Android12(S)图形显示系统-BufferQueue的工作流程(九)

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优雅殿下 2022-03-21 08:56:59
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Android 12(S) 图形显示系统 - BufferQueue的工作流程(九)

生产者 -- 图形缓冲队列 -- 消费者 这个模型的的具体工作流程。分析生产者-Producer的相关逻辑分析

题外话

Covid-19疫情的强烈反弹,小区里检测出了无症状感染者。小区封闭管理,我也不得不居家办公了。既然这么大把的时间可以光明正大的宅家里,自然要好好利用,八个字 == 努力工作,好好学习


 

一、前言


这篇文章中,将详细讲解 生产者 -- 图形缓冲队列 -- 消费者 这个模型的的具体工作流程。我们还是从我们的demo运行流程着手。

可以再回头看看 Android 12(S) 图形显示系统 - 示例应用(二)

在demo示例中,我们获取buffer --> 填充数据 --> 送出显示的代码如下所示(做了简化):

        // 9. dequeue a buffer        ANativeWindowBuffer *nativeBuffer = nullptr;        int hwcFD = -1;        err = nativeWindow->dequeueBuffer(nativeWindow, &nativeBuffer, &hwcFD);        // 10. make sure really control the dequeued buffer        sp<Fence> hwcFence(new Fence(hwcFD));        int waitResult = hwcFence->waitForever("dequeueBuffer_EmptyNative");        // 11. fill buffer        sp<GraphicBuffer> buf(GraphicBuffer::from(nativeBuffer));        uint8_t* img = nullptr;        err = buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));        fillRGBA8Buffer(img);        err = buf->unlock();        // 13. queue the buffer to display        int gpuFD = -1;        err = nativeWindow->queueBuffer(nativeWindow, buf->getNativeBuffer(), gpuFD);

获取图形缓冲区调用流程:

==> ANativeWindow::dequeueBuffer 

==> Surface::hook_dequeueBuffer

==> Surface::dequeueBuffer

==> BufferQueueProducer::dequeueBuffer

填充数据后返还图形缓冲区的调用流程:

==> ANativeWindow::queueBuffer

==> Surface::hook_queueBuffer

==> Surface::queueBuffer

==> BufferQueueProducer::queueBuffer

前面文章讲解中提到,BLASTBufferQueue中创建Surface对象时,初始化其成员mGraphicBufferProducer,这个就是指向了一个GraphicBufferProducer对象。

当然,demo作为客户端仅仅是展示了生产者的工作,那消费者的工作又是如何的呢?

先用一张流程图概述一下:

上图基本展示了BufferQueue的工作逻辑以及Buffer的流转过程和状态变化情况。


上图描述的流程我再重复唠叨一遍:

  1. Producer准备绘图时,调用dequeueBuffer向BufferQueue请求一块buffer;
  2. BufferQueue收到dequeueBuffer的请求后会去自己的BufferSlot队列中寻找一个FREE状态的,然后返回它的index;
  3. Producer拿到可用的buffer后就可以准备填充数据了;
  4. Producer填充数据完毕,调用queueBuffer将bffer再返还给BufferQueue;
  5. BufferQueue收到queueBuffer请求后,将指定的buffer包装为BufferItem对象,放入mQueue,并通知Consumer来消费;
  6. Consumer收到 frame available的通知后,调用acquireBuffer,获取一个buffer;
  7. Consumer拿到buffer进行消费,一般是指SurfaceFlinger做渲染显示;
  8. Consumer完成处理,调用releaseBuffer把buffer返还给BufferQueue,这个buffer之后就可以再次在新的循环中使用了。

另外一点请留意各个函数调用后,对应的BufferSlot(GraphicBuffer)的状态变化。一般是这样的:

FREE -> DEQUEUED -> QUEUED -> ACQUIRED -> FREE


 

二、生产者-Producer的相关逻辑


代码位置 :/frameworks/native/libs/gui/BufferQueueProducer.cpp

 

2.1 申请图形缓冲区

申请图形缓冲区,是从队列中取出一个可用的graphic buffer ,所以函数名叫dequeueBuffer ,它的作用是在应用程序一端准备绘制图像时,向BufferQueue申请一块可用的GraphicBuffer,有了这个buffer就可以把图像数据写入送去做处理和显示。

BufferQueueCore中mSlots数组管理缓冲区,最大容量是64,这个mSlots一开始静态分配了64个BufferSlot大小的空间,但是其中的数据缓冲区GraphicBuffer的分配是动态的,在需要时分配或重新分配。

dequeueBuffer流程

status_t BufferQueueProducer::dequeueBuffer(int* outSlot, sp<android::Fence>* outFence,                                            uint32_t width, uint32_t height, PixelFormat format,                                            uint64_t usage, uint64_t* outBufferAge,                                            FrameEventHistoryDelta* outTimestamps) {    ATRACE_CALL();    { // Autolock scope        std::lock_guard<std::mutex> lock(mCore->mMutex);        mConsumerName = mCore->mConsumerName;        // BufferQueue已经被废弃,就直接返回了        if (mCore->mIsAbandoned) {            BQ_LOGE("dequeueBuffer: BufferQueue has been abandoned");            return NO_INIT;        }        // 没有producer与BufferQueue建立连接,直接返回了        if (mCore->mConnectedApi == BufferQueueCore::NO_CONNECTED_API) {            BQ_LOGE("dequeueBuffer: BufferQueue has no connected producer");            return NO_INIT;        }    } // Autolock scope    BQ_LOGV("dequeueBuffer: w=%u h=%u format=%#x, usage=%#" PRIx64, width, height, format, usage);    // 宽高信息不正常,直接返回    if ((width && !height) || (!width && height)) {        BQ_LOGE("dequeueBuffer: invalid size: w=%u h=%u", width, height);        return BAD_VALUE;    }    // 定义返回值并初始化    status_t returnFlags = NO_ERROR;    EGLDisplay eglDisplay = EGL_NO_DISPLAY;    EGLSyncKHR eglFence = EGL_NO_SYNC_KHR;    bool attachedByConsumer = false;    { // Autolock scope        std::unique_lock<std::mutex> lock(mCore->mMutex);        // If we don't have a free buffer, but we are currently allocating, we wait until allocation        // is finished such that we don't allocate in parallel.        // mFreeBuffers中存储的是绑定了GraphicBuffer且状态为FREE的BufferSlot;        // mFreeBuffers为空,且正在分配GraphicBuffer内存时,需等待分配完成        if (mCore->mFreeBuffers.empty() && mCore->mIsAllocating) {            mDequeueWaitingForAllocation = true;            mCore->waitWhileAllocatingLocked(lock); // 等待            mDequeueWaitingForAllocation = false;            mDequeueWaitingForAllocationCondition.notify_all();        }        if (format == 0) {            format = mCore->mDefaultBufferFormat;        }        // Enable the usage bits the consumer requested        usage |= mCore->mConsumerUsageBits;        const bool useDefaultSize = !width && !height;        if (useDefaultSize) {            width = mCore->mDefaultWidth;            height = mCore->mDefaultHeight;            if (mCore->mAutoPrerotation &&                (mCore->mTransformHintInUse & NATIVE_WINDOW_TRANSFORM_ROT_90)) {                std::swap(width, height);            }        }        // 寻找BufferSlot        int found = BufferItem::INVALID_BUFFER_SLOT;        while (found == BufferItem::INVALID_BUFFER_SLOT) {            // 获取到可用的BufferSlot,它在mSlots的下标保存在found中,下面有讲解这个方法            status_t status = waitForFreeSlotThenRelock(FreeSlotCaller::Dequeue, lock, &found);            if (status != NO_ERROR) {                return status;            }            // This should not happen 没有找到可用的            if (found == BufferQueueCore::INVALID_BUFFER_SLOT) {                BQ_LOGE("dequeueBuffer: no available buffer slots");                return -EBUSY;            }           //获取found索引对应的BufferSlot及对应的GraphicBuffer。后面需要为该GraphicBuffer分配空间            const sp<GraphicBuffer>& buffer(mSlots[found].mGraphicBuffer);            // If we are not allowed to allocate new buffers,            // waitForFreeSlotThenRelock must have returned a slot containing a            // buffer. If this buffer would require reallocation to meet the            // requested attributes, we free it and attempt to get another one.            // 在不允许分配新的buffer时,waitForFreeSlotThenRelock必须返回一个绑定GraphicBuffer的slot.            // 如果这个buffer需要重新分配来满足新要求的属性,我们必须释放它然后再重新请求一个。            if (!mCore->mAllowAllocation) {                if (buffer->needsReallocation(width, height, format, BQ_LAYER_COUNT, usage)) {                    if (mCore->mSharedBufferSlot == found) {                        BQ_LOGE("dequeueBuffer: cannot re-allocate a sharedbuffer");                        return BAD_VALUE;                    }                    mCore->mFreeSlots.insert(found);                    mCore->clearBufferSlotLocked(found);                    found = BufferItem::INVALID_BUFFER_SLOT;                    continue;                }            }        }        //到此,说明已经找到了一个BufferSlot        const sp<GraphicBuffer>& buffer(mSlots[found].mGraphicBuffer);        if (mCore->mSharedBufferSlot == found &&                buffer->needsReallocation(width, height, format, BQ_LAYER_COUNT, usage)) {            BQ_LOGE("dequeueBuffer: cannot re-allocate a shared"                    "buffer");            return BAD_VALUE;        }        //如果不是共享buffer,就把这个BufferSlot对应的下标,加入到mActiveBuffers中        if (mCore->mSharedBufferSlot != found) {            mCore->mActiveBuffers.insert(found);        }        *outSlot = found; // outSlot是最终返回给Surface        ATRACE_BUFFER_INDEX(found);        attachedByConsumer = mSlots[found].mNeedsReallocation;        mSlots[found].mNeedsReallocation = false; //表示不需要重新分配空间        mSlots[found].mBufferState.dequeue(); // BufferSlot(BufferState)状态设置为dequeue        // 这里再次判断buffer是否为空,或者是否需要重新分配空间        // needsReallocation方法判断buffer属性和请求的是否匹配,不匹配需要重新分配        if ((buffer == nullptr) ||                buffer->needsReallocation(width, height, format, BQ_LAYER_COUNT, usage))        {   // 重置BufferSlot的变量值,            mSlots[found].mAcquireCalled = false;            mSlots[found].mGraphicBuffer = nullptr;            mSlots[found].mRequestBufferCalled = false;            mSlots[found].mEglDisplay = EGL_NO_DISPLAY;            mSlots[found].mEglFence = EGL_NO_SYNC_KHR;            mSlots[found].mFence = Fence::NO_FENCE;            mCore->mBufferAge = 0;            mCore->mIsAllocating = true;            returnFlags |= BUFFER_NEEDS_REALLOCATION;        } else {            // We add 1 because that will be the frame number when this buffer            // is queued            mCore->mBufferAge = mCore->mFrameCounter + 1 - mSlots[found].mFrameNumber;        }        BQ_LOGV("dequeueBuffer: setting buffer age to %" PRIu64,                mCore->mBufferAge);        if (CC_UNLIKELY(mSlots[found].mFence == nullptr)) {            BQ_LOGE("dequeueBuffer: about to return a NULL fence - "                    "slot=%d w=%d h=%d format=%u",                    found, buffer->width, buffer->height, buffer->format);        }        eglDisplay = mSlots[found].mEglDisplay;        // 因为GraphicBuffer 最终是要到Gpu去消费,而当前的操作都是在cpu,        // 为了同步cpu和Gpu对同一数据的使用,产生了这中Fence机制        eglFence = mSlots[found].mEglFence;        // Don't return a fence in shared buffer mode, except for the first        // frame.        *outFence = (mCore->mSharedBufferMode &&                mCore->mSharedBufferSlot == found) ?                Fence::NO_FENCE : mSlots[found].mFence;        mSlots[found].mEglFence = EGL_NO_SYNC_KHR;        mSlots[found].mFence = Fence::NO_FENCE;        // If shared buffer mode has just been enabled, cache the slot of the        // first buffer that is dequeued and mark it as the shared buffer.        if (mCore->mSharedBufferMode && mCore->mSharedBufferSlot ==                BufferQueueCore::INVALID_BUFFER_SLOT) {            mCore->mSharedBufferSlot = found;            mSlots[found].mBufferState.mShared = true;        }        if (!(returnFlags & BUFFER_NEEDS_REALLOCATION)) {            if (mCore->mConsumerListener != nullptr) {                mCore->mConsumerListener->onFrameDequeued(mSlots[*outSlot].mGraphicBuffer->getId());            }        }    } // Autolock scope    // //当前BufferSlot 是否需要分配空间    if (returnFlags & BUFFER_NEEDS_REALLOCATION) {        BQ_LOGV("dequeueBuffer: allocating a new buffer for slot %d", *outSlot);        // 使用Gralloc HAL进行内存分配,是在匿名内存中分配空间        sp<GraphicBuffer> graphicBuffer = new GraphicBuffer(                width, height, format, BQ_LAYER_COUNT, usage,                {mConsumerName.string(), mConsumerName.size()});        status_t error = graphicBuffer->initCheck();        { // Autolock scope            std::lock_guard<std::mutex> lock(mCore->mMutex);                        if (error == NO_ERROR && !mCore->mIsAbandoned) {                graphicBuffer->setGenerationNumber(mCore->mGenerationNumber);                // 分配成功,把GraphicBuffer与对应的BufferSlot进行绑定                mSlots[*outSlot].mGraphicBuffer = graphicBuffer;                if (mCore->mConsumerListener != nullptr) {                    mCore->mConsumerListener->onFrameDequeued(                            mSlots[*outSlot].mGraphicBuffer->getId());                }            }            // 分配完成,唤醒等待的线程            mCore->mIsAllocating = false;            mCore->mIsAllocatingCondition.notify_all();            // 分配graphicBuffer 出错,把BufferSlot插入到mFreeSlots 等操作            if (error != NO_ERROR) {                mCore->mFreeSlots.insert(*outSlot);                mCore->clearBufferSlotLocked(*outSlot);                BQ_LOGE("dequeueBuffer: createGraphicBuffer failed");                return error;            }            if (mCore->mIsAbandoned) {                mCore->mFreeSlots.insert(*outSlot);                mCore->clearBufferSlotLocked(*outSlot);                BQ_LOGE("dequeueBuffer: BufferQueue has been abandoned");                return NO_INIT;            }            VALIDATE_CONSISTENCY();        } // Autolock scope    }    if (attachedByConsumer) {        returnFlags |= BUFFER_NEEDS_REALLOCATION;    }    if (eglFence != EGL_NO_SYNC_KHR) {        // 等待Buffer状态就绪,,然后fence围栏放行        EGLint result = eglClientWaitSyncKHR(eglDisplay, eglFence, 0,                1000000000);        // If something goes wrong, log the error, but return the buffer without        // synchronizing access to it. It's too late at this point to abort the        // dequeue operation.        if (result == EGL_FALSE) {            BQ_LOGE("dequeueBuffer: error %#x waiting for fence",                    eglGetError());        } else if (result == EGL_TIMEOUT_EXPIRED_KHR) {            BQ_LOGE("dequeueBuffer: timeout waiting for fence");        }        eglDestroySyncKHR(eglDisplay, eglFence);    }    BQ_LOGV("dequeueBuffer: returning slot=%d/%" PRIu64 " buf=%p flags=%#x",            *outSlot,            mSlots[*outSlot].mFrameNumber,            mSlots[*outSlot].mGraphicBuffer->handle, returnFlags);    if (outBufferAge) {        *outBufferAge = mCore->mBufferAge;    }    addAndGetFrameTimestamps(nullptr, outTimestamps);    return returnFlags;}

代码中都有做了注释,dequeue的主要逻辑基本展现了出来。

下面我们了看看其中的函数 waitForFreeSlotThenRelock,它的作用是在mSlot数组中查找FREE状态的slot,如果找到了就返回这个slot中的index

status_t BufferQueueProducer::waitForFreeSlotThenRelock(FreeSlotCaller caller,        std::unique_lock<std::mutex>& lock, int* found) const {    // // 标记 dequeueBuffer 还是attachBuffer 调用了它    auto callerString = (caller == FreeSlotCaller::Dequeue) ?            "dequeueBuffer" : "attachBuffer";    bool tryAgain = true;    // 在这个while循环,寻找可用的BufferSlot或发生错误退出    while (tryAgain) {        if (mCore->mIsAbandoned) {            BQ_LOGE("%s: BufferQueue has been abandoned", callerString);            return NO_INIT;        }        int dequeuedCount = 0; // 统计mActiveBuffers中状态为DEQUEUED的BufferSlot数量        int acquiredCount = 0; // 统计mActiveBuffers中状态为ACQUIRED的BufferSlot数量        // mActiveBuffers表示已经绑定了GraphicBuffer且状态为非FREE的BufferSlot集合        for (int s : mCore->mActiveBuffers) {            if (mSlots[s].mBufferState.isDequeued()) {                ++dequeuedCount;            }            if (mSlots[s].mBufferState.isAcquired()) {                ++acquiredCount;            }        }        // Producers are not allowed to dequeue more than        // mMaxDequeuedBufferCount buffers.        // This check is only done if a buffer has already been queued        // 判断是否超出了可以dequeue的buffer的最大数量        if (mCore->mBufferHasBeenQueued &&                dequeuedCount >= mCore->mMaxDequeuedBufferCount) {            // Supress error logs when timeout is non-negative.            if (mDequeueTimeout < 0) {                BQ_LOGE("%s: attempting to exceed the max dequeued buffer "                        "count (%d)", callerString,                        mCore->mMaxDequeuedBufferCount);            }            return INVALID_OPERATION;        }        *found = BufferQueueCore::INVALID_BUFFER_SLOT;        // If we disconnect and reconnect quickly, we can be in a state where        // our slots are empty but we have many buffers in the queue. This can        // cause us to run out of memory if we outrun the consumer. Wait here if        // it looks like we have too many buffers queued up.        // 获取BufferQueue最大buffer数量        const int maxBufferCount = mCore->getMaxBufferCountLocked();        // 当前mQueue中的Buffer 数量,是否大于maxBufferCount        bool tooManyBuffers = mCore->mQueue.size()                            > static_cast<size_t>(maxBufferCount);        if (tooManyBuffers) {            BQ_LOGV("%s: queue size is %zu, waiting", callerString,                    mCore->mQueue.size());        } else {            // If in shared buffer mode and a shared buffer exists, always            // return it.            // 共享buffer模式且有共享buffer存在,返回它            if (mCore->mSharedBufferMode && mCore->mSharedBufferSlot !=                    BufferQueueCore::INVALID_BUFFER_SLOT) {                *found = mCore->mSharedBufferSlot;            } else {                if (caller == FreeSlotCaller::Dequeue) {            // 1. 从dequeueBuffer 中调用当前函数的            // 2. 优先从mFreeBuffers中寻找BufferSlot,getFreeBufferLocked获取mFreeBuffers队头的item            // 3. mFreeBuffers找不到,再从mFreeSlots寻找BufferSlot,getFreeSlotLocked获取mFreeSlots队头的item                    // If we're calling this from dequeue, prefer free buffers                    int slot = getFreeBufferLocked();                    if (slot != BufferQueueCore::INVALID_BUFFER_SLOT) {                        *found = slot;                    } else if (mCore->mAllowAllocation) {                        *found = getFreeSlotLocked();                    }                } else {            //从attachBuffer 中调用当前函数的                    // If we're calling this from attach, prefer free slots                    int slot = getFreeSlotLocked();                    if (slot != BufferQueueCore::INVALID_BUFFER_SLOT) {                        *found = slot;                    } else {                        *found = getFreeBufferLocked();                    }                }            }        }        // If no buffer is found, or if the queue has too many buffers        // outstanding, wait for a buffer to be acquired or released, or for the        // max buffer count to change.        tryAgain = (*found == BufferQueueCore::INVALID_BUFFER_SLOT) ||                   tooManyBuffers;        // 获取失败,或者当前的Buffer 已经到达最大值,则重试         if (tryAgain) {            // Return an error if we're in non-blocking mode (producer and            // consumer are controlled by the application).            // However, the consumer is allowed to briefly acquire an extra            // buffer (which could cause us to have to wait here), which is            // okay, since it is only used to implement an atomic acquire +            // release (e.g., in GLConsumer::updateTexImage())            if ((mCore->mDequeueBufferCannotBlock || mCore->mAsyncMode) &&                    (acquiredCount <= mCore->mMaxAcquiredBufferCount)) {                return WOULD_BLOCK;            }            if (mDequeueTimeout >= 0) {                std::cv_status result = mCore->mDequeueCondition.wait_for(lock,                        std::chrono::nanoseconds(mDequeueTimeout));                if (result == std::cv_status::timeout) {                    return TIMED_OUT;                }            } else {                // 等待有buffer可以返回                mCore->mDequeueCondition.wait(lock);            }        }    } // while (tryAgain)    return NO_ERROR;}

上述代码中也做了注释,可以直接阅读源码理解。


dequeueBuffer函数做的事情简单概括如下:

  1. 寻找状态为FREE的可用的BufferSlot,主要是调用waitForFreeSlotThenRelock,去mFreeBuffers和mFreeSlots中查找;
  2. 找到可用的BufferSlot后,先把其对应的index添加到mActiveBuffer集合中,标示为活跃状态,并且设置为DEQUEUED状态;
  3. 如果找到的BufferSlot的GraphicBuffer 为空或者需要重新申请,则把BufferSlot的参数初始化;
  4. 如果需要重新创建 GraphicBuffer,则创建一个新的GraphicBuffer,并绑定到对应的BufferSlot;
  5. 其它操作,比如唤醒等待buffer分配完成的线程;

注:在查找可用的BufferSlot时,先去mFreeBuffers中找,找不到再去mFreeSlots中找。


@二的次方 写bug小能手

2.2 填充数据后返还图形缓冲区

客户端/应用通过调用dequeueBuffer获取到一个可用的buffer后,就可以往这个buffer中填充数据了,在我们的demo中这一过程是在fillRGBA8Buffer函数内完成的,具体可见代码。

填充好数据后,就要把这个buffer再返还给BufferQueue,调用的方法是queueBuffer。

直接看源码

status_t BufferQueueProducer::queueBuffer(int slot,        const QueueBufferInput &input, QueueBufferOutput *output) {    ATRACE_CALL();    ATRACE_BUFFER_INDEX(slot);    int64_t requestedPresentTimestamp;    bool isAutoTimestamp;    android_dataspace dataSpace;    Rect crop(Rect::EMPTY_RECT);    int scalingMode;    uint32_t transform;    uint32_t stickyTransform;    sp<Fence> acquireFence;    bool getFrameTimestamps = false;    // 保存Surface传递过来的input里面封装的buffer信息    input.deflate(&requestedPresentTimestamp, &isAutoTimestamp, &dataSpace,            &crop, &scalingMode, &transform, &acquireFence, &stickyTransform,            &getFrameTimestamps);    const Region& surfaceDamage = input.getSurfaceDamage();    const HdrMetadata& hdrMetadata = input.getHdrMetadata();    if (acquireFence == nullptr) {        BQ_LOGE("queueBuffer: fence is NULL");        return BAD_VALUE;    }    auto acquireFenceTime = std::make_shared<FenceTime>(acquireFence);    switch (scalingMode) {        case NATIVE_WINDOW_SCALING_MODE_FREEZE:        case NATIVE_WINDOW_SCALING_MODE_SCALE_TO_WINDOW:        case NATIVE_WINDOW_SCALING_MODE_SCALE_CROP:        case NATIVE_WINDOW_SCALING_MODE_NO_SCALE_CROP:            break;        default:            BQ_LOGE("queueBuffer: unknown scaling mode %d", scalingMode);            return BAD_VALUE;    }    // 回调接口,用于通知consumer    sp<IConsumerListener> frameAvailableListener;    sp<IConsumerListener> frameReplacedListener;    int callbackTicket = 0;    uint64_t currentFrameNumber = 0;    BufferItem item;    { // Autolock scope        std::lock_guard<std::mutex> lock(mCore->mMutex);        // BufferQueue是否被弃用        if (mCore->mIsAbandoned) {            BQ_LOGE("queueBuffer: BufferQueue has been abandoned");            return NO_INIT;        }        // BufferQueue是否没有连的producer        if (mCore->mConnectedApi == BufferQueueCore::NO_CONNECTED_API) {            BQ_LOGE("queueBuffer: BufferQueue has no connected producer");            return NO_INIT;        }        // BufferSlot对应的slot序号是否合法,状态是否为DEQUEUE        if (slot < 0 || slot >= BufferQueueDefs::NUM_BUFFER_SLOTS) {            BQ_LOGE("queueBuffer: slot index %d out of range [0, %d)",                    slot, BufferQueueDefs::NUM_BUFFER_SLOTS);            return BAD_VALUE;        } else if (!mSlots[slot].mBufferState.isDequeued()) {            BQ_LOGE("queueBuffer: slot %d is not owned by the producer "                    "(state = %s)", slot, mSlots[slot].mBufferState.string());            return BAD_VALUE;        } else if (!mSlots[slot].mRequestBufferCalled) { // 是否调用了requestBuffer 函数            BQ_LOGE("queueBuffer: slot %d was queued without requesting "                    "a buffer", slot);            return BAD_VALUE;        }        // If shared buffer mode has just been enabled, cache the slot of the        // first buffer that is queued and mark it as the shared buffer.        if (mCore->mSharedBufferMode && mCore->mSharedBufferSlot ==                BufferQueueCore::INVALID_BUFFER_SLOT) {            mCore->mSharedBufferSlot = slot;            mSlots[slot].mBufferState.mShared = true;        }        BQ_LOGV("queueBuffer: slot=%d/%" PRIu64 " time=%" PRIu64 " dataSpace=%d"                " validHdrMetadataTypes=0x%x crop=[%d,%d,%d,%d] transform=%#x scale=%s",                slot, mCore->mFrameCounter + 1, requestedPresentTimestamp, dataSpace,                hdrMetadata.validTypes, crop.left, crop.top, crop.right, crop.bottom,                transform,                BufferItem::scalingModeName(static_cast<uint32_t>(scalingMode)));        // 当前queue的具体GraphicBuffer        const sp<GraphicBuffer>& graphicBuffer(mSlots[slot].mGraphicBuffer);        // 根据当前的GraphicBufferd的宽高创建矩形区域        Rect bufferRect(graphicBuffer->getWidth(), graphicBuffer->getHeight());        // 创建裁剪区域        Rect croppedRect(Rect::EMPTY_RECT);        // 裁剪区域 赋值为crop和bufferRect相交部分        crop.intersect(bufferRect, &croppedRect);        if (croppedRect != crop) {            BQ_LOGE("queueBuffer: crop rect is not contained within the "                    "buffer in slot %d", slot);            return BAD_VALUE;        }        // Override UNKNOWN dataspace with consumer default        if (dataSpace == HAL_DATASPACE_UNKNOWN) {            dataSpace = mCore->mDefaultBufferDataSpace;        }        mSlots[slot].mFence = acquireFence;        // 改变入队的BufferSlot的状态为QUEUED        mSlots[slot].mBufferState.queue();        // Increment the frame counter and store a local version of it        // for use outside the lock on mCore->mMutex.        ++mCore->mFrameCounter;        currentFrameNumber = mCore->mFrameCounter;        mSlots[slot].mFrameNumber = currentFrameNumber;                // 把BufferSlot中的信息封装为BufferItem,后续会把这个BufferItem加入到队列中        item.mAcquireCalled = mSlots[slot].mAcquireCalled;        item.mGraphicBuffer = mSlots[slot].mGraphicBuffer;        item.mCrop = crop;        item.mTransform = transform &                ~static_cast<uint32_t>(NATIVE_WINDOW_TRANSFORM_INVERSE_DISPLAY);        item.mTransformToDisplayInverse =                (transform & NATIVE_WINDOW_TRANSFORM_INVERSE_DISPLAY) != 0;        item.mScalingMode = static_cast<uint32_t>(scalingMode);        item.mTimestamp = requestedPresentTimestamp;        item.mIsAutoTimestamp = isAutoTimestamp;        item.mDataSpace = dataSpace;        item.mHdrMetadata = hdrMetadata;        item.mFrameNumber = currentFrameNumber;        item.mSlot = slot;        item.mFence = acquireFence;        item.mFenceTime = acquireFenceTime;        item.mIsDroppable = mCore->mAsyncMode ||                (mConsumerIsSurfaceFlinger && mCore->mQueueBufferCanDrop) ||                (mCore->mLegacyBufferDrop && mCore->mQueueBufferCanDrop) ||                (mCore->mSharedBufferMode && mCore->mSharedBufferSlot == slot);        item.mSurfaceDamage = surfaceDamage;        item.mQueuedBuffer = true;        item.mAutoRefresh = mCore->mSharedBufferMode && mCore->mAutoRefresh;        item.mApi = mCore->mConnectedApi;        mStickyTransform = stickyTransform;        // Cache the shared buffer data so that the BufferItem can be recreated.        if (mCore->mSharedBufferMode) {            mCore->mSharedBufferCache.crop = crop;            mCore->mSharedBufferCache.transform = transform;            mCore->mSharedBufferCache.scalingMode = static_cast<uint32_t>(                    scalingMode);            mCore->mSharedBufferCache.dataspace = dataSpace;        }        output->bufferReplaced = false;        if (mCore->mQueue.empty()) {            // 如果mQueue队列为空,则直接push进入这个mQueue,不用考虑阻塞            // When the queue is empty, we can ignore mDequeueBufferCannotBlock            // and simply queue this buffer            mCore->mQueue.push_back(item);            //取出BufferQueueCore的回调接口,下面调用这个接口的onFrameAvailable函数来通知Consumer            frameAvailableListener = mCore->mConsumerListener;        } else {            // When the queue is not empty, we need to look at the last buffer            // in the queue to see if we need to replace it            const BufferItem& last = mCore->mQueue.itemAt(                    mCore->mQueue.size() - 1);            if (last.mIsDroppable) {                // 判断最后一个BufferItem是否可以丢弃                   if (!last.mIsStale) {                    mSlots[last.mSlot].mBufferState.freeQueued();                    // After leaving shared buffer mode, the shared buffer will                    // still be around. Mark it as no longer shared if this                    // operation causes it to be free.                    if (!mCore->mSharedBufferMode &&                            mSlots[last.mSlot].mBufferState.isFree()) {                        mSlots[last.mSlot].mBufferState.mShared = false;                    }                    // Don't put the shared buffer on the free list.                    if (!mSlots[last.mSlot].mBufferState.isShared()) {                        mCore->mActiveBuffers.erase(last.mSlot);                        mCore->mFreeBuffers.push_back(last.mSlot);                        output->bufferReplaced = true;                    }                }                // Make sure to merge the damage rect from the frame we're about                // to drop into the new frame's damage rect.                if (last.mSurfaceDamage.bounds() == Rect::INVALID_RECT ||                    item.mSurfaceDamage.bounds() == Rect::INVALID_RECT) {                    item.mSurfaceDamage = Region::INVALID_REGION;                } else {                    item.mSurfaceDamage |= last.mSurfaceDamage;                }                // 用当前BufferItem,替换了队列最后一个BufferItem                // Overwrite the droppable buffer with the incoming one                mCore->mQueue.editItemAt(mCore->mQueue.size() - 1) = item;                //取出回调接口,因为是替换,所以后续调用接口的函数 onFrameReplaced                frameReplacedListener = mCore->mConsumerListener;            } else {                // 直接push进入这个mQueue                mCore->mQueue.push_back(item);                frameAvailableListener = mCore->mConsumerListener;            }        }        // 表示 buffer已经queued,此时入队完成        mCore->mBufferHasBeenQueued = true;        // mDequeueCondition是C++条件变量用作等待/唤醒,这里调用notify_all会唤醒调用了wait的线程        mCore->mDequeueCondition.notify_all();        mCore->mLastQueuedSlot = slot;        //output 参数,会在Surface中继续使用        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;        ATRACE_INT(mCore->mConsumerName.string(),                static_cast<int32_t>(mCore->mQueue.size()));#ifndef NO_BINDER        mCore->mOccupancyTracker.registerOccupancyChange(mCore->mQueue.size());#endif        // Take a ticket for the callback functions        callbackTicket = mNextCallbackTicket++;        VALIDATE_CONSISTENCY();    } // Autolock scope    // It is okay not to clear the GraphicBuffer when the consumer is SurfaceFlinger because    // it is guaranteed that the BufferQueue is inside SurfaceFlinger's process and    // there will be no Binder call    if (!mConsumerIsSurfaceFlinger) {        item.mGraphicBuffer.clear();    }    // Update and get FrameEventHistory.    nsecs_t postedTime = systemTime(SYSTEM_TIME_MONOTONIC);    NewFrameEventsEntry newFrameEventsEntry = {        currentFrameNumber,        postedTime,        requestedPresentTimestamp,        std::move(acquireFenceTime)    };    addAndGetFrameTimestamps(&newFrameEventsEntry,            getFrameTimestamps ? &output->frameTimestamps : nullptr);    // Call back without the main BufferQueue lock held, but with the callback    // lock held so we can ensure that callbacks occur in order    int connectedApi;    sp<Fence> lastQueuedFence;    { // scope for the lock        std::unique_lock<std::mutex> lock(mCallbackMutex);        while (callbackTicket != mCurrentCallbackTicket) {            mCallbackCondition.wait(lock);        }        //通知consumer,此处调用接口的不同,是有上面,是否替换最后一个BufferItem 决定的        if (frameAvailableListener != nullptr) {            frameAvailableListener->onFrameAvailable(item);        } else if (frameReplacedListener != nullptr) {            frameReplacedListener->onFrameReplaced(item);        }        connectedApi = mCore->mConnectedApi;        lastQueuedFence = std::move(mLastQueueBufferFence);        mLastQueueBufferFence = std::move(acquireFence);        mLastQueuedCrop = item.mCrop;        mLastQueuedTransform = item.mTransform;        ++mCurrentCallbackTicket;        mCallbackCondition.notify_all();    }    // Wait without lock held    if (connectedApi == NATIVE_WINDOW_API_EGL) {        // Waiting here allows for two full buffers to be queued but not a        // third. In the event that frames take varying time, this makes a        // small trade-off in favor of latency rather than throughput.        lastQueuedFence->waitForever("Throttling EGL Production");    }    return NO_ERROR;}

 

queueBuffer 的流程主要做了这两件事情:

  1. 将对应 BufferSlot 状态设置成 QUEUED
  2. 创建 BufferItem 对象,并将 GraphicBuffer 的数据复制给 BufferItem,并入队到 BufferQueueCore 的 mQueue 队列中,这样可以方便图像消费者直接按先进先出的顺序从 mQueue 队列取出 GraphicBuffer 使用

到此queueBuffer 就分析完了。其中会调用了 mCore->mConsumerListener; 的回调接口,来通知consumer消费数据,那么这个回调接口是在何时被传入的,接口的是什么?

这个疑问留到下一篇单独讲解。

 

三、小结

本文主要聚焦生产者一端的处理逻辑,分析了如何获取buffer以及填充数据后返还buffer的流程。

对照文章开头的那张图片,也只是讲了左半部分的逻辑,下一篇中我们就会涉足consumer的处理流程了。

 


必读:

Android 12(S) 图形显示系统 - 开篇

 


 

 

 

posted @ 2022-03-21 08:50 二的次方 阅读(0) 评论(1) 编辑 收藏 举报
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