必读:
SurfaceFlinger
中的图层选择GPU合成(CLIENT合成方式)时,会把待合成的图层Layers通过renderengine(SkiaGLRenderEngine)
绘制到一块GraphicBuffer
中,然后把这块GraphicBuffer
图形缓存通过调用setClientTarget
传递给HWC模块,HWC进一步处理后把这个GraphicBuffer
中的图像呈现到屏幕上。
本篇文章,我们先聚焦一点做介绍:用于存储GPU合成后的图形数据的GraphicBuffer
是从哪里来的?下面的讲解会围绕这个问题展开。
如果你查看过dumpsys SurfaceFlinger
的信息,也许你注意过一些GraphicBufferAllocator/GraphicBufferMapper
打印出的一些信息,这些信息记录了所有通过Gralloc模块allocate和import的图形缓存的信息。
如下是在我的平台下截取的dumpsys SurfaceFlinger
部分信息:
GraphicBufferAllocator buffers: Handle | Size | W (Stride) x H | Layers | Format | Usage | Requestor 0xf3042b90 | 8100.00 KiB | 1920 (1920) x 1080 | 1 | 1 | 0x 1b00 | FramebufferSurface 0xf3042f30 | 8100.00 KiB | 1920 (1920) x 1080 | 1 | 1 | 0x 1b00 | FramebufferSurface 0xf3046020 | 8100.00 KiB | 1920 (1920) x 1080 | 1 | 1 | 0x 1b00 | FramebufferSurface Total allocated by GraphicBufferAllocator (estimate): 24300.00 KB Imported gralloc buffers: + name:FramebufferSurface, id:e100000000, size:8.3e+03KiB, w/h:780x438, usage: 0x40001b00, req fmt:5, fourcc/mod:875713089/576460752303423505, dataspace: 0x0, compressed: true planes: B/G/R/A: w/h:780x440, stride:1e00 bytes, size:818000 + name:FramebufferSurface, id:e100000001, size:8.3e+03KiB, w/h:780x438, usage: 0x40001b00, req fmt:5, fourcc/mod:875713089/576460752303423505, dataspace: 0x0, compressed: true planes: B/G/R/A: w/h:780x440, stride:1e00 bytes, size:818000 + name:FramebufferSurface, id:e100000002, size:8.3e+03KiB, w/h:780x438, usage: 0x40001b00, req fmt:5, fourcc/mod:875713089/576460752303423505, dataspace: 0x0, compressed: true planes: B/G/R/A: w/h:780x440, stride:1e00 bytes, size:818000 Total imported by gralloc: 5e+04KiB
上面的信息中可以看到一些儿冥冥之中貌似、似乎、好像很有意思的字眼:FramebufferSurface
。
作为Requestor的FramebufferSurface
去请求分配了三块图形缓存,还规定了width、height、format、usage等信息。
如上你看到的这3块GraphicBuffer,就是用来存储CPU合成后的图形数据的。
FramebufferSurface的初始化逻辑需要从SurfaceFlinger的初始化谈起,在文章Android 12(S) 图像显示系统 - SurfaceFlinger的启动和消息队列处理机制(四)
中,曾分析过,SurfaceFlinger::init()
中会去注册HWC的回调函数mCompositionEngine->getHwComposer().setCallback(this)
,当第一次注册callback时,onComposerHalHotplug()
会立即在调用registerCallback()
的线程中被调用,并跨进程回调到SurfaceFlinger::onComposerHalHotplug
。然后一路飞奔:
在SurfaceFlinger::processDisplayAdded
这个方法中去创建了BufferQueue和FramebufferSurface,简单理解为连接上了显示屏幕(Display),那就要给准备一个BufferQueue,以便GPU合成UI等图层时,可以向这个BufferQueue索要GraphicBuffer来存储合成后的图形数据,再呈现到屏幕上去(我的傻瓜式理解)
摘取关键代码如下:
[/frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp] void SurfaceFlinger::processDisplayAdded(const wp<IBinder>& displayToken, const DisplayDeviceState& state) { ...... sp<compositionengine::DisplaySurface> displaySurface; sp<IGraphicBufferProducer> producer; // 创建BufferQueue,获取到生产者和消费者,而且消费者不是SurfaceFlinger哦 sp<IGraphicBufferProducer> bqProducer; sp<IGraphicBufferConsumer> bqConsumer; getFactory().createBufferQueue(&bqProducer, &bqConsumer, /*consumerIsSurfaceFlinger =*/false); if (state.isVirtual()) { // 虚拟屏幕,不管它 const auto displayId = VirtualDisplayId::tryCast(compositionDisplay->getId()); LOG_FATAL_IF(!displayId); auto surface = sp<VirtualDisplaySurface>::make(getHwComposer(), *displayId, state.surface, bqProducer, bqConsumer, state.displayName); displaySurface = surface; producer = std::move(surface); } else { // 看这个case ALOGE_IF(state.surface != nullptr, "adding a supported display, but rendering " "surface is provided (%p), ignoring it", state.surface.get()); const auto displayId = PhysicalDisplayId::tryCast(compositionDisplay->getId()); LOG_FATAL_IF(!displayId); // 创建了FramebufferSurface对象,FramebufferSurface继承自compositionengine::DisplaySurface // FramebufferSurface是作为消费者的角色工作的,消费SF GPU合成后的图形数据 displaySurface = sp<FramebufferSurface>::make(getHwComposer(), *displayId, bqConsumer, state.physical->activeMode->getSize(), ui::Size(maxGraphicsWidth, maxGraphicsHeight)); producer = bqProducer; } LOG_FATAL_IF(!displaySurface); // 创建DisplayDevice,其又去创建RenderSurface,作为生产者角色工作,displaySurface就是FramebufferSurface对象 const auto display = setupNewDisplayDeviceInternal(displayToken, std::move(compositionDisplay), state, displaySurface, producer); mDisplays.emplace(displayToken, display); ...... }
瞅一瞅 FramebufferSuraface的构造函数,没啥复杂的,就是一些设置,初始化一些成员
FramebufferSurface::FramebufferSurface(HWComposer& hwc, PhysicalDisplayId displayId, const sp<IGraphicBufferConsumer>& consumer, const ui::Size& size, const ui::Size& maxSize) : ConsumerBase(consumer), mDisplayId(displayId), mMaxSize(maxSize), mCurrentBufferSlot(-1), mCurrentBuffer(), mCurrentFence(Fence::NO_FENCE), mHwc(hwc), mHasPendingRelease(false), mPreviousBufferSlot(BufferQueue::INVALID_BUFFER_SLOT), mPreviousBuffer() { ALOGV("Creating for display %s", to_string(displayId).c_str()); mName = "FramebufferSurface"; mConsumer->setConsumerName(mName); // 设置消费者的名字是 "FramebufferSurface" mConsumer->setConsumerUsageBits(GRALLOC_USAGE_HW_FB | // 设置usage GRALLOC_USAGE_HW_RENDER | GRALLOC_USAGE_HW_COMPOSER); const auto limitedSize = limitSize(size); mConsumer->setDefaultBufferSize(limitedSize.width, limitedSize.height); // 设置buffer 大小 mConsumer->setMaxAcquiredBufferCount( SurfaceFlinger::maxFrameBufferAcquiredBuffers - 1); }
再进到SurfaceFlinger::setupNewDisplayDeviceInternal
中看看相关的逻辑:
[/frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp] sp<DisplayDevice> SurfaceFlinger::setupNewDisplayDeviceInternal( const wp<IBinder>& displayToken, std::shared_ptr<compositionengine::Display> compositionDisplay, const DisplayDeviceState& state, const sp<compositionengine::DisplaySurface>& displaySurface, const sp<IGraphicBufferProducer>& producer) { ...... creationArgs.displaySurface = displaySurface; // displaySurface就是FramebufferSurface对象 // producer是前面processDisplayAdded中创建的 auto nativeWindowSurface = getFactory().createNativeWindowSurface(producer); auto nativeWindow = nativeWindowSurface->getNativeWindow(); creationArgs.nativeWindow = nativeWindow; .... // 前面一大坨代码是在初始话creationArgs,这些参数用来创建DisplayDevice // creationArgs.nativeWindow会把前面创建的producer关联到了DisplayDevice sp<DisplayDevice> display = getFactory().createDisplayDevice(creationArgs); // 后面一大坨,对display进行了些设置 if (!state.isVirtual()) { display->setActiveMode(state.physical->activeMode->getId()); display->setDeviceProductInfo(state.physical->deviceProductInfo); } .... }
接下来就是 DisplayDevice
的构造函数了,里面主要是创建了RenderSurface对象,然后对其进行初始化
[/frameworks/native/services/surfaceflinger/DisplayDevice.cpp] DisplayDevice::DisplayDevice(DisplayDeviceCreationArgs& args) : mFlinger(args.flinger), mHwComposer(args.hwComposer), mDisplayToken(args.displayToken), mSequenceId(args.sequenceId), mConnectionType(args.connectionType), mCompositionDisplay{args.compositionDisplay}, mPhysicalOrientation(args.physicalOrientation), mSupportedModes(std::move(args.supportedModes)), mIsPrimary(args.isPrimary) { mCompositionDisplay->editState().isSecure = args.isSecure; // 创建RenderSurface,args.nativeWindow 即为producer,指向生产者 mCompositionDisplay->createRenderSurface( compositionengine::RenderSurfaceCreationArgsBuilder() .setDisplayWidth(ANativeWindow_getWidth(args.nativeWindow.get())) .setDisplayHeight(ANativeWindow_getHeight(args.nativeWindow.get())) .setNativeWindow(std::move(args.nativeWindow)) .setDisplaySurface(std::move(args.displaySurface)) // displaySurface就是FramebufferSurface对象 .setMaxTextureCacheSize( static_cast<size_t>(SurfaceFlinger::maxFrameBufferAcquiredBuffers)) .build()); if (!mFlinger->mDisableClientCompositionCache && SurfaceFlinger::maxFrameBufferAcquiredBuffers > 0) { mCompositionDisplay->createClientCompositionCache( static_cast<uint32_t>(SurfaceFlinger::maxFrameBufferAcquiredBuffers)); } mCompositionDisplay->createDisplayColorProfile( compositionengine::DisplayColorProfileCreationArgs{args.hasWideColorGamut, std::move(args.hdrCapabilities), args.supportedPerFrameMetadata, args.hwcColorModes}); if (!mCompositionDisplay->isValid()) { ALOGE("Composition Display did not validate!"); } // 初始化RenderSurface mCompositionDisplay->getRenderSurface()->initialize(); setPowerMode(args.initialPowerMode); // initialize the display orientation transform. setProjection(ui::ROTATION_0, Rect::INVALID_RECT, Rect::INVALID_RECT); }
本文作者@二的次方 2022-05-10 发布于博客园
RenderSurface作为生产者的角色工作,构造函数如下,留意启成员displaySurface就是SurfaceFlinger中创建的FramebufferSurface对象
也就是 作为生产者的RenderSurface中持有 消费者的引用 displaySurface,可以呼叫FramebufferSurface的方法
[ /frameworks/native/services/surfaceflinger/CompositionEngine/src/RenderSurface.cpp] RenderSurface::RenderSurface(const CompositionEngine& compositionEngine, Display& display, const RenderSurfaceCreationArgs& args) : mCompositionEngine(compositionEngine), mDisplay(display), mNativeWindow(args.nativeWindow), mDisplaySurface(args.displaySurface), // displaySurface就是FramebufferSurface对象 mSize(args.displayWidth, args.displayHeight), mMaxTextureCacheSize(args.maxTextureCacheSize) { LOG_ALWAYS_FATAL_IF(!mNativeWindow); }
我们看看他的RenderSurface::initialize()
方法
[/frameworks/native/services/surfaceflinger/CompositionEngine/src/RenderSurface.cpp] void RenderSurface::initialize() { ANativeWindow* const window = mNativeWindow.get(); int status = native_window_api_connect(window, NATIVE_WINDOW_API_EGL); ALOGE_IF(status != NO_ERROR, "Unable to connect BQ producer: %d", status); status = native_window_set_buffers_format(window, HAL_PIXEL_FORMAT_RGBA_8888); ALOGE_IF(status != NO_ERROR, "Unable to set BQ format to RGBA888: %d", status); status = native_window_set_usage(window, DEFAULT_USAGE); ALOGE_IF(status != NO_ERROR, "Unable to set BQ usage bits for GPU rendering: %d", status); }
上述方法也很简单,就是作为producer去和BufferQueue
建立connect,并设置format为RGBA_8888,设置usage为GRALLOC_USAGE_HW_RENDER | GRALLOC_USAGE_HW_TEXTURE
为了验证上述分析的流程是正确的,我在BufferQueueProducer::connect
中加log来打印调用栈的信息,如下,是不是和分析的一样啊
11-13 00:52:58.497 227 227 D BufferQueueProducer: connect[1303] /vendor/bin/hw/android.hardware.graphics.composer@2.4-service start 11-13 00:52:58.581 227 227 E BufferQueueProducer: stackdump:#00 pc 0005e77f /system/lib/libgui.so (android::BufferQueueProducer::connect(android::sp<android::IProducerListener> const&, int, bool, android::IGraphicBufferProducer::QueueBufferOutput*)+1282) 11-13 00:52:58.581 227 227 E BufferQueueProducer: stackdump:#01 pc 000a276b /system/lib/libgui.so (android::Surface::connect(int, android::sp<android::IProducerListener> const&, bool)+138) 11-13 00:52:58.581 227 227 E BufferQueueProducer: stackdump:#02 pc 0009de41 /system/lib/libgui.so (android::Surface::hook_perform(ANativeWindow*, int, ...)+128) 11-13 00:52:58.581 227 227 E BufferQueueProducer: stackdump:#03 pc 00121b1d /system/bin/surfaceflinger (android::compositionengine::impl::RenderSurface::initialize()+12) 11-13 00:52:58.581 227 227 E BufferQueueProducer: stackdump:#04 pc 00083cc5 /system/bin/surfaceflinger (android::DisplayDevice::DisplayDevice(android::DisplayDeviceCreationArgs&)+1168) 11-13 00:52:58.581 227 227 E BufferQueueProducer: stackdump:#05 pc 000d8bed /system/bin/surfaceflinger (android::SurfaceFlinger::processDisplayAdded(android::wp<android::IBinder> const&, android::DisplayDeviceState const&)+4440) 11-13 00:52:58.581 227 227 E BufferQueueProducer: stackdump:#06 pc 000d0db5 /system/bin/surfaceflinger (android::SurfaceFlinger::processDisplayChangesLocked()+2436) 11-13 00:52:58.581 227 227 E BufferQueueProducer: stackdump:#07 pc 000cef6b /system/bin/surfaceflinger (android::SurfaceFlinger::processDisplayHotplugEventsLocked()+6422) 11-13 00:52:58.581 227 227 E BufferQueueProducer: stackdump:#08 pc 000d2c7f /system/bin/surfaceflinger (android::SurfaceFlinger::onComposerHalHotplug(unsigned long long, android::hardware::graphics::composer::V2_1::IComposerCallback::Connection)+334) 11-13 00:52:58.581 227 227 E BufferQueueProducer: stackdump:#09 pc 0009afab /system/bin/surfaceflinger (_ZN7android12_GLOBAL__N_122ComposerCallbackBridge9onHotplugEyNS_8hardware8graphics8composer4V2_117IComposerCallback10ConnectionE$d689f7ac1c60e4abeed02ca92a51bdcd+20) 11-13 00:52:58.581 227 227 E BufferQueueProducer: stackdump:#10 pc 0001bb97 /system/lib/android.hardware.graphics.composer@2.1.so (android::hardware::graphics::composer::V2_1::BnHwComposerCallback::_hidl_onHotplug(android::hidl::base::V1_0::BnHwBase*, android::hardware::Parcel const&, android::hardware::Parcel*, std::__1::function<void (android::hardware::Parcel&)>)+166) 11-13 00:52:58.581 227 227 E BufferQueueProducer: stackdump:#11 pc 000275e9 /system/lib/android.hardware.graphics.composer@2.4.so (android::hardware::graphics::composer::V2_4::BnHwComposerCallback::onTransact(unsigned int, android::hardware::Parcel const&, android::hardware::Parcel*, unsigned int, std::__1::function<void (android::hardware::Parcel&)>)+228) 11-13 00:52:58.581 227 227 E BufferQueueProducer: stackdump:#12 pc 00054779 /system/lib/libhidlbase.so (android::hardware::BHwBinder::transact(unsigned int, android::hardware::Parcel const&, android::hardware::Parcel*, unsigned int, std::__1::function<void (android::hardware::Parcel&)>)+96) 11-13 00:52:58.581 227 227 E BufferQueueProducer: stackdump:#13 pc 0004fc67 /system/lib/libhidlbase.so (android::hardware::IPCThreadState::transact(int, unsigned int, android::hardware::Parcel const&, android::hardware::Parcel*, unsigned int)+2174) 11-13 00:52:58.581 227 227 E BufferQueueProducer: stackdump:#14 pc 0004f2e5 /system/lib/libhidlbase.so (android::hardware::BpHwBinder::transact(unsigned int, android::hardware::Parcel const&, android::hardware::Parcel*, unsigned int, std::__1::function<void (android::hardware::Parcel&)>)+36) 11-13 00:52:58.581 227 227 E BufferQueueProducer: stackdump:#15 pc 0002bdf1 /system/lib/android.hardware.graphics.composer@2.4.so (android::hardware::graphics::composer::V2_4::BpHwComposerClient::_hidl_registerCallback_2_4(android::hardware::IInterface*, android::hardware::details::HidlInstrumentor*, android::sp<android::hardware::graphics::composer::V2_4::IComposerCallback> const&)+296) 11-13 00:52:58.581 227 227 E BufferQueueProducer: stackdump:#16 pc 0002ed8d /system/lib/android.hardware.graphics.composer@2.4.so (android::hardware::graphics::composer::V2_4::BpHwComposerClient::registerCallback_2_4(android::sp<android::hardware::graphics::composer::V2_4::IComposerCallback> const&)+34) 11-13 00:52:58.581 227 227 E BufferQueueProducer: stackdump:#17 pc 00085627 /system/bin/surfaceflinger (android::Hwc2::impl::Composer::registerCallback(android::sp<android::hardware::graphics::composer::V2_4::IComposerCallback> const&)+98) 11-13 00:52:58.581 227 227 E BufferQueueProducer: stackdump:#18 pc 00092d63 /system/bin/surfaceflinger (android::impl::HWComposer::setCallback(android::HWC2::ComposerCallback*)+2206) 11-13 00:52:58.581 227 227 E BufferQueueProducer: stackdump:#19 pc 000cd35b /system/bin/surfaceflinger (android::SurfaceFlinger::init()+438) 11-13 00:52:58.581 227 227 E BufferQueueProducer: stackdump:#20 pc 000feb03 /system/bin/surfaceflinger (main+862) 11-13 00:52:58.581 227 227 E BufferQueueProducer: stackdump:#21 pc 0003253b /apex/com.android.runtime/lib/bionic/libc.so (__libc_init+54) 11-13 00:52:58.582 227 227 D BufferQueueProducer: connect[1307] /vendor/bin/hw/android.hardware.graphics.composer@2.4-service end
注意 本文作者@二的次方 2022-05-10 发布于博客园
注意 本文作者@二的次方 2022-05-10 发布于博客园
注意 本文作者@二的次方 2022-05-10 发布于博客园
这里有一个小细节要留意下,因为SurfaceFlinger::onComposerHalHotplug
是HWC回调过来的,所以代码执行是在android.hardware.graphics.composer@2.4-service
这个进程中的。
BufferQueueProducer::connect
中记录的mConnectedPid
就是composer service的PID
[ /frameworks/native/libs/gui/BufferQueueProducer.cpp] mCore->mConnectedPid = BufferQueueThreadState::getCallingPid();
在dump BufferQueue的信息时,根据PID获取的 producer name 也就是 android.hardware.graphics.composer@2.4-service
[/frameworks/native/libs/gui/BufferQueueCore.cpp] void BufferQueueCore::dumpState(const String8& prefix, String8* outResult) const { ... getProcessName(mConnectedPid, producerProcName); getProcessName(pid, consumerProcName); .... }
如下是我的平台dumpsys SurfaceFlinger的信息打印出来的Composition RenderSurface State的信息,看看是不是和代码的设置都有对应起来:
😅 mConsumerName=FramebufferSurface
🥳 producer=[342:/vendor/bin/hw/android.hardware.graphics.composer@2.4-service]
😏 consumer=[223:/system/bin/surfaceflinger])
🙄 format/size/usage也都可以对应到代码的设置
Composition RenderSurface State: size=[1920 1080] ANativeWindow=0xef2c3278 (format 1) flips=605 FramebufferSurface: dataspace: Default(0) mAbandoned=0 - BufferQueue mMaxAcquiredBufferCount=2 mMaxDequeuedBufferCount=1 mDequeueBufferCannotBlock=0 mAsyncMode=0 mQueueBufferCanDrop=0 mLegacyBufferDrop=1 default-size=[1920x1080] default-format=1 transform-hint=00 frame-counter=580 mTransformHintInUse=00 mAutoPrerotation=0 FIFO(0): (mConsumerName=FramebufferSurface, mConnectedApi=1, mConsumerUsageBits=6656, mId=df00000000, producer=[342:/vendor/bin/hw/android.hardware.graphics.composer@2.4-service], consumer=[223:/system/bin/surfaceflinger]) Slots: >[01:0xeec82110] state=ACQUIRED 0xef4429c0 frame=2 [1920x1080:1920, 1] >[02:0xeec806f0] state=ACQUIRED 0xef443100 frame=580 [1920x1080:1920, 1] [00:0xeec81f00] state=FREE 0xef440580 frame=579 [1920x1080:1920, 1]
上述内容中出现的一些字眼,不禁令人”瞎想连篇“
SurfaceFlinger创建了BufferQueue ==> Producer & Consumer
创建了RenderSurface作为生产者,它持有Producer
创建了FramebufferSurface作为消费者,它持有Consumer
前面分析BufferQueue的工作原理时,有讲过:
生产者不断的dequeueBuffer & queueBuffer ; 而消费者不断的acquireBuffer & releaseBuffer ,这样图像缓存就在 生产者 -- BufferQueue -- 消费者 间流转起来了。
看看作为生产者的RenderSurface中方法:
[/frameworks/native/services/surfaceflinger/CompositionEngine/include/compositionengine/RenderSurface.h] /** * Encapsulates everything for composing to a render surface with RenderEngine */ class RenderSurface { .... // Allocates a buffer as scratch space for GPU composition virtual std::shared_ptr<renderengine::ExternalTexture> dequeueBuffer( base::unique_fd* bufferFence) = 0; // Queues the drawn buffer for consumption by HWC. readyFence is the fence // which will fire when the buffer is ready for consumption. virtual void queueBuffer(base::unique_fd readyFence) = 0; ... };
熟悉的味道:
dequeueBuffer : 分配一个缓冲区作为GPU合成的暂存空间
queueBuffer : 入队列已绘制好的图形缓存供HWC使用
同样如果去查看作为消费者的FramebufferSurface也会看到acquireBuffer & releaseBuffer的调用,如下:
[/frameworks/native/services/surfaceflinger/DisplayHardware/FramebufferSurface.cpp] status_t FramebufferSurface::nextBuffer(uint32_t& outSlot, sp<GraphicBuffer>& outBuffer, sp<Fence>& outFence, Dataspace& outDataspace) { Mutex::Autolock lock(mMutex); BufferItem item; status_t err = acquireBufferLocked(&item, 0); // 获取待显示的buffer ... status_t result = mHwc.setClientTarget(mDisplayId, outSlot, outFence, outBuffer, outDataspace); // 传递给HWC进一步处理显示 return NO_ERROR; }
大概会有这样一种逻辑处理流程:
当需要GPU合成时,会通过生产者RenderSurface::dequeueBuffer请求一块图形缓存,然后GPU就合成/绘图,把数据保存到这块图形缓存中,通过RenderSurface::queueBuffer提交这块缓存
调用mDisplaySurface->advanceFrame()通知消费者来消费:
FramebufferSurface::advanceFrame ==>FramebufferSurface::nextBuffer ==> acquireBufferLocked
去请求可用的图形缓存,这个buffer中存储有GPU合成的结果,然后通过setClientTarget把这个buffer传递给HWC做处理显示。
最开始我们提出的问题:用于存储GPU合成后的图形数据的GraphicBuffer
是从哪里来的?分析到这里大概应该有讲明白吧
本文作者@二的次方 2022-05-10 发布于博客园
通过属性值来控制数量 ro.surface_flinger.max_frame_buffer_acquired_buffers,如何控制的可以看SF的代码
[/frameworks/native/services/surfaceflinger/sysprop/SurfaceFlingerProperties.sysprop] # Controls the number of buffers SurfaceFlinger will allocate for use in FramebufferSurface. prop { api_name: "max_frame_buffer_acquired_buffers" type: Long scope: Public access: Readonly prop_name: "ro.surface_flinger.max_frame_buffer_acquired_buffers" }
这个属性值。控制用于GPU合成的FramebufferSurface分配几个GraphicBuffer,,一般是 3 个
为什么在allocator出打印出来的Framebuffer的format=1 (PIXEL_FORMAT_RGBA_8888) , 而importer处打印出来的Framebuffer的format=5 (PIXEL_FORMAT_BGRA_8888) ?
由于对整个体系架构了解还不是很深入,为了找到这个问题的原因,确实费了不少功夫。其实答案在 Gralloc HAL 中。
我的平台采用的是 Mali GPU,Gralloc HAL使用的是 Open Source Mali GPUs Gralloc Module 为基础的Source code。
在 Gralloc 的代码实现中有定义一个宏开关 GRALLOC_HWC_FORCE_BGRA_8888 ,打开这个宏的时候,SurfaceFlinger中的 RenderSurface::initialize() 设置的RGBA_8888 会在Gralloc allocate/map时强转为了BGRA_8888来处理。具体的可以开启和关闭这个宏看dumpsys SurfaceFlinger对比
# When enabled, forces format to BGRA_8888 for FB usage when HWC is in use GRALLOC_HWC_FORCE_BGRA_8888?=0
我的平台对比的信息:
// 关闭GRALLOC_HWC_FORCE_BGRA_8888这个宏定义,仍是framework设置的RGBA8888 + name:FramebufferSurface, id:e400000000, size:8.1e+03KiB, w/h:780x438, usage: 0x1b00, req fmt:1, fourcc/mod:875708993/0, dataspace: 0x0, compressed: false planes: R/G/B/A: w/h:780x438, stride:1e00 bytes, size:7e9000 // 打开GRALLOC_HWC_FORCE_BGRA_8888这个宏定义,强制转为了BGRA8888 + name:FramebufferSurface, id:e200000000, size:8.1e+03KiB, w/h:780x438, usage: 0x1b00, req fmt:1, fourcc/mod:875713089/0, dataspace: 0x0, compressed: false planes: B/G/R/A: w/h:780x438, stride:1e00 bytes, size:7e9000
答案是当前屏幕的分辨率,也就是 Display的 active mode
比如我的Android TV平台,设置不同的电视分辨率
// 720 TV GraphicBufferAllocator buffers: Handle | Size | W (Stride) x H | Layers | Format | Usage | Requestor 0xf2d8e0d0 | 3600.00 KiB | 1280 (1280) x 720 | 1 | 1 | 0x 1b00 | FramebufferSurface 0xf2d937d0 | 3600.00 KiB | 1280 (1280) x 720 | 1 | 1 | 0x 1b00 | FramebufferSurface 0xf2d98050 | 3600.00 KiB | 1280 (1280) x 720 | 1 | 1 | 0x 1b00 | FramebufferSurface // 1080 TV GraphicBufferAllocator buffers: Handle | Size | W (Stride) x H | Layers | Format | Usage | Requestor 0xf2d81d10 | 8100.00 KiB | 1920 (1920) x 1080 | 1 | 1 | 0x 1b00 | FramebufferSurface 0xf2d83840 | 8100.00 KiB | 1920 (1920) x 1080 | 1 | 1 | 0x 1b00 | FramebufferSurface 0xf2d85ab0 | 8100.00 KiB | 1920 (1920) x 1080 | 1 | 1 | 0x 1b00 | FramebufferSurface // 4K TV(限制ro.surface_flinger.max_graphics_height/width) GraphicBufferAllocator buffers: Handle | Size | W (Stride) x H | Layers | Format | Usage | Requestor 0xe8041b40 | 8100.00 KiB | 1920 (1920) x 1080 | 1 | 1 | 0x 1b00 | FramebufferSurface 0xe8045c80 | 8100.00 KiB | 1920 (1920) x 1080 | 1 | 1 | 0x 1b00 | FramebufferSurface 0xe804fa30 | 8100.00 KiB | 1920 (1920) x 1080 | 1 | 1 | 0x 1b00 | FramebufferSurface
下面的属性是受平台限制,GPU最大可以支持的合成的size
console:/ $ getprop | grep max_graphics [ro.surface_flinger.max_graphics_height]: [1080] [ro.surface_flinger.max_graphics_width]: [1920]
本文作者@二的次方 2022-05-10 发布于博客园
大概就讲这些吧,之后想到什么问题再补充。