以下分析基於android 4.4代碼
vsync信號的產生、分發涉及到以下幾個類,先主要了解下他們各自的功能:
HWComposer:產生hardware vsync,post fb
VSyncThread : 如果沒有硬件支持,那么通過軟件方式模擬hw vsync
DispSync,DispSyncThread: 接受HWComposer的hw vsync信號作為校准,開始模擬產生vsync信號+偏移,並且會不時地進行校准,如postComposition后。
EventControlThread:sf中的一個線程,僅用來控制hw vsync開關
EventThread:負責分發vsync到sf或app
DispSyncSource:EventThread和DispSyncThread的信息傳遞者, 把vsync信號從DispSyncThread傳遞到EventThread;同時可以用來設置相位偏移參數。
在4.4之后,vsync信號不再完全由硬件產生,hw vsync信號主要用來做時間校准,vsync信號發生者是DispSyncThread, 當DispSyncThread產生的信號得到校准后,hw vsync會被關閉。
幾個問題分析:
1.硬件vsync開啟-關閉過程
(1)HWComposer在hwc_composer_device_1中注冊回調:
mCBContext->procs.vsync = &hook_vsync;
mHwc->registerProcs(mHwc, &mCBContext->procs);
(2)vsync過來:HWComposer::hook_vsync => HWComposer::vsync
(3)HWComposer::vsync=>mEventHandler.onVSyncReceived(disp, timestamp);
mEventHandler即surfaceflinger
(4)SurfaceFlinger::onVSyncReceived:
needsHwVsync = mPrimaryDispSync.addResyncSample(timestamp); //加入樣本,校准mPrimaryDispSync(DispSync),返回是否還需要hwsync if (needsHwVsync) { enableHardwareVsync(); //未同步,接續接受hw vsync } else { disableHardwareVsync(false); //已同步,關閉hw vsync }
開啟或關閉硬vsync:
SurfaceFlinger::enableHardwareVsync() => mEventControlThread->setVsyncEnabled(true); //sf專門啟動了一個線程EventControlThread來開關硬件vsync
2.DispSyncThread 信號的產生:
(1) 在sf類中聲明一個成員變量:
class SurfaceFlinger { ... DispSync mPrimaryDispSync; ... }
(2) 構造函數里啟動DispSyncThread線程
DispSync::DispSync() { mThread = new DispSyncThread(); mThread->run("DispSync", PRIORITY_URGENT_DISPLAY + PRIORITY_MORE_FAVORABLE); reset(); beginResync(); ... }
(3) 進入DispSyncThread::threadLoop(): 計算vsync周期,調用所有存在mEventListeners的Listener的callback
fireCallbackInvocations()方法中調用callbacks[i].mCallback->onDispSyncEvent(callbacks[i].mEventTime);
mCallback的類型為DispSync::Callback
(4) mEventListeners的注冊通過調用DispSync::addEventListener()
(5) 誰注冊成為了vsync事件的監聽者? 是DispSyncSource
DispSyncSource繼承自DispSync::Callback, 在它setVSysncEnabled(true)中調用:
status_t err = mDispSync->addEventListener(mPhaseOffset, static_cast<DispSync::Callback*>(this)); //DispSyncSource把自己設為了DispSyncThread vsync信號的監聽者 所以vsync消息傳到了DispSyncSource中的onDispSyncEvent(nsecs_t when)中:
virtual void onDispSyncEvent(nsecs_t when) { sp<VSyncSource::Callback> callback; { Mutex::Autolock lock(mMutex); callback = mCallback; if (mTraceVsync) { mValue = (mValue + 1) % 2; ATRACE_INT("VSYNC", mValue); } } if (callback != NULL) { callback->onVSyncEvent(when); //又把vsync事件傳遞到了它自己的mCallback里, 這個mCallback 在EventThread::enableVSyncLocked()中設置, 就是EventThread, 這樣vsync傳遞到了EventThread里 } }
(6)繼續看誰又調用了DispSyncSource::setVSyncEnabled()?
是EventThread::enableVSyncLocked():
void EventThread::enableVSyncLocked() { if (!mUseSoftwareVSync) { // never enable h/w VSYNC when screen is off if (!mVsyncEnabled) { mVsyncEnabled = true; mVSyncSource->setCallback(static_cast<VSyncSource::Callback*>(this)); //EventThread設為DispSyncSource的callback mVSyncSource->setVSyncEnabled(true); mPowerHAL.vsyncHint(true); } } mDebugVsyncEnabled = true; }
(7)EventThread::enableVSyncLocked()又被EventThread::waitForEvent()調用
Vector< sp<EventThread::Connection> > EventThread::waitForEvent( DisplayEventReceiver::Event* event) { ... // Here we figure out if we need to enable or disable vsyncs if (timestamp && !waitForVSync) { // we received a VSYNC but we have no clients // don't report it, and disable VSYNC events disableVSyncLocked(); } else if (!timestamp && waitForVSync) { // we have at least one client, so we want vsync enabled // (TODO: this function is called right after we finish // notifying clients of a vsync, so this call will be made // at the vsync rate, e.g. 60fps. If we can accurately // track the current state we could avoid making this call // so often.) enableVSyncLocked(); } ... }
waitForEvent()的邏輯是:
接到vsync信號,但是當前EventThread中沒有請求 vsync 的connection, EventThread向下不再監聽vsync
EventThread中有請求 vsync 的connection, EventThread繼續監聽vsync
總結: vsync傳遞路徑 DispSyncThread => DispSyncSource => EventThread
DispSyncSource: 這個類比較簡單,其實就是vsync傳遞者, 同時負責傳遞相位偏移phase offset到dispsyncThread。
EventThread: 負責接收vsync, 分發給sf或者app
所以在Sf init中的代碼就比較好理解了
// start the EventThread sp<VSyncSource> vsyncSrc = new DispSyncSource(&mPrimaryDispSync, vsyncPhaseOffsetNs, true); mEventThread = new EventThread(vsyncSrc); sp<VSyncSource> sfVsyncSrc = new DispSyncSource(&mPrimaryDispSync, sfVsyncPhaseOffsetNs, false); mSFEventThread = new EventThread(sfVsyncSrc); //上面代碼注冊了兩個vsync信號的監聽者, 當vsync產生時,分發給EventThread,這里有兩個,一個處理sf,一個處理app mEventQueue.setEventThread(mSFEventThread); // mEventControlThread = new EventControlThread(this); mEventControlThread->run("EventControl", PRIORITY_URGENT_DISPLAY);
3. 兩個EventThread 線程是怎樣把vsync分發給sf和app的?
(1)app與EventThread
EventThread里有一個 class Connection : public BnDisplayEventConnection,
BnDisplayEventConnection 繼承自 IDisplayEventConnection
這個接口實現了:
getDataChannel()
setVsyncRate()
requestNextVsync()
App端請求vsync:
app端通過DisplayEventReceiver 中的sp<IDisplayEventConnection> mEventConnection 來requestNextVsync
mEventConnection實際上是BpDisplayEventConnection, 所以requestNextVsync是通過Binder通信從app端傳遞到EventThread並由它來處理。
同時通過mEventConnection->getDataChannel(); 保存一個BitTube類型的mDataChannel。
在EventThread端:
app調用createEventConnection創建DisplayEventConnection時,EventThread將這個connection注冊到它的mDisplayEventConnections集合里
當vsync過來時,通知所有connection
App端接受vsync是通過建立連接時保存的那個BitTube:
//file:android_view_DisplayEventReceiver.cpp status_t NativeDisplayEventReceiver::initialize() { status_t result = mReceiver.initCheck(); f (result) { ALOGW("Failed to initialize display event receiver, status=%d", result); return result; } int rc = mMessageQueue->getLooper()->addFd(mReceiver.getFd(), 0, ALOOPER_EVENT_INPUT, // 監聽BitTube的fd,有數據時,調用handler this, NULL); if (rc < 0) { return UNKNOWN_ERROR; } return OK; }
所以app接受vsync信號是通過監聽BitTube的fd, BitTube底層是通過socket實現。
(2) sf與EventThread
SurfaceFlinger::init()中調用mEventQueue.setEventThread(mSFEventThread);
void MessageQueue::setEventThread(const sp<EventThread>& eventThread) { mEventThread = eventThread; mEvents = eventThread->createEventConnection(); mEventTube = mEvents->getDataChannel(); mLooper->addFd(mEventTube->getFd(), 0, ALOOPER_EVENT_INPUT, MessageQueue::cb_eventReceiver, this); }
在sf進程中直接監聽BitTube的fd,當有vsync過來時, 直接由SF的MessageQueue處理