在上一篇文章中,主要分析了Surface的创建过程,对于Layer图层的创建并没有深入跟踪分析。这篇文章将分析Layer图层的创建,并分析handle gbp这两个变量的来源。
在SurfaceFlinger中会根据flags的值创建不同的layer。这里主要以创建普通layer为例进行分析。
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();
}
ALOGE_IF(err, "createNormalLayer() failed (%s)", strerror(-err));
return err;
}
- 创建一个Layer对象outLayer
- 调用Layer对象的getHandle()方法赋值给handle
- 调用Layer对象的getProducer()方法赋值给gbp
感觉快到源头了,在来看看Layer类的onFirstRef方法
void Layer::onFirstRef() {
// Creates a custom BufferQueue for SurfaceFlingerConsumer to use
sp<IGraphicBufferProducer> producer;
sp<IGraphicBufferConsumer> consumer;
BufferQueue::createBufferQueue(&producer, &consumer);
mProducer = new MonitoredProducer(producer, mFlinger);
mSurfaceFlingerConsumer = new SurfaceFlingerConsumer(consumer, mTextureName);
mSurfaceFlingerConsumer->setConsumerUsageBits(getEffectiveUsage(0));
mSurfaceFlingerConsumer->setContentsChangedListener(this);
mSurfaceFlingerConsumer->setName(mName);
#ifdef TARGET_DISABLE_TRIPLE_BUFFERING
#warning "disabling triple buffering"
mSurfaceFlingerConsumer->setDefaultMaxBufferCount(2);
#else
mSurfaceFlingerConsumer->setDefaultMaxBufferCount(3);
#endif
const sp<const DisplayDevice> hw(mFlinger->getDefaultDisplayDevice());
updateTransformHint(hw);
}
- 调用BufferQueue::createBufferQueue()方法创建图像缓冲区队列
- 创建产生者对象MonitoredProducer,并赋值给mProducer
- 创建消费者对象SurfaceFlingerConsumer,并赋值给mSurfaceFlingerConsumer
在来看看Layer的getHandle方法
sp<IBinder> Layer::getHandle() {
Mutex::Autolock _l(mLock);
LOG_ALWAYS_FATAL_IF(mHasSurface,
"Layer::getHandle() has already been called");
mHasSurface = true;
/*
* The layer handle is just a BBinder object passed to the client
* (remote process) -- we don‘t keep any reference on our side such that
* the dtor is called when the remote side let go of its reference.
*
* LayerCleaner ensures that mFlinger->onLayerDestroyed() is called for
* this layer when the handle is destroyed.
*/
class Handle : public BBinder, public LayerCleaner {
wp<const Layer> mOwner;
public:
Handle(const sp<SurfaceFlinger>& flinger, const sp<Layer>& layer)
: LayerCleaner(flinger, layer), mOwner(layer) {
}
};
return new Handle(mFlinger, this);
}
- 最终返回一个Handle类的binder对象,不知道有什么用
总结,当客户端创建Surface的时候,SurfaceFlinger服务端为会之创建对应的图层Layer。并且把Layer的图像缓冲区的生产者接口赋值给Surface对象的成员变量mGraphicBufferProducer。这样客户端就能将画好的图像提交给SurfaceFlinger服务去处理了。
原文地址:https://www.cnblogs.com/jonnezhang/p/8920375.html
时间: 2024-11-06 15:52:57