深入解析Android 12(S): SurfaceFlinger的启动流程与消息队列管理(第四部分)
cc_binary {
name: "surfaceflinger",
defaults: ["libsurfaceflinger_binary"],
init_rc: ["surfaceflinger.rc"],
srcs: [
":surfaceflinger_binary_sources",
// Note: SurfaceFlingerFactory is not in the filegroup so that it
// can be easily replaced.
"SurfaceFlingerFactory.cpp",
],
shared_libs: [
"libSurfaceFlingerProp",
],
logtags: ["EventLog/EventLogTags.logtags"],
}
再来瞅瞅surfaceflinger.rc这个档案的内容,主要时设置一些SurfaceFlinger服务进程启动属性
service surfaceflinger /system/bin/surfaceflinger
class core animation
user system
group graphics drmrpc readproc
capabilities SYS_NICE
onrestart restart zygote
task_profiles HighPerformance
socket pdx/system/vr/display/client stream 0666 system graphics u:object_r:pdx_display_client_endpoint_socket:s0
socket pdx/system/vr/display/manager stream 0666 system graphics u:object_r:pdx_display_manager_endpoint_socket:s0
socket pdx/system/vr/display/vsync stream 0666 system graphics u:object_r:pdx_display_vsync_endpoint_socket:s0
这里我们就简简单单理解为:设备开机启动时,init进程解析surfaceflinger.rc,然后去执行/system/bin/surfaceflinger,从而启动了SurfaceFlinger服务进程。
如果在设备console下执行ps,你就可以看到这个进程PID了
console:/ $ ps -A | grep surfaceflinger
system 210 1 133412 38160 0 0 S surfaceflinger
可执行档surfaceflinger的main函数入口
在此我们仅摘录主要的代码并注释如下:
* /frameworks/native/services/surfaceflinger/main_surfaceflinger.cpp
int main(int, char**) {
...
// When SF is launched in its own process, limit the number of
// binder threads to 4.
ProcessState::self()->setThreadPoolMaxThreadCount(4);
...
// start the thread pool
sp<ProcessState> ps(ProcessState::self());
ps->startThreadPool();
...
// 创建SurfaceFlinger对象,由强指针指向。
// SurfaceFlinger继承RefBase类,所以此处一旦new出对象赋给sp指针后,将立刻触发SurfaceFlinger类的onFirstRef方法的调用。
// instantiate surfaceflinger
sp<SurfaceFlinger> flinger = surfaceflinger::createSurfaceFlinger();
...
// SurfaceFlinger类正式初始化
// initialize before clients can connect
flinger->init();
// SurfaceFlinger向ServiceManager注册Binder服务,
// 这样在其他进程中可以通过getService+SERVICE_NAME来获取SurfaceFlinger服务,继而可以和SurfaceFlinger类进行Binder通信。
// publish surface flinger
sp<IServiceManager> sm(defaultServiceManager());
sm->addService(String16(SurfaceFlinger::getServiceName()), flinger, false,
IServiceManager::DUMP_FLAG_PRIORITY_CRITICAL | IServiceManager::DUMP_FLAG_PROTO);
...
// SurfaceFlinger类进入主循环(此处注意SurfaceFlinger类未继承Threads类,不遵循Threads类的接口执行顺序)
// run surface flinger in this thread
flinger->run();
return 0;
}
对于main函数,简简单单把握一下几点就可以了:
- 创建SurfaceFlinger对象,触发执行 SurfaceFlinger::onFirstRef()
- 调用SurfaceFlinger::init()进行初始化
- 注册服务到ServiceManager(名字是"SurfaceFlinger")
- 调用SurfaceFlinger::run()
Tips:
在设备console上执行service list命令就可以看到注册的服务:注册的名称是SurfaceFlinger, 这个服务实现的接口是android.ui.ISurfaceComposer
console:/ $ service list | grep Surface
1 SurfaceFlinger: [android.ui.ISurfaceComposer]
SurfaceFlinger类定义
* /frameworks/native/services/surfaceflinger/SurfaceFlinger.h
class SurfaceFlinger : public BnSurfaceComposer,
public PriorityDumper,
private IBinder::DeathRecipient,
private HWC2::ComposerCallback,
private ISchedulerCallback {
创建SurfaceFinger实例对象
调用surfaceflinger::createSurfaceFlinger()来创建SurfaceFlinger实例,并传递一个factory对象作为参数
* /frameworks/native/services/surfaceflinger/SurfaceFlingerFactory.cpp
sp<SurfaceFlinger> createSurfaceFlinger() {
static DefaultFactory factory;
return new SurfaceFlinger(factory);
}
来简单看一下Factory的定义:
* /frameworks/native/services/surfaceflinger/SurfaceFlingerFactory.h
// The interface that SurfaceFlinger uses to create all of the implementations
// of each interface.
class Factory {
public:
virtual std::unique_ptr<HWComposer> createHWComposer(const std::string& serviceName) = 0;
virtual std::unique_ptr<MessageQueue> createMessageQueue() = 0;
virtual std::unique_ptr<scheduler::VsyncConfiguration> createVsyncConfiguration(
Fps currentRefreshRate) = 0;
virtual std::unique_ptr<Scheduler> createScheduler(const scheduler::RefreshRateConfigs&,
ISchedulerCallback&) = 0;
virtual sp<SurfaceInterceptor> createSurfaceInterceptor() = 0;
virtual sp<StartPropertySetThread> createStartPropertySetThread(
bool timestampPropertyValue) = 0;
virtual sp<DisplayDevice> createDisplayDevice(DisplayDeviceCreationArgs&) = 0;
virtual sp<GraphicBuffer> createGraphicBuffer(uint32_t width, uint32_t height,
PixelFormat format, uint32_t layerCount,
uint64_t usage, std::string requestorName) = 0;
virtual void createBufferQueue(sp<IGraphicBufferProducer>* outProducer,
sp<IGraphicBufferConsumer>* outConsumer,
bool consumerIsSurfaceFlinger) = 0;
virtual sp<IGraphicBufferProducer> createMonitoredProducer(const sp<IGraphicBufferProducer>&,
const sp<SurfaceFlinger>&,
const wp<Layer>&) = 0;
virtual sp<BufferLayerConsumer> createBufferLayerConsumer(const sp<IGraphicBufferConsumer>&,
renderengine::RenderEngine&,
uint32_t tex, Layer*) = 0;
virtual std::unique_ptr<surfaceflinger::NativeWindowSurface> createNativeWindowSurface(
const sp<IGraphicBufferProducer>&) = 0;
virtual std::unique_ptr<compositionengine::CompositionEngine> createCompositionEngine() = 0;
virtual sp<BufferQueueLayer> createBufferQueueLayer(const LayerCreationArgs& args) = 0;
virtual sp<BufferStateLayer> createBufferStateLayer(const LayerCreationArgs& args) = 0;
virtual sp<EffectLayer> createEffectLayer(const LayerCreationArgs& args) = 0;
virtual sp<ContainerLayer> createContainerLayer(const LayerCreationArgs& args) = 0;
virtual std::unique_ptr<FrameTracer> createFrameTracer() = 0;
virtual std::unique_ptr<frametimeline::FrameTimeline> createFrameTimeline(
std::shared_ptr<TimeStats> timeStats, pid_t surfaceFlingerPid) = 0;
protected:
~Factory() = default;
};
Factory中定义了各种create方法,其作用如注释中说明:The interface that SurfaceFlinger uses to create all of the implementations of each interface.
SurfaceFlinger用Factory来创建所有实现了对应接口的对象。SurfaceFlinger中默认使用的是DefaultFactory,其中定义各种createXXX()方法的实现。具体可参见:/frameworks/native/services/surfaceflinger/SurfaceFlingerDefaultFactory.cpp
SurfaceFlinger构造函数
构造函数的代码就只截取部分贴在这里了,其中主要是读取一些属性值来对一些成员变量进行初始化。其中一些属性值是debug参数。另外就是利用mFactory的createXXX方法去实例化各种对象。
比如 : 创建消息队列 mEventQueue(mFactory.createMessageQueue())
* /frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp
SurfaceFlinger::SurfaceFlinger(Factory& factory, SkipInitializationTag)
: mFactory(factory),
mInterceptor(mFactory.createSurfaceInterceptor()),
mTimeStats(std::make_shared<impl::TimeStats>()),
mFrameTracer(mFactory.createFrameTracer()),
mFrameTimeline(mFactory.createFrameTimeline(mTimeStats, getpid())),
mEventQueue(mFactory.createMessageQueue()),
mCompositionEngine(mFactory.createCompositionEngine()),
mHwcServiceName(base::GetProperty("debug.sf.hwc_service_name"s, "default"s)),
mTunnelModeEnabledReporter(new TunnelModeEnabledReporter()),
mInternalDisplayDensity(getDensityFromProperty("ro.sf.lcd_density", true)),
mEmulatedDisplayDensity(getDensityFromProperty("qemu.sf.lcd_density", false)),
mPowerAdvisor(*this) {
ALOGI("Using HWComposer service: %s", mHwcServiceName.c_str());
mSetInputWindowsListener = new SetInputWindowsListener([&]() { setInputWindowsFinished(); });
}
SurfaceFlinger::SurfaceFlinger(Factory& factory) : SurfaceFlinger(factory, SkipInitialization) {
ALOGI("SurfaceFlinger is starting");
hasSyncFramework = running_without_sync_framework(true);
dispSyncPresentTimeOffset = present_time_offset_from_vsync_ns(0);
useHwcForRgbToYuv = force_hwc_copy_for_virtual_displays(false);
maxFrameBufferAcquiredBuffers = max_frame_buffer_acquired_buffers(2);
maxGraphicsWidth = std::max(max_graphics_width(0), 0);
maxGraphicsHeight = std::max(max_graphics_height(0), 0);
hasWideColorDisplay = has_wide_color_display(false);
...
}
surfaceflinger 会去读取SurfaceFlingerProperties中的系统属性,具体可以参看源码:/frameworks/native/services/surfaceflinger/sysprop/
Tips:
关于系统属性的知识建议可以参见:
https://source.android.google.cn/devices/architecture/sysprops-apis?hl=zh-cn
https://blog.****.net/askfgx2010/article/details/112308665
SurfaceFlinger::onFirstRef
上面创建完SurfaceFlinger对象,立即就会执行到SurfaceFlinger::onFirstRef,这个方法中就做了一件事对消息队列做初始化,如下:
void SurfaceFlinger::onFirstRef() {
mEventQueue->init(this);
}
消息队列运行的详细分析我们下节在讲,这里先不展开。
SurfaceFlinger::init
再回到可执行档surfaceflinger的main函数中,创建完SurfaceFlinger对象后,紧接着调用了SurfaceFlinger::init()方法:
* /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);
// 对于CompositionEngine 属性进行设置, 创建 RenderEngine 对象
// 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.
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::REALTIME
: renderengine::RenderEngine::ContextPriority::MEDIUM)
.build()));
// Set SF main policy after initializing RenderEngine which has its own policy.
if (!SetTaskProfiles(0, {"SFMainPolicy"})) {
ALOGW("Failed to set main task profile");
}
// 创建HWComposer对象并传入一个name属性,再通过mCompositionEngine->setHwComposer设置对象属性。
mCompositionEngine->setTimeStats(mTimeStats);
mCompositionEngine->setHwComposer(getFactory().createHWComposer(mHwcServiceName));
mCompositionEngine->getHwComposer().setCallback(this);
ClientCache::getInstance().setRenderEngine(&getRenderEngine());
if (base::GetBoolProperty("debug.sf.enable_hwc_vds"s, false)) {
enableHalVirtualDisplays(true);
}
// processDisplayHotplugEventsLocked(); 处理 任何初始热插拔和显示更改的结果
// 在此方法中主要有调用 initScheduler(displayId);
// Process any initial hotplug and resulting display changes.
processDisplayHotplugEventsLocked();
const auto display = getDefaultDisplayDeviceLocked();
LOG_ALWAYS_FATAL_IF(!display, "Missing internal display after registering composer callback.");
const auto displayId = display->getPhysicalId();
LOG_ALWAYS_FATAL_IF(!getHwComposer().isConnected(displayId),
"Internal display is disconnected.");
// initialize our drawing state
mDrawingState = mCurrentState;
// 初始化Display信息
// set initial conditions (e.g. unblank default device)
initializeDisplays();
mPowerAdvisor.init();
char primeShaderCache[PROPERTY_VALUE_MAX];
property_get("service.sf.prime_shader_cache", primeShaderCache, "1");
if (atoi(primeShaderCache)) {
if (setSchedFifo(false) != NO_ERROR) {
ALOGW("Can't set SCHED_OTHER for primeCache");
}
mRenderEnginePrimeCacheFuture = getRenderEngine().primeCache();
if (setSchedFifo(true) != NO_ERROR) {
ALOGW("Can't set SCHED_OTHER for primeCache");
}
}
getRenderEngine().onPrimaryDisplaySizeChanged(display->getSize());
// Inform native graphics APIs whether the present timestamp is supported:
const bool presentFenceReliable =
!getHwComposer().hasCapability(hal::Capability::PRESENT_FENCE_IS_NOT_RELIABLE);
mStartPropertySetThread = getFactory().createStartPropertySetThread(presentFenceReliable);
// 开启一个设置属性的线程,在这个线程中使用property_set去设置一些属性值
if (mStartPropertySetThread->Start() != NO_ERROR) {
ALOGE("Run StartPropertySetThread failed!");
}
ALOGV("Done initializing");
}
SurfaceFlinger::init方法,完成的工作大概为:
♦ CompositionEngine的配置,创建RenderEngine对象用于Client合成模式(GPU)合成;
♦ 初始化HWComposer,注册回调接口mCompositionEngine->getHwComposer().setCallback(this),HAL会回调一些方法;
♦ 处理Display显示屏幕的热插拔和更改的事件processDisplayHotplugEventsLocked;
♦ 初始化显示设备initializeDisplays;
♦ 开启一个设置属性的线程,在这个线程中使用property_set去设置一些属性值mStartPropertySetThread->Start();
SurfaceFlinger::run
可执行档surfaceflinger的main函数中,把SurfaceFinger这个服务注册进ServiceManger中后,后续执行了SurfaceFlinger::run这个方法,代码如下:
* /frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp
void SurfaceFlinger::run() {
while (true) {
mEventQueue->waitMessage();
}
}
这个方法也很简单,一个while(true)的无限死循环,消息队列等待消息的到来。surfaceflinger主线程中等待消息处理。
讲到这里,大概SurfaceFlinger启动的流程就完成了,当然,很多细节我们没有深入去分析。