WMS简单Demo
TextView mview=new TextView(context);
...<!--设置颜色 样式-->
WindowManager mWindowManager = (WindowManager) getSystemService(Context.WINDOW_SERVICE);
WindowManager.LayoutParams wmParams = new WindowManager.LayoutParams();
wmParams.type = WindowManager.LayoutParams.TYPE_TOAST;
wmParams.format = PixelFormat.RGBA_8888;
wmParams.width = 800;
wmParams.height = 800;
mWindowManager.addView(mview, wmParams);
以上代码可以在主屏幕上添加一个TextView并展示,并且这个TextView独占一个窗口。在利用WindowManager.addView添加窗口之前,TextView的onDraw不会被调用,也就说View必须被添加到窗口中,才会被绘制,或者可以这样理解,只有申请了依附窗口,View才会有可以绘制的目标内存。当APP通过WindowManagerService的代理向其添加窗口的时候,WindowManagerService除了自己进行登记整理,还需要向SurfaceFlinger服务申请一块Surface画布,其实主要是画布背后所对应的一块内存,只有这一块内存申请成功之后,APP端才有绘图的目标,并且这块内存是APP端同SurfaceFlinger服务端共享的,这就省去了绘图资源的拷贝
APP端是可以通过unLockCanvasAndPost直接同SurfaceFlinger通信进行重绘的,就是说图形的绘制同WMS没有关系,WMS只是负责窗口的管理,并不负责窗口的绘制
Android中的窗口的
Android中的窗口主要分为三种:系统窗口、应用窗口、子窗口,Toast就属于系统窗口,而Dialog、Activity属于应用窗口,不过Dialog必须依附Activity才能存在。PopupWindow算是子窗口,必须依附到其他窗口,依附的窗口可以使应用窗口也可以是系统窗口,但是不能是子窗口。
View绘制与数据传递
每个Activity可以看做是一个图层,其对应一块绘图表面其实就是Surface,Surface绘图表面对应的内存其实是由SurfaceFlinger申请的,并且,内存是APP与SurfaceFlinger间进程共享的。实现机制是基于Linux的共享内存,其实就是MAP+tmpfs文件系统,你可以理解成SF为APP申请一块内存,然后通过binder将这块内存相关的信息传递APP端,APP端往这块内存中绘制内容,绘制完毕,通知SF图层混排,之后,SF再将数据渲染到屏幕。
Android窗口管理
-
WindowManagerService:WMS控制着Surface画布的添加与次序,动画还有触摸事件
-
SurfaceFlinger:SF负责图层的混合,并且将结果传输给硬件显示
-
APP端:每个APP负责相应图层的绘制,
-
APP与SurfaceFlinger通信:APP与SF图层之间数据的共享是通过匿名内存来实现的。
app-WMS-SF 通信流程
在向SurfaceFlinger申请Surface之前,WMS端需要获得SF的代理,在WindowState对象创建后会利用 win.attach()函数为当前APP申请建立SurfaceFlinger的链接
void attach() {
if (WindowManagerService.localLOGV) Slog.v(
mSession.windowAddedLocked();
}
void windowAddedLocked() {
if (mSurfaceSession == null) {
// SurfaceSession新建
mSurfaceSession = new SurfaceSession();
mService.mSessions.add(this);
...
}
mNumWindow++;
}
可以看到SurfaceSession对于Session来说是单利的,也就是与APP的Seesion一一对应,SurfaceSession所握着的SurfaceFlinger的代理其实就是SurfaceComposerClient
public SurfaceSession() {
mNativeClient = nativeCreate();
}
static jlong nativeCreate(JNIEnv* env, jclass clazz) {
SurfaceComposerClient* client = new SurfaceComposerClient();
client->incStrong((void*)nativeCreate);
return reinterpret_cast<jlong>(client);
}
Session与APP进程是一一对应的,它会进一步为当前进程建立SurfaceSession会话,可以这么理解:Session是APP同WMS通信的通道,SurfaceSession是WMS为APP向SurfaceFlinger申请的通信通道,同样 SurfaceSession与APP也是一一对应的,既然是同SurfaceFlinger通信的信使,那么SurfaceSession就应该握着SurfaceFlinger的代理,其实就是SurfaceComposerClient里的ISurfaceComposerClient mClient对象,它是SurfaceFlinger为每个APP封装一个代理
ISurfaceComposerClient(BpSurfaceComposerClient)利用ComposerService这样一个单利对象为每个APP在WMS端申请一个ISurfaceComposerClient对象,在WMS端表现为BpSurfaceComposerClient,在SurfaceFlinger端表现为BnSurfaceComposerClient
SurfaceComposerClient::SurfaceComposerClient()
: mStatus(NO_INIT), mComposer(Composer::getInstance())
{}
// 单利的,所以只有第一次的时候采用
void SurfaceComposerClient::onFirstRef() {
sp<ISurfaceComposer> sm(ComposerService::getComposerService());
if (sm != 0) {
sp<ISurfaceComposerClient> conn = sm->createConnection();
if (conn != 0) {
mClient = conn;
mStatus = NO_ERROR;
}
}
}
sp<ISurfaceComposerClient> SurfaceFlinger::createConnection()
{
sp<ISurfaceComposerClient> bclient;
sp<Client> client(new Client(this));
status_t err = client->initCheck();
if (err == NO_ERROR) {
bclient = client;
}
return bclient;
}
requestLayout函数调用里面使用了Hanlder的一个小手段,那就是利用postSyncBarrier添加了一个Barrier(挡板),这个挡板的作用是阻塞普通的同步消息的执行,在挡板被撤销之前,只会执行异步消息,而requestLayout先添加了一个挡板Barrier,之后自己插入了一个异步任务mTraversalRunnable,其主要作用就是保证mTraversalRunnable在所有同步Message之前被执行,保证View绘制的最高优先级
void scheduleTraversals() {
if (!mTraversalScheduled) {
mTraversalScheduled = true;
mTraversalBarrier = mHandler.getLooper().getQueue().postSyncBarrier();
<!-- 添加异步消息任务-->
mChoreographer.postCallback(
Choreographer.CALLBACK_TRAVERSAL, mTraversalRunnable, null);
...
mTraversalRunnable任务的主要作用是:如果Surface未分配,则请求分配Surface,并测量、布局、绘图,其执行主体其实是performTraversals()函数,该函数包含了APP端View绘制大部分的逻辑
private int relayoutWindow(WindowManager.LayoutParams params, int viewVisibility,
boolean insetsPending) throws RemoteException {
...
int relayoutResult = mWindowSession.relayout(
mWindow, mSeq, params, ... mSurface);
...
return relayoutResult;
}
relayoutWindow主要是通过mWindowSession.relayout向WMS申请或者更新Surface
public int relayoutWindow(Session session, IWindow client, int seq,... Surface outSurface) {
WindowState win = windowForClientLocked(session, client, false);
WindowStateAnimator winAnimator = win.mWinAnimator;
SurfaceControl surfaceControl = winAnimator.createSurfaceLocked();
if (surfaceControl != null) {
outSurface.copyFrom(surfaceControl);
} else {
outSurface.release();
}
先通过windowForClientLocked找到WindowState,利用WindowState的WindowStateAnimator成员创建一个SurfaceControl,SurfaceControl会调用native函数nativeCreate(session, name, w, h, format, flags)创建Surface
sp<SurfaceControl> SurfaceComposerClient::createSurface(
const String8& name,
uint32_t w,
uint32_t h,
PixelFormat format,
uint32_t flags)
{
sp<SurfaceControl> sur;
if (mStatus == NO_ERROR) {
sp<IBinder> handle;
sp<IGraphicBufferProducer> gbp;
status_t err = mClient->createSurface(name, w, h, format, flags,
&handle, &gbp);
if (err == NO_ERROR) {
sur = new SurfaceControl(this, handle, gbp);
}
}
return sur;
}
创建Surface的代码还是在SurfaceFlinger服务端的Client对象中,这里有两个关键的变量sp handle与 sp gbp,前者标志在SurfaceFlinger端的图层,后者用来创建GraphicBuffer,两者类型都是IBinder类型,同时也是需要SurfaceFlinger填充的对象。
status_t Client::createSurface(
const String8& name,
uint32_t w, uint32_t h, PixelFormat format, uint32_t flags,
sp<IBinder>* handle,
sp<IGraphicBufferProducer>* gbp){
...
<!--这里并未直接创建 ,而是通过发送了一个MessageCreateLayer消息-->
sp<MessageBase> msg = new MessageCreateLayer(mFlinger.get(),
name, this, w, h, format, flags, handle, gbp);
mFlinger->postMessageSync(msg);
return static_cast<MessageCreateLayer*>( msg.get() )->getResult();
}
Client 并不会直接新建图层,而是向SurfaceFlinger发送一个MessageCreateLayer消息,通知SurfaceFlinger服务去执行
class MessageCreateLayer : public MessageBase {
SurfaceFlinger* flinger;
Client* client;
virtual bool handler() {
result = flinger->createLayer(name, client, w, h, format, flags,
handle, gbp);
return true;
}
};
调用SurfaceFlinger的createLayer,创建一个图层
status_t SurfaceFlinger::createLayer(
const String8& name,
const sp<Client>& client,
uint32_t w, uint32_t h, PixelFormat format, uint32_t flags,
sp<IBinder>* handle, sp<IGraphicBufferProducer>* gbp)
{
if (int32_t(w|h) < 0) {
return BAD_VALUE;
}
status_t result = NO_ERROR;
sp<Layer> layer;
<!--新建不同图层-->
switch (flags & ISurfaceComposerClient::eFXSurfaceMask) {
case ISurfaceComposerClient::eFXSurfaceNormal:
result = createNormalLayer(client,
name, w, h, flags, format,
handle, gbp, &layer);
break;
case ISurfaceComposerClient::eFXSurfaceDim:
result = createDimLayer(client,
name, w, h, flags,
handle, gbp, &layer);
break;
default:
result = BAD_VALUE;
break;
}
if (result != NO_ERROR) {
return result;
}
...
}
SurfaceFlinger会根据不同的窗口参数,创建不同类型的图层
createNormalLayer图层
status_t SurfaceFlinger::createNormalLayer(const sp<Client>& client,
const String8& name, uint32_t w, uint32_t h, uint32_t flags, PixelFormat& format,
sp<IBinder>* handle, sp<IGraphicBufferProducer>* gbp, sp<Layer>* outLayer)
{
// initialize the surfaces
switch (format) {
case PIXEL_FORMAT_TRANSPARENT:
case PIXEL_FORMAT_TRANSLUCENT:
format = PIXEL_FORMAT_RGBA_8888;
break;
case PIXEL_FORMAT_OPAQUE:
format = PIXEL_FORMAT_RGBX_8888;
break;
}
*outLayer = new Layer(this, client, name, w, h, flags);
status_t err = (*outLayer)->setBuffers(w, h, format, flags);
if (err == NO_ERROR) {
*handle = (*outLayer)->getHandle();
*gbp = (*outLayer)->getProducer();
}
return err;
}
图层最终对应的是Layer,这里会新建一个Layer对象,Layer中包含着与这个图层对应的Handle及Producer对象,Handle可以看做是Surface的唯一性标识,不过好像没太大的作用,最多是一个标识,将来清理的时候有用
gbp = (*outLayer)->getProducer()比较重要,它实际是一个BufferQueueProducer对象,关系到共享内存的分配问题
Layer建立之后,SurfaceFlinger会将图层标识信息Handle及Producer传递给WMS,WMS利用这两者创建一个SurfaceControl对象,之后再利用该对象创建Surface
void getSurface(Surface outSurface) {
outSurface.copyFrom(mSurfaceControl);
}
public void copyFrom(SurfaceControl other) {
long surfaceControlPtr = other.mNativeObject;
long newNativeObject = nativeCreateFromSurfaceControl(surfaceControlPtr);
synchronized (mLock) {
setNativeObjectLocked(newNativeObject);
}
}
图层如何建立
-
首先APP端新建一个Surface图层的容器壳子,
-
APP通过Binder通信将这个Surface的壳子传递给WMS,
-
WMS为了填充Surface去向SurfaceFlinger申请真正的图层,
-
SurfaceFlinger收到WMS请求为APP端的Surface分配真正图层
-
将图层相关的关键信息Handle及Producer传递给WMS
这里WMS端Surface创建及填充完毕,并且Surface其实与WMS的SurfaceControl一一对应,当APP端需要在图层级别进行操控的时候,其实还是要依靠SurfaceControl的,WMS的Surface创建完毕后,需要传递给APP端,之后APP端就获得直接同SurfaceFlinger通信的能力
利用readStrongBinder获取IGraphicBufferProducer对象的句柄,之后转化为IGraphicBufferProducer代理其实就是BpGraphicBufferProducer,之后利用BpGraphicBufferProducer构建Surface,这样APP端Surface就被填充完毕,可以同SurfaceFlinger通信了
窗口的添加流程
-
APP首先去WMS登记窗口
-
WMS端登记窗口
-
APP新建Surface壳子,请求WMS填充Surface
-
WMS请求SurfaceFlinger分配窗口图层
-
SurfaceFlinger分配Layer,将结果回传给WMS
-
WMS将窗口信息填充到Surface传输到APP
-
APP端获得填充信息,获取与SurfaceFlinger通信的能力