main() –>
SurfaceFlinger::instantiate(); –>
defaultServiceManager()→addService(String16(“SurfaceFlinger”), new SurfaceFlinger());
- a executable system_server framework/base/cmds/system_server
start system_server when system boot in init.rc
main() –> system_init(); –>
SurfaceFlinger::instantiate();
- surface flinger flow:
surface flinger extend a threads (framework/base/libs/utils/threads.cpp ) –SurfaceFlinger.cpp
start SurfaceFlinger::readyToRun in Thread::_threadLoop(); –SurfaceFlinger.cpp
DisplayHardware* const hw = new DisplayHardware(this, dpy); –SurfaceFlinger.cpp
DisplayHardware::init() –DisplayHardware.cpp
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY) (implement in ligagl.so or libhgl.so)
mDisplaySurface = new EGLDisplaySurface();
surface = eglCreateWindowSurface(display, config, mDisplaySurface.get(), NULL);
context = eglCreateContext(display, config, NULL, NULL); ( Create our OpenGL ES context in libagl.so or libhgl.so)
open copybit & overlay modules:
mBlitEngine = NULL;
if (hw_get_module(COPYBIT_HARDWARE_MODULE_ID, &module) == 0)
{
copybit_open(module, &mBlitEngine);
}
mOverlayEngine = NULL;
if (hw_get_module(OVERLAY_HARDWARE_MODULE_ID, &module) == 0)
{
overlay_control_open(module, &mOverlayEngine);
}
- agl / hgl exchange:
framework/base/opengl/libs/egl.cpp (libGLESv1_CM.so)
eglGetDisplay() in egl.cpp, dynamically load all our EGL implementations( agl/hgl ) for that display and call into the real eglGetGisplay()
provide base egl APIs wappers in egl.cpp and implementaton in libagl.so or libhgl.so
- Surface Flinger SystemSurface flinger provides system-wide surface “composer”, handling all surface rendering to frame. buffer device
Can combine 2D and 3D surfaces and surfaces from multiple applications
Surfaces passed as buffers via Binder IPC calls
Can use OpenGL ES and 2D hardware accelerator for its compositions
Double-buffering using page-flip
- Surface Flinger flowIn Android, every window gets implemented with an underlying Surface object, an object that gets placed on the framebuffer by SurfaceFlinger, the system-wide screen composer. Each Surface is double-buffered using page-flips. The back buffer is where drawing takes place and the front buffer is used for composition.
- Surface flinger handling all surface rendering to frame. buffer device. It can combine 2d and 3d surfaces and surfaces from multiple applications. Surfaces are passed as buffers via binder interprocess (IPC) calls. It can use OpenGL ES and 2d hardware acceleration for its compositions. System integrators can plug in hardware acceleration using a plug-in standard from Khronos.
深入解析SurfaceFlinger在Android系统中的作用及流程
本文详细介绍了SurfaceFlinger在Android系统中的核心作用,包括其在系统启动时的初始化过程,如何提供系统级的窗口管理,以及如何结合2D和3D表面,从多个应用中获取表面并进行渲染。文章还阐述了SurfaceFlinger如何使用OpenGLES和2D硬件加速进行合成操作,以及其双缓冲技术实现画面翻转。
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