Android显示vsync信号的虚拟化和处理流程

Android系统在4.4之后加入了黄油计划,surfaceflinger对显示的处理也变得复杂起来。由于添加了vsyn虚拟化机制,app将要显示的内容和surfaceflinger对显示内容的合成分成了两个部分,而两者开始的信号都是从vsync发出的。这里就涉及vsync信号的发生和传递,并且考虑到性能原因,信号的发生和传递都是按需进行的。因此,研究vsync信号的虚拟化及其处理,有助于理解线程的休眠唤醒和surfaceflinger的架构。

本文参考三篇文章:

https://blog.csdn.net/jinzhuojun/article/details/17293325

https://blog.csdn.net/houliang120/article/details/50908098

https://blog.csdn.net/kc58236582/article/details/52763534

一:SurfaceFlinger的初始化

init{    
// start the EventThread
    sp<VSyncSource> vsyncSrc = new DispSyncSource(&mPrimaryDispSync,
            vsyncPhaseOffsetNs, true);
    mEventThread = new EventThread(vsyncSrc);
    sp<VSyncSource> sfVsyncSrc = new DispSyncSource(&mPrimaryDispSync,
            sfVsyncPhaseOffsetNs, false);
    mSFEventThread = new EventThread(sfVsyncSrc);//先开线程
    mEventQueue.setEventThread(mSFEventThread);//然后在设置connection

    mEventControlThread = new EventControlThread(this);
    mEventControlThread->run("EventControl", PRIORITY_URGENT_DISPLAY);
}

Vsync发出后,调用SF的方法:

bool HWComposer::VSyncThread::threadLoop() {
    { // scope for lock
        Mutex::Autolock _l(mLock);
        while (!mEnabled) {
            mCondition.wait(mLock);
        }
    }

    const nsecs_t period = mRefreshPeriod;
    const nsecs_t now = systemTime(CLOCK_MONOTONIC);
    nsecs_t next_vsync = mNextFakeVSync;
    nsecs_t sleep = next_vsync - now;
    if (sleep < 0) {
        // we missed, find where the next vsync should be
        sleep = (period - ((now - next_vsync) % period));
        next_vsync = now + sleep;
    }
    mNextFakeVSync = next_vsync + period;

    struct timespec spec;
    spec.tv_sec  = next_vsync / 1000000000;
    spec.tv_nsec = next_vsync % 1000000000;

    int err;
    do {
        err = clock_nanosleep(CLOCK_MONOTONIC, TIMER_ABSTIME, &spec, NULL);
    } while (err<0 && errno == EINTR);

    if (err == 0) {
        mHwc.mEventHandler.onVSyncReceived(0, next_vsync);
    }

    return true;
}

进入SF的方法:

void SurfaceFlinger::onVSyncReceived(int type, nsecs_t timestamp) {
    bool needsHwVsync = false;

    { // Scope for the lock
        Mutex::Autolock _l(mHWVsyncLock);
        if (type == 0 && mPrimaryHWVsyncEnabled) {
            needsHwVsync = mPrimaryDispSync.addResyncSample(timestamp);
        }
    }

    if (needsHwVsync) {
        enableHardwareVsync();
    } else {
        disableHardwareVsync(false);
    }
}

进入

bool DispSync::addResyncSample(nsecs_t timestamp) {
    Mutex::Autolock lock(mMutex);

    size_t idx = (mFirstResyncSample + mNumResyncSamples) % MAX_RESYNC_SAMPLES;
    mResyncSamples[idx] = timestamp;

    if (mNumResyncSamples < MAX_RESYNC_SAMPLES) {
        mNumResyncSamples++;
    } else {
        mFirstResyncSample = (mFirstResyncSample + 1) % MAX_RESYNC_SAMPLES;
    }

    updateModelLocked();

    if (mNumResyncSamplesSincePresent++ > MAX_RESYNC_SAMPLES_WITHOUT_PRESENT) {
        resetErrorLocked();
    }

    if (runningWithoutSyncFramework) {
        // If we don't have the sync framework we will never have
        // addPresentFence called.  This means we have no way to know whether
        // or not we're synchronized with the HW vsyncs, so we just request
        // that the HW vsync events be turned on whenever we need to generate
        // SW vsync events.
        return mThread->hasAnyEventListeners();
    }

    return mPeriod == 0 || mError > errorThreshold;
}

进入

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void DispSync::updateModelLocked() {
    if (mNumResyncSamples >= MIN_RESYNC_SAMPLES_FOR_UPDATE) {
        nsecs_t durationSum = 0;
        for (size_t i = 1; i < mNumResyncSamples; i++) {
            size_t idx = (mFirstResyncSample + i) % MAX_RESYNC_SAMPLES;
            size_t prev = (idx + MAX_RESYNC_SAMPLES - 1) % MAX_RESYNC_SAMPLES;
            durationSum += mResyncSamples[idx] - mResyncSamples[prev];
        }

        mPeriod = durationSum / (mNumResyncSamples - 1);

        double sampleAvgX = 0;
        double sampleAvgY = 0;
        double scale = 2.0 * M_PI / double(mPeriod);
        for (size_t i = 0; i < mNumResyncSamples; i++) {
            size_t idx = (mFirstResyncSample + i) % MAX_RESYNC_SAMPLES;
            nsecs_t sample = mResyncSamples[idx];
            double samplePhase = double(sample % mPeriod) * scale;
            sampleAvgX += cos(samplePhase);
            sampleAvgY += sin(samplePhase);
        }

        sampleAvgX /= double(mNumResyncSamples);
        sampleAvgY /= double(mNumResyncSamples);

        mPhase = nsecs_t(atan2(sampleAvgY, sampleAvgX) / scale);

        if (mPhase < 0) {
            mPhase += mPeriod;
        }

        if (traceDetailedInfo) {
            ATRACE_INT64("DispSync:Period", mPeriod);
            ATRACE_INT64("DispSync:Phase", mPhase);
        }

        mThread->updateModel(mPeriod, mPhase);
    }
}

进入DispSyncThread的updateModel方法:

    void updateModel(nsecs_t period, nsecs_t phase) {
        Mutex::Autolock lock(mMutex);
        mPeriod = period;
        mPhase = phase;
        mCond.signal();//唤醒线程
    }

唤醒线程后,进入threadloop方法:

 virtual bool threadLoop() {
        status_t err;
        nsecs_t now = systemTime(SYSTEM_TIME_MONOTONIC);
        nsecs_t nextEventTime = 0;

        while (true) {
            Vector<CallbackInvocation> callbackInvocations;

            nsecs_t targetTime = 0;

            { // Scope for lock
                Mutex::Autolock lock(mMutex);

                if (mStop) {
                    return false;
                }
//TODO:这个方法中如果设置了mperiod后,就不会在阻塞等待vsync信号了,这个阻塞是如何实现的?
                if (mPeriod == 0) {//初始化后一直阻塞在这里,直到SF调用updateModel方法设置mPeriod,并唤醒线程
                    err = mCond.wait(mMutex);
                    if (err != NO_ERROR) {
                        ALOGE("error waiting for new events: %s (%d)",
                                strerror(-err), err);
                        return false;
                    }
                    continue;
                }
//计算虚拟化vsync的时间
                nextEventTime = computeNextEventTimeLocked(now);
                targetTime = nextEventTime;

                bool isWakeup = false;

                if (now < targetTime) {//阻塞一段时间后,就可以调用需要的callback了
                    err = mCond.waitRelative(mMutex, targetTime - now);

                    if (err == TIMED_OUT) {
                        isWakeup = true;
                    } else if (err != NO_ERROR) {
                        ALOGE("error waiting for next event: %s (%d)",
                                strerror(-err), err);
                        return false;
                    }
                }

                now = systemTime(SYSTEM_TIME_MONOTONIC);

                if (isWakeup) {
                    mWakeupLatency = ((mWakeupLatency * 63) +
                            (now - targetTime)) / 64;
                    if (mWakeupLatency > 500000) {
                        // Don't correct by more than 500 us
                        mWakeupLatency = 500000;
                    }
                    if (traceDetailedInfo) {
                        ATRACE_INT64("DispSync:WakeupLat", now - nextEventTime);
                        ATRACE_INT64("DispSync:AvgWakeupLat", mWakeupLatency);
                    }
                }
//查找需要唤醒对象
                callbackInvocations = gatherCallbackInvocationsLocked(now);
            }

            if (callbackInvocations.size() > 0) {
                fireCallbackInvocations(callbackInvocations);//唤醒
            }
        }

        return false;
    }

可以看看唤醒的方法:

    void fireCallbackInvocations(const Vector<CallbackInvocation>& callbacks) {
        for (size_t i = 0; i < callbacks.size(); i++) {
            callbacks[i].mCallback->onDispSyncEvent(callbacks[i].mEventTime);
        }
    }

遍历callback列表,调用回调方法。

综上,

1.系统使用VSyncThread线程循环生成vsync信号,然后在该线程中调用SF的onVSyncReceived方法,在该方法中SF调用DispSync的addResyncSample方法,最终唤醒DispSyncThread线程,事件传递到DispSyncThread线程中。

2.在DispSyncThread线程中,唤醒后threadloop计算最近一次需要回调的时间,然后发出事件。

所以现在要找到是什么时候注册的callback。

EventThread:

首先看起构造方法:


EventThread::EventThread(const sp<VSyncSource>& src)
    : mVSyncSource(src),
      mUseSoftwareVSync(false),
      mVsyncEnabled(false),
      mDebugVsyncEnabled(false) {

    for (int32_t i=0 ; i<DisplayDevice::NUM_BUILTIN_DISPLAY_TYPES ; i++) {
        mVSyncEvent[i].header.type = DisplayEventReceiver::DISPLAY_EVENT_VSYNC;
        mVSyncEvent[i].header.id = 0;
        mVSyncEvent[i].header.timestamp = 0;
        mVSyncEvent[i].vsync.count =  0;
    }
}

void EventThread::onFirstRef() {//可知,构造后线程就跑起来了
    run("EventThread", PRIORITY_URGENT_DISPLAY + PRIORITY_MORE_FAVORABLE);
}

进入

void MessageQueue::setEventThread(const sp<EventThread>& eventThread)
{
    mEventThread = eventThread;
    mEvents = eventThread->createEventConnection();
    mEventTube = mEvents->getDataChannel();
    mLooper->addFd(mEventTube->getFd(), 0, ALOOPER_EVENT_INPUT,
            MessageQueue::cb_eventReceiver, this);
}
sp<EventThread::Connection> EventThread::createEventConnection() const {
    return new Connection(const_cast<EventThread*>(this));
}
EventThread::Connection::Connection(
        const sp<EventThread>& eventThread)
    : count(-1), mEventThread(eventThread), mChannel(new BitTube())
{
}

void EventThread::Connection::onFirstRef() {
    // NOTE: mEventThread doesn't hold a strong reference on us
    mEventThread->registerDisplayEventConnection(this);
}
status_t EventThread::registerDisplayEventConnection(
        const sp<EventThread::Connection>& connection) {
    Mutex::Autolock _l(mLock);
    mDisplayEventConnections.add(connection);
    mCondition.broadcast();//唤醒EventThread
    return NO_ERROR;
}

即,构造了EventThread后,线程就跑了起来,但是应该是阻塞的状态;当mEventQueue.setEventThread(mSFEventThread)后,线程被唤醒,现在看看线程是如何休眠和唤醒的

bool EventThread::threadLoop() {
    DisplayEventReceiver::Event event;
    Vector< sp<EventThread::Connection> > signalConnections;
    signalConnections = waitForEvent(&event);//阻塞在这里

    // dispatch events to listeners...
    const size_t count = signalConnections.size();
    for (size_t i=0 ; i<count ; i++) {
        const sp<Connection>& conn(signalConnections[i]);
        // now see if we still need to report this event
//唤醒后,将事件发送到connection的另一端,即messagequeue中
        status_t err = conn->postEvent(event);
        if (err == -EAGAIN || err == -EWOULDBLOCK) {
            // The destination doesn't accept events anymore, it's probably
            // full. For now, we just drop the events on the floor.
            // FIXME: Note that some events cannot be dropped and would have
            // to be re-sent later.
            // Right-now we don't have the ability to do this.
            ALOGW("EventThread: dropping event (%08x) for connection %p",
                    event.header.type, conn.get());
        } else if (err < 0) {
            // handle any other error on the pipe as fatal. the only
            // reasonable thing to do is to clean-up this connection.
            // The most common error we'll get here is -EPIPE.
            removeDisplayEventConnection(signalConnections[i]);
        }
    }
    return true;
}

进入关键函数waitForEvent:

// This will return when (1) a vsync event has been received, and (2) there was
// at least one connection interested in receiving it when we started waiting.
/*
*waitforevent会有三种情况:
*1.线程刚启动,进入threadloop循环,此时connection是空的,没有任何对象要求vsync信号,因此线程会一直阻塞
*2.当SF调用mEventQueue.setEventThread后,会在线程中构造connection,并唤醒线程,向DispSyncThread线程,申请得到vsync信号,然后阻塞
*3.当DispSyncThread的vsync到来后,得到event,然后到threadloop中发出该event
*/
Vector< sp<EventThread::Connection> > EventThread::waitForEvent(
        DisplayEventReceiver::Event* event)
{
    Mutex::Autolock _l(mLock);
    Vector< sp<EventThread::Connection> > signalConnections;

    do {
        bool eventPending = false;
        bool waitForVSync = false;

        size_t vsyncCount = 0;
        nsecs_t timestamp = 0;
        for (int32_t i=0 ; i<DisplayDevice::NUM_BUILTIN_DISPLAY_TYPES ; i++) {
            timestamp = mVSyncEvent[i].header.timestamp;
            if (timestamp) {
                // we have a vsync event to dispatch
                *event = mVSyncEvent[i];
                mVSyncEvent[i].header.timestamp = 0;
                vsyncCount = mVSyncEvent[i].vsync.count;
                break;
            }
        }

        if (!timestamp) {
            // no vsync event, see if there are some other event
            eventPending = !mPendingEvents.isEmpty();
            if (eventPending) {
                // we have some other event to dispatch
                *event = mPendingEvents[0];
                mPendingEvents.removeAt(0);
            }
        }

        // find out connections waiting for events
        size_t count = mDisplayEventConnections.size();
        for (size_t i=0 ; i<count ; i++) {
            sp<Connection> connection(mDisplayEventConnections[i].promote());
            if (connection != NULL) {
                bool added = false;
                if (connection->count >= 0) {
                    // we need vsync events because at least
                    // one connection is waiting for it
                    waitForVSync = true;
                    if (timestamp) {
                        // we consume the event only if it's time
                        // (ie: we received a vsync event)
                        if (connection->count == 0) {
                            // fired this time around
                            connection->count = -1;
                            signalConnections.add(connection);
                            added = true;
                        } else if (connection->count == 1 ||
                                (vsyncCount % connection->count) == 0) {
                            // continuous event, and time to report it
                            signalConnections.add(connection);
                            added = true;
                        }
                    }
                }

                if (eventPending && !timestamp && !added) {
                    // we don't have a vsync event to process
                    // (timestamp==0), but we have some pending
                    // messages.
                    signalConnections.add(connection);
                }
            } else {
                // we couldn't promote this reference, the connection has
                // died, so clean-up!
                mDisplayEventConnections.removeAt(i);
                --i; --count;
            }
        }

        // Here we figure out if we need to enable or disable vsyncs
        if (timestamp && !waitForVSync) {
            // we received a VSYNC but we have no clients
            // don't report it, and disable VSYNC events
            disableVSyncLocked();
        } else if (!timestamp && waitForVSync) {
            // we have at least one client, so we want vsync enabled
            // (TODO: this function is called right after we finish
            // notifying clients of a vsync, so this call will be made
            // at the vsync rate, e.g. 60fps.  If we can accurately
            // track the current state we could avoid making this call
            // so often.)
            enableVSyncLocked();//使能vsync,设置回调
        }

        // note: !timestamp implies signalConnections.isEmpty(), because we
        // don't populate signalConnections if there's no vsync pending
        if (!timestamp && !eventPending) {
            // wait for something to happen
            if (waitForVSync) {
                // This is where we spend most of our time, waiting
                // for vsync events and new client registrations.
                //
                // If the screen is off, we can't use h/w vsync, so we
                // use a 16ms timeout instead.  It doesn't need to be
                // precise, we just need to keep feeding our clients.
                //
                // We don't want to stall if there's a driver bug, so we
                // use a (long) timeout when waiting for h/w vsync, and
                // generate fake events when necessary.
                bool softwareSync = mUseSoftwareVSync;
                nsecs_t timeout = softwareSync ? ms2ns(16) : ms2ns(1000);
                if (mCondition.waitRelative(mLock, timeout) == TIMED_OUT) {
                    if (!softwareSync) {
                        ALOGW("Timed out waiting for hw vsync; faking it");
                    }
                    // FIXME: how do we decide which display id the fake
                    // vsync came from ?
                    mVSyncEvent[0].header.type = DisplayEventReceiver::DISPLAY_EVENT_VSYNC;
                    mVSyncEvent[0].header.id = DisplayDevice::DISPLAY_PRIMARY;
                    mVSyncEvent[0].header.timestamp = systemTime(SYSTEM_TIME_MONOTONIC);
                    mVSyncEvent[0].vsync.count++;
                }
            } else {
                // Nobody is interested in vsync, so we just want to sleep.
                // h/w vsync should be disabled, so this will wait until we
                // get a new connection, or an existing connection becomes
                // interested in receiving vsync again.
                mCondition.wait(mLock);//线程第一次运行时,会阻塞到这里
            }
        }
    } while (signalConnections.isEmpty());

    // here we're guaranteed to have a timestamp and some connections to signal
    // (The connections might have dropped out of mDisplayEventConnections
    // while we were asleep, but we'll still have strong references to them.)
    return signalConnections;
}

void EventThread::enableVSyncLocked() {
    if (!mUseSoftwareVSync) {
        // never enable h/w VSYNC when screen is off
        if (!mVsyncEnabled) {
            mVsyncEnabled = true;
            mVSyncSource->setCallback(static_cast<VSyncSource::Callback*>(this));
            mVSyncSource->setVSyncEnabled(true);
            mPowerHAL.vsyncHint(true);
        }
    }
    mDebugVsyncEnabled = true;
}

在看waitforevent方法时,一直在纠结那个connection.count是如何被设置为0或者1的,后来跟代码到SF发现在收到invalidate等消息时才会使用requestNextVsync方法,将count改为0,然后唤醒线程,向DispSyncThread申请vsync信号。所以一定要清楚一点,所有的信号都是按需发送的,你不去申请就不会发给你;甚至需要的信号都是上层发出的。

从构造函数可知mVSyncSource是DispSyncSource,进入其函数

    virtual void setVSyncEnabled(bool enable) {
        // Do NOT lock the mutex here so as to avoid any mutex ordering issues
        // with locking it in the onDispSyncEvent callback.
        if (enable) {
            status_t err = mDispSync->addEventListener(mPhaseOffset,
                    static_cast<DispSync::Callback*>(this));
            if (err != NO_ERROR) {
                ALOGE("error registering vsync callback: %s (%d)",
                        strerror(-err), err);
            }
            ATRACE_INT("VsyncOn", 1);
        } else {
            status_t err = mDispSync->removeEventListener(
                    static_cast<DispSync::Callback*>(this));
            if (err != NO_ERROR) {
                ALOGE("error unregistering vsync callback: %s (%d)",
                        strerror(-err), err);
            }
            ATRACE_INT("VsyncOn", 0);
        }
    }

    virtual void setCallback(const sp<VSyncSource::Callback>& callback) {
        Mutex::Autolock lock(mMutex);
        mCallback = callback;
    }

从上面可知,EventThread将自己注册为DispSyncSource中的mCallback对象;然后DispSyncSource将自己在注册到DispSync中,接下来看看DispSync的方法:

status_t DispSync::addEventListener(nsecs_t phase,
        const sp<Callback>& callback) {

    Mutex::Autolock lock(mMutex);
    return mThread->addEventListener(phase, callback);
}
    status_t addEventListener(nsecs_t phase, const sp<DispSync::Callback>& callback) {
        Mutex::Autolock lock(mMutex);

        for (size_t i = 0; i < mEventListeners.size(); i++) {
            if (mEventListeners[i].mCallback == callback) {
                return BAD_VALUE;
            }
        }

        EventListener listener;
        listener.mPhase = phase;
        listener.mCallback = callback;

        // We want to allow the firstmost future event to fire without
        // allowing any past events to fire.  Because
        // computeListenerNextEventTimeLocked filters out events within a half
        // a period of the last event time, we need to initialize the last
        // event time to a half a period in the past.
        listener.mLastEventTime = systemTime(SYSTEM_TIME_MONOTONIC) - mPeriod / 2;

        mEventListeners.push(listener);

        mCond.signal();

        return NO_ERROR;
    }

至此可以知道,DispSyncSource其实是被注册到了DispSyncThread中的listener.mCallback。所以DispSyncThread在收到vsync后会调用:

 virtual void onDispSyncEvent(nsecs_t when) {
        sp<VSyncSource::Callback> callback;
        {
            Mutex::Autolock lock(mMutex);
            callback = mCallback;

            if (mTraceVsync) {
                mValue = (mValue + 1) % 2;
                ATRACE_INT("VSYNC", mValue);
            }
        }

        if (callback != NULL) {
            callback->onVSyncEvent(when);
        }
    }

这个callback就是eventThread:

void EventThread::onVSyncEvent(nsecs_t timestamp) {
    Mutex::Autolock _l(mLock);
    mVSyncEvent[0].header.type = DisplayEventReceiver::DISPLAY_EVENT_VSYNC;
    mVSyncEvent[0].header.id = 0;
    mVSyncEvent[0].header.timestamp = timestamp;
    mVSyncEvent[0].vsync.count++;
    mCondition.broadcast();
}

经过DispSyncThread--->DispSyncSource--->EventThread,事件终于传到了EventThread,可知,就是构造事件,然后唤醒线程。

案例:SF有需求后,第一次唤醒的过程。

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转载自blog.csdn.net/ywlyg/article/details/82838637