在Android4.1之后增加了Choreographer机制,用于同Vsync机制配合,实现统一调度界面绘图.
Choreographer构造过程
frameworks\base\core\java\android\view\Choreographer.java
public static Choreographer getInstance() {
return sThreadInstance.get();
}
private static final ThreadLocal<Choreographer> sThreadInstance =
new ThreadLocal<Choreographer>() {
@Override
protected Choreographer initialValue() {
Looper looper = Looper.myLooper();
if (looper == null) {
throw new IllegalStateException("The current thread must have a looper!");
}
return new Choreographer(looper);
}
};
为调用线程创建一个Choreographer实例,调用线程必须具备消息循环功能,因为ViewRootImpl对象的构造是在应用程序进程的UI主线程中执行的,因此创建的Choreographer对象将使用UI线程消息队列。
private Choreographer(Looper looper) {
mLooper = looper;
//创建消息处理Handler
mHandler = new FrameHandler(looper);
//如果系统使用了Vsync机制,则注册一个FrameDisplayEventReceiver接收器
mDisplayEventReceiver = USE_VSYNC ? new FrameDisplayEventReceiver(looper) : null;
mLastFrameTimeNanos = Long.MIN_VALUE;
//屏幕刷新周期
mFrameIntervalNanos = (long)(1000000000 /
new Display(Display.DEFAULT_DISPLAY, null).getRefreshRate());
//创建回调数组
mCallbackQueues = new CallbackQueue[CALLBACK_LAST + 1];
//初始化数组
for (int i = 0; i <= CALLBACK_LAST; i++) {
mCallbackQueues[i] = new CallbackQueue();
}
}
变量USE_VSYNC用于表示系统是否是用了Vsync同步机制,该值是通过读取系统属性debug.choreographer.vsync来获取的。如果系统使用了Vsync同步机制,则创建一个FrameDisplayEventReceiver对象用于请求并接收Vsync事件,最后Choreographer创建了一个大小为3的CallbackQueue队列数组,用于保存不同类型的Callback。
添加回调过程
frameworks\base\core\java\android\view\Choreographer.java
public void postCallback(int callbackType, Runnable action, Object token) {
postCallbackDelayed(callbackType, action, token, 0);
}
public void postCallbackDelayed(int callbackType,
Runnable action, Object token, long delayMillis) {
if (action == null) {
throw new IllegalArgumentException("action must not be null");
}
if (callbackType < 0 || callbackType > CALLBACK_LAST) {
throw new IllegalArgumentException("callbackType is invalid");
}
postCallbackDelayedInternal(callbackType, action, token, delayMillis);
}
private void postCallbackDelayedInternal(int callbackType,
Object action, Object token, long delayMillis) {
synchronized (mLock) {
final long now = SystemClock.uptimeMillis();
final long dueTime = now + delayMillis;
//将要执行的回调封装成CallbackRecord对象,保存到mCallbackQueues数组中
mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token);
//函数执行时间到
if (dueTime <= now) {
scheduleFrameLocked(now);
} else {//通过异步消息方式实现函数延时执行
Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_CALLBACK, action);
msg.arg1 = callbackType;
msg.setAsynchronous(true);
mHandler.sendMessageAtTime(msg, dueTime);
}
}
}
private final class FrameHandler extends Handler {
@Override
public void handleMessage(Message msg) {
switch (msg.what) {
case MSG_DO_SCHEDULE_CALLBACK:
doScheduleCallback(msg.arg1);
break;
}
}
}
void doScheduleCallback(int callbackType) {
synchronized (mLock) {
if (!mFrameScheduled) {
final long now = SystemClock.uptimeMillis();
if (mCallbackQueues[callbackType].hasDueCallbacksLocked(now)) {
scheduleFrameLocked(now);
}
}
}
}
private void scheduleFrameLocked(long now) {
if (!mFrameScheduled) {
mFrameScheduled = true;
//检查是否使用了Vsync机制
if (USE_VSYNC) {
//如果当前线程具备消息循环,则直接请求VSync信号
if (isRunningOnLooperThreadLocked()) {
scheduleVsyncLocked();
} else {//如果当前线程不具备消息循环,则通过主线程请求VSync信号
Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_VSYNC);
msg.setAsynchronous(true);
mHandler.sendMessageAtFrontOfQueue(msg);
}
} else { //如果系统没有使用VSync机制,则使用异步消息延时执行屏幕刷新
final long nextFrameTime = Math.max(
mLastFrameTimeNanos / NANOS_PER_MS + sFrameDelay, now);
Message msg = mHandler.obtainMessage(MSG_DO_FRAME);
msg.setAsynchronous(true);
mHandler.sendMessageAtTime(msg, nextFrameTime);
}
}
}
在该函数中考虑了两种情况,一种是系统没有使用Vsync机制,在这种情况下,首先根据屏幕刷新频率计算下一次刷新时间,通过异步消息方式延时执行doFrame()函数实现屏幕刷新。如果系统使用了Vsync机制,并且当前线程具备消息循环,则直接请求Vsync信号,否则就通过主线程来请求Vsync信号。FrameDisplayEventReceiver对象用于请求并接收Vsync信号,当Vsync信号到来时,系统会自动调用其onVsync()函数,在该回调函数中执行doFrame()实现屏幕刷新。
当VSYNC信号到达时,Choreographer doFrame()函数被调用
void doFrame(long frameTimeNanos, int frame) {
final long startNanos;
synchronized (mLock) {
if (!mFrameScheduled) {
return; // no work to do
}
//保存起始时间
startNanos = System.nanoTime();
//由于Vsync事件处理采用的是异步方式,因此这里计算消息发送与函数调用开始之间所花费的时间
final long jitterNanos = startNanos - frameTimeNanos;
//如果线程处理该消息的时间超过了屏幕刷新周期
if (jitterNanos >= mFrameIntervalNanos) {
//计算函数调用期间所错过的帧数
final long skippedFrames = jitterNanos / mFrameIntervalNanos;
if (skippedFrames >= SKIPPED_FRAME_WARNING_LIMIT) {
Log.i(TAG, "Skipped " + skippedFrames + " frames! "
+ "The application may be doing too much work on its main thread.");
}
final long lastFrameOffset = jitterNanos % mFrameIntervalNanos;
frameTimeNanos = startNanos - lastFrameOffset;
}
//如果frameTimeNanos小于一个屏幕刷新周期,则重新请求VSync信号
if (frameTimeNanos < mLastFrameTimeNanos) {
scheduleVsyncLocked();
return;
}
mFrameScheduled = false;
mLastFrameTimeNanos = frameTimeNanos;
}
//分别回调CALLBACK_INPUT、CALLBACK_ANIMATION、CALLBACK_TRAVERSAL事件
doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos);
doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos);
doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos);
}
Choreographer类中分别定义了CallbackRecord、CallbackQueue内部类,CallbackQueue是一个按时间先后顺序保存CallbackRecord的单向循环链表。
在Choreographer中定义了三个CallbackQueue队列,用数组mCallbackQueues表示,用于分别保存CALLBACK_INPUT、CALLBACK_ANIMATION、CALLBACK_TRAVERSAL这三种类型的Callback,当调用Choreographer类的postCallback()函数时,就是往指定类型的CallbackQueue队列中通过addCallbackLocked()函数添加一个CallbackRecord项:首先构造一个CallbackRecord对象,然后按时间先后顺序插入到CallbackQueue链表中。从代码注释中,我们可以知道CALLBACK_INPUT是指输入回调,该回调优先级最高,首先得到执行,而CALLBACK_TRAVERSAL是指处理布局和绘图的回调,只有在所有异步消息都执行完后才得到执行,CALLBACK_ANIMATION是指动画回调,比CALLBACK_TRAVERSAL优先执行,从doFrame()函数中的doCallbacks调用就能印证这点。
doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos);
doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos);
doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos);
当Vsync事件到来时,顺序执行CALLBACK_INPUT、CALLBACK_ANIMATION和CALLBACK_TRAVERSAL对应CallbackQueue队列中注册的回调。
void doCallbacks(int callbackType, long frameTimeNanos) {
CallbackRecord callbacks;
synchronized (mLock) {
final long now = SystemClock.uptimeMillis();
//从指定类型的CallbackQueue队列中查找执行时间到的CallbackRecord
callbacks = mCallbackQueues[callbackType].extractDueCallbacksLocked(now);
if (callbacks == null) {
return;
}
mCallbacksRunning = true;
}
try {
//由于CallbackQueues是按时间先后顺序排序的,因此遍历执行所有时间到的CallbackRecord
for (CallbackRecord c = callbacks; c != null; c = c.next) {
c.run(frameTimeNanos);
}
} finally {
synchronized (mLock) {
mCallbacksRunning = false;
do {
final CallbackRecord next = callbacks.next;
recycleCallbackLocked(callbacks);
callbacks = next;
} while (callbacks != null);
}
}
}
该函数就是按时间顺序先后执行到时的CallbackRecord
private static final class CallbackRecord {
public CallbackRecord next;
public long dueTime;
public Object action; // Runnable or FrameCallback
public Object token;
public void run(long frameTimeNanos) {
if (token == FRAME_CALLBACK_TOKEN) {
((FrameCallback)action).doFrame(frameTimeNanos);
} else {
((Runnable)action).run();
}
}
}
我们知道Choreographer对外提供了两个接口函数用于注册指定的Callback,postCallback()用于注册Runnable对象,而postFrameCallback()函数用于注册FrameCallback对象,无论注册的是Runnable对象还是FrameCallback对象,在CallbackRecord对象中统一装箱为Object类型。在执行其回调函数时,就需要区别这两种对象类型,如果注册的是Runnable对象,则调用其run()函数,如果注册的是FrameCallback对象,则调用它的doFrame()函数。
Vsync请求过程
我们知道在Choreographer构造函数中,构造了一个FrameDisplayEventReceiver对象,用于请求并接收Vsync信号,Vsync信号请求过程如下:
private void scheduleVsyncLocked() {
//申请Vsync信号
mDisplayEventReceiver.scheduleVsync();
}
FrameDisplayEventReceiver继承于DisplayEventReceiver类,Vsync请求在DisplayEventReceiver中实现。
frameworks\base\core\java\android\view\ DisplayEventReceiver.java
public void scheduleVsync() {
if (mReceiverPtr == 0) {
Log.w(TAG, "Attempted to schedule a vertical sync pulse but the display event "
+ "receiver has already been disposed.");
} else {
//通过Jni方式调用native层的NativeDisplayEventReceiver对象来请求VSync
nativeScheduleVsync(mReceiverPtr);
}
}
frameworks\base\core\jni\ android_view_DisplayEventReceiver.cpp
static void nativeScheduleVsync(JNIEnv* env, jclass clazz, jint receiverPtr) {
//得到NativeDisplayEventReceiver对象指针
sp<NativeDisplayEventReceiver> receiver =
reinterpret_cast<NativeDisplayEventReceiver*>(receiverPtr);
//通过NativeDisplayEventReceiver请求VSync
status_t status = receiver->scheduleVsync();
if (status) {
String8 message;
message.appendFormat("Failed to schedule next vertical sync pulse. status=%d", status);
jniThrowRuntimeException(env, message.string());
}
}
status_t NativeDisplayEventReceiver::scheduleVsync() {
if (!mWaitingForVsync) {
ALOGV("receiver %p ~ Scheduling vsync.", this);
// Drain all pending events.
nsecs_t vsyncTimestamp;
uint32_t vsyncCount;
readLastVsyncMessage(&vsyncTimestamp, &vsyncCount);
status_t status = mReceiver.requestNextVsync();
if (status) {
ALOGW("Failed to request next vsync, status=%d", status);
return status;
}
mWaitingForVsync = true;
}
return OK;
}
VSync请求过程又转交给了DisplayEventReceiver
frameworks\native\libs\gui\ DisplayEventReceiver.cpp
status_t DisplayEventReceiver::requestNextVsync() {
if (mEventConnection != NULL) {
mEventConnection->requestNextVsync();
return NO_ERROR;
}
return NO_INIT;
}
这里又通过IDisplayEventConnection接口来请求Vsync信号,IDisplayEventConnection实现了Binder通信框架,可以跨进程调用,因为Vsync信号请求进程和Vsync产生进程有可能不在同一个进程空间,因此这里就借助IDisplayEventConnection接口来实现。下面通过图来梳理Vsync请求的调用流程: