必讀:
Android 12(S) 圖像顯示系統 - 開篇
一、前言
因為個人工作主要是Android多媒體播放的內容,在工作中查看源碼或設計程序經常會遇到調用API:
static inline int native_window_api_connect(struct ANativeWindow* window, int api)
static inline int native_window_api_disconnect(struct ANativeWindow* window, int api)
所以也一直好奇這兩個方法都做了什么事情?這篇文章就來一探究竟。
二、native_window_api_connect 解析
Android系統中,開始播放視頻並設置Surface后,都會做一次 connectToSurface 的操作,比如MediaCodec中,在初始化階段setSurface后就會調用方法:
status_t MediaCodec::connectToSurface(const sp<Surface> &surface) {
...
err = nativeWindowConnect(surface.get(), "connectToSurface");
...
}
這里就是去調用了 /frameworks/av/media/libstagefright/SurfaceUtils.cpp 中的方法:
status_t nativeWindowConnect(ANativeWindow *surface, const char *reason) {
ALOGD("connecting to surface %p, reason %s", surface, reason);
status_t err = native_window_api_connect(surface, NATIVE_WINDOW_API_MEDIA);
ALOGE_IF(err != OK, "Failed to connect to surface %p, err %d", surface, err);
return err;
}
是不是看到了 native_window_api_connect ,其中參數 NATIVE_WINDOW_API_MEDIA 表明 video decoder會作為生產者來生成buffer數據。
再接着往下走,看看到底做了什么?
大體的調用流程如下:
/frameworks/native/libs/gui/Surface.cpp
/frameworks/native/libs/gui/BufferQueueProducer.cpp
>>> static inline int native_window_api_connect(struct ANativeWindow* window, int api)
>>> int Surface::hook_perform(ANativeWindow* window, int operation, ...)
>>> int Surface::perform(int operation, va_list args)
>>> int Surface::dispatchConnect(va_list args)
>>> int Surface::connect(int api)
>>> int Surface::connect(int api, const sp<IProducerListener>& listener)
>>> int Surface::connect(int api, const sp<IProducerListener>& listener, bool reportBufferRemoval)
>>> status_t BufferQueueProducer::connect(const sp<IProducerListener>& listener,
int api, bool producerControlledByApp, QueueBufferOutput *output)
最終進入到了BufferQueueProducer::connect函數中,看起來這里應該就是做具體事情的地方了
老規矩,看源碼:
status_t BufferQueueProducer::connect(const sp<IProducerListener>& listener,
int api, bool producerControlledByApp, QueueBufferOutput *output) {
ATRACE_CALL();
std::lock_guard<std::mutex> lock(mCore->mMutex);
mConsumerName = mCore->mConsumerName; // 消費者名字
BQ_LOGV("connect: api=%d producerControlledByApp=%s", api,
producerControlledByApp ? "true" : "false");
// 對一些條件進行判斷,必要時直接返回return
if (mCore->mIsAbandoned) {
BQ_LOGE("connect: BufferQueue has been abandoned");
return NO_INIT;
}
if (mCore->mConsumerListener == nullptr) {
BQ_LOGE("connect: BufferQueue has no consumer");
return NO_INIT;
}
if (output == nullptr) {
BQ_LOGE("connect: output was NULL");
return BAD_VALUE;
}
if (mCore->mConnectedApi != BufferQueueCore::NO_CONNECTED_API) {
BQ_LOGE("connect: already connected (cur=%d req=%d)",
mCore->mConnectedApi, api);
return BAD_VALUE;
}
int delta = mCore->getMaxBufferCountLocked(mCore->mAsyncMode,
mDequeueTimeout < 0 ?
mCore->mConsumerControlledByApp && producerControlledByApp : false,
mCore->mMaxBufferCount) -
mCore->getMaxBufferCountLocked();
if (!mCore->adjustAvailableSlotsLocked(delta)) {
BQ_LOGE("connect: BufferQueue failed to adjust the number of available "
"slots. Delta = %d", delta);
return BAD_VALUE;
}
int status = NO_ERROR;
switch (api) {
case NATIVE_WINDOW_API_EGL:
case NATIVE_WINDOW_API_CPU:
case NATIVE_WINDOW_API_MEDIA:
case NATIVE_WINDOW_API_CAMERA:
mCore->mConnectedApi = api;
output->width = mCore->mDefaultWidth;
output->height = mCore->mDefaultHeight;
output->transformHint = mCore->mTransformHintInUse = mCore->mTransformHint;
output->numPendingBuffers =
static_cast<uint32_t>(mCore->mQueue.size());
output->nextFrameNumber = mCore->mFrameCounter + 1;
output->bufferReplaced = false;
output->maxBufferCount = mCore->mMaxBufferCount;
if (listener != nullptr) {
// Set up a death notification so that we can disconnect
// automatically if the remote producer dies
#ifndef NO_BINDER
if (IInterface::asBinder(listener)->remoteBinder() != nullptr) {
status = IInterface::asBinder(listener)->linkToDeath(
static_cast<IBinder::DeathRecipient*>(this));
if (status != NO_ERROR) {
BQ_LOGE("connect: linkToDeath failed: %s (%d)",
strerror(-status), status);
}
mCore->mLinkedToDeath = listener;
}
#endif
mCore->mConnectedProducerListener = listener; // 設置producer listener
mCore->mBufferReleasedCbEnabled = listener->needsReleaseNotify();
}
break;
default:
BQ_LOGE("connect: unknown API %d", api);
status = BAD_VALUE;
break;
}
mCore->mConnectedPid = BufferQueueThreadState::getCallingPid();
mCore->mBufferHasBeenQueued = false;
mCore->mDequeueBufferCannotBlock = false;
mCore->mQueueBufferCanDrop = false;
mCore->mLegacyBufferDrop = true;
if (mCore->mConsumerControlledByApp && producerControlledByApp) {
mCore->mDequeueBufferCannotBlock = mDequeueTimeout < 0;
mCore->mQueueBufferCanDrop = mDequeueTimeout <= 0;
}
mCore->mAllowAllocation = true; // 允許分配 graphic buffer
VALIDATE_CONSISTENCY();
return status;
}
我才疏學淺,按我理解,就是完成了一些初始化的操作,貌似也沒啥了,這之后應該produder就可以 dequeue buffer 了
另外一點,這里有設置producer listener,之前文章中也講過,貌似也沒啥作用(也許我錯了)
mCore->mConnectedProducerListener = listener;
mCore->mBufferReleasedCbEnabled = listener->needsReleaseNotify();
三、native_window_api_disconnect 解析
disconnect的調用流程和connect的流程類似。