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Android开发graphics bufferqueue整体流程,

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Android开发graphics bufferqueue整体流程,


目录
  • 一、引言
  • 二、Buffer queue
    • 2.1、buffer queue的创建
    • 2.2、buffer queue整体流程
      • 2.2.1、流程概要
      • 2.2.2、bufferqueue被调用流程
      • 2.2.3、认识BufferQueueCore
      • 2.2.4、BufferQueueProducer生产者
      • 2.2.4、BufferQueueConsumer消费者
  • 三、bufferqueue总结

    一、引言

    1、bufferqueue 的四大流程;

    2、简要介绍四大流程的调用过程;

    本文主要讲解安卓图形绘制中的buffer queue

    页面数据通过canvas/Open GL ES/vulkan绘制后,形成一帧buffer,交给buffer queue,buffer queue再把数据送到屏幕上显示。所以buffer queue是图形绘制中很核心的一环,它本身就是一个缓冲区池与队列相结合的数据结构。

    Buffer queue:

    图像缓冲区,系统中绝大部分图形数据都会缓冲于此。等待surfaceflinger组织进一步的合成和显示

    备注:本文摘录的代码只摘录关键代码和路径,需读者自行结合阅读.由于本文的重点在bufferqueue,其它和bufferqueue相关的流程提到的时候会精简列出,作为辅助理解。

    二、Buffer queue

    2.1、buffer queue的创建

    bufferquque构建

    //BufferQueue.cpp    frameworks\native\libs\gui
    void BufferQueue::createBufferQueue(sp<IGraphicBufferProducer>* outProducer,
            sp<IGraphicBufferConsumer>* outConsumer,
            bool consumerIsSurfaceFlinger) {
        sp<BufferQueueCore> core(new BufferQueueCore());
        sp<IGraphicBufferProducer> producer(new BufferQueueProducer(core, consumerIsSurfaceFlinger));
        sp<IGraphicBufferConsumer> consumer(new BufferQueueConsumer(core));
        *outProducer = producer;
        *outConsumer = consumer;
    }

    构建调用流程

    下面堆栈表示了底层surface创建bufferqueue的一个过程

    04-20 11:45:54.739   674   707 E createBufferQueue: #00 pc 0004ca33  /system/lib/libgui.so (android::BufferQueue::createBufferQueue(android::sp<android::IGraphicBufferProducer>*, android::sp<android::IGraphicBufferConsumer>*, bool)+74)
    04-20 11:45:54.739   674   707 E createBufferQueue: #01 pc 00068539  /system/lib/libsurfaceflinger.so (android::BufferQueueLayer::onFirstRef()+40)
    04-20 11:45:54.739   674   707 E createBufferQueue: #02 pc 000d5ad1  /system/lib/libsurfaceflinger.so (android::surfaceflinger::DefaultFactory::createBufferQueueLayer(android::LayerCreationArgs const&)+52)
    04-20 11:45:54.739   674   707 E createBufferQueue: #03 pc 000c11d5  /system/lib/libsurfaceflinger.so (android::SurfaceFlinger::createLayer(android::String8 const&, android::sp<android::Client> const&, unsigned int, unsigned int, int, unsigned int, android::LayerMetadata, android::sp<android::IBinder>*, android::sp<android::IGraphicBufferProducer>*, android::sp<android::IBinder> const&, android::sp<android::Layer> const&, unsigned int*)+1056)
    04-20 11:45:54.739   674   707 E createBufferQueue: #04 pc 0006e197  /system/lib/libsurfaceflinger.so (android::Client::createSurface(android::String8 const&, unsigned int, unsigned int, int, unsigned int, android::sp<android::IBinder> const&, android::LayerMetadata, android::sp<android::IBinder>*, android::sp<android::IGraphicBufferProducer>*, unsigned int*)+122)
    04-20 11:45:54.739   674   707 E createBufferQueue: #05 pc 0007b34f  /system/lib/libgui.so (int android::SafeBnInterface<android::ISurfaceComposerClient>::MethodCaller<std::__1::tuple<android::String8 const&, unsigned int, unsigned int, int, unsigned int, android::sp<android::IGraphicBufferProducer> const&, android::LayerMetadata, android::sp<android::IBinder>*, android::sp<android::IGraphicBufferProducer>*, unsigned int*> >::callHelper<android::SafeBnInterface<android::ISurfaceComposerClient>, int (android::ISurfaceComposerClient::*)(android::String8 const&, unsigned int, unsigned int, int, unsigned int, android::sp<android::IGraphicBufferProducer> const&, android::LayerMetadata, android::sp<android::IBinder>*, android::sp<android::IGraphicBufferProducer>*, unsigned int*), std::__1::tuple<android::String8, unsigned int, unsigned int, int, unsigned int, android::sp<android::IGraphicBufferProducer>, android::LayerMetadata, android::sp<android::IBinder>, android::sp<android::IGraphicBufferProducer>, unsigned int>, 0u, 1u, 2u, 3u, 4u, 5u, 6u, 7u, 8u, 9u>(android
    04-20 11:45:54.739   674   707 E createBufferQueue: #06 pc 00079e2f  /system/lib/libgui.so (int android::SafeBnInterface<android::ISurfaceComposerClient>::callLocal<int (android::ISurfaceComposerClient::*)(android::String8 const&, unsigned int, unsigned int, int, unsigned int, android::sp<android::IBinder> const&, android::LayerMetadata, android::sp<android::IBinder>*, android::sp<android::IGraphicBufferProducer>*, unsigned int*)>(android::Parcel const&, android::Parcel*, int (android::ISurfaceComposerClient::*)(android::String8 const&, unsigned int, unsigned int, int, unsigned int, android::sp<android::IBinder> const&, android::LayerMetadata, android::sp<android::IBinder>*, android::sp<android::IGraphicBufferProducer>*, unsigned int*))+158)
    04-20 11:45:54.739   674   707 E createBufferQueue: #07 pc 00079d3f  /system/lib/libgui.so (android::BnSurfaceComposerClient::onTransact(unsigned int, android::Parcel const&, android::Parcel*, unsigned int)+46)

    BufferQueueCore:bufferqueue的实际实例,由他来衔接生产者和消费者

    BufferQueueProducer:bufferqueue工厂模式的接口,生产者

    BufferQueueConsumer:bufferqueue消费接口,消费者

    BufferQueueCore 负责维护 BufferQueue 的基本数据结构,而 BufferQueueProducer 和 BufferQueueConsumer 则负责提供操作 BufferQueue 的基本接口。

    2.2、buffer queue整体流程

    2.2.1、流程概要

    image.png

    这张图片清晰的表述的buffer queue的工作方式,两大功能:生产buffer、消费buffer。

    dequeueBuffer:向buffer queue请求一个缓冲区,并指定缓冲区的宽度、高度、像素格式和用法标志

    queueBuffer:把缓冲区返回到队列

    acquireBuffer:获取缓冲区内容

    releaseBuffer:把数据返回到队列

    这里有两次返回队列,其实都是返回buffer queue的数据结构中。简述两个流程

    • 1、dequeue、queue等于先申请缓冲区,并告诉producer申请成功,producer就把数据queue给buffer queue数据结构中
    • 2、当consumer要的时候先去acquere获取缓冲区内容,获取后进行合成,合成完了需要释放,就给回buffer queue来释放
    • 3、buffer queue操作数据时不会复制一份数据,只会操作数据本身。

    通篇文章,我们就在理解BufferQueueProducer 和 BufferQueueConsumer如何操作上面这四个流程requestBuffer

    int Surface::dequeueBuffer(android_native_buffer_t** buffer, int* fenceFd) {
        status_t result = mGraphicBufferProducer->dequeueBuffer(&buf, &fence, reqWidth, reqHeight,
                                                                reqFormat, reqUsage, &mBufferAge,
                                                                enableFrameTimestamps ? &frameTimestamps
                                                                                      : nullptr);
        ...
        if ((result & IGraphicBufferProducer::BUFFER_NEEDS_REALLOCATION) || gbuf == nullptr) {
            if (mReportRemovedBuffers && (gbuf != nullptr)) {
                mRemovedBuffers.push_back(gbuf);
            }
            result = mGraphicBufferProducer->requestBuffer(buf, &gbuf);

    requestBuffer单独提一下这个流程,当我们首次dequeueBuffer过后,surface会调用requestBuffer,requestBuffer的主要作用就是把GraphicBuffer传给应用侧,
    这个动作只需要做一次,应用侧拿到GraphicBuffer过后就可以把共享内存mmap到应用侧的内存空间,然后才可以绘制图像。

    2.2.2、bufferqueue被调用流程

    本小结主要目的是,在我们认识bufferqueu的是如何工作的同时,不脱离surfaceflinger整体框架。简单提一下它是如果调用来的。以便我们更深入理解。

    1、dequeueBuffer&&queueBuffe

    r当app创建window的时候,会创建surface来显示。实则会创建底层的surface。底层surface创建时会hook住dequeueBuffer和queueBuffer方法。

    surface持有mGraphicBufferProducer对象来创建bufferqueue
    dequeueBuffer方法位置:BufferQueueProducer::dequeueBuffer

    04-20 09:48:38.909  6053  6263 E graphic dequeueBuffer: #00 pc 0006dea5  /system/lib/libgui.so (android::BpGraphicBufferProducer::dequeueBuffer(int*, android::sp<android::Fence>*, unsigned int, unsigned int, int, unsigned long long, unsigned long long*, android::FrameEventHistoryDelta*)+136)
    04-20 09:48:38.909  6053  6263 E graphic dequeueBuffer: #01 pc 000842ed  /system/lib/libgui.so (android::Surface::dequeueBuffer(ANativeWindowBuffer**, int*)+316)
    04-20 09:48:38.909  6053  6263 E graphic dequeueBuffer: #02 pc 0015004b  /system/lib/libhwui.so (android::uirenderer::renderthread::ReliableSurface::hook_dequeueBuffer(ANativeWindow*, int (*)(ANativeWindow*, ANativeWindowBuffer**, int*), void*, ANativeWindowBuffer**, int*)+42)
    04-20 09:48:38.909  6053  6263 E graphic dequeueBuffer: #03 pc 00083181  /system/lib/libgui.so (android::Surface::hook_dequeueBuffer(ANativeWindow*, ANativeWindowBuffer**, int*)+60)
    //接上面,binder调用到BufferQueueProducer
    04-20 09:48:38.946   668   697 E dequeueBuffer: #00 pc 00052653  /system/lib/libgui.so (android::BufferQueueProducer::dequeueBuffer(int*, android::sp<android::Fence>*, unsigned int, unsigned int, int, unsigned long long, unsigned long long*, android::FrameEventHistoryDelta*)+250)
    04-20 09:48:38.946   668   697 E dequeueBuffer: #01 pc 0006d117  /system/lib/libgui.so (android::BnGraphicBufferProducer::onTransact(unsigned int, android::Parcel const&, android::Parcel*, unsigned int)+374)

    queueBuffer方法位置:BufferQueueProducer::queueBuffer

    04-20 09:48:38.987  6053  6263 E queueBuffer: #00 pc 0006e4e1  /system/lib/libgui.so (android::BpGraphicBufferProducer::queueBuffer(int, android::IGraphicBufferProducer::QueueBufferInput const&, android::IGraphicBufferProducer::QueueBufferOutput*)+128)
    04-20 09:48:38.987  6053  6263 E queueBuffer: #01 pc 00084d83  /system/lib/libgui.so (android::Surface::queueBuffer(ANativeWindowBuffer*, int)+722)
    04-20 09:48:38.987  6053  6263 E queueBuffer: #02 pc 00083259  /system/lib/libgui.so (android::Surface::hook_queueBuffer(ANativeWindow*, ANativeWindowBuffer*, int)+60)
    //接上面,binder调用到BufferQueueProducer
    04-20 09:48:39.017   668   697 E queueBuffer: #00 pc 00053877  /system/lib/libgui.so (android::BufferQueueProducer::queueBuffer(int, android::IGraphicBufferProducer::QueueBufferInput const&, android::IGraphicBufferProducer::QueueBufferOutput*)+266)
    04-20 09:48:39.017   668   697 E queueBuffer: #01 pc 0006d345  /system/lib/libgui.so (android::BnGraphicBufferProducer::onTransact(unsigned int, android::Parcel const&, android::Parcel*, unsigned int)+932)

    2、acquireBuffer&&releaseBuffer

    • 1、我们知道系统的刷新由Vsync信号控制,一个Vsync信号来时。surfaceflinger代码会走INVALIDATE/REFRESH,最终都是走refresh
    • 2、下面接收vsync的MessageQueue队列,实际就是surfaceflinger初始化时创建的mEventQueue。
    • 3、EventThread通过Connection通知VSYNC信号到达时可以触发回调通知MessageQueue
    • 4、vsync这个流程对应bufferqueue流程中的acquireBuffer、releaseBuffer,调用流程堆栈下面已列出。
    //SurfaceFlinger.cpp
    void SurfaceFlinger::onMessageReceived(int32_t what, nsecs_t expectedVSyncTime) {
        ATRACE_CALL();
        switch (what) {
            case MessageQueue::INVALIDATE: {
                onMessageInvalidate(expectedVSyncTime);
                break;
            }
            case MessageQueue::REFRESH: {
                onMessageRefresh();
                break;
            }
        }
    }

    acquireBuffer方法位置:BufferQueueConsumer::acquireBuffer

    04-19 19:33:38.926   666   666 E acquireBuffer: #00 pc 0004d34f  /system/lib/libgui.so (android::BufferQueueConsumer::acquireBuffer(android::BufferItem*, long long, unsigned long long)+74)
    04-19 19:33:38.926   666   666 E acquireBuffer: #01 pc 000645cf  /system/lib/libgui.so (android::ConsumerBase::acquireBufferLocked(android::BufferItem*, long long, unsigned long long)+62)
    04-19 19:33:38.926   666   666 E acquireBuffer: #02 pc 0007a7a1  /system/lib/libsurfaceflinger.so (android::FramebufferSurface::advanceFrame(bool)+112)
    04-19 19:33:38.926   666   666 E acquireBuffer: #03 pc 000edf1f  /system/lib/libsurfaceflinger.so (android::compositionengine::impl::RenderSurface::queueBuffer(android::base::unique_fd_impl<android::base::DefaultCloser>, bool)+358)
    04-19 19:33:38.926   666   666 E acquireBuffer: #04 pc 000e46e7  /system/lib/libsurfaceflinger.so (android::compositionengine::impl::Output::finishFrame(android::compositionengine::CompositionRefreshArgs const&)+454)
    04-19 19:33:38.926   666   666 E acquireBuffer: #05 pc 000de3e5  /system/lib/libsurfaceflinger.so (android::compositionengine::impl::Display::finishFrame(android::compositionengine::CompositionRefreshArgs const&)+72)
    04-19 19:33:38.926   666   666 E acquireBuffer: #06 pc 000e3011  /system/lib/libsurfaceflinger.so (android::compositionengine::impl::Output::present(android::compositionengine::CompositionRefreshArgs const&)+92)
    04-19 19:33:38.926   666   666 E acquireBuffer: #07 pc 000dcfa1  /system/lib/libsurfaceflinger.so (android::compositionengine::impl::CompositionEngine::present(android::compositionengine::CompositionRefreshArgs&)+144)
    04-19 19:33:38.926   666   666 E acquireBuffer: #08 pc 000baf81  /system/lib/libsurfaceflinger.so (android::SurfaceFlinger::onMessageRefresh()+1280)
    04-19 19:33:38.926   666   666 E acquireBuffer: #09 pc 000b8b1d  /system/lib/libsurfaceflinger.so (android::SurfaceFlinger::onMessageReceived(int, long long)+52)

    releaseBuffer方法位置:BufferQueueConsumer::releaseBuffer

    04-19 19:33:38.996   666   666 E releaseBuffer: #00 pc 0004e429  /system/lib/libgui.so (android::BufferQueueConsumer::releaseBuffer(int, unsigned long long, android::sp<android::Fence> const&, void*, void*)+72)
    04-19 19:33:38.996   666   666 E releaseBuffer: #01 pc 0004f3af  /system/lib/libgui.so (android::BufferQueueConsumer::releaseBuffer(int, unsigned long long, void*, void*, android::sp<android::Fence> const&)+36)
    04-19 19:33:38.996   666   666 E releaseBuffer: #02 pc 0006498d  /system/lib/libgui.so (android::ConsumerBase::releaseBufferLocked(int, android::sp<android::GraphicBuffer>, void*, void*)+140)
    04-19 19:33:38.996   666   666 E releaseBuffer: #03 pc 00066cab  /system/lib/libsurfaceflinger.so (android::BufferLayerConsumer::releasePendingBuffer()+78)
    04-19 19:33:38.996   666   666 E releaseBuffer: #04 pc 00067b1d  /system/lib/libsurfaceflinger.so (android::BufferQueueLayer::releasePendingBuffer(long long)+28)
    04-19 19:33:38.996   666   666 E releaseBuffer: #05 pc 000bb0bb  /system/lib/libsurfaceflinger.so (android::SurfaceFlinger::onMessageRefresh()+1594)
    04-19 19:33:38.996   666   666 E releaseBuffer: #06 pc 000b8b1d  /system/lib/libsurfaceflinger.so (android::SurfaceFlinger::onMessageReceived(int, long long)+52)

    2.2.3、认识BufferQueueCore

    BufferQueueCore是bufferqueue实现的具体类。BufferQueueCore管理了几个数据结构。操作这几个数据结构,来实现bufferqueue的dequebuffer等方法。

    以dequeueBuffer过程来讲,它就是向bufferqueue申请一个GraphicBuffer,用GraphicBuffer来绘制图像。

    BufferQueueCore中六个对象比较重要:mQueue、mSlot、FreeSlots、FreeBuffers、ActiveBuffers、UnusedBuffers 下面我会一一介绍

    namespace android {
    class IConsumerListener;
    class IProducerListener;
    class BufferQueueCore : public virtual RefBase {
    private:
        BufferQueueDefs::SlotsType mSlots;
        Fifo mQueue;
        std::set<int> mFreeSlots;
        std::list<int> mFreeBuffers;
        std::list<int> mUnusedSlots;
        std::set<int> mActiveBuffers;

    1、mQueue&&mSlot我们先认识这两个最核心的数据结构。

    class BufferItem {
    public:
        enum { INVALID_BUFFER_SLOT = -1 };
        BufferItem() : mGraphicBuffer(nullptr), mFence(Fence::NO_FENCE) {}
        ~BufferItem() {}
        sp<GraphicBuffer> mGraphicBuffer;
        sp<Fence> mFence;
        Rect mCrop;
    typedef Vector<BufferItem> Fifo;
    Fifo mQueue;
    namespace BufferQueueDefs {
        typedef BufferSlot SlotsType[NUM_BUFFER_SLOTS];
    }
    BufferQueueDefs::SlotsType mSlots;

    我们平时说的bufferqueue队列其实就是说的BufferItem这个mQueue数据容器。BufferItem拥有GraphicBuffer对象

    而mSlot是一个BufferSlot大小为NUM_BUFFER_SLOTS(等于64)的数组,BufferSlot主要用来绑定GraphicBuffer,BufferSlot和GraphicBuffer一一对应。

    BufferSlot中有一个BufferState对象,它专门用来表示GraphicBuffer的状态

    struct BufferSlot {
        BufferState mBufferState;
    // BufferState tracks the states in which a buffer slot can be.
    struct BufferState {
        // All slots are initially FREE (not dequeued, queued, acquired, or shared).
        BufferState()
        : mDequeueCount(0),
          mQueueCount(0),
          mAcquireCount(0),
          mShared(false) {
        }
        uint32_t mDequeueCount;
        uint32_t mQueueCount;
        uint32_t mAcquireCount;
        bool mShared;
        // A buffer can be in one of five states, represented as below:
        //
        //         | mShared | mDequeueCount | mQueueCount | mAcquireCount |
        // --------|---------|---------------|-------------|---------------|
        // FREE    |  false  |       0       |      0      |       0       |
        // DEQUEUED|  false  |       1       |      0      |       0       |
        // QUEUED  |  false  |       0       |      1      |       0       |
        // ACQUIRED|  false  |       0       |      0      |       1       |
        // SHARED  |  true   |      any      |     any     |      any      |

    2、FreeSlots、FreeBuffers、ActiveBuffers、UnusedBuffers

    知道了mQueue&&mSlot作用后,我们再来认识他们四个容易了,首先成立这样一个等式
    mSlots = mFreeSlots + mFreeBuffers + mActiveBuffers + mUnusedSlots
    mSlots是所有BufferSlot,而其它四个BufferSlot,则表示不同的状态的BufferSlot。

    mFreeSlots:BufferSlot状态为FREE,且没有GraphicBuffer与之相绑定的slot集合

    mFreeBuffers:BufferSlot状态为FREE,且有GraphicBuffer与之相绑定的slot集合

    mActiveBuffers:BufferSlot状态不为FREE(即DEQUEUED、QUEUED、ACQUIRED、SHARED)的slot集合。既然状态不是FREE,那么该BufferSlot必然有一个GraphicBuffer与之相绑定

    mUnusedSlots:未参与使用的slot集合,由 mMaxBufferCount 决定

    2.2.4、BufferQueueProducer生产者

    生产者这边,在bufferqueue流程中,主要负责dequeueBuffer、queueBuffer等流程

    class BufferQueueProducer : public BnGraphicBufferProducer {
    public:
        friend class BufferQueue; // Needed to access binderDied
        explicit BufferQueueProducer(const sp<BufferQueueCore>& core,
                                     bool consumerIsSurfaceFlinger = false);
        ~BufferQueueProducer() override;
        virtual status_t requestBuffer(int slot, sp<GraphicBuffer>* buf);
        virtual status_t dequeueBuffer(int* outSlot, sp<Fence>* outFence, uint32_t width,
                                       uint32_t height, PixelFormat format, uint64_t usage,
                                       uint64_t* outBufferAge,
                                       FrameEventHistoryDelta* outTimestamps) override;
        virtual status_t queueBuffer(int slot,
                const QueueBufferInput& input, QueueBufferOutput* output);
        ...//等方法

    1、dequeueBuffer

    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) {
        // 获取下一个buffer slot,如果有freeSlot直接拿来用
        while (found == BufferItem::INVALID_BUFFER_SLOT) {
                status_t status = waitForFreeSlotThenRelock(FreeSlotCaller::Dequeue, lock, &found);
                if (status != NO_ERROR) {
                    return status;
                }
        ...
        // IGraphicBufferProducer::BUFFER_NEEDS_REALLOCATION 和IGraphicBufferProducer::RELEASE_ALL_BUFFERS标记会走 requestBuffer流程来获取graphicBuffer对应的slot
        if ((buffer == nullptr) ||
                    buffer->needsReallocation(width, height, format, BQ_LAYER_COUNT, usage))
            {
                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;
            }

    上面摘抄了dequebuffer流程主要的两件事情

    • 1、获取下一个buffer slot,如果有freeSlot直接拿来用
    • 2、IGraphicBufferProducer::BUFFER_NEEDS_REALLOCATION 和IGraphicBufferProducer::RELEASE_ALL_BUFFERS标记会走 requestBuffer流程来获取graphicBuffer对应的slot

    2、queueBuffer

    queueBuffer将已填充的缓冲区返回给BufferQueue,即把bufferslot封装成BufferItem返回到BufferItem队列mQueue。

    status_t BufferQueueProducer::queueBuffer(int slot,
            const QueueBufferInput &input, QueueBufferOutput *output) {
        // 构建bufferitem并赋值
        BufferItem item;
        item.mAcquireCalled = mSlots[slot].mAcquireCalled;
        item.mGraphicBuffer = mSlots[slot].mGraphicBuffer;
        ...
        item.mSlot = slot;
        item.mFence = acquireFence;
        item.mFenceTime = acquireFenceTime;
        //bufferItem 入队
        if (mCore->mQueue.empty()) {
                // When the queue is empty, we can ignore mDequeueBufferCannotBlock
                // and simply queue this buffer
                mCore->mQueue.push_back(item);
                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) {
                    if (!last.mIsStale) {
                        mSlots[last.mSlot].mBufferState.freeQueued();

    queueBuffer比较简单,主要两步

    1、构建bufferItem,赋值等

    2、把bufferItem返回到mQueue队列中

    2.2.4、BufferQueueConsumer消费者

    1、acquireBuffer

    acquireBuffer方法从缓冲队列中尝试取下一个挂起的BufferItem有这些情况:

    队列为空直接返回;如果缓冲已被获取,返回之前获取的缓冲项;如果expectedPresent标记为非0,缓冲会即将显示;如果缓冲时间戳在将来,不会被获取;

    status_t BufferQueueConsumer::acquireBuffer(BufferItem* outBuffer,
            nsecs_t expectedPresent, uint64_t maxFrameNumber) {
        // 新旧缓冲区显示逻辑,决定显示的buffer
        if (expectedPresent != 0 && !mCore->mQueue.empty()) {
                while (mCore->mQueue.size() > 1 && !mCore->mQueue[0].mIsAutoTimestamp) {
                    const BufferItem& bufferItem(mCore->mQueue[1]);
        ...

    此段逻辑比较简单,就是拿缓存,逻辑主要是怎么拿,最后回调

    2、releaseBuffer

    releaseBuffer将bufferslot返回到bufferqueue队列。可以在bufferqueue任在访问时进行,当buffer不再可用,fence机制会发出信号。

    如果releaseBuffer收到STALE_BUFFER_SLOT信号,那么consumer必须直接放弃所有引用。直接释放。

    代码就是release为主

    status_t BufferQueueConsumer::releaseBuffer(int slot, uint64_t frameNumber,
            const sp<Fence>& releaseFence, EGLDisplay eglDisplay,
            EGLSyncKHR eglFence) {
        sp<IProducerListener> listener;
        { // Autolock scope
            std::lock_guard<std::mutex> lock(mCore->mMutex);
            if (frameNumber != mSlots[slot].mFrameNumber &&
                    !mSlots[slot].mBufferState.isShared()) {
                return STALE_BUFFER_SLOT;
            }
            if (!mSlots[slot].mBufferState.isAcquired()) {
                BQ_LOGE("releaseBuffer: attempted to release buffer slot %d "
                        "but its state was %s", slot,
                        mSlots[slot].mBufferState.string());
                return BAD_VALUE;
            }
            mSlots[slot].mEglDisplay = eglDisplay;
            mSlots[slot].mEglFence = eglFence;
            mSlots[slot].mFence = releaseFence;
            mSlots[slot].mBufferState.release();

    三、bufferqueue总结

    bufferqueue是整个安卓图形处理的核心,把数据生产者和数据消费者连接起来。
    生产者dequeuebuffer申请一个缓冲区,并指定宽高等。填充缓冲区数据后用queueBuffer返回到队列。随后aquirebuffer获取缓冲区,消费者处理完后。则返回到队列release

    以上就是Android开发graphics bufferqueue整体流程的详细内容,更多关于Android graphics bufferqueue的资料请关注3672js教程其它相关文章!

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