Flutter筆記——幀繪制系列之一(源碼學(xué)習(xí))

Flutter系列學(xué)習(xí)筆記

前言

前兩篇文章Flutter筆記——runApp發(fā)生了什么(源碼學(xué)習(xí))Flutter筆記——State.setState發(fā)生了什么學(xué)習(xí)了Flutter中runApp()、修改UI元素State.setState()過程。
這篇文章主要學(xué)習(xí)的是Flutter中實(shí)際渲染UI的過程。

1 BaseBinding

BaseBinding系列是FlutterFramework的核心類,學(xué)習(xí)Flutter的UI渲染過程會(huì)涉及到WidgetsBinding、RenderBindingSchedulerBinding等。由于Dart的mixIn菱形繼承語法,該部分比較難搞明白,只能從局部入手,抽絲剝繭般的去學(xué)習(xí)理解整體流程。

1.1 handleDrawFrame

在我的Flutter筆記——runApp發(fā)生了什么(源碼學(xué)習(xí))文章中,了解到WidgetsFlutterBinding.scheduleWarmUpFrame()函數(shù)用于調(diào)度展示一個(gè)預(yù)熱幀。而WidgetsFlutterBinding.scheduleAttachRootWidget(Widget rootWidget)函數(shù)使用Timer包裹,作為一個(gè)異步執(zhí)行函數(shù),在它執(zhí)行完畢之時(shí)最終會(huì)調(diào)用WidgetsBinding.handleDrawFrame()函數(shù)繪制幀。
那么handleDrawFrame()函數(shù)到底發(fā)生了什么?

mixin WidgetsBinding on BindingBase, ServicesBinding, SchedulerBinding, GestureBinding, RendererBinding, SemanticsBinding {
  void handleDrawFrame() {
    assert(_schedulerPhase == SchedulerPhase.midFrameMicrotasks);
    Timeline.finishSync(); // end the "Animate" phase
    try {
      // PERSISTENT FRAME CALLBACKS
      _schedulerPhase = SchedulerPhase.persistentCallbacks;
      for (FrameCallback callback in _persistentCallbacks)
        _invokeFrameCallback(callback, _currentFrameTimeStamp);

      // POST-FRAME CALLBACKS
      _schedulerPhase = SchedulerPhase.postFrameCallbacks;
      final List<FrameCallback> localPostFrameCallbacks =
          List<FrameCallback>.from(_postFrameCallbacks);
      _postFrameCallbacks.clear();
      for (FrameCallback callback in localPostFrameCallbacks)
        _invokeFrameCallback(callback, _currentFrameTimeStamp);
    } finally {
      _schedulerPhase = SchedulerPhase.idle;
      Timeline.finishSync(); // end the Frame
      assert(() {
        if (debugPrintEndFrameBanner)
          debugPrint('?' * _debugBanner.length);
        _debugBanner = null;
        return true;
      }());
      _currentFrameTimeStamp = null;
    }
  }
}

首先學(xué)習(xí)WidgetsBinding類,見注釋

Scheduler for running the following:
- Transient callbacks, triggered by the system's [Window.onBeginFrame] callback, for synchronizing the application's behavior to the system's display. For example, [Ticker]s and [AnimationController]s trigger from these.
- Persistent callbacks, triggered by the system's [Window.onDrawFrame] callback, for updating the system's display after transient callbacks have executed. For example, the rendering layer uses this to drive its rendering pipeline.
- Post-frame callbacks, which are run after persistent callbacks, just before returning from the [Window.onDrawFrame] callback.
- Non-rendering tasks, to be run between frames. These are given a priority and are executed in priority order according to a [schedulingStrategy]

簡單理解下,該類主要作用就是調(diào)度幀渲染任務(wù),當(dāng)然也可以運(yùn)行非渲染任務(wù)。主要是瞬間渲染、持久渲染與渲染回調(diào)任務(wù)等,例如持久的幀渲染監(jiān)聽注冊(cè)WidgetsBinding.instance.addPersistentFrameCallback(callback)就是該類的作用了。
回到handleDrawFrame()函數(shù),這里面循環(huán)執(zhí)行SchedulerBinding._persistentCallbacksSchedulerBinding._postFrameCallbacks的注冊(cè)回調(diào)之外,好像沒做其他事情哦?那么線索斷了嗎?

事情并不簡單.jpg

1.2 initInstances

這里吐槽下mixIn菱形繼承,這個(gè)語法特性真的香嗎?

這里把眼光回到BaseBinding系列的初始化函數(shù)中,我們可以在RendererBinding.initInstances()函數(shù)中,找到SchedulerBinding.addPersistentFrameCallback(FrameCallback callback)函數(shù)的調(diào)用,這意味著在RendererBinding.initInstances()初始化階段,已經(jīng)注冊(cè)了一個(gè)關(guān)鍵函數(shù),噔噔瞪,見下面源碼

mixin RendererBinding on BindingBase, ServicesBinding, SchedulerBinding, GestureBinding, SemanticsBinding, HitTestable {
  @override
  void initInstances() {
    super.initInstances();
    _instance = this;
    _pipelineOwner = PipelineOwner(
      onNeedVisualUpdate: ensureVisualUpdate,
      onSemanticsOwnerCreated: _handleSemanticsOwnerCreated,
      onSemanticsOwnerDisposed: _handleSemanticsOwnerDisposed,
    );
    window
      ..onMetricsChanged = handleMetricsChanged
      ..onTextScaleFactorChanged = handleTextScaleFactorChanged
      ..onPlatformBrightnessChanged = handlePlatformBrightnessChanged
      ..onSemanticsEnabledChanged = _handleSemanticsEnabledChanged
      ..onSemanticsAction = _handleSemanticsAction;
    initRenderView();
    _handleSemanticsEnabledChanged();
    assert(renderView != null);
    //重點(diǎn)
    addPersistentFrameCallback(_handlePersistentFrameCallback);
    initMouseTracker();
  }
  //重點(diǎn)
  void _handlePersistentFrameCallback(Duration timeStamp) {
    drawFrame();
  }
}

我們可以看到,在SchedulerBinding._persistentCallbacks已經(jīng)注冊(cè)了drawFrame函數(shù)回調(diào),到了這里handleDrawFrame渲染幀的線索又接上了,接著往下看。

1.3 drawFrame

drawFrame()函數(shù)有2處實(shí)現(xiàn)(有一處Test環(huán)境,忽略),并且都被WidgetsFlutterBinding繼承,這個(gè)mixIn真的香嗎?

香嗎.jpg

mixin RendererBinding on BindingBase, ServicesBinding, SchedulerBinding, GestureBinding, SemanticsBinding, HitTestable {
  void drawFrame() {
    assert(renderView != null);
    pipelineOwner.flushLayout();
    pipelineOwner.flushCompositingBits();
    pipelineOwner.flushPaint();
    renderView.compositeFrame(); // this sends the bits to the GPU
    pipelineOwner.flushSemantics(); // this also sends the semantics to the OS.
  }
}
mixin WidgetsBinding on BindingBase, ServicesBinding, SchedulerBinding, GestureBinding, RendererBinding, SemanticsBinding {
  @override
  void drawFrame() {
    assert(!debugBuildingDirtyElements);
    assert(() {
      debugBuildingDirtyElements = true;
      return true;
    }());

    if (_needToReportFirstFrame && _reportFirstFrame) {
      assert(!_firstFrameCompleter.isCompleted);

      TimingsCallback firstFrameCallback;
      firstFrameCallback = (List<FrameTiming> timings) {
        if (!kReleaseMode) {
          developer.Timeline.instantSync('Rasterized first useful frame');
          developer.postEvent('Flutter.FirstFrame', <String, dynamic>{});
        }
        SchedulerBinding.instance.removeTimingsCallback(firstFrameCallback);
        _firstFrameCompleter.complete();
      };
      SchedulerBinding.instance.addTimingsCallback(firstFrameCallback);
    }

    try {
      if (renderViewElement != null)
        buildOwner.buildScope(renderViewElement);
      super.drawFrame();
      buildOwner.finalizeTree();
    } finally {
      assert(() {
        debugBuildingDirtyElements = false;
        return true;
      }());
    }
    if (!kReleaseMode) {
      if (_needToReportFirstFrame && _reportFirstFrame) {
        developer.Timeline.instantSync('Widgets built first useful frame');
      }
    }
    _needToReportFirstFrame = false;
  }
}

在1.2中,我們知道drawFrame在每個(gè)handleDrawFrame函數(shù)中都會(huì)被調(diào)用,我們的WidgetsFlutterBinding繼承自RendererBindingWidgetsBinding,見下圖的順序看看drawFrame到底發(fā)生了什么,再進(jìn)行源碼追蹤

drawFrame.png

過程比較復(fù)雜,源碼學(xué)習(xí)按照序列圖中的順序來

  1. WidgetsBinding.drawFrame()該函數(shù)在每一次handleDrawFrame都會(huì)被調(diào)用,并且還會(huì)調(diào)用super.drawFrame函數(shù)
    ///偽代碼
    mixin WidgetsBinding ...{
      ///忽略斷言和調(diào)試部分代碼
      @override
      void drawFrame() {
        try {
          ///如果renderViewElement不為空,調(diào)用BuildOwner.buildScope函數(shù),生成WidgetTree更新域
          if (renderViewElement != null){
            buildOwner.buildScope(renderViewElement);
          }
          //調(diào)用RenderBinding.drawFrame函數(shù)
          super.drawFrame();
          //
          buildOwner.finalizeTree();
        } finally {
          assert(() {
            debugBuildingDirtyElements = false;
            return true;
          }());
        }
        if (!kReleaseMode) {
          if (_needToReportFirstFrame && _reportFirstFrame) {
            developer.Timeline.instantSync('Widgets built first useful frame');
          }
        }
        _needToReportFirstFrame = false;
      }
    }
    
  2. buildOwner.buildScope(renderViewElement):這里的renderViewElement是一個(gè)RenderObjectToWidgetElement<RenderBox>對(duì)象,在runApp(Widget app)函數(shù)中被初始化,不了解的請(qǐng)看我的這篇文章Flutter筆記——runApp發(fā)生了什么(源碼學(xué)習(xí))
    buildOwner.buildScope(renderViewElement)函數(shù)的作用是建立WidgetTree構(gòu)建的域。
      ///刪除斷言和callback相關(guān)代碼
      void buildScope(Element context, [ VoidCallback callback ]) {
        Timeline.startSync('Build', arguments: timelineWhitelistArguments);
        try{
          _dirtyElements.sort(Element._sort);
          _dirtyElementsNeedsResorting = false;
          int dirtyCount = _dirtyElements.length;
          int index = 0;
          while (index < dirtyCount) {
            try {
              _dirtyElements[index].rebuild();
            } catch (e, stack) {
              _debugReportException(
                ErrorDescription('while rebuilding dirty elements'),
                e,
                stack,
                informationCollector: () sync* {
                  yield DiagnosticsDebugCreator(DebugCreator(_dirtyElements[index]));
                  yield _dirtyElements[index].describeElement('The element being rebuilt at the time was index $index of $dirtyCount');
                },
              );
            }
            index += 1;
            if (dirtyCount < _dirtyElements.length || _dirtyElementsNeedsResorting) {
              _dirtyElements.sort(Element._sort);
              _dirtyElementsNeedsResorting = false;
              dirtyCount = _dirtyElements.length;
              while (index > 0 && _dirtyElements[index - 1].dirty) {
                index -= 1;
              }
            }
          }
        } finally {
          for (Element element in _dirtyElements) {
            element._inDirtyList = false;
          }
          _dirtyElements.clear();
          _scheduledFlushDirtyElements = false;
          _dirtyElementsNeedsResorting = null;
          Timeline.finishSync();
        }
      }
    
  3. _dirtyElements.sort(Element._sort):排列Element,根據(jù)Element中的depth值,depth值是當(dāng)期Element所在樹的層次整數(shù)。每個(gè)Elementdepth值都大于ParentElementdepth
      static int _sort(Element a, Element b) {
        if (a.depth < b.depth)
          return -1;
        if (b.depth < a.depth)
          return 1;
        if (b.dirty && !a.dirty)
          return -1;
        if (a.dirty && !b.dirty)
          return 1;
        return 0;
      }
    
  4. _dirtyElements[index].rebuild():遍歷_dirtyElements容器中的元素,調(diào)用它們的rebuild()函數(shù)。
  5. element.rebuild():這里以ComponentElement作為示例,rebuild()函數(shù)源碼如下
      void rebuild() {
        ///刪除很多斷言和其他代碼
        performRebuild();
      }
    
  6. ComponentElement.performRebuild():在這里我們可以看到performRebuild()函數(shù)會(huì)調(diào)用Element中的build()函數(shù),這對(duì)于我們應(yīng)該是最熟悉的Flutter代碼之一了。這里面的built = build()有幾個(gè)繼承,StatefulWidget通過createState()函數(shù)生成State,再通過Statebuild():Widget函數(shù)生成Widget。
      @override
      void performRebuild() {
        ///刪除很多斷言和其他代碼
        Widget built;
        try {
          built = build();
          debugWidgetBuilderValue(widget, built);
        } catch (e, stack) {
          built = ErrorWidget.builder(
            _debugReportException(
              ErrorDescription('building $this'),
              e,
              stack,
              informationCollector: () sync* {
                yield DiagnosticsDebugCreator(DebugCreator(this));
              },
            ),
          );
        } finally {
          _dirty = false;
        }
        try {
          _child = updateChild(_child, built, slot);
          assert(_child != null);
        } catch (e, stack) {
          built = ErrorWidget.builder(
            _debugReportException(
              ErrorDescription('building $this'),
              e,
              stack,
              informationCollector: () sync* {
                yield DiagnosticsDebugCreator(DebugCreator(this));
              },
            ),
          );
          _child = updateChild(null, built, slot);
        }
      }
    
  7. updateChild(Element child, Widget newWidget, dynamic newSlot):更新Element中的Widget對(duì)象,這里面有三個(gè)參數(shù),第一個(gè)是之前的Widget對(duì)象,也就是類對(duì)象child。第二個(gè)是新生成的newWidget對(duì)象,由build()函數(shù)生成,第三個(gè)newSlot是父Element給與子Element的位置參數(shù),如果slot位置發(fā)生了變化,即使childnewWidget相同,也會(huì)重新渲染。
      @protected
      Element updateChild(Element child, Widget newWidget, dynamic newSlot) {
        if (newWidget == null) {
          if (child != null)
            deactivateChild(child);
          return null;
        }
        if (child != null) {
          if (child.widget == newWidget) {
            if (child.slot != newSlot)
              updateSlotForChild(child, newSlot);
            return child;
          }
          if (Widget.canUpdate(child.widget, newWidget)) {
            if (child.slot != newSlot)
              updateSlotForChild(child, newSlot);
            child.update(newWidget);
            assert(child.widget == newWidget);
            assert(() {
              child.owner._debugElementWasRebuilt(child);
              return true;
            }());
            return child;
          }
          deactivateChild(child);
          assert(child._parent == null);
        }
        return inflateWidget(newWidget, newSlot);
      }
    
  8. Element inflateWidget(Widget newWidget, dynamic newSlot)根據(jù)給定的WidgetnewSlot生成一個(gè)Element,該方法通常由updateChild()函數(shù)直接調(diào)用。如果該Widget生成Element已經(jīng)存在或者存在相同的GlobalKey將會(huì)復(fù)用。該函數(shù)還會(huì)調(diào)用Widget.canUpdate(Widget oldWidget, Widget newWidget)來比較Widget對(duì)象是否相同。
    該部分源碼較長,在之后文章看是否記錄學(xué)習(xí),這里知道其作用即可。
    • 如果newWidget的key是GlobalKey,并且通過Element _retakeInactiveElement(GlobalKey key, Widget newWidget)能拿回來一個(gè)Element,那么在更新狀態(tài)與slot、配置之后便返回一個(gè)Element。
    • 不能從key中拿回已有的Element,會(huì)調(diào)用Element newChild = newWidget.createElement()生成一個(gè)新的newChild,并掛載它newChild.mount(this, newSlot)并返回。
  9. super.drawFrame():也就是RenderBinding.drawFrame()函數(shù),該函數(shù)涉及知識(shí)點(diǎn)較多,下篇文章學(xué)習(xí)。它主要涉及到了RenderObject、Rect、PipelineOwner等知識(shí)點(diǎn)。
  10. buildOwner.finalizeTree():調(diào)用該函數(shù)來完成元素構(gòu)建。

2 小結(jié)

  1. 本篇文章從預(yù)熱幀WidgetsFlutterBinding.scheduleWarmUpFrame()函數(shù)入手,找到FlutterFramework渲染幀的過程函數(shù)handleDrawFrame(),再通過BaseBinding系列找到drawFrame()的持久監(jiān)聽與回調(diào)來學(xué)習(xí)幀繪制的部分內(nèi)容。
  2. 本文從Elementcreateupdate中,也找到了State.setState時(shí),有些UI元素沒有重繪的根本原因,也了解了key的作用。
  3. BaseBinding中的WidgetsBinding、RenderBindingSchedulerBinding等子類是FlutterFramework幀渲染的核心類。本文從drawFrame入手學(xué)習(xí)了部分內(nèi)容,另外BuildOwner全局管理類也要著重了解。
  4. 本文篇章有限,還有許多內(nèi)容沒有學(xué)習(xí)到,等下篇文章再著重學(xué)習(xí)RenderBinding.drawFrame()的作用,之后再做一個(gè)階段性總結(jié)。

謝謝閱讀,如有錯(cuò)誤勞煩指出糾正,十分感謝,新春快樂哦!

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