Android應(yīng)用層是不涉及SurfaceFlinger,FrameBuffer之類的底層框架,常用刷新視圖都是在View的draw相關(guān)方法中進(jìn)行標(biāo)準(zhǔn)繪制api操作,然后通過(guò)View.invalidate或者View.requestLayout通知系統(tǒng)進(jìn)行視圖顯示的刷新。在此不討論draw相關(guān)的api,draw的所有繪制方法都是直接jni調(diào)用對(duì)應(yīng)skia的繪制,具體的自己查看skia引擎相關(guān)的資料。
其實(shí)View.invalidate或者View.requestLayout最終走向的流程基本一致,都是一層層向上遍歷,最終進(jìn)入視圖管理器ViewRootImpl中進(jìn)行下一次的vsync信號(hào)請(qǐng)求,在接收到信號(hào)后進(jìn)行視圖渲染的刷新。
1.簡(jiǎn)單分析下View.invalidate:
1.1 比如自定義View動(dòng)畫,通常都是根據(jù)屬性動(dòng)畫進(jìn)度計(jì)算出此時(shí)刻需要展示的效果,然后進(jìn)行invalidate或者postInvalidate進(jìn)行刷新。
anim.addUpdateListener {
val percent: Float = it.animatedValue as Float
curDistance = maxDistance * percent
invalidate()// 重繪
}
override fun onDraw(canvas: Canvas?) {
canvas!!.drawLine(0F, paint.strokeWidth, curDistance, paint.strokeWidth, paint)
}
1.2 那就從invalidate開始分析:
<View.java>
// invalidate最終調(diào)用的是invalidateInternal
void invalidateInternal(int l, int t, int r, int b, boolean invalidateCache,
boolean fullInvalidate) {
if (mGhostView != null) {// 幽靈視圖,可以理解為一個(gè)狀態(tài)不可見view的拷貝,類似overlay圖層概念
mGhostView.invalidate(true);
return;
}
if (skipInvalidate()) {// 不需要重繪,return
return;
}
// Reset content capture caches
mCachedContentCaptureSession = null;
if ((mPrivateFlags & (PFLAG_DRAWN | PFLAG_HAS_BOUNDS)) == (PFLAG_DRAWN | PFLAG_HAS_BOUNDS)
|| (invalidateCache && (mPrivateFlags & PFLAG_DRAWING_CACHE_VALID) == PFLAG_DRAWING_CACHE_VALID)
|| (mPrivateFlags & PFLAG_INVALIDATED) != PFLAG_INVALIDATED
|| (fullInvalidate && isOpaque() != mLastIsOpaque)) {
if (fullInvalidate) {// 全局刷新
mLastIsOpaque = isOpaque();
mPrivateFlags &= ~PFLAG_DRAWN;
}
mPrivateFlags |= PFLAG_DIRTY;
if (invalidateCache) {// 視圖緩存相關(guān)標(biāo)記
mPrivateFlags |= PFLAG_INVALIDATED;
mPrivateFlags &= ~PFLAG_DRAWING_CACHE_VALID;
}
// Propagate the damage rectangle to the parent view.
final AttachInfo ai = mAttachInfo;// attachInfo之前分析過(guò),整個(gè)視圖樹共享
final ViewParent p = mParent;// 父View
if (p != null && ai != null && l < r && t < b) {
final Rect damage = ai.mTmpInvalRect;
damage.set(l, t, r, b);
p.invalidateChild(this, damage);// 通知父ViewGroup重繪自己
}
// 下面的damageInParent是新的api,暫時(shí)還是分析上面invalidateChild方法的重繪流程,流程最終走向都是一致的
// Damage the entire projection receiver, if necessary.
if (mBackground != null && mBackground.isProjected()) {
final View receiver = getProjectionReceiver();
if (receiver != null) {
receiver.damageInParent();
}
}
}
}
-
invalidate最終調(diào)用invalidateInternal,內(nèi)部會(huì)通知父View對(duì)自己進(jìn)行重繪,看一下ViewGroup.invalidateChild方法
<ViewGroup.java>
@Override
public final void invalidateChild(View child, final Rect dirty) {
final AttachInfo attachInfo = mAttachInfo;
if (attachInfo != null && attachInfo.mHardwareAccelerated) {
// HW accelerated fast path
onDescendantInvalidated(child, child);// 硬件加速繪制
return;
}
ViewParent parent = this;
if (attachInfo != null) {
// If the child is drawing an animation, we want to copy this flag onto
// ourselves and the parent to make sure the invalidate request goes
// through
final boolean drawAnimation = (child.mPrivateFlags & PFLAG_DRAW_ANIMATION) != 0;
// Check whether the child that requests the invalidate is fully opaque
// Views being animated or transformed are not considered opaque because we may
// be invalidating their old position and need the parent to paint behind them.
Matrix childMatrix = child.getMatrix();
// Mark the child as dirty, using the appropriate flag
// Make sure we do not set both flags at the same time
if (child.mLayerType != LAYER_TYPE_NONE) {
mPrivateFlags |= PFLAG_INVALIDATED;
mPrivateFlags &= ~PFLAG_DRAWING_CACHE_VALID;
}
// 計(jì)算需要重繪view的繪制區(qū)域
final int[] location = attachInfo.mInvalidateChildLocation;
location[CHILD_LEFT_INDEX] = child.mLeft;
location[CHILD_TOP_INDEX] = child.mTop;
if (!childMatrix.isIdentity() ||
(mGroupFlags & ViewGroup.FLAG_SUPPORT_STATIC_TRANSFORMATIONS) != 0) {
RectF boundingRect = attachInfo.mTmpTransformRect;
boundingRect.set(dirty);
Matrix transformMatrix;
if ((mGroupFlags & ViewGroup.FLAG_SUPPORT_STATIC_TRANSFORMATIONS) != 0) {
Transformation t = attachInfo.mTmpTransformation;
boolean transformed = getChildStaticTransformation(child, t);
if (transformed) {
transformMatrix = attachInfo.mTmpMatrix;
transformMatrix.set(t.getMatrix());
if (!childMatrix.isIdentity()) {
transformMatrix.preConcat(childMatrix);
}
} else {
transformMatrix = childMatrix;
}
} else {
transformMatrix = childMatrix;
}
transformMatrix.mapRect(boundingRect);
dirty.set((int) Math.floor(boundingRect.left),
(int) Math.floor(boundingRect.top),
(int) Math.ceil(boundingRect.right),
(int) Math.ceil(boundingRect.bottom));
}
// 循環(huán)向上遍歷到視圖樹結(jié)構(gòu)的根節(jié)點(diǎn)ViewRootImpl
do {
View view = null;
if (parent instanceof View) {
view = (View) parent;
}
if (drawAnimation) {
if (view != null) {
view.mPrivateFlags |= PFLAG_DRAW_ANIMATION;
} else if (parent instanceof ViewRootImpl) {
((ViewRootImpl) parent).mIsAnimating = true;
}
}
// If the parent is dirty opaque or not dirty, mark it dirty with the opaque
// flag coming from the child that initiated the invalidate
if (view != null) {
if ((view.mPrivateFlags & PFLAG_DIRTY_MASK) != PFLAG_DIRTY) {
view.mPrivateFlags = (view.mPrivateFlags & ~PFLAG_DIRTY_MASK) | PFLAG_DIRTY;
}
}
parent = parent.invalidateChildInParent(location, dirty);
if (view != null) {
// Account for transform on current parent
Matrix m = view.getMatrix();
if (!m.isIdentity()) {
RectF boundingRect = attachInfo.mTmpTransformRect;
boundingRect.set(dirty);
m.mapRect(boundingRect);
dirty.set((int) Math.floor(boundingRect.left),
(int) Math.floor(boundingRect.top),
(int) Math.ceil(boundingRect.right),
(int) Math.ceil(boundingRect.bottom));
}
}
} while (parent != null);
}
}
1.3 簡(jiǎn)單分析下流程吧,如果是硬件加速,會(huì)直接進(jìn)入繪制流程(其實(shí)最終走向也是一樣的),否則會(huì)通過(guò)一系列計(jì)算出臟區(qū),遍歷到視圖樹的根節(jié)點(diǎn),重點(diǎn)看這行代碼parent = parent.invalidateChildInParent(location, dirty);,視圖樹的根節(jié)點(diǎn),也就是ViewRootImpl,所以直接看ViewRootImpl.invalidateChildInParent方法。繪制細(xì)節(jié)不是本文重點(diǎn)分析,重點(diǎn)分析的是整個(gè)渲染流程,細(xì)節(jié)部門自行查看。
<ViewRootImpl.java>
@Override
public ViewParent invalidateChildInParent(int[] location, Rect dirty) {
checkThread();// 檢測(cè)線程
if (DEBUG_DRAW) Log.v(mTag, "Invalidate child: " + dirty);
if (dirty == null) {// 臟區(qū)為null,全局重繪
invalidate();
return null;
} else if (dirty.isEmpty() && !mIsAnimating) {
return null;
}
// 加入滾動(dòng),平移參數(shù)計(jì)算出真正的臟區(qū)
if (mCurScrollY != 0 || mTranslator != null) {
mTempRect.set(dirty);
dirty = mTempRect;
if (mCurScrollY != 0) {
dirty.offset(0, -mCurScrollY);
}
if (mTranslator != null) {
mTranslator.translateRectInAppWindowToScreen(dirty);
}
if (mAttachInfo.mScalingRequired) {
dirty.inset(-1, -1);
}
}
// 臟區(qū)重繪
invalidateRectOnScreen(dirty);
// 當(dāng)前已經(jīng)是根節(jié)點(diǎn),return null退出ViewGroup遍歷循環(huán)
return null;
}
// 全局重繪
@UnsupportedAppUsage
void invalidate() {
mDirty.set(0, 0, mWidth, mHeight);
if (!mWillDrawSoon) {
scheduleTraversals();// 這就是渲染流程的真正開始
}
}
// 臟區(qū)重繪(高效)
private void invalidateRectOnScreen(Rect dirty) {
final Rect localDirty = mDirty;
// Add the new dirty rect to the current one
localDirty.union(dirty.left, dirty.top, dirty.right, dirty.bottom);
// Intersect with the bounds of the window to skip
// updates that lie outside of the visible region
final float appScale = mAttachInfo.mApplicationScale;
final boolean intersected = localDirty.intersect(0, 0,
(int) (mWidth * appScale + 0.5f), (int) (mHeight * appScale + 0.5f));
if (!intersected) {
localDirty.setEmpty();
}
if (!mWillDrawSoon && (intersected || mIsAnimating)) {
scheduleTraversals();// 這就是渲染流程的真正開始
}
}
1.4 上面的流程很明了,不論是全局刷新還是局部刷新,最終都是走向scheduleTraversals,所以可以說(shuō)scheduleTraversals方法是上層發(fā)起重繪的起點(diǎn)。(硬件加速其實(shí)也是一樣走向scheduleTraversals方法,只是在底層繪制上有所區(qū)別)
2.View.requestLayout流程基本一致,也是通過(guò)向上遍歷,最終調(diào)用視圖樹根節(jié)點(diǎn)的``方法:
<ViewRootImpl.java>
@Override
public void requestLayout() {
if (!mHandlingLayoutInLayoutRequest) {
checkThread();// 檢測(cè)線程
mLayoutRequested = true;
scheduleTraversals();
}
}
3.到這里先暫停下,補(bǔ)充個(gè)知識(shí)點(diǎn),面試常見的坑:為何只能主線程刷新UI?
- 上面不論是
invalidata還是requestLayout,方法內(nèi)部的第一行代碼都是checkThread,這里面就有常見的異常打印:
void checkThread() {
if (mThread != Thread.currentThread()) {
// 熟悉的文字
throw new CalledFromWrongThreadException(
"Only the original thread that created a view hierarchy can touch its views.");
}
}
-
Android禁止主線程刷新UI,其實(shí)就是在ViewRootImpl中所有涉及UI操作方法中判斷非當(dāng)前線程主動(dòng)拋出異常而已,典型的強(qiáng)制措施(其實(shí)也是為了能保證主線程的同步性可靠性,要是大家都在子線程刷新UI,最終合成渲染圖層豈不是畫面凌亂了?) - 所以本質(zhì)上通過(guò)反射,或者在ViewRootImpl未初始化前,都是可以在子線程刷新
UI。這也是為何在Activity.onCreate方法中可以子線程刷新UI不會(huì)崩潰的原因。
4.題外話說(shuō)多了,現(xiàn)在正式開始分析渲染流程:
4.1 首先介紹一下Traversal相關(guān)幾個(gè)方法:scheduleTraversals -> doTraversal -> performTraversals,這幾個(gè)方法的執(zhí)行順序是schedule -> do -> perform,可以理解為計(jì)劃準(zhǔn)備階段->準(zhǔn)備執(zhí)行階段->完成階段
4.2 scheduleTraversals分析:
<ViewRootImpl.java>
@UnsupportedAppUsage
void scheduleTraversals() {
if (!mTraversalScheduled) {// 這里會(huì)限制重入,一般情況16ms你不論調(diào)用多少次invalidate或者requestLayout,最終效果都是一樣
mTraversalScheduled = true;// 重入限制
// 消息屏障,異步消息,之前handler章節(jié)分析過(guò)
mTraversalBarrier = mHandler.getLooper().getQueue().postSyncBarrier();// 發(fā)送消息屏障,保證優(yōu)先級(jí)
mChoreographer.postCallback(// 請(qǐng)求下一次Vsync信號(hào)
Choreographer.CALLBACK_TRAVERSAL, mTraversalRunnable, null);
// 相關(guān)通知回調(diào)
if (!mUnbufferedInputDispatch) {
scheduleConsumeBatchedInput();
}
notifyRendererOfFramePending();
pokeDrawLockIfNeeded();
}
}
// 請(qǐng)求Vsync的時(shí)候傳遞了這個(gè)參數(shù)mTraversalRunnable
final TraversalRunnable mTraversalRunnable = new TraversalRunnable();
// 非常簡(jiǎn)單的一個(gè)runnable
final class TraversalRunnable implements Runnable {
@Override
public void run() {
doTraversal();// 執(zhí)行階段,下面分析
}
}
- 內(nèi)部通過(guò)一個(gè)
mTraversalScheduled變量限制重入,所以一般情況16ms你不論調(diào)用多少次invalidate或者requestLayout,最終效果都是一樣,并且你調(diào)用之后并不是立即就執(zhí)行重繪,后面分析。這里還涉及到異步消息,之前分析過(guò),不具體分析,簡(jiǎn)單來(lái)說(shuō)就是往消息隊(duì)列插入一條異步消息作為屏障,插入屏障之后消息隊(duì)列的同步消息停止執(zhí)行,直到該消息屏障移除后才恢復(fù),主要就是為了保證優(yōu)先級(jí),畢竟交互響應(yīng)是優(yōu)先級(jí)最高的。這里還涉及到Choreographer編舞者的角色,主要是解決幀率不同步,掉幀問題,非本文重點(diǎn),本文只分析下其內(nèi)部對(duì)于vsync請(qǐng)求流程和回調(diào)時(shí)機(jī)。
<Choreographer.java>
// 請(qǐng)求Vsync信號(hào),postCallback最終會(huì)走到這里
private void postCallbackDelayedInternal(int callbackType,
Object action, Object token, long delayMillis) {
if (DEBUG_FRAMES) {
Log.d(TAG, "PostCallback: type=" + callbackType
+ ", action=" + action + ", token=" + token
+ ", delayMillis=" + delayMillis);
}
synchronized (mLock) {
final long now = SystemClock.uptimeMillis();
final long dueTime = now + delayMillis;
// 將runnable添加到緩存隊(duì)列
mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token);
if (dueTime <= now) {
// 分支1:需要立即執(zhí)行回調(diào)
scheduleFrameLocked(now);
} else {
// 分支2:還未到需要的執(zhí)行時(shí)間,在指定的時(shí)間發(fā)送異步消息,保證回調(diào)執(zhí)行的優(yōu)先級(jí)
Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_CALLBACK, action);
msg.arg1 = callbackType;
msg.setAsynchronous(true);
mHandler.sendMessageAtTime(msg, dueTime);// 指定了需要執(zhí)行的時(shí)間
}
}
}
private void scheduleFrameLocked(long now) {
if (!mFrameScheduled) {// 重入限制
mFrameScheduled = true;
if (USE_VSYNC) {// 默認(rèn)true
if (DEBUG_FRAMES) {
Log.d(TAG, "Scheduling next frame on vsync.");
}
// If running on the Looper thread, then schedule the vsync immediately,
// otherwise post a message to schedule the vsync from the UI thread
// as soon as possible.
if (isRunningOnLooperThreadLocked()) {// 當(dāng)前如果是主線程
scheduleVsyncLocked();// vsync準(zhǔn)備階段
} else {// 場(chǎng)景1:線程切換,直接插入一條消息到隊(duì)頭
Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_VSYNC);
msg.setAsynchronous(true);
mHandler.sendMessageAtFrontOfQueue(msg);
}
} else { // 場(chǎng)景2:發(fā)送消息
final long nextFrameTime = Math.max(
mLastFrameTimeNanos / TimeUtils.NANOS_PER_MS + sFrameDelay, now);
if (DEBUG_FRAMES) {
Log.d(TAG, "Scheduling next frame in " + (nextFrameTime - now) + " ms.");
}
Message msg = mHandler.obtainMessage(MSG_DO_FRAME);
msg.setAsynchronous(true);
mHandler.sendMessageAtTime(msg, nextFrameTime);
}
}
}
// 上面的mHandler是FrameHandler,屬于主線程handler,具體實(shí)例化過(guò)程不分析
private final class FrameHandler extends Handler {
public FrameHandler(Looper looper) {
super(looper);
}
@Override
public void handleMessage(Message msg) {
switch (msg.what) {
case MSG_DO_FRAME:// scheduleFrameLocked的場(chǎng)景2
doFrame(System.nanoTime(), 0);
break;
case MSG_DO_SCHEDULE_VSYNC:// scheduleFrameLocked的場(chǎng)景1
doScheduleVsync();// 最終還是走到scheduleVsyncLocked,場(chǎng)景1只是多了一步線程切換
break;
case MSG_DO_SCHEDULE_CALLBACK:// postCallbackDelayedInternal的分支2
doScheduleCallback(msg.arg1);
break;
}
}
}
// 使用vsync的場(chǎng)景1
void doScheduleVsync() {
synchronized (mLock) {
if (mFrameScheduled) {
scheduleVsyncLocked();
}
}
}
// 最終流程和postCallbackDelayedInternal的分支1一致,只是消息延遲點(diǎn)執(zhí)行而已
void doScheduleCallback(int callbackType) {
synchronized (mLock) {
if (!mFrameScheduled) {
final long now = SystemClock.uptimeMillis();
if (mCallbackQueues[callbackType].hasDueCallbacksLocked(now)) {
scheduleFrameLocked(now);
}
}
}
}
// 請(qǐng)求vsync
@UnsupportedAppUsage
private void scheduleVsyncLocked() {
mDisplayEventReceiver.scheduleVsync();
}
// doFrame關(guān)鍵方法
// 1.非使用vsync會(huì)直接執(zhí)行該方法,也就是直接出發(fā)重繪回調(diào)
// 2.使用vsync會(huì)等下一次vsync信號(hào)來(lái)到時(shí),觸發(fā)重繪回調(diào)
@UnsupportedAppUsage
void doFrame(long frameTimeNanos, int frame) {
...// 后面分析
}
-
ViewRootImpl請(qǐng)求vsync信號(hào)的時(shí)候,會(huì)傳入一個(gè)runnable消息,Choreographer將這個(gè)消息存放到隊(duì)列中,并且根據(jù)當(dāng)前時(shí)間,決定是立即安排vsync計(jì)劃還是延時(shí)(scheduleFrameLocked(now)和MSG_DO_SCHEDULE_CALLBACK),本質(zhì)上最終調(diào)用scheduleFrameLocked(long now)方法。 -
scheduleFrameLocked(long now)中有兩種分支,一種使用vsync機(jī)制,一種非使用vsync機(jī)制。他們的區(qū)別就是使用該同步機(jī)制,會(huì)在下一次vsync信號(hào)到來(lái)時(shí)進(jìn)行刷新,否則立即刷新(doFrame方法)。下面分析下請(qǐng)求vsync的流程:
<Choreographer.java>
// 請(qǐng)求vsync
@UnsupportedAppUsage
private void scheduleVsyncLocked() {
mDisplayEventReceiver.scheduleVsync();// 請(qǐng)求vsync信號(hào)
}
<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 {
// native請(qǐng)求vsync信號(hào),當(dāng)?shù)讓影l(fā)送vsync信號(hào)時(shí),java層就能接收到通知
nativeScheduleVsync(mReceiverPtr);
}
}
// 當(dāng)?shù)讓影l(fā)送vsync信號(hào)時(shí)會(huì)調(diào)用這個(gè)java方法
// Called from native code.
@SuppressWarnings("unused")
@UnsupportedAppUsage
private void dispatchVsync(long timestampNanos, long physicalDisplayId, int frame) {
// 回調(diào)onVsync方法
onVsync(timestampNanos, physicalDisplayId, frame);
}
- 其實(shí)請(qǐng)求
vsync過(guò)程很簡(jiǎn)單,就是通過(guò)jni向底層注冊(cè)一個(gè)回調(diào)(構(gòu)造內(nèi)會(huì)保存c++層Receiver引用的指針地址),底層發(fā)送vsync時(shí)候,反向調(diào)用java方法(onVsync)通知上層。DisplayEventReceiver是一個(gè)抽象類,在Choreographer中可以找到一個(gè)具體實(shí)現(xiàn)的內(nèi)部類FrameDisplayEventReceiver:
<Choreographer.java>
private final class FrameDisplayEventReceiver extends DisplayEventReceiver
implements Runnable {
private boolean mHavePendingVsync;
private long mTimestampNanos;
private int mFrame;
public FrameDisplayEventReceiver(Looper looper, int vsyncSource) {
super(looper, vsyncSource);
}
// TODO(b/116025192): physicalDisplayId is ignored because SF only emits VSYNC events for
// the internal display and DisplayEventReceiver#scheduleVsync only allows requesting VSYNC
// for the internal display implicitly.
// 底層主動(dòng)調(diào)用該方法
@Override
public void onVsync(long timestampNanos, long physicalDisplayId, int frame) {
// Post the vsync event to the Handler.
// The idea is to prevent incoming vsync events from completely starving
// the message queue. If there are no messages in the queue with timestamps
// earlier than the frame time, then the vsync event will be processed immediately.
// Otherwise, messages that predate the vsync event will be handled first.
long now = System.nanoTime();
if (timestampNanos > now) {
Log.w(TAG, "Frame time is " + ((timestampNanos - now) * 0.000001f)
+ " ms in the future! Check that graphics HAL is generating vsync "
+ "timestamps using the correct timebase.");
timestampNanos = now;
}
if (mHavePendingVsync) {
Log.w(TAG, "Already have a pending vsync event. There should only be "
+ "one at a time.");
} else {
mHavePendingVsync = true;
}
mTimestampNanos = timestampNanos;
mFrame = frame;
// 發(fā)送異步消息,因?yàn)樽约簩?shí)現(xiàn)了runnable,所以是把自己當(dāng)成消息發(fā)送出去,看下面的run方法
Message msg = Message.obtain(mHandler, this);
msg.setAsynchronous(true);
mHandler.sendMessageAtTime(msg, timestampNanos / TimeUtils.NANOS_PER_MS);
}
@Override
public void run() {
// 執(zhí)行doFrame方法進(jìn)行重繪
mHavePendingVsync = false;
doFrame(mTimestampNanos, mFrame);
}
}
- 下面就到關(guān)鍵的方法
doFrame了,這里你也會(huì)看到很多常見的log打印信息:
@UnsupportedAppUsage
void doFrame(long frameTimeNanos, int frame) {
final long startNanos;
synchronized (mLock) {// 上鎖
if (!mFrameScheduled) {// 這個(gè)標(biāo)記位就是最初scheduleFrameLocked開始限制重入那個(gè)
return; // no work to do
}
if (DEBUG_JANK && mDebugPrintNextFrameTimeDelta) {
mDebugPrintNextFrameTimeDelta = false;
Log.d(TAG, "Frame time delta: "
+ ((frameTimeNanos - mLastFrameTimeNanos) * 0.000001f) + " ms");
}
long intendedFrameTimeNanos = frameTimeNanos;// 本次vsync時(shí)間
startNanos = System.nanoTime();// 開始執(zhí)行doFrame時(shí)間
final long jitterNanos = startNanos - frameTimeNanos;// jitterNanos = doFrame - Vsync 的時(shí)間差
// mFrameIntervalNanos = (long)(1000000000 / getRefreshRate());
if (jitterNanos >= mFrameIntervalNanos) {// 假設(shè)幀率為60fps,mFrameIntervalNanos為通常所說(shuō)的16ms
final long skippedFrames = jitterNanos / mFrameIntervalNanos;// 計(jì)算跳幀數(shù)
if (skippedFrames >= SKIPPED_FRAME_WARNING_LIMIT) {// >30fps
// 熟悉的掉幀打印信息
Log.i(TAG, "Skipped " + skippedFrames + " frames! "
+ "The application may be doing too much work on its main thread.");
}
final long lastFrameOffset = jitterNanos % mFrameIntervalNanos;// doFrame延遲n個(gè)周期后取余的時(shí)間
if (DEBUG_JANK) {
Log.d(TAG, "Missed vsync by " + (jitterNanos * 0.000001f) + " ms "
+ "which is more than the frame interval of "
+ (mFrameIntervalNanos * 0.000001f) + " ms! "
+ "Skipping " + skippedFrames + " frames and setting frame "
+ "time to " + (lastFrameOffset * 0.000001f) + " ms in the past.");
}
// 修正vsync的到來(lái)時(shí)間
frameTimeNanos = startNanos - lastFrameOffset;
// lastFrameOffset = jitterNanos % mFrameIntervalNanos
// frameTimeNanos = startNanos - lastFrameOffset = startNanos - (jitterNanos % 16) = startNanos - (startNanos - frameTimeNanos) % 16
// 所以 frameTimeNanos = 當(dāng)前doFrame時(shí)間之前最近的一個(gè)vsync時(shí)間
}
// 避免下一幀提前渲染,如果本次vsync執(zhí)行doFrame比上一幀計(jì)劃的提交時(shí)間早,則將本幀放到下一個(gè)vsync進(jìn)行渲染
// mLastFrameTimeNanos在修正過(guò)程可能出現(xiàn)這種場(chǎng)景
// 提前渲染就會(huì)出現(xiàn)畫面重疊重影現(xiàn)象
if (frameTimeNanos < mLastFrameTimeNanos) {
if (DEBUG_JANK) {
Log.d(TAG, "Frame time appears to be going backwards. May be due to a "
+ "previously skipped frame. Waiting for next vsync.");
}
// 重新請(qǐng)求下一次vsync信號(hào),此刻mFrameScheduled沒有重置false,外部調(diào)用的scheduleFrameLocked(now)不再執(zhí)行,也就是此時(shí)外部postCallback也是無(wú)效的
// 請(qǐng)求下一次vsync信號(hào)->doFrame,如果還不滿足條件,重復(fù)如此
scheduleVsyncLocked();
return;
}
// 默認(rèn)1,不用管
if (mFPSDivisor > 1) {
long timeSinceVsync = frameTimeNanos - mLastFrameTimeNanos;
if (timeSinceVsync < (mFrameIntervalNanos * mFPSDivisor) && timeSinceVsync > 0) {
scheduleVsyncLocked();
return;
}
}
// 記錄當(dāng)前幀的原始vsync時(shí)間-修正后的vsync時(shí)間
mFrameInfo.setVsync(intendedFrameTimeNanos, frameTimeNanos);
mFrameScheduled = false;// 重置標(biāo)記位,可以再次進(jìn)入scheduleFrameLocked
// 記錄上一次vsync的時(shí)間
mLastFrameTimeNanos = frameTimeNanos;
}
// 開始執(zhí)行各種callback
try {
Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Choreographer#doFrame");
AnimationUtils.lockAnimationClock(frameTimeNanos / TimeUtils.NANOS_PER_MS);
// 輸入
mFrameInfo.markInputHandlingStart();
doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos);
// 動(dòng)畫
mFrameInfo.markAnimationsStart();
doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos);
doCallbacks(Choreographer.CALLBACK_INSETS_ANIMATION, frameTimeNanos);
// 遍歷:measure,layout,draw
mFrameInfo.markPerformTraversalsStart();
doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos);
// 遍歷完成提交,修復(fù)下一幀的提交時(shí)間,保證和vsync節(jié)奏同步
doCallbacks(Choreographer.CALLBACK_COMMIT, frameTimeNanos);
} finally {
AnimationUtils.unlockAnimationClock();
Trace.traceEnd(Trace.TRACE_TAG_VIEW);
}
if (DEBUG_FRAMES) {
final long endNanos = System.nanoTime();
Log.d(TAG, "Frame " + frame + ": Finished, took "
+ (endNanos - startNanos) * 0.000001f + " ms, latency "
+ (startNanos - frameTimeNanos) * 0.000001f + " ms.");
}
}
- 上面可以看到接收到了
vsync信號(hào)后會(huì)先判斷是否掉幀(執(zhí)行doFrame時(shí)間比Vsync的時(shí)間延遲),打印出掉幀信息,再進(jìn)行渲染刷新,之前ViewRootImpl.scheduleTraversals方法中通過(guò)mChoreographer.postCallback(Choreographer.CALLBACK_TRAVERSAL, mTraversalRunnable, null)明確這個(gè)callback的類型Choreographer.CALLBACK_TRAVERSAL,所以doFrame中我們重點(diǎn)分析該類型的回調(diào):
<Choreographer.java>
void doFrame(long frameTimeNanos, int frame) {
......
doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos);
......
}
void doCallbacks(int callbackType, long frameTimeNanos) {
CallbackRecord callbacks;// 單鏈表結(jié)構(gòu)
synchronized (mLock) {
// We use "now" to determine when callbacks become due because it's possible
// for earlier processing phases in a frame to post callbacks that should run
// in a following phase, such as an input event that causes an animation to start.
final long now = System.nanoTime();
// 從隊(duì)列中取出callback鏈表,包含我們之前scheduleTraversals傳進(jìn)來(lái)的callback
// CallbackQueue為一個(gè)子元素為鏈表的數(shù)組隊(duì)列,里面每一種callback類型都是一個(gè)CallbackRecord的單鏈表
callbacks = mCallbackQueues[callbackType].extractDueCallbacksLocked(// 取出執(zhí)行時(shí)間在當(dāng)前時(shí)間之前的callback
now / TimeUtils.NANOS_PER_MS);
if (callbacks == null) {
return;
}
mCallbacksRunning = true;
// Update the frame time if necessary when committing the frame.
// We only update the frame time if we are more than 2 frames late reaching
// the commit phase. This ensures that the frame time which is observed by the
// callbacks will always increase from one frame to the next and never repeat.
// We never want the next frame's starting frame time to end up being less than
// or equal to the previous frame's commit frame time. Keep in mind that the
// next frame has most likely already been scheduled by now so we play it
// safe by ensuring the commit time is always at least one frame behind.
if (callbackType == Choreographer.CALLBACK_COMMIT) {
// 進(jìn)入這個(gè)分支后,now = 執(zhí)行完動(dòng)畫,繪制一系列操作之后的當(dāng)前時(shí)間
// 提交刷新,修正時(shí)間,同步vsync的節(jié)奏
final long jitterNanos = now - frameTimeNanos;
Trace.traceCounter(Trace.TRACE_TAG_VIEW, "jitterNanos", (int) jitterNanos);
if (jitterNanos >= 2 * mFrameIntervalNanos) {// > 2*16 = 32ms(60fps為例)
final long lastFrameOffset = jitterNanos % mFrameIntervalNanos// frameTimeNanos = startNanos - lastFrameOffset,now是執(zhí)行玩measure-layout-draw的時(shí)間
+ mFrameIntervalNanos;// mFrameIntervalNanos=16ms
if (DEBUG_JANK) {
Log.d(TAG, "Commit callback delayed by " + (jitterNanos * 0.000001f)
+ " ms which is more than twice the frame interval of "
+ (mFrameIntervalNanos * 0.000001f) + " ms! "
+ "Setting frame time to " + (lastFrameOffset * 0.000001f)
+ " ms in the past.");
mDebugPrintNextFrameTimeDelta = true;
}
// 修正時(shí)間 mLastFrameTimeNanos = frameTimeNanos = 從now往前最近的一個(gè)vsync時(shí)間
frameTimeNanos = now - lastFrameOffset;
mLastFrameTimeNanos = frameTimeNanos;
}
}
// 大致總結(jié)下:在一幀處理過(guò)程,如果超過(guò)了n>=2個(gè)vsync周期,則會(huì)在接下來(lái)n個(gè)vsync周期中不再處理任何幀,下一幀會(huì)在n個(gè)周期后對(duì)齊vsync信號(hào)時(shí)開始處理,相當(dāng)于中途拋棄n幀畫面,達(dá)到盡可能幀率平穩(wěn),與vsync同步
}
try {
Trace.traceBegin(Trace.TRACE_TAG_VIEW, CALLBACK_TRACE_TITLES[callbackType]);
// 循環(huán)執(zhí)行callback的run方法
for (CallbackRecord c = callbacks; c != null; c = c.next) {
if (DEBUG_FRAMES) {
Log.d(TAG, "RunCallback: type=" + callbackType
+ ", action=" + c.action + ", token=" + c.token
+ ", latencyMillis=" + (SystemClock.uptimeMillis() - c.dueTime));
}
c.run(frameTimeNanos);
}
} finally {
// 資源釋放
synchronized (mLock) {
mCallbacksRunning = false;
do {
final CallbackRecord next = callbacks.next;
recycleCallbackLocked(callbacks);
callbacks = next;
} while (callbacks != null);
}
Trace.traceEnd(Trace.TRACE_TAG_VIEW);
}
}
- 邏輯很簡(jiǎn)單,從緩存隊(duì)列取出之前傳入的
callback,調(diào)用其run方法,也就是:
<ViewRootImpl.java>
final class TraversalRunnable implements Runnable {
// 就是這個(gè)run方法
@Override
public void run() {
doTraversal();
}
}
4.2 至此已經(jīng)分析完了scheduleTraversals請(qǐng)求vsync的過(guò)程,下面開始分析渲染刷新doTraversal->performTraversal:
<ViewRootImpl.java>
void doTraversal() {
if (mTraversalScheduled) {
mTraversalScheduled = false;// 走到這里,放開了重入,這個(gè)時(shí)候外部調(diào)用invalidate之類請(qǐng)求重繪才會(huì)生效
mHandler.getLooper().getQueue().removeSyncBarrier(mTraversalBarrier);// 移除消息屏障,主線程同步消息恢復(fù)運(yùn)轉(zhuǎn)
if (mProfile) {
Debug.startMethodTracing("ViewAncestor");
}
// 核心方法,View的layout,measure,draw相關(guān)方法都是在這里面執(zhí)行的,簡(jiǎn)單描述下流程,細(xì)節(jié)不展開了(否則沒玩沒了,這個(gè)方法巨長(zhǎng),800多行代碼)
performTraversals();
if (mProfile) {
Debug.stopMethodTracing();
mProfile = false;
}
}
}
private void performTraversals() {
// cache mView since it is used so much below...
final View host = mView;// 其實(shí)就是DecorView
......
if (host == null || !mAdded)// DecorView沒初始化和添加到window,直接return
return;
mIsInTraversal = true;// 標(biāo)記正在執(zhí)行遍歷
mWillDrawSoon = true;// 標(biāo)記立即繪制
......
if (mFirst) {// 初始化第一次的時(shí)候
......
// OnAttachedToWindow回調(diào)
host.dispatchAttachedToWindow(mAttachInfo, 0);
mAttachInfo.mTreeObserver.dispatchOnWindowAttachedChange(true);
dispatchApplyInsets(host);
} else {
......
}
......
// Execute enqueued actions on every traversal in case a detached view enqueued an action
// 這個(gè)在之前View.post原理的文章中已經(jīng)分析過(guò)
getRunQueue().executeActions(mAttachInfo.mHandler);
......
if (mFirst || windowShouldResize || insetsChanged ||
viewVisibilityChanged || params != null || mForceNextWindowRelayout) {
......
if (!mStopped || mReportNextDraw) {
boolean focusChangedDueToTouchMode = ensureTouchModeLocally(
(relayoutResult&WindowManagerGlobal.RELAYOUT_RES_IN_TOUCH_MODE) != 0);
if (focusChangedDueToTouchMode || mWidth != host.getMeasuredWidth()
|| mHeight != host.getMeasuredHeight() || contentInsetsChanged ||
updatedConfiguration) {
int childWidthMeasureSpec = getRootMeasureSpec(mWidth, lp.width);
int childHeightMeasureSpec = getRootMeasureSpec(mHeight, lp.height);
......
// 開始view的測(cè)量
// Ask host how big it wants to be
performMeasure(childWidthMeasureSpec, childHeightMeasureSpec);
// Implementation of weights from WindowManager.LayoutParams
// We just grow the dimensions as needed and re-measure if
// needs be
int width = host.getMeasuredWidth();
int height = host.getMeasuredHeight();
boolean measureAgain = false;
if (lp.horizontalWeight > 0.0f) {
width += (int) ((mWidth - width) * lp.horizontalWeight);
childWidthMeasureSpec = MeasureSpec.makeMeasureSpec(width,
MeasureSpec.EXACTLY);
measureAgain = true;
}
if (lp.verticalWeight > 0.0f) {
height += (int) ((mHeight - height) * lp.verticalWeight);
childHeightMeasureSpec = MeasureSpec.makeMeasureSpec(height,
MeasureSpec.EXACTLY);
measureAgain = true;
}
if (measureAgain) {
if (DEBUG_LAYOUT) Log.v(mTag,
"And hey let's measure once more: width=" + width
+ " height=" + height);
// 需要多次測(cè)量的話,再次進(jìn)行view的測(cè)量,所以有的viewgroup會(huì)測(cè)量?jī)纱? performMeasure(childWidthMeasureSpec, childHeightMeasureSpec);
}
layoutRequested = true;
}
}
} else {
// Not the first pass and no window/insets/visibility change but the window
// may have moved and we need check that and if so to update the left and right
// in the attach info. We translate only the window frame since on window move
// the window manager tells us only for the new frame but the insets are the
// same and we do not want to translate them more than once.
maybeHandleWindowMove(frame);
}
if (surfaceSizeChanged) {
updateBoundsSurface();
}
final boolean didLayout = layoutRequested && (!mStopped || mReportNextDraw);
boolean triggerGlobalLayoutListener = didLayout
|| mAttachInfo.mRecomputeGlobalAttributes;
if (didLayout) {
// ViewGroup進(jìn)行布局子View
performLayout(lp, mWidth, mHeight);
......
}
......
boolean cancelDraw = mAttachInfo.mTreeObserver.dispatchOnPreDraw() || !isViewVisible;
// 不可見或者正在繪制,就不需要繪制了
if (!cancelDraw) {
if (mPendingTransitions != null && mPendingTransitions.size() > 0) {
for (int i = 0; i < mPendingTransitions.size(); ++i) {
mPendingTransitions.get(i).startChangingAnimations();
}
mPendingTransitions.clear();
}
// 遍歷繪制
performDraw();
} else {
......
}
mIsInTraversal = false;
}
- 總結(jié)一下,
performTraversals中調(diào)用了performMeasure->performLayout->performDraw View的三大流程,三大流程內(nèi)部都是通過(guò)遍歷子view,遍歷調(diào)用我們熟悉的onMeasure->onLayout->onDraw回調(diào),源碼的邏輯很清晰,在此不分析了。
4.3 至此,doTraversal和performTraversals分析完了。我們應(yīng)用中的draw之類的api調(diào)用其實(shí)都是在操作底層skia引擎對(duì)應(yīng)的SkiaCanvas畫布,在framework層對(duì)應(yīng)存在一塊buffer保存圖元數(shù)據(jù),最終通過(guò)SurfaceFlinger進(jìn)行圖層合并處理,以及顏色矩陣運(yùn)算(Android原生的護(hù)眼模式就是這部分操作的,在最終渲染畫面前通過(guò)顏色矩陣運(yùn)算改變顯示輸出色溫)等一系列操作,然后提交給GPU處理渲染到屏幕硬件上,SurfaceFlinger是系統(tǒng)的圖形管理服務(wù)(純c++服務(wù),不像AMS,PMS,WMS),核心流程是下面幾個(gè)方法,應(yīng)用開發(fā)可以不需要過(guò)多關(guān)注,感興趣的自行閱讀。
<SurfaceFlinger.cpp>
// SurfaceFlinge中圖層渲染合成關(guān)鍵流程方法
void SurfaceFlinger::handleMessageRefresh() {
ATRACE_CALL();
preComposition();
rebuildLayerStacks();
setUpHWComposer();
doDebugFlashRegions();
doComposition();
postComposition();
}
最后用一張圖總結(jié)下整個(gè)流程:

渲染流程.png