Android 13 VSYNC重學習
引言
學無止境,一個字干就完事!
源碼參考基于Android 13 aosp!
一. Android VSync模塊開胃菜
在開始正式的分析之前,我們先簡單對Android的Vsync模塊簡單介紹下,如下圖所示,其中:
- HW_VSync是由屏幕產生的脈沖信號,用于控制屏幕的刷新
- VSync-app和VSync-sf統稱為軟件VSync,它們是由SurfaceFlinger通過模擬硬件VSync而產生的VSync信號量,再分發給app和sf用來控制它們的合成節奏
二. Android VSync小結
這里有幾點需要補充:
-
VSync-sf是沒有對應的EventThread和DispSyncSource
-
VSync-app和VSync-appSf各自都有對應的EventThread和DispSyncSource
-
VSync-sf和VSync-app以及Sync-appSf通過Scheduler的成員mVsyncSchedule指向的VSyncDispatchTimerQueue實例對象關聯
Android下VSync設計,牽涉的核心關系圖如下:
2.1 VSync信號的分類
VSync信號分為兩種:硬件VSync信號HW-VSync和軟件VSync信號SW-VSync。SW-VSync信號由SW-VSync模型產生。HW-VSync信號負責對SW-VSync模型進行校準。
2.2 HW-Vsync信號的開啟
三種場景下會開啟硬件VSync信號HW-VSync會對軟件VSync信號SW-VSync進行校準
-
SurfaceFlinger初始化。
-
連續兩次請求VSync-app信號的時間間隔超過750ms。
-
SurfaceFlinger合成后,添加FenceTime到VSyncTracker中導致模型計算誤差過大。
2.3 SW-VSync模型與計算
谷歌官方采用一元線性回歸分析預測法(最小二乘法),通過采樣的HW-VSync信號樣本(屏幕刷新率),計算對應的SW-VSync信號周期。最終得到一條y=bx+a的擬合曲線。其中,b稱為回歸系數,a稱為截距。SW-VSync模型就是這這條曲線的回歸系數和截距。
2.4 SW-VSync信號的分類
SW-VSync信號也分為兩種,VSync-sf信號和Vsync-app信號。這兩個信號,各司其職:
- VSync-sf信號用于控制SurfaceFlinger的Layer合成
- VSync-app信號用于控制App渲染UI
VSync-sf信號和VSync-app信號是在SW-VSync信號的基礎上通過疊加不同的偏移量產生,這些偏移量被稱為VSync相位偏移。由于偏移量不同VSync-sf信號和VSync-app信號的回調時機也不同。
三. VSync-sf的申請和分發
VSync-sf用于控制SurfaceFlinger合成和渲染一幀圖像。當SurfaceFlinger上幀時(BufferQueue中有新的GraphicBuffer),SurfaceFlinger會觸發MessageQueue的scheduleFrame方法。接下來我們看下,VSync-sf是如何完成從申請到分發的流程。
3.1 VSync-sf的申請
SurfaceFlinger::scheduleCommit(...)//請求上幀mScheduler->scheduleFrame()//MessageQueue.cppmVsync.registration->schedule()//這里的registration實現是VSyncCallbackRegistration,定義在Scheduler/VSyncDispatchTimerQueue.cppmDispatch.get().schedule()//這里的mDispatch指向VSyncDispatchTimerQueue對象/*** @brief * * @param token * @param scheduleTiming * @return ScheduleResult * 1)根據CallbackToken找到所有滿足要求的VSyncDispatchTimerQueueEntry。VSyncDispatchTimerQueueEntry是VSyncDispatchTimerQueue中對外部VSync信號請求的封裝。* 2)遍歷調用VSyncDispatchTimerQueue的schedule方法,計算下一次VSync信號的發送時間。* 3)對發射時間進行定時,等待下一次VSync信號的發送*/
ScheduleResult VSyncDispatchTimerQueue::schedule(CallbackToken token,ScheduleTiming scheduleTiming) {...//根據CallbackToken找到所有滿足要求的VSyncDispatchTimerQueueEntry。VSyncDispatchTimerQueueEntry是VSyncDispatchTimerQueue中對外部VSync信號請求的封裝。auto it = mCallbacks.find(token);auto& callback = it->second;//遍歷調用VSyncDispatchTimerQueue的schedule方法,計算下一次VSync信號的發送時間result = callback->schedule(scheduleTiming, mTracker, now);//對發射時間進行定時,等待下一次VSync-sf信號的發送rearmTimerSkippingUpdateFor(now, it);VSyncDispatchTimerQueue::setTimer()void VSyncDispatchTimerQueue::setTimer(nsecs_t targetTime, nsecs_t /*now*/) {mIntendedWakeupTime = targetTime;mTimeKeeper->alarmAt(std::bind(&VSyncDispatchTimerQueue::timerCallback, this),mIntendedWakeupTime);mLastTimerSchedule = mTimeKeeper->now();
} /*** @brief * 1)遍歷CallbackMap找到達到喚醒時間的VSyncDispatchTimerQueueEntry,并封裝成Invocation,加入Invocation列表。* 2)遍歷Invocation列表,通過Invocation獲取VSyncDispatchTimerQueueEntry,并調用VSyncDispatchTimerQueueEntry的callback方法分發VSync信號。*///Scheduler/VSyncDispatchTimerQueue.cpp
void VSyncDispatchTimerQueue::timerCallback() {struct Invocation {std::shared_ptr<VSyncDispatchTimerQueueEntry> callback;nsecs_t vsyncTimestamp;nsecs_t wakeupTimestamp;nsecs_t deadlineTimestamp;};std::vector<Invocation> invocations;{std::lock_guard lock(mMutex);auto const now = mTimeKeeper->now();mLastTimerCallback = now;for (auto it = mCallbacks.begin(); it != mCallbacks.end(); it++) {auto& callback = it->second;auto const wakeupTime = callback->wakeupTime();if (!wakeupTime) {continue;}auto const readyTime = callback->readyTime();auto const lagAllowance = std::max(now - mIntendedWakeupTime, static_cast<nsecs_t>(0));if (*wakeupTime < mIntendedWakeupTime + mTimerSlack + lagAllowance) {callback->executing();invocations.emplace_back(Invocation{callback, *callback->lastExecutedVsyncTarget(),*wakeupTime, *readyTime});}}mIntendedWakeupTime = kInvalidTime;rearmTimer(mTimeKeeper->now());}for (auto const& invocation : invocations) {invocation.callback->callback(invocation.vsyncTimestamp, invocation.wakeupTimestamp,invocation.deadlineTimestamp);}
}}
3.2 VSync-sf的分發
那么VSync-df的callback是怎么注冊到VSyncDispatchTimerQueue的呢,這個我們看下:
SurfaceFlinger::initScheduler(...)mScheduler->initVsync(...)//實現在Scheduler/MessageQueue.cpp中mVsync.registration = std::make_unique<scheduler::VSyncCallbackRegistration>(dispatch,std::bind(&MessageQueue::vsyncCallback, this,std::placeholders::_1,std::placeholders::_2,std::placeholders::_3),"sf");//這里的dispatch指向VSyncDispatchTimerQueue//Scheduler/VSyncDispatchTimerQueue.cppVSyncCallbackRegistration::VSyncCallbackRegistration(VSyncDispatch& dispatch,VSyncDispatch::Callback callback,std::string callbackName): mDispatch(dispatch),mToken(dispatch.registerCallback(std::move(callback), std::move(callbackName))),mValidToken(true) {} VSyncDispatchTimerQueue::CallbackToken VSyncDispatchTimerQueue::registerCallback(Callback callback, std::string callbackName) {std::lock_guard lock(mMutex);return CallbackToken{//最終注冊到了mCallbacks中mCallbacks.emplace(++mCallbackToken,std::make_shared<VSyncDispatchTimerQueueEntry>(std::move(callbackName),std::move(callback),mMinVsyncDistance)).first->first};
}
所以最后VSync-sf的分發會調用到MessageQueue::vsyncCallback中,我們看下它的實現:
//Scheduler/MessageQueue.cpp
MessageQueue::vsyncCallback(...)mHandler->dispatchFrame(vsyncId, vsyncTime)mQueue.mLooper->sendMessage(this, Message())//Handle的handleMessage接收前面發過來的消息
void MessageQueue::Handler::handleMessage(const Message&) {mFramePending.store(false);const nsecs_t frameTime = systemTime();auto& compositor = mQueue.mCompositor;//這里的compositor實現類是SurfaceFlingerif (!compositor.commit(frameTime, mVsyncId, mExpectedVsyncTime)) {return;}compositor.composite(frameTime, mVsyncId);compositor.sample();
}
四. VSync-app的申請和分發
在開始后續的章節編寫前,我們先重點申明下:
VSync-app用于控制App的UI渲染
VSync-app用于控制App的UI渲染
VSync-app用于控制App的UI渲染
4.1 VSync-app的申請
當Choreographer通過FrameDisplayEventReceiver調用scheduleVsync方法時,會觸發VSync-app信號的申請。在FrameDisplayEventReceiver的scheduleVsync方法中,會調用nativeScheduleVsync方法。
FrameDisplayEventReceiver的nativeScheduleVsync方法對應的native實現為android_view_DisplayEventReceiver的nativeScheduleVsync函數。
在nativeScheduleVsync函數中,主要做了兩件事:
-
獲取native層的DisplayEventDispatcher。
-
調用DisplayEventDispatcher的scheduleVsync方法,請求VSync信號。
在DisplayEventDispatcher的scheduleVsync方法中,會調用DisplayEventReceiver的requestNextVsync方法。
在DisplayEventReceiver的requestNextVsync方法中,會調用IDisplayEventConnection的requestNextVsync方法。
IDisplayEventConnection是一個Binder類,對應bn端的實現類為BnDisplayEventConnection。而EventThreadConnection繼承自BnDisplayEventConnection,因此實際調用的是EventThreadConnection的requestNextVsync方法。
在EventThreadConnection的requestNextVsync方法中,會調用EventThread的requestNextVsync方法。
在EventThread的requestNextVsync方法中,主要做了三件事:
-
開啟硬件VSync信號對軟件VSync信號進行校準。
-
標記EventThreadConnection的vsyncRequest,為后續信號分發做準備。
-
喚起EventThread對應的線程繼續執行VSync信號的分發。
//Scheduler/EventThread.cpp
void EventThread::requestNextVsync(const sp<EventThreadConnection>& connection) {if (connection->resyncCallback) {/*** @brief * 調用到Scheduler::resync* 開啟硬件Vsync信號對軟件Vsync信號進行校準*/connection->resyncCallback();}std::lock_guard<std::mutex> lock(mMutex);if (connection->vsyncRequest == VSyncRequest::None) {connection->vsyncRequest = VSyncRequest::Single;mCondition.notify_all();//喚起EventThread中的線程} else if (connection->vsyncRequest == VSyncRequest::SingleSuppressCallback) {connection->vsyncRequest = VSyncRequest::Single;}
}
在EventThread的threadMain中,會通過VSyncCallbackRegistration請求或取消VSync信號。
如果是請求VSync信號,會調用VSyncCallbackRegistration的schedule方法。在VSyncCallbackRegistration的schedule方法,會調用VSyncDispatch的schedule方法。
void EventThread::threadMain(std::unique_lock<std::mutex>& lock) {if (mState != nextState) {if (mState == State::VSync) {mVSyncSource->setVSyncEnabled(false);} else if (nextState == State::VSync) {mVSyncSource->setVSyncEnabled(true);}mState = nextState;}}
之后的流程與VSync-sf信號的申請流程相同。在VSyncDispatchTimerQueue的schedule方法中,會調用scheduleLocked方法。
在VSyncDispatchTimerQueue的scheduleLocked方法中,主要做了三件事:
-
根據CallbackToken找到所有滿足要求的VSyncDispatchTimerQueueEntry。VSyncDispatchTimerQueueEntry是VSyncDispatchTimerQueue中對外部VSync信號請求的封裝。
-
遍歷調用VSyncDispatchTimerQueue的schedule方法,計算下一次VSync信號的發送時間。
-
對發射時間進行定時,等待下一次VSync信號的發送。
4.2 VSync-app的分發
當定時時間到達時,TimerKeeper會回調VSyncDispatchTimerQueue的timerCallback方法。
在VSyncDispatchTimerQueue的timerCallback方法方法中,主要做了兩件事:
-
遍歷CallbackMap找到達到喚醒時間的VSyncDispatchTimerQueueEntry,并封裝成Invocation,加入Invocation列表。
-
遍歷Invocation列表,通過Invocation獲取VSyncDispatchTimerQueueEntry,并調用VSyncDispatchTimerQueueEntry的callback方法分發VSync信號。
在VSyncDispatchTimerQueueEntry的callback方法中,會調用類型為CallbackRepeater::callbackk,然后在該方法中接著調用mCallback(vsyncTime, wakeupTime, readyTime)方法,而這里的mCallback(指向DispSyncSource::onVsyncCallback,最后回調EventThread的onVSyncEvent方法。
對于上述的分發流程是不是還有點懵逼,我們反過來看看VSync-app分發的注冊,其核心是DispSyncSource和EventThread以及VSyncDispatchTimerQueue的各種回調callback流程:
//Scheduler/VSyncDispatchTimerQueue.cpp
VSyncDispatchTimerQueue::CallbackToken VSyncDispatchTimerQueue::registerCallback(Callback callback, std::string callbackName) {std::lock_guard lock(mMutex);return CallbackToken{mCallbacks.emplace(++mCallbackToken,std::make_shared<VSyncDispatchTimerQueueEntry>(std::move(callbackName),std::move(callback),mMinVsyncDistance)).first->first};
}//Scheduler/VSyncDispatchTimerQueue.cpp
VSyncCallbackRegistration::VSyncCallbackRegistration(VSyncDispatch& dispatch,VSyncDispatch::Callback callback,std::string callbackName): mDispatch(dispatch),mToken(dispatch.registerCallback(std::move(callback), std::move(callbackName))),mValidToken(true) {}//Scheduler/DispSyncSource.cpp
class CallbackRepeater {
public:CallbackRepeater(VSyncDispatch& dispatch, VSyncDispatch::Callback cb, const char* name,std::chrono::nanoseconds workDuration, std::chrono::nanoseconds readyDuration,std::chrono::nanoseconds notBefore): mName(name),mCallback(cb),//VSyncCallbackRegistration mRegistration GUARDED_BY(mMutex);mRegistration(dispatch,std::bind(&CallbackRepeater::callback, this, std::placeholders::_1,std::placeholders::_2, std::placeholders::_3),mName),mStarted(false),mWorkDuration(workDuration),mReadyDuration(readyDuration),mLastCallTime(notBefore) {}~CallbackRepeater() {std::lock_guard lock(mMutex);mRegistration.cancel();}void start(std::chrono::nanoseconds workDuration, std::chrono::nanoseconds readyDuration) {std::lock_guard lock(mMutex);mStarted = true;mWorkDuration = workDuration;mReadyDuration = readyDuration;auto const scheduleResult = mRegistration.schedule({.workDuration = mWorkDuration.count(),.readyDuration = mReadyDuration.count(),.earliestVsync = mLastCallTime.count()});LOG_ALWAYS_FATAL_IF((!scheduleResult.has_value()), "Error scheduling callback");}void stop() {std::lock_guard lock(mMutex);LOG_ALWAYS_FATAL_IF(!mStarted, "DispSyncInterface misuse: callback already stopped");mStarted = false;mRegistration.cancel();}void dump(std::string& result) const {std::lock_guard lock(mMutex);const auto relativeLastCallTime =mLastCallTime - std::chrono::steady_clock::now().time_since_epoch();StringAppendF(&result, "\t%s: ", mName.c_str());StringAppendF(&result, "mWorkDuration=%.2f mReadyDuration=%.2f last vsync time ",mWorkDuration.count() / 1e6f, mReadyDuration.count() / 1e6f);StringAppendF(&result, "%.2fms relative to now (%s)\n", relativeLastCallTime.count() / 1e6f,mStarted ? "running" : "stopped");}private:void callback(nsecs_t vsyncTime, nsecs_t wakeupTime, nsecs_t readyTime) {{std::lock_guard lock(mMutex);mLastCallTime = std::chrono::nanoseconds(vsyncTime);}mCallback(vsyncTime, wakeupTime, readyTime);{std::lock_guard lock(mMutex);if (!mStarted) {return;}auto const scheduleResult =mRegistration.schedule({.workDuration = mWorkDuration.count(),.readyDuration = mReadyDuration.count(),.earliestVsync = vsyncTime});LOG_ALWAYS_FATAL_IF(!scheduleResult.has_value(), "Error rescheduling callback");}}const std::string mName;scheduler::VSyncDispatch::Callback mCallback;mutable std::mutex mMutex;VSyncCallbackRegistration mRegistration GUARDED_BY(mMutex);bool mStarted GUARDED_BY(mMutex) = false;std::chrono::nanoseconds mWorkDuration GUARDED_BY(mMutex) = 0ns;std::chrono::nanoseconds mReadyDuration GUARDED_BY(mMutex) = 0ns;std::chrono::nanoseconds mLastCallTime GUARDED_BY(mMutex) = 0ns;
};mAppConnectionHandle =mScheduler->createConnection("app" .....)Scheduler::createConnection()auto vsyncSource = makePrimaryDispSyncSource(connectionName, workDuration, readyDuration)return std::make_unique<scheduler::DispSyncSource>(mVsyncSchedule->getDispatch(),mVsyncSchedule->getTracker(), workDuration,readyDuration, traceVsync, name);//std::unique_ptr<CallbackRepeater> mCallbackRepeater;mCallbackRepeater =std::make_unique<CallbackRepeater>(vSyncDispatch,std::bind(&DispSyncSource::onVsyncCallback, this,std::placeholders::_1,std::placeholders::_2,std::placeholders::_3),name, workDuration, readyDuration,std::chrono::steady_clock::now().time_since_epoch()); mVSyncSource->setCallback(this);//為DispVsyncSource設置回調void DispSyncSource::setCallback(VSyncSource::Callback* callback) {std::lock_guard lock(mCallbackMutex);mCallback = callback;} //最終整理出來的Vsync-app分發流程為,各種彎彎繞繞:VSyncDispatchTimerQueue::timerCallback()//Scheduler/VSyncDispatchTimerQueue.cppinvocation.callback->callback(...)//這里的callback指向VSyncDispatchTimerQueueEntry::callback,Scheduler/VSyncDispatchTimerQueue.cppmCallback(vsyncTimestamp, wakeupTimestamp, deadlineTimestamp)//這里的 mCallback指向CallbackRepeater::callback,實現在Scheduler/DispSyncSource.cpp mCallback(vsyncTime, wakeupTime, readyTime)//這里的callback指向DispSyncSource::onVsyncCallback。是現在Scheduler/DispSyncSource.cppcallback = mCallback;callback->onVSyncEvent(targetWakeupTime, {vsyncTime, readyTime})//這里的callback指向EventThread::onVSyncEvent
在EventThread的onVSyncEvent方法中,主要做了三件事:
-
調用makeVSync函數,創建Event。
-
將Event加入到vector<DisplayEventReceiver::Event> 中。
-
喚醒等待線程,執行threadMain方法。
void EventThread::onVSyncEvent(nsecs_t timestamp, VSyncSource::VSyncData vsyncData) {std::lock_guard<std::mutex> lock(mMutex);LOG_FATAL_IF(!mVSyncState);//包裝為DisplayEventReceiver::Event對象,存入mPendingEvents尾部mPendingEvents.push_back(makeVSync(mVSyncState->displayId, timestamp, ++mVSyncState->count,vsyncData.expectedPresentationTime,vsyncData.deadlineTimestamp));//喚醒線程mCondition.notify_all();
}
我們接下來看EventThread是如何處理分發事件的:
//Scheduler/EventThread.cpp
void EventThread::threadMain(std::unique_lock<std::mutex>& lock) {DisplayEventConsumers consumers;while (mState != State::Quit) {std::optional<DisplayEventReceiver::Event> event;// Determine next event to dispatch.if (!mPendingEvents.empty()) {event = mPendingEvents.front();mPendingEvents.pop_front(); ...}// Find connections that should consume this event.auto it = mDisplayEventConnections.begin();while (it != mDisplayEventConnections.end()) {if (const auto connection = it->promote()) {vsyncRequested |= connection->vsyncRequest != VSyncRequest::None;//用來在任務的循環執行中保存當前Vsync信號的消費者if (event && shouldConsumeEvent(*event, connection)) {consumers.push_back(connection);//這里的consumers就是待分發的目標}++it;} else {it = mDisplayEventConnections.erase(it);}} /*** @brief * 在該方法中,會循環分發信號,主要做了五件事情* 1) 從Vsync信息隊列中獲取消息* 2)收集監聽Vsync信號的EventThreadConnection,并加入到consumers中* 3) 調用dispatchEvent方法來分發Vsync信號* 4)計算當前狀態,根據狀態請求或取消下一次VSync信號* 5)如果沒有Vsync信號需要分發,線程進入等待狀態*/if (!consumers.empty()) {dispatchEvent(*event, consumers);consumer->postEvent(copy)DisplayEventReceiver::sendEvents(...)consumers.clear();}
最終VSync-app分發的事件會被Choreographer模塊接收,開始安排應用相關的渲染UI邏輯!
Andoid SurfaceFlinger(二) VSYNC的開始,連續,結束
VSYNC研究-最后的窗戶紙
Android 12(S) 圖像顯示系統 - SurfaceFlinger之VSync-上篇(十六)
Android 12(S) 圖像顯示系統 - SurfaceFlinger 之 VSync - 中篇(十七)
深度詳解 Android S(12.0)屏幕刷新機制之 Choreographer
View繪制流程3-Vsync信號是如何發送和接受的
Android R Vsync相關梳理
顯示框架之深入Vsync原理
App/Sf的Vsync部分源碼流程結合perfetto/systrace分析
Android-View繪制原理(02)-VSync原理之SurfaceFlinger篇
一文搞定Android VSync來龍機制去脈
VSync信號系統與SurfaceFlinger
SurfaceFlinger-Vsync信號
Android VSync事件分發過程源碼分析