Android 12(S) 影像顯示系統 - SurfaceFlinger 之 VSync - 中篇(十七)

二的次方發表於2022-04-26

必讀:

Android 12(S) 影像顯示系統 - 開篇


 

1 前言

這一篇文章,將繼續講解有關VSync的知識,前一篇文章 Android 12(S) 影像顯示系統 - SurfaceFlinger之VSync-上篇(十六)中,主要是分析了SurfaceFlinger啟動後VSync的一些初始化流程,以及vsync events的分發邏輯。

vsync events彙集到了兩個地方:

1. MessageQueue::vsyncCallback  ==> VSYNC-sf

2. EventThread::onVSyncEvent  ==> VSYNC-app  & VSYNC-appSf

本篇中,將從一個簡單的demo出發,來具體分析,vsync events是如何傳遞到  ==> 真正需要的地方

 

2 可以監測vsync event的應用

2.1 程式碼位置

程式碼存放到了GitHub,自取哦

https://github.com/yrzroger/DisplayEventTracker

 

2.2 如何使用

1. 下載程式碼放到android原始碼目錄下

2. 執行 mm 編譯得到可執行檔 DisplayEventTracker

3. 將 DisplayEventTracker,adb push 到測試板的 /system/bin/ 目錄下

4. 在console下執行 DisplayEventTracker -h,可以檢視簡單的命令說明

usage: DisplayEventTracker [options]
------------------------------------ options ---------------------------------------------
[-i] vsync rate(default:1)
[-h] help
input 'r' to call requestNextVsync or input 'q' to exit when running
------------------------------------------------------------------------------------------

5. 示例命令

DisplayEventTracker          // 預設vsync rate = 1, 每個vsync到來時都會收到該event
DisplayEventTracker -i 3     //表示vsync rate = 3, 每3個vsync才會通知一次
DisplayEventTracker -i 0     //除非呼叫requestNextVsync,否則不會收到vsync event,此時可以輸入‘r’來呼叫requestNextVsync

 

2.3 執行結果展示

我的測試板預設的螢幕重新整理率是60Hz,一個VSync間隔是16.67ms

結果一:預設setVsyncRate(1),每一個vsync event都會都到,可以看結果Vsync period大約是16.68ms

root:/ $ DisplayEventTracker
Vsync received: count=149
Vsync received: count=150       16.687281 ms (59.925879 Hz)
Vsync received: count=151       16.687281 ms (59.925879 Hz)
Vsync received: count=152       16.687281 ms (59.925879 Hz)
Vsync received: count=153       16.687281 ms (59.925879 Hz)
Vsync received: count=154       16.687281 ms (59.925879 Hz)
Vsync received: count=155       16.687281 ms (59.925879 Hz)

結果二:setVsyncRate(6),每間隔6個vsync events才投遞一次

root:/ $ DisplayEventTracker -i 6
Vsync received: count=540
Vsync received: count=546       100.102455 ms (9.989765 Hz)
Vsync received: count=552       100.102455 ms (9.989765 Hz)
Vsync received: count=558       100.102455 ms (9.989765 Hz)
Vsync received: count=564       100.102455 ms (9.989765 Hz)
Vsync received: count=570       100.102455 ms (9.989765 Hz)
Vsync received: count=576       100.102455 ms (9.989765 Hz)
Vsync received: count=582       100.102455 ms (9.989765 Hz)

結果三:setVsyncRate(0),每次呼叫requestNextVsync()後才收到一次vsync event

root:/ $ DisplayEventTracker -i 6
130|RealtekStark:/ $ DisplayEventTracker -i 0
r
Vsync received: count=797
r
Vsync received: count=801       583.896606 ms (1.712632 Hz)
r
Vsync received: count=803       583.900635 ms (1.712620 Hz)
r
Vsync received: count=805       633.949219 ms (1.577413 Hz)
r
Vsync received: count=807       2002.051880 ms (0.499488 Hz)
r
Vsync received: count=809       1951.946533 ms (0.512309 Hz)

 

3 示例Demo原始碼解析

3.1 DisplayEventTracker類的定義

DisplayEventTracker定義很簡單,繼承自Thread,這意味著它可以開啟一個獨立的新執行緒,並在新執行緒中執行threadLoop()中的處理邏輯。

class DisplayEventTracker : public Thread
{
public:
    explicit DisplayEventTracker(int vsyncRate); // 建構函式
    virtual ~DisplayEventTracker(); // 解構函式

    void requestNextVsync(); // 請求下一個 vsync event

private:
    virtual bool        threadLoop();
    virtual status_t    readyToRun();
    void processDisplayEvents(); 

    // Display event handling
    class DisplayEventCallback; // LooperCallback的實現類

    std::unique_ptr<DisplayEventReceiver> mDisplayEventReceiver; // 接收 display events的核心成員
    sp<Looper> mLooper;
    int mVsyncRate; // 投遞 vsync events的間隔、頻率
};

 

3.2 DisplayEventTracker::readyToRun完成一些初始化設定,設定監聽和回撥

status_t DisplayEventTracker::readyToRun() {
    // Register a display event receiver
    // To receive ModeChanged and/or FrameRateOverrides events specify this in the constructor.
    mDisplayEventReceiver = std::make_unique<DisplayEventReceiver>(); // 建立 DisplayEventReceiver 物件
    status_t status = mDisplayEventReceiver->initCheck(); // 檢查 DisplayEventReceiver 初始化成功
    if(status != NO_ERROR)
        printf("Initialization of DisplayEventReceiver failed with status: %d", status);

    mLooper->addFd(mDisplayEventReceiver->getFd(), 0, Looper::EVENT_INPUT, // 新增待監測的fd,並設定回撥 DisplayEventCallback()
            new DisplayEventCallback(), mDisplayEventReceiver.get()); //mDisplayEventReceiver.get()指標作為回撥時傳遞給回撥方法的資料 
    // setVsyncRate() sets the Event::VSync delivery rate. 
    // A value of 1 returns every Event::VSync.
    // A value of 2 returns every other event, etc...
    // a value of 0 returns no event unless  requestNextVsync() has been called.
    mDisplayEventReceiver->setVsyncRate(mVsyncRate); // 設定投遞 vsync event的頻率
    
    return NO_ERROR;
}

 

3.3 新執行緒開啟,DisplayEventTracker::threadLoop中等待事件發生

bool DisplayEventTracker::threadLoop() {
    processDisplayEvents();
    return true;
}

void DisplayEventTracker::processDisplayEvents() {
    // This will poll mDisplayEventReceiver and if there are new events it'll call
    // displayEventCallback synchronously.
    mLooper->pollOnce(-1);// 阻塞等待事件發生
}

threadLooper返回true,所以會反覆執行。

 


上面的邏輯就是典型的 Android Native Looper 機制,不熟悉的可以參見文章:

Android Native -- Message/Handler/Looper機制(原理篇)

Android Native -- Message/Handler/Looper機制(應用篇)


 

3.4 vsync event到來時,回撥 handleEvent

class DisplayEventTracker::DisplayEventCallback : public LooperCallback {
    nsecs_t oldTimeStamp; // 記錄前一個vsync的時間
public:
    DisplayEventCallback(): oldTimeStamp(0) {}

    int handleEvent(int /* fd */, int /*events*/, void* data) {
        DisplayEventReceiver* displayEventReceiver = (DisplayEventReceiver*)data;
        constexpr int kBufferSize = 100;
        DisplayEventReceiver::Event buffer[kBufferSize];
        ssize_t numEvents;
        do {
            numEvents = displayEventReceiver->getEvents(buffer, kBufferSize); // 獲取事件
            for (size_t i = 0; i < static_cast<size_t>(numEvents); i++) {
                const auto& event = buffer[i];
                if (event.header.type == DisplayEventReceiver::DISPLAY_EVENT_HOTPLUG) { // 熱插拔事件
                    printf("Hotplug received: %s\n", event.hotplug.connected?"connected":"disconnected");
                }

                if(event.header.type == DisplayEventReceiver::DISPLAY_EVENT_VSYNC) { // vsync 事件
                    printf("Vsync received: count=%d\t", event.vsync.count); // 列印計數
                    if (oldTimeStamp) {
                        float t = float(event.header.timestamp - oldTimeStamp) / s2ns(1);
                        printf("%f ms (%f Hz)\n", t*1000, 1.0/t); //列印 vsync 事件間隔
                    } else {
                        printf("\n");
                    }
                    oldTimeStamp = event.header.timestamp; // 記錄事件
                }

                if(event.header.type == DisplayEventReceiver::DISPLAY_EVENT_MODE_CHANGE) { // 模式變化事件
                    printf("Mode change received\n");
                }
                
            }
        } while (numEvents > 0);

        return 1;  // keep the callback
    }
};

 


小結:

demo的整體流程是非常簡單的,本質就是通過Looper去監測DisplayEventReceiver::getFd()中的fd,當fd上有事件發生時,就會回撥到我們設定的函式。然後就可以從DisplayEventReceiver中getEvents獲取事件,判斷事件型別進行對應處理了

DisplayEventReceiver由是個啥東東?它為什麼可以收到vsync event呢?莫急,稍後分析


 

4 DisplayEventReceiver相關原理分析

DisplayEventReceiver建立並註冊與SurfaceFlinger的事件連線。可用來監測VSync、HotPlug、ModeChange、FrameRateOverride事件。

4.1 類定義

4.2 主要方法解釋

DisplayEventReceiver建構函式

可以根據需求來指定VsyncSource,並設定EventRegistrationFlags來決定是否接收ModeChanged和FrameRateOverrides事件。

[/frameworks/native/libs/gui/include/gui/ISurfaceComposer.h]
enum VsyncSource {
    eVsyncSourceApp = 0,
    eVsyncSourceSurfaceFlinger = 1
};

enum class EventRegistration {
    modeChanged = 1 << 0,
    frameRateOverride = 1 << 1,
};

 

status_t setVsyncRate(uint32_t count)

設定投遞vsync events的頻率,設定1代表每個vsync event均被投遞,設定2代表每隔一個投遞一次,依次類推 ...

設定0代表只有呼叫requestNextVsync()後才會投遞一次vsync event

 

status_t requestNextVsync()

請求下一個vsync event,在vsync rate大於0的時候,這個函式呼叫無效

 

int getFd() const

獲取用於接收事件的檔案描述符

 

ssize_t getEvents(Event* events, size_t count)

當監測到有事件發生時,通過它獲取具體的事件列表,函式返回值就是事件的數量

 

ssize_t sendEvents(Event const* events, size_t count)

傳送事件,函式返回值就是事件的數量

本文作者@二的次方  2022-04-27 釋出於部落格園

4.3 DisplayEventReceiver工作原理,事件是怎麼傳遞過來的?

先看看它的建構函式的具體實現

[/frameworks/native/libs/gui/DisplayEventReceiver.cpp]
DisplayEventReceiver::DisplayEventReceiver(
        ISurfaceComposer::VsyncSource vsyncSource,
        ISurfaceComposer::EventRegistrationFlags eventRegistration) {
    sp<ISurfaceComposer> sf(ComposerService::getComposerService()); // 獲取SurfaceFLinger服務
    if (sf != nullptr) {
        mEventConnection = sf->createDisplayEventConnection(vsyncSource, eventRegistration); // 建立遠端事件連線
        if (mEventConnection != nullptr) {
            mDataChannel = std::make_unique<gui::BitTube>();
            mEventConnection->stealReceiveChannel(mDataChannel.get()); // 傳遞 BitTube
        }
    }
}

核心的處理應該是createDisplayEventConnectionstealReceiveChannel,下面分別看看這兩個操作具體做了啥子

 

4.3.1 SurfaceFlinger::createDisplayEventConnection

這個方法通過Binder IPC跨程式,一路飛奔,直到SurfaceFlinger核心服務 SurfaceFlinger::createDisplayEventConnection

[/frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp]
sp<IDisplayEventConnection> SurfaceFlinger::createDisplayEventConnection(
        ISurfaceComposer::VsyncSource vsyncSource,
        ISurfaceComposer::EventRegistrationFlags eventRegistration) {
    const auto& handle = // 判斷選哪個 vsyncSource
            vsyncSource == eVsyncSourceSurfaceFlinger ? mSfConnectionHandle : mAppConnectionHandle;
    // 建立 DisplayEventConnection
    return mScheduler->createDisplayEventConnection(handle, eventRegistration);
}

 

mSfConnectionHandlemAppConnectionHandle是在initScheduler時建立的scheduler::ConnectionHandle物件,前一篇文章中有分析過。

通過這兩個handle可以在Scheduler::mConnections中找到和他們分別對應的Connection,即

    // Stores EventThread associated with a given VSyncSource, and an initial EventThreadConnection.
    struct Connection {
        sp<EventThreadConnection> connection;
        std::unique_ptr<EventThread> thread;
    };

 

4.3.2 Scheduler::createDisplayEventConnection

先看程式碼

[/frameworks/native/services/surfaceflinger/Scheduler/Scheduler.cpp]
sp<IDisplayEventConnection> Scheduler::createDisplayEventConnection(
        ConnectionHandle handle, ISurfaceComposer::EventRegistrationFlags eventRegistration) {
    std::lock_guard<std::mutex> lock(mConnectionsLock);
    RETURN_IF_INVALID_HANDLE(handle, nullptr);
    return createConnectionInternal(mConnections[handle].thread.get(), eventRegistration);
}

根據handle,從Scheduler::mConnections取出對應的EventThread物件,繼續呼叫 Scheduler::createConnectionInternal

[/frameworks/native/services/surfaceflinger/Scheduler/Scheduler.cpp]
sp<EventThreadConnection> Scheduler::createConnectionInternal(
        EventThread* eventThread, ISurfaceComposer::EventRegistrationFlags eventRegistration) {
    return eventThread->createEventConnection([&] { resync(); }, eventRegistration);
}

繼續去呼叫了 EventThread::createEventConnection

[/frameworks/native/services/surfaceflinger/Scheduler/EventThread.cpp]
sp<EventThreadConnection> EventThread::createEventConnection(
        ResyncCallback resyncCallback,
        ISurfaceComposer::EventRegistrationFlags eventRegistration) const {
    return new EventThreadConnection(const_cast<EventThread*>(this),
                                     IPCThreadState::self()->getCallingUid(),
                                     std::move(resyncCallback), eventRegistration);
}

建立了一個EventThreadConnection物件,並返回給呼叫者。如下圖繼承關係,保證了DisplayEventReceiver可以取得EventThreadConnection物件的遠端代理,儲存在成員sp<IDisplayEventConnection> mEventConnection

流程繼續,建立EventThreadConnection物件,第一次被引用時會進到onFirstRef中進行註冊

void EventThreadConnection::onFirstRef() {
    // NOTE: mEventThread doesn't hold a strong reference on us
    mEventThread->registerDisplayEventConnection(this);
}

再轉到EventThread::registerDisplayEventConnection中,就是把這個connecttion儲存到EventThread::mDisplayEventConnections

status_t EventThread::registerDisplayEventConnection(const sp<EventThreadConnection>& connection) {
    std::lock_guard<std::mutex> lock(mMutex);

    // this should never happen
    auto it = std::find(mDisplayEventConnections.cbegin(),
            mDisplayEventConnections.cend(), connection);
    if (it != mDisplayEventConnections.cend()) {  // 判斷是否已經存在
        ALOGW("DisplayEventConnection %p already exists", connection.get());
        mCondition.notify_all();
        return ALREADY_EXISTS;
    }

    mDisplayEventConnections.push_back(connection);// 儲存到 mDisplayEventConnections 這個vector陣列中
    mCondition.notify_all();
    return NO_ERROR;
}

 

DisplayEventReceiver已經和SurfaceFlinger服務端的Scheduler建立了關係,再回到DisplayEventReceiver的建構函式接著分析下面的操作

 

[/frameworks/native/libs/gui/DisplayEventReceiver.cpp]
// DisplayEventReceiver建構函式
mDataChannel = std::make_unique<gui::BitTube>();
mEventConnection->stealReceiveChannel(mDataChannel.get()); // 傳遞跨程式資料傳遞的物件 BitTube

 

下一步建立了一個BitTube物件,然後呼叫了mEventConnection->stealReceiveChannel這個方法會走到

[/frameworks/native/services/surfaceflinger/Scheduler/EventThread.cpp ]
status_t EventThreadConnection::stealReceiveChannel(gui::BitTube* outChannel) {
    outChannel->setReceiveFd(mChannel.moveReceiveFd());// resets this BitTube's receive file descriptor to receiveFd
    outChannel->setSendFd(base::unique_fd(dup(mChannel.getSendFd()))); // resets this BitTube's send file descriptor to sendFd
    return NO_ERROR;
}

 

這使用到BitTube的跨程式傳遞資料的方式,基本原理可以參考:Android 12(S) 影像顯示系統 - 基礎知識之 BitTube

 


到這裡,我們可以清晰的看到,DisplayEventReceiver與SurfaceFlinger建立起來了一條跨程式傳遞事件的通道:BitTube中封裝的socketpair (receive fd  & send fd)


 

4.4 事件的傳遞、分發

通訊線路已建立,接下來就要把事件經過這條道路向外傳遞了。

上一篇文章中曾講到過

收到vsync events的彙集到了兩個地方:

1. MessageQueue::vsyncCallback  ==> VSYNC-sf

2. EventThread::onVSyncEvent  ==> VSYNC-app  & VSYNC-appSf

我們這裡只看EventThread::onVSyncEvent

[/frameworks/native/services/surfaceflinger/Scheduler/EventThread.cpp]
void EventThread::onVSyncEvent(nsecs_t timestamp, nsecs_t expectedVSyncTimestamp,
                               nsecs_t deadlineTimestamp) {
    ...
    // 包裝為 DisplayEventReceiver::Event物件,存入 mPendingEvents 尾部
    mPendingEvents.push_back(makeVSync(mVSyncState->displayId, timestamp, ++mVSyncState->count,
                                       expectedVSyncTimestamp, deadlineTimestamp, vsyncId));
    mCondition.notify_all();
}

EventThread收到 vsync event回撥事件後,放入mPendingEvents這個待處理的事件佇列中,然後喚醒等待的處理執行緒,即在EventThread::threadMain

[/frameworks/native/services/surfaceflinger/Scheduler/EventThread.cpp]
void EventThread::threadMain(std::unique_lock<std::mutex>& lock) {
    // using DisplayEventConsumers = std::vector<sp<EventThreadConnection>>;
    DisplayEventConsumers consumers; // consumers是一個EventThreadConnection陣列

    while (mState != State::Quit) {
        std::optional<DisplayEventReceiver::Event> event;

        // Determine next event to dispatch.
        if (!mPendingEvents.empty()) {
            event = mPendingEvents.front(); // 取出 mPendingEvents 頭部第一個待處理的 event
            mPendingEvents.pop_front();     // 刪除開頭元素

            switch (event->header.type) { // 判斷是什麼型別的事件
                case DisplayEventReceiver::DISPLAY_EVENT_HOTPLUG: // 熱插拔事件
                    if (event->hotplug.connected && !mVSyncState) {
                        mVSyncState.emplace(event->header.displayId);
                    } else if (!event->hotplug.connected && mVSyncState &&
                               mVSyncState->displayId == event->header.displayId) {
                        mVSyncState.reset();
                    }
                    break;

                case DisplayEventReceiver::DISPLAY_EVENT_VSYNC: // VSYNC 事件
                    if (mInterceptVSyncsCallback) { 
                        // mInterceptVSyncsCallback 是在SurfaceFlinger::initScheduler中createConnection時一路傳遞過來的
                        // 這個回撥會通知到SurfaceFlinger
                        mInterceptVSyncsCallback(event->header.timestamp);
                    }
                    break;
            }
        }

        bool vsyncRequested = false;

        // Find connections that should consume this event.
        auto it = mDisplayEventConnections.begin(); // mDisplayEventConnections 中儲存了所有與這個EventThread建立的連線
        while (it != mDisplayEventConnections.end()) { // 遍歷所有Connection
            if (const auto connection = it->promote()) {
                vsyncRequested |= connection->vsyncRequest != VSyncRequest::None;//是否請求vsync

                if (event && shouldConsumeEvent(*event, connection)) { // 判斷是否需要分發事件通知這個connection
                    consumers.push_back(connection);
                }

                ++it;
            } else {
                it = mDisplayEventConnections.erase(it);
            }
        }

        if (!consumers.empty()) {
            dispatchEvent(*event, consumers);// 分發事件,最終是使用BitTube傳送資料,通知connection
            consumers.clear();
        }

        State nextState;
        if (mVSyncState && vsyncRequested) {
            // synthetic = True if VSYNC should be faked, e.g. when display is off. 螢幕關閉產生虛假的VSYNC
            nextState = mVSyncState->synthetic ? State::SyntheticVSync : State::VSync;
        } else {
            ALOGW_IF(!mVSyncState, "Ignoring VSYNC request while display is disconnected");
            nextState = State::Idle; // 進入Idle阻塞等待
        }

        if (mState != nextState) {
            if (mState == State::VSync) {
                mVSyncSource->setVSyncEnabled(false); // 關閉 vsync
            } else if (nextState == State::VSync) {
                mVSyncSource->setVSyncEnabled(true);  // 開啟 vysnc ,作用於CallbackRepeater,迴圈去schedule next vsync
            }

            mState = nextState;
        }

        if (event) {
            continue;
        }

        // Wait for event or client registration/request.
        if (mState == State::Idle) {
            mCondition.wait(lock);
        } else {
            // Generate a fake VSYNC after a long timeout in case the driver stalls. When the
            // display is off, keep feeding clients at 60 Hz.
            const std::chrono::nanoseconds timeout =
                    mState == State::SyntheticVSync ? 16ms : 1000ms;
            if (mCondition.wait_for(lock, timeout) == std::cv_status::timeout) {
                if (mState == State::VSync) {
                    ALOGW("Faking VSYNC due to driver stall for thread %s", mThreadName);
                    std::string debugInfo = "VsyncSource debug info:\n";
                    mVSyncSource->dump(debugInfo);
                    // Log the debug info line-by-line to avoid logcat overflow
                    auto pos = debugInfo.find('\n');
                    while (pos != std::string::npos) {
                        ALOGW("%s", debugInfo.substr(0, pos).c_str());
                        debugInfo = debugInfo.substr(pos + 1);
                        pos = debugInfo.find('\n');
                    }
                }

                LOG_FATAL_IF(!mVSyncState);
                const auto now = systemTime(SYSTEM_TIME_MONOTONIC);
                const auto deadlineTimestamp = now + timeout.count();
                const auto expectedVSyncTime = deadlineTimestamp + timeout.count();
                const int64_t vsyncId = [&] {
                    if (mTokenManager != nullptr) {
                        return mTokenManager->generateTokenForPredictions(
                                {now, deadlineTimestamp, expectedVSyncTime});
                    }
                    return FrameTimelineInfo::INVALID_VSYNC_ID;
                }();
                mPendingEvents.push_back(makeVSync(mVSyncState->displayId, now,
                                                   ++mVSyncState->count, expectedVSyncTime,
                                                   deadlineTimestamp, vsyncId));
            }
        }
    }
}

EventThread::threadMain程式碼邏輯上也比較清晰,主體就是從mPendingEvents這個待處理的事件佇列中取出event,讓後經過判斷處理後通知到對應的connections

本文作者@二的次方  2022-04-27 釋出於部落格園

簡單說說

 

EventThread::shouldConsumeEvent

這個方法就如同它的名字,判斷是否去消費這個事件,說白了就是判斷這個事件是否要分發通知給指定的connection。

引數event就是當前發生的,準備分發的事件

引數connection就是客戶端註冊到EventThread中的connection,其中就包裝了用於跨程式通訊的BitTube物件

對於VSYNC事件,在這個函式中實現了setVsyncRate中設定的分發頻率

[ /frameworks/native/services/surfaceflinger/Scheduler/EventThread.cpp]
bool EventThread::shouldConsumeEvent(const DisplayEventReceiver::Event& event,
                                     const sp<EventThreadConnection>& connection) const {
    const auto throttleVsync = [&] {
        return mThrottleVsyncCallback &&
                mThrottleVsyncCallback(event.vsync.expectedVSyncTimestamp, connection->mOwnerUid);
    };

    switch (event.header.type) {
        case DisplayEventReceiver::DISPLAY_EVENT_HOTPLUG: // 熱插拔事件
            return true;

        case DisplayEventReceiver::DISPLAY_EVENT_MODE_CHANGE: {// mode change事件
            return connection->mEventRegistration.test( //接收者設定了modeChanged標誌才會分發
                    ISurfaceComposer::EventRegistration::modeChanged);
        }

        case DisplayEventReceiver::DISPLAY_EVENT_VSYNC: // VSYNC事件
            switch (connection->vsyncRequest) { // setVsyncRate設定分發的頻率
                case VSyncRequest::None: // rate==0,不分發
                    return false;
                case VSyncRequest::SingleSuppressCallback:// requestNextVsync 有請求時case
                    connection->vsyncRequest = VSyncRequest::None;
                    return false;
                case VSyncRequest::Single: { // requestNextVsync 有請求時case
                    if (throttleVsync()) {
                        return false;
                    }
                    connection->vsyncRequest = VSyncRequest::SingleSuppressCallback;
                    return true;
                }
                case VSyncRequest::Periodic: // rate==1,週期性,每個VSYNC事件都分發通知
                    if (throttleVsync()) {
                        return false;
                    }
                    return true;
                default:
                    // We don't throttle vsync if the app set a vsync request rate
                    // since there is no easy way to do that and this is a very
                    // rare case
                    // 根據setVsyncRate設定分發的頻率,週期性的計數,每connection->vsyncRequest個分發一個
                    return event.vsync.count % vsyncPeriod(connection->vsyncRequest) == 0;
            }

        case DisplayEventReceiver::DISPLAY_EVENT_FRAME_RATE_OVERRIDE:
            [[fallthrough]];
        case DisplayEventReceiver::DISPLAY_EVENT_FRAME_RATE_OVERRIDE_FLUSH: // frame rate override flush事件
            return connection->mEventRegistration.test(// 判斷接收者設定了frameRateOverride標誌才會分發
                    ISurfaceComposer::EventRegistration::frameRateOverride);

        default:
            return false;
    }
}

 

EventThread::dispatchEvent

當前面判斷某一個事件應該分發出去後,接下來就是去實際把事件分發出去,通知到接收者了

最終的事件是通過呼叫EventThreadConnection::postEvent==> DisplayEventReceiver::sendEvents ==> gui::BitTube::sendObjects

BitTube跨程式通知到接收者

void EventThread::dispatchEvent(const DisplayEventReceiver::Event& event,
                                const DisplayEventConsumers& consumers) {
    // 注意:using DisplayEventConsumers = std::vector<sp<EventThreadConnection>>; 
    // 從consumers陣列中遍歷EventThreadConnection
    for (const auto& consumer : consumers) {
        DisplayEventReceiver::Event copy = event;
        if (event.header.type == DisplayEventReceiver::DISPLAY_EVENT_VSYNC) {
            copy.vsync.frameInterval = mGetVsyncPeriodFunction(consumer->mOwnerUid);
        }
        switch (consumer->postEvent(copy)) { // postEvent分發事件==>EventThreadConnection::postEvent
            ...
        }
    }
}

 

DispSyncSource::setVSyncEnabled

這個方法去call mRegistration.schedule  == > VSyncCallbackRegistration::schedule 去安排下一次的Vsync events

大概如此,從而週期性的收到vsync events ,  不多講了

 


 

經過上面流程的分析,事件通過BitTube::sendObjects跨程式通知到接收者,接收者通過監聽BitTube::mReceiveFd,並在接收到事件時呼叫BitTube::recvObjects就可以取出事件,做後續處理了

 

總結一個不是很準確的圖,我也不知道該咋表達了,哈

 

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