容插入到clientCompositionLayerPointers,实质内容相同
    std::vector<const renderengine::LayerSettings*> clientCompositionLayerPointers;
    clientCompositionLayerPointers.reserve(clientCompositionLayers.size());
    std::transform(clientCompositionLayers.begin(), clientCompositionLayers.end(),
                   std::back_inserter(clientCompositionLayerPointers),
                   [](LayerFE::LayerSettings& settings) -> renderengine::LayerSettings* {
                     return &settings;
                   });

    const nsecs_t renderEngineStart = systemTime();
    // GPU合成,主要逻辑在drawLayers里面
    status_t status =
            renderEngine.drawLayers(clientCompositionDisplay, clientCompositionLayerPointers,
                                    buf->getNativeBuffer(), /*useFramebufferCache=*/true,
                                    std::move(fd), &readyFence);
   ...
}

std::vector<LayerFE::LayerSettings> Output::generateClientCompositionRequests(
      bool supportsProtectedContent, Region& clearRegion, ui::Dataspace outputDataspace) {
    std::vector<LayerFE::LayerSettings> clientCompositionLayers;
    ALOGV("Rendering client layers");

    const auto& outputState = getState();
    const Region viewportRegion(outputState.viewport);
    const bool useIdentityTransform = false;
    bool firstLayer = true;
    // Used when a layer clears part of the buffer.
    Region dummyRegion;

    for (auto* layer : getOutputLayersOrderedByZ()) {
      const auto& layerState = layer->getState();
      const auto* layerFEState = layer->getLayerFE().getCompositionState();
      auto& layerFE = layer->getLayerFE();

      const Region clip(viewportRegion.intersect(layerState.visibleRegion));
      ALOGV("Layer: %s", layerFE.getDebugName());
      if (clip.isEmpty()) {
            ALOGV("Skipping for empty clip");
            firstLayer = false;
            continue;
      }

      const bool clientComposition = layer->requiresClientComposition();

      // We clear the client target for non-client composed layers if
      // requested by the HWC. We skip this if the layer is not an opaque
      // rectangle, as by definition the layer must blend with whatever is
      // underneath. We also skip the first layer as the buffer target is
      // guaranteed to start out cleared.
      const bool clearClientComposition =
                layerState.clearClientTarget && layerFEState->isOpaque && !firstLayer;

      ALOGV("Composition type: client %d clear %d", clientComposition, clearClientComposition);

      // If the layer casts a shadow but the content casting the shadow is occluded, skip
      // composing the non-shadow content and only draw the shadows.
      const bool realContentIsVisible = clientComposition &&
                !layerState.visibleRegion.subtract(layerState.shadowRegion).isEmpty();

      if (clientComposition || clearClientComposition) {
            compositionengine::LayerFE::ClientCompositionTargetSettings targetSettings{
                  clip,
                  useIdentityTransform,
                  layer->needsFiltering() || outputState.needsFiltering,
                  outputState.isSecure,
                  supportsProtectedContent,
                  clientComposition ? clearRegion : dummyRegion,
                  outputState.viewport,
                  outputDataspace,
                  realContentIsVisible,
                  !clientComposition, /* clearContent*/
            };
            std::vector<LayerFE::LayerSettings> results =
                  layerFE.prepareClientCompositionList(targetSettings);
            if (realContentIsVisible && !results.empty()) {
                layer->editState().clientCompositionTimestamp = systemTime();
            }

            clientCompositionLayers.insert(clientCompositionLayers.end(),
                                           std::make_move_iterator(results.begin()),
                                           std::make_move_iterator(results.end()));
            results.clear();
      }

      firstLayer = false;
    }

    return clientCompositionLayers;
}
输入的Buffer是通过BufferLayer的prepareClientComposition 函数设到RenderEngine里面的,如下:
文件:frameworks/native/services/surfaceflinger/BufferLayer.cpp

std::optional<compositionengine::LayerFE::LayerSettings> BufferLayer::prepareClientComposition(
      compositionengine::LayerFE::ClientCompositionTargetSettings& targetSettings) {
    ATRACE_CALL();

    std::optional<compositionengine::LayerFE::LayerSettings> result =
            Layer::prepareClientComposition(targetSettings);
   ...
    const State& s(getDrawingState());
    // 应用queue过来的Buffer
    layer.source.buffer.buffer = mBufferInfo.mBuffer;
    layer.source.buffer.isOpaque = isOpaque(s);
   // acquire fence
    layer.source.buffer.fence = mBufferInfo.mFence;
    // 创建BufferQueueLayer时创建的texture ID
    layer.source.buffer.textureName = mTextureName;
    ...
}
至此,SurfaceFlinger调到RenderEngine里面,SurfaceFlinger的display和outputlayer的信息传到了RenderEngine,这些都是GPU合成必要的信息,然后来看下drawLayers的流程。

5.2 GLESRenderEngine::drawLayers

https://i-blog.csdnimg.cn/blog_migrate/fd24e17dd0964adc99983b11df43156b.png
文件:frameworks/native/libs/renderengine/gl/GLESRenderEngine.cpp

status_t GLESRenderEngine::drawLayers(const DisplaySettings& display,
                                    const std::vector<const LayerSettings*>& layers,
                                    ANativeWindowBuffer* const buffer,
                                    const bool useFramebufferCache, base::unique_fd&& bufferFence,
                                    base::unique_fd* drawFence) {
    ATRACE_CALL();
    if (layers.empty()) {
      ALOGV("Drawing empty layer stack");
      return NO_ERROR;
    }
   // 要等前一帧的release fence
    if (bufferFence.get() >= 0) {
      // Duplicate the fence for passing to waitFence.
      base::unique_fd bufferFenceDup(dup(bufferFence.get()));
      if (bufferFenceDup < 0 || !waitFence(std::move(bufferFenceDup))) {
            ATRACE_NAME("Waiting before draw");
            sync_wait(bufferFence.get(), -1);
      }
    }

    if (buffer == nullptr) {
      ALOGE("No output buffer provided. Aborting GPU composition.");
      return BAD_VALUE;
    }

    std::unique_ptr<BindNativeBufferAsFramebuffer> fbo;
    ...
    if (blurLayersSize == 0) {
         // 将dequeue出来的buffer绑定到FB上面,作为fbo
      fbo = std::make_unique<BindNativeBufferAsFramebuffer>(*this, buffer, useFramebufferCache);

文件:frameworks/native/libs/renderengine/gl/include/renderengine/RenderEngine.h

class BindNativeBufferAsFramebuffer {
public:
    BindNativeBufferAsFramebuffer(RenderEngine& engine, ANativeWindowBuffer* buffer,
                                  const bool useFramebufferCache)
          : mEngine(engine), mFramebuffer(mEngine.getFramebufferForDrawing()), mStatus(NO_ERROR) {
      mStatus = mFramebuffer->setNativeWindowBuffer(buffer, mEngine.isProtected(),
                                                      useFramebufferCache)
                ? mEngine.bindFrameBuffer(mFramebuffer)
                : NO_MEMORY;
    }
    ~BindNativeBufferAsFramebuffer() {
      mFramebuffer->setNativeWindowBuffer(nullptr, false, /*arbitrary*/ true);
      mEngine.unbindFrameBuffer(mFramebuffer);
    }
    status_t getStatus() const { return mStatus; }

private:
    RenderEngine& mEngine;
    Framebuffer* mFramebuffer;
    status_t mStatus;
};

文件: frameworks/native/libs/renderengine/gl/GLFramebuffer.cpp
bool GLFramebuffer::setNativeWindowBuffer(ANativeWindowBuffer* nativeBuffer, bool isProtected,
                                          const bool useFramebufferCache) {
    ATRACE_CALL();
    if (mEGLImage != EGL_NO_IMAGE_KHR) {
      if (!usingFramebufferCache) {
            eglDestroyImageKHR(mEGLDisplay, mEGLImage);
            DEBUG_EGL_IMAGE_TRACKER_DESTROY();
      }
      mEGLImage = EGL_NO_IMAGE_KHR;
      mBufferWidth = 0;
      mBufferHeight = 0;
    }

    if (nativeBuffer) {
      mEGLImage = mEngine.createFramebufferImageIfNeeded(nativeBuffer, isProtected,
                                                         useFramebufferCache);
      if (mEGLImage == EGL_NO_IMAGE_KHR) {
            return false;
      }
      usingFramebufferCache = useFramebufferCache;
      mBufferWidth = nativeBuffer->width;
      mBufferHeight = nativeBuffer->height;
    }
    return true;
}

文件:frameworks/native/libs/renderengine/gl/GLESRenderEngine.cpp

GLImageKHR GLESRenderEngine::createFramebufferImageIfNeeded(ANativeWindowBuffer* nativeBuffer,
                                                             bool isProtected,
                                                             bool useFramebufferCache) {
    // buffer类型转换,将ANativeWindowBuffer 转换成 GraphicsBuffer
    sp<GraphicBuffer> graphicBuffer = GraphicBuffer::from(nativeBuffer);
      //使用cache,如果有一样的image,就直接返回
   if (useFramebufferCache) {
      std::lock_guard<std::mutex> lock(mFramebufferImageCacheMutex);
      for (const auto& image : mFramebufferImageCache) {
            if (image.first == graphicBuffer->getId()) {
                return image.second;
            }
      }
    }
    EGLint attributes[] = {
            isProtected ? EGL_PROTECTED_CONTENT_EXT : EGL_NONE,
            isProtected ? EGL_TRUE : EGL_NONE,
            EGL_NONE,
    };
    // 将dequeue出来的buffer作为参数创建 EGLImage
    EGLImageKHR image = eglCreateImageKHR(mEGLDisplay, EGL_NO_CONTEXT, EGL_NATIVE_BUFFER_ANDROID,
                                          nativeBuffer, attributes);
    if (useFramebufferCache) {
      if (image != EGL_NO_IMAGE_KHR) {
            std::lock_guard<std::mutex> lock(mFramebufferImageCacheMutex);
            if (mFramebufferImageCache.size() >= mFramebufferImageCacheSize) {
                EGLImageKHR expired = mFramebufferImageCache.front().second;
                mFramebufferImageCache.pop_front();
                eglDestroyImageKHR(mEGLDisplay, expired);
                DEBUG_EGL_IMAGE_TRACKER_DESTROY();
            }
             // 把image放到mFramebufferImageCache 里面
            mFramebufferImageCache.push_back({graphicBuffer->getId(), image});
      }
    }

    if (image != EGL_NO_IMAGE_KHR) {
      DEBUG_EGL_IMAGE_TRACKER_CREATE();
    }
    return image;
}

status_t GLESRenderEngine::bindFrameBuffer(Framebuffer* framebuffer) {
    ATRACE_CALL();               
    GLFramebuffer* glFramebuffer = static_cast<GLFramebuffer*>(framebuffer);
    // 上一步创建的EGLImage
    EGLImageKHR eglImage = glFramebuffer->getEGLImage();
   // 创建RenderEngine 时就已经创建好的 texture id和 fb id
    uint32_t textureName = glFramebuffer->getTextureName();
    uint32_t framebufferName = glFramebuffer->getFramebufferName();

    // Bind the texture and turn our EGLImage into a texture
    // 绑定texture,后面的操作将作用在这上面
    glBindTexture(GL_TEXTURE_2D, textureName);
   // 根据EGLImage 创建一个 2D texture
    glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)eglImage);

    // Bind the Framebuffer to render into
    glBindFramebuffer(GL_FRAMEBUFFER, framebufferName);
    // 将纹理附着在帧缓存上面,渲染到farmeBuffer
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureName, 0);

    uint32_t glStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
    ALOGE_IF(glStatus != GL_FRAMEBUFFER_COMPLETE_OES, "glCheckFramebufferStatusOES error %d",
             glStatus);

    return glStatus == GL_FRAMEBUFFER_COMPLETE_OES ? NO_ERROR : BAD_VALUE;
}
起首将dequeue出来的buffer通过eglCreateImageKHR做成image,然后通过glEGLImageTargetTexture2DOES根据image创建一个2D的纹理,再通过glFramebufferTexture2D把纹理附着在帧缓存上面。setViewportAndProjection 设置视图和投影矩阵。
文件:frameworks/native/libs/renderengine/gl/GLESRenderEngine.cpp

status_t GLESRenderEngine::drawLayers(const DisplaySettings& display,
                                    const std::vector<const LayerSettings*>& layers,
                                    ANativeWindowBuffer* const buffer,
                                    const bool useFramebufferCache, base::unique_fd&& bufferFence,
                                    base::unique_fd* drawFence) {
         ...
         // 设置顶点和纹理坐标的size
         Mesh mesh = Mesh::Builder()
                        .setPrimitive(Mesh::TRIANGLE_FAN)
                        .setVertices(4 /* count */, 2 /* size */)
                        .setTexCoords(2 /* size */)
                        .setCropCoords(2 /* size */)
                        .build();
         for (auto const layer : layers) {
          //遍历outputlayer
             ...
          //获取layer的大小
      const FloatRect bounds = layer->geometry.boundaries;
      Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>());
      // 设置顶点的坐标,逆时针方向
      position = vec2(bounds.left, bounds.top);
      position = vec2(bounds.left, bounds.bottom);
      position = vec2(bounds.right, bounds.bottom);
      position = vec2(bounds.right, bounds.top);
         //设置crop的坐标
      setupLayerCropping(*layer, mesh);
      // 设置颜色矩阵
      setColorTransform(display.colorTransform * layer->colorTransform);
      ...
      // Buffer相关设置
      if (layer->source.buffer.buffer != nullptr) {
            disableTexture = false;
            isOpaque = layer->source.buffer.isOpaque;
             // layer的buffer,理解为输入的buffer
            sp<GraphicBuffer> gBuf = layer->source.buffer.buffer;
            // textureName是创建BufferQueuelayer时生成的,用来标识这个layer,
            // fence是acquire fence
            bindExternalTextureBuffer(layer->source.buffer.textureName, gBuf,
                                    layer->source.buffer.fence);

            ...
            // 设置纹理坐标,也是逆时针
            renderengine::Mesh::VertexArray<vec2> texCoords(mesh.getTexCoordArray<vec2>());
            texCoords = vec2(0.0, 0.0);
            texCoords = vec2(0.0, 1.0);
            texCoords = vec2(1.0, 1.0);
            texCoords = vec2(1.0, 0.0);
         // 设置纹理的参数,glTexParameteri
            setupLayerTexturing(texture);
      }


status_t GLESRenderEngine::bindExternalTextureBuffer(uint32_t texName,
                                                   const sp<GraphicBuffer>& buffer,
                                                   const sp<Fence>& bufferFence) {
    if (buffer == nullptr) {
      return BAD_VALUE;
    }

    ATRACE_CALL();

    bool found = false;
    {
      // 在ImageCache里面找有没有相同的buffer
      std::lock_guard<std::mutex> lock(mRenderingMutex);
      auto cachedImage = mImageCache.find(buffer->getId());
      found = (cachedImage != mImageCache.end());
    }

    // If we couldn't find the image in the cache at this time, then either
    // SurfaceFlinger messed up registering the buffer ahead of time or we got
    // backed up creating other EGLImages.
    if (!found) {
      //如果ImageCache里面没有则需要重新创建一个EGLImage,创建输入的EGLImage是在ImageManager线程里面,利用notify唤醒机制
      status_t cacheResult = mImageManager->cache(buffer);
      if (cacheResult != NO_ERROR) {
            return cacheResult;
      }
    }

    ...
      // 把EGLImage转换成纹理,类型为GL_TEXTURE_EXTERNAL_OES
      bindExternalTextureImage(texName, *cachedImage->second);
      mTextureView.insert_or_assign(texName, buffer->getId());
    }
}

void GLESRenderEngine::bindExternalTextureImage(uint32_t texName, const Image& image) {
    ATRACE_CALL();
    const GLImage& glImage = static_cast<const GLImage&>(image);
    const GLenum target = GL_TEXTURE_EXTERNAL_OES;
   //绑定纹理,纹理ID为texName
    glBindTexture(target, texName);
    if (glImage.getEGLImage() != EGL_NO_IMAGE_KHR) {
      // 把EGLImage转换成纹理,纹理ID为texName
      glEGLImageTargetTexture2DOES(target, static_cast<GLeglImageOES>(glImage.getEGLImage()));
    }
}
https://i-blog.csdnimg.cn/blog_migrate/b04be4fbc45541bcb3a64ffb7b0519bf.png
https://i-blog.csdnimg.cn/blog_migrate/5a4b9efc043326ccfea5b921864a4831.png
至此,将输入和输出的Buffer都生成了纹理对应,以及设置了纹理的坐标和顶点的坐标,接下来就要利用shader举行绘制了。
文件:frameworks/native/libs/renderengine/gl/GLESRenderEngine.cpp

void GLESRenderEngine::drawMesh(const Mesh& mesh) {
    ATRACE_CALL();
    if (mesh.getTexCoordsSize()) {
      //开启顶点着色器属性,,目的是能在顶点着色器中访问顶点的属性数据
      glEnableVertexAttribArray(Program::texCoords);
       // 给顶点着色器传纹理的坐标
      glVertexAttribPointer(Program::texCoords, mesh.getTexCoordsSize(), GL_FLOAT, GL_FALSE,
                              mesh.getByteStride(), mesh.getTexCoords());
    }
    //给顶点着色器传顶点的坐标
    glVertexAttribPointer(Program::position, mesh.getVertexSize(), GL_FLOAT, GL_FALSE,
                        mesh.getByteStride(), mesh.getPositions());
    ...
    // 创建顶点和片段着色器,将顶点属性设和一些常量参数设到shader里面
    ProgramCache::getInstance().useProgram(mInProtectedContext ? mProtectedEGLContext : mEGLContext,
                                           managedState);
    ...
    // 调GPU去draw
    glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
    ...
}

文件:frameworks/native/libs/renderengine/gl/ProgramCache.cpp

void ProgramCache::useProgram(EGLContext context, const Description& description) {
    //设置key值,根据不同的key值创建不同的shader
    Key needs(computeKey(description));   

    // look-up the program in the cache
    auto& cache = mCaches;
    auto it = cache.find(needs);
    if (it == cache.end()) {
      // we didn't find our program, so generate one...
      nsecs_t time = systemTime();
      // 如果cache里面没有相同的program则重新创建一个
      it = cache.emplace(needs, generateProgram(needs)).first;
      time = systemTime() - time;

      ALOGV(">>> generated new program for context %p: needs=%08X, time=%u ms (%zu programs)",
            context, needs.mKey, uint32_t(ns2ms(time)), cache.size());
    }   
   
    // here we have a suitable program for this description
    std::unique_ptr<Program>& program = it->second;
    if (program->isValid()) {
      program->use();
      program->setUniforms(description);
    }
}

std::unique_ptr<Program> ProgramCache::generateProgram(const Key& needs) {
    ATRACE_CALL();

    // 创建顶点着色器
    String8 vs = generateVertexShader(needs);

    // 创建片段着色器
    String8 fs = generateFragmentShader(needs);

   // 链接和编译着色器
    return std::make_unique<Program>(needs, vs.string(), fs.string());
}

String8 ProgramCache::generateVertexShader(const Key& needs) {
    Formatter vs;
    if (needs.hasTextureCoords()) {
         // attribute属性通过glVertexAttribPointer设置,varying 表示输出给片段着色器的数据
      vs << "attribute vec4 texCoords;"
         << "varying vec2 outTexCoords;";
    }
    ...
    vs << "attribute vec4 position;"
       << "uniform mat4 projection;"
       << "uniform mat4 texture;"
       << "void main(void) {" << indent << "gl_Position = projection * position;";
    if (needs.hasTextureCoords()) {
      vs << "outTexCoords = (texture * texCoords).st;";
    }
    ...
    return vs.getString();
}

String8 ProgramCache::generateFragmentShader(const Key& needs) {
    Formatter fs;
    if (needs.getTextureTarget() == Key::TEXTURE_EXT) {
      fs << "#extension GL_OES_EGL_image_external : require";
    }

    // default precision is required-ish in fragment shaders
    fs << "precision mediump float;";

    if (needs.getTextureTarget() == Key::TEXTURE_EXT) {
      fs << "uniform samplerExternalOES sampler;";
    } else if (needs.getTextureTarget() == Key::TEXTURE_2D) {
      fs << "uniform sampler2D sampler;";
    }

    if (needs.hasTextureCoords()) {
      fs << "varying vec2 outTexCoords;";
    }
    ...
    fs << "void main(void) {" << indent;
    ...
      if (needs.isTexturing()) {
            // 输出像素的颜色值
            fs << "gl_FragColor = texture2D(sampler, outTexCoords);"
    ...
}
文件: frameworks/native/libs/renderengine/gl/Program.cpp

Program::Program(const ProgramCache::Key& /*needs*/, const char* vertex, const char* fragment)
      : mInitialized(false) {
    // 编译顶点和片段着色器
    GLuint vertexId = buildShader(vertex, GL_VERTEX_SHADER);
    GLuint fragmentId = buildShader(fragment, GL_FRAGMENT_SHADER);
    // 创建programID
    GLuint programId = glCreateProgram();
    // 将顶点和片段着色器链接到programe
    glAttachShader(programId, vertexId);
    glAttachShader(programId, fragmentId);
    // 将着色器里面的属性和自定义的属性变量绑定
    glBindAttribLocation(programId, position, "position");
    glBindAttribLocation(programId, texCoords, "texCoords");
    glBindAttribLocation(programId, cropCoords, "cropCoords");
    glBindAttribLocation(programId, shadowColor, "shadowColor");
    glBindAttribLocation(programId, shadowParams, "shadowParams");
    glLinkProgram(programId);

    GLint status;
    glGetProgramiv(programId, GL_LINK_STATUS, &status);
    ...
      mProgram = programId;
      mVertexShader = vertexId;
      mFragmentShader = fragmentId;
      mInitialized = true;
      //获得着色器里面uniform变量的位置
      mProjectionMatrixLoc = glGetUniformLocation(programId, "projection");
      mTextureMatrixLoc = glGetUniformLocation(programId, "texture");
      ...
      // set-up the default values for our uniforms
      glUseProgram(programId);
      glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, mat4().asArray());
      glEnableVertexAttribArray(0);
}

void Program::use() {
    // Program生效
    glUseProgram(mProgram);
}

void Program::setUniforms(const Description& desc) {
    // TODO: we should have a mechanism here to not always reset uniforms that
    // didn't change for this program.
    // 根据uniform的位置,给uniform变量设置,设到shader里面
    if (mSamplerLoc >= 0) {
      glUniform1i(mSamplerLoc, 0);
      glUniformMatrix4fv(mTextureMatrixLoc, 1, GL_FALSE, desc.texture.getMatrix().asArray());
    }
   ...
       glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, desc.projectionMatrix.asArray());
    }
末了调用glDrawArrays,利用GPU来绘制,可见对于GPU来说,输入都是一幅幅纹理,然后在着色器里面控制末了pixel的位置坐标和颜色值。
利用GPU绘制往往伴随着一个acquire fence,看下acquire fence的生。
文件: frameworks/native/libs/renderengine/gl/GLESRenderEngine.cpp

base::unique_fd GLESRenderEngine::flush() {
    ATRACE_CALL();
    if (!GLExtensions::getInstance().hasNativeFenceSync()) {
      return base::unique_fd();
    }
    // 创建一个EGLSync对象,用来标识GPU是否绘制完
    EGLSyncKHR sync = eglCreateSyncKHR(mEGLDisplay, EGL_SYNC_NATIVE_FENCE_ANDROID, nullptr);
    if (sync == EGL_NO_SYNC_KHR) {
      ALOGW("failed to create EGL native fence sync: %#x", eglGetError());
      return base::unique_fd();
    }

    // native fence fd will not be populated until flush() is done.
    // 将gl command命令全部刷给GPU
    glFlush();

    // get the fence fd
   //获得android 使用的fence fd
    base::unique_fd fenceFd(eglDupNativeFenceFDANDROID(mEGLDisplay, sync));
    eglDestroySyncKHR(mEGLDisplay, sync);
    if (fenceFd == EGL_NO_NATIVE_FENCE_FD_ANDROID) {
      ALOGW("failed to dup EGL native fence sync: %#x", eglGetError());
    }

    // Only trace if we have a valid fence, as current usage falls back to
    // calling finish() if the fence fd is invalid.
    if (CC_UNLIKELY(mTraceGpuCompletion && mFlushTracer) && fenceFd.get() >= 0) {
      mFlushTracer->queueSync(eglCreateSyncKHR(mEGLDisplay, EGL_SYNC_FENCE_KHR, nullptr));
    }

    return fenceFd;
}
到这里,CPU将下令全部给到GPU了,然后GPU本身去draw,CPU继续往下运行。
回到finishFrame 函数,获得GPU合成的fence后,会实行queueBuffer操作。

5.3 Output::finishFrame

我们继续回到finishFrame,通过前面的composeSurfaces我们完成了对目标Buffer的GPU合成,此时我们会接着会实行queueBuffer操作,取出GPU合成之后的buffer:
文件:frameworks/native/services/surfaceflinger/CompositionEngine/src/Output.cpp

void Output::finishFrame(const compositionengine::CompositionRefreshArgs& refreshArgs) {
    ATRACE_CALL();
    ALOGV(__FUNCTION__);

    if (!getState().isEnabled) {
      return;
    }

    // Repaint the framebuffer (if needed), getting the optional fence for when
    // the composition completes.
    auto optReadyFence = composeSurfaces(Region::INVALID_REGION, refreshArgs);
    if (!optReadyFence) {
      return;
    }

    // swap buffers (presentation)
    mRenderSurface->queueBuffer(std::move(*optReadyFence));
}

文件:frameworks/native/services/surfaceflinger/CompositionEngine/src/RenderSurface.cpp

void RenderSurface::queueBuffer(base::unique_fd readyFence) {
    auto& state = mDisplay.getState();

         ...
   
      if (mGraphicBuffer == nullptr) {
            ALOGE("No buffer is ready for display [%s]", mDisplay.getName().c_str());
      } else {
            status_t result =
                  // mGraphicBuffer->getNativeBuffer() 是GPU输出的Buffer,可以理解为GPU将内容合成到该Buffer上
                  mNativeWindow->queueBuffer(mNativeWindow.get(),
                                             mGraphicBuffer->getNativeBuffer(), dup(readyFence));
            if (result != NO_ERROR) {
                ALOGE("Error when queueing buffer for display [%s]: %d", mDisplay.getName().c_str(),
                      result);
                // We risk blocking on dequeueBuffer if the primary display failed
                // to queue up its buffer, so crash here.
                if (!mDisplay.isVirtual()) {
                  LOG_ALWAYS_FATAL("ANativeWindow::queueBuffer failed with error: %d", result);
                } else {
                  mNativeWindow->cancelBuffer(mNativeWindow.get(),
                                                mGraphicBuffer->getNativeBuffer(), dup(readyFence));
                }
            }

            mGraphicBuffer = nullptr;
      }
    }
    // 消费Buffer
    status_t result = mDisplaySurface->advanceFrame();
    if (result != NO_ERROR) {
      ALOGE("[%s] failed pushing new frame to HWC: %d", mDisplay.getName().c_str(), result);
    }
}

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

status_t FramebufferSurface::advanceFrame() {
    uint32_t slot = 0;
    sp<GraphicBuffer> buf;
    sp<Fence> acquireFence(Fence::NO_FENCE);   
    Dataspace dataspace = Dataspace::UNKNOWN;
    // 消费这块Buffer
    status_t result = nextBuffer(slot, buf, acquireFence, dataspace);
    mDataSpace = dataspace;
    if (result != NO_ERROR) {
      ALOGE("error latching next FramebufferSurface buffer: %s (%d)",
                strerror(-result), result);
    }
    return result;
}

status_t FramebufferSurface::nextBuffer(uint32_t& outSlot,
      sp<GraphicBuffer>& outBuffer, sp<Fence>& outFence,
      Dataspace& outDataspace) {
    Mutex::Autolock lock(mMutex);

    BufferItem item;
    // acquire Buffer
    status_t err = acquireBufferLocked(&item, 0);
    ...
    if (mCurrentBufferSlot != BufferQueue::INVALID_BUFFER_SLOT &&
      item.mSlot != mCurrentBufferSlot) {
      mHasPendingRelease = true;
      mPreviousBufferSlot = mCurrentBufferSlot;
      mPreviousBuffer = mCurrentBuffer;
    }
    //更新当前的Buffer和fence信息
    mCurrentBufferSlot = item.mSlot;
    mCurrentBuffer = mSlots.mGraphicBuffer;
    mCurrentFence = item.mFence;

    outFence = item.mFence;
    mHwcBufferCache.getHwcBuffer(mCurrentBufferSlot, mCurrentBuffer, &outSlot, &outBuffer);
    outDataspace = static_cast<Dataspace>(item.mDataSpace);
   // 将GPU输出的Buffer和fence给到hwc
    status_t result = mHwc.setClientTarget(mDisplayId, outSlot, outFence, outBuffer, outDataspace);
    if (result != NO_ERROR) {
      ALOGE("error posting framebuffer: %d", result);
      return result;
    }

    return NO_ERROR;
}
GPU合成的Buffer通过setClientTarget 设给hwc,有GPU合成的layer必要先validate再present,以是还必要再present一次,逻辑在postFramebuffer 里面。

5.4 Output::postFramebuffer

https://i-blog.csdnimg.cn/blog_migrate/6b8dcd2bfe281aac8ae80456ad2f4467.png
文件:frameworks/native/services/surfaceflinger/CompositionEngine/src/Output.cpp

void Output::postFramebuffer() {
    ATRACE_CALL();
    ALOGV(__FUNCTION__);
   ...
    auto frame = presentAndGetFrameFences();

    mRenderSurface->onPresentDisplayCompleted();
    ...
}
   

文件:frameworks/native/services/surfaceflinger/DisplayHardware/HWComposer.cpp
status_t HWComposer::presentAndGetReleaseFences(DisplayId displayId) {
    ATRACE_CALL();
   
    RETURN_IF_INVALID_DISPLAY(displayId, BAD_INDEX);
      
    auto& displayData = mDisplayData;
    auto& hwcDisplay = displayData.hwcDisplay;
   
   ...
    // GPU合成时执行present,返回present fence
    auto error = hwcDisplay->present(&displayData.lastPresentFence);
    RETURN_IF_HWC_ERROR_FOR("present", error, displayId, UNKNOWN_ERROR);

    std::unordered_map<HWC2::Layer*, sp<Fence>> releaseFences;
    // 从hwc里面获得release fence
    error = hwcDisplay->getReleaseFences(&releaseFences);
    RETURN_IF_HWC_ERROR_FOR("getReleaseFences", error, displayId, UNKNOWN_ERROR);

    displayData.releaseFences = std::move(releaseFences);

    return NO_ERROR;
}

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

void FramebufferSurface::onFrameCommitted() {
    if (mHasPendingRelease) {
      sp<Fence> fence = mHwc.getPresentFence(mDisplayId);
      if (fence->isValid()) {
            // 更新BufferSlot的 fence
            status_t result = addReleaseFence(mPreviousBufferSlot,
                  mPreviousBuffer, fence);
            ALOGE_IF(result != NO_ERROR, "onFrameCommitted: failed to add the"
                  " fence: %s (%d)", strerror(-result), result);
      }
      // 释放之前的Buffer
      status_t result = releaseBufferLocked(mPreviousBufferSlot, mPreviousBuffer);
      ALOGE_IF(result != NO_ERROR, "onFrameCommitted: error releasing buffer:"
                " %s (%d)", strerror(-result), result);
   
      mPreviousBuffer.clear();
      mHasPendingRelease = false;
    }
}
至此GPU合成的layer通过present调到hwc,hwc再实行commit上屏,此中有一些fence同步的代码,就先不分析了。


写在末了

好了今天的博客Android下SF合成流程重学习之GPU合成就到这里了。总之,青山不改绿水长流先到这里了。如果本博客对你有所资助,麻烦关注大概点个赞,如果觉得很烂也可以踩一脚!谢谢各位了!!

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