直接上代码看得更直观
//opengl 相关的初始化
mEGLDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
eglInitialize(mEGLDisplay, NULL, NULL);
// Initialize the H/W composer object. There may or may not be an
// actual hardware composer underneath.
//HWC的初始化 加载fb和hwc的so文件
mHwc = new HWComposer(this,
*static_cast<HWComposer::EventHandler *>(this));
// get a RenderEngine for the given display / config (can't fail)
mRenderEngine = RenderEngine::create(mEGLDisplay, mHwc->getVisualID());
// retrieve the EGL context that was selected/created
mEGLContext = mRenderEngine->getEGLContext();
LOG_ALWAYS_FATAL_IF(mEGLContext == EGL_NO_CONTEXT,
"couldn't create EGLContext");
// initialize our non-virtual displays遍历所有的设备。一般是主设备lcd+HDMI
for (size_t i=0 ; i<DisplayDevice::NUM_BUILTIN_DISPLAY_TYPES ; i++) {
DisplayDevice::DisplayType type((DisplayDevice::DisplayType)i);
// set-up the displays that are already connected
if (mHwc->isConnected(i) || type==DisplayDevice::DISPLAY_PRIMARY) {
// All non-virtual displays are currently considered secure.
bool isSecure = true;
createBuiltinDisplayLocked(type);
wp<IBinder> token = mBuiltinDisplays[i];
sp<IGraphicBufferProducer> producer;
sp<IGraphicBufferConsumer> consumer;
//创建buffer管理 生产者 消费者 core
BufferQueue::createBufferQueue(&producer, &consumer,
new GraphicBufferAlloc());
//对每个设备都创建一个buffer的消费者。设置三缓存
sp<FramebufferSurface> fbs = new FramebufferSurface(*mHwc, i,
consumer);
int32_t hwcId = allocateHwcDisplayId(type);
//创建一个具体的显示设备
sp<DisplayDevice> hw = new DisplayDevice(this,
type, hwcId, mHwc->getFormat(hwcId), isSecure, token,
fbs, producer,
mRenderEngine->getEGLConfig());
if (i > DisplayDevice::DISPLAY_PRIMARY) {
// FIXME: currently we don't get blank/unblank requests
// for displays other than the main display, so we always
// assume a connected display is unblanked.
ALOGD("marking display %zu as acquired/unblanked", i);
hw->setPowerMode(HWC_POWER_MODE_NORMAL);
}
//将创建的设备添加到显示集合中
mDisplays.add(token, hw);
}
}
// make the GLContext current so that we can create textures when creating Layers
// (which may happens before we render something)
getDefaultDisplayDevice()->makeCurrent(mEGLDisplay, mEGLContext);
// start the EventThread
//这个vsyncSrc 是发给java层WMS中用的,比如动画同步时钟 ,就相当于时钟的作用
sp<VSyncSource> vsyncSrc = new DispSyncSource(&mPrimaryDispSync,
vsyncPhaseOffsetNs, true, "app");
mEventThread = new EventThread(vsyncSrc);
//sfVsyncSrc 是用于给surfaceflinger使用的,用于送显
sp<VSyncSource> sfVsyncSrc = new DispSyncSource(&mPrimaryDispSync,
sfVsyncPhaseOffsetNs, true, "sf");
mSFEventThread = new EventThread(sfVsyncSrc);
//设置MessageQueue与sfVsyncSrc 建立关系
mEventQueue.setEventThread(mSFEventThread);
mEventControlThread = new EventControlThread(this);
mEventControlThread->run("EventControl", PRIORITY_URGENT_DISPLAY);
// set a fake vsync period if there is no HWComposer
if (mHwc->initCheck() != NO_ERROR) {
mPrimaryDispSync.setPeriod(16666667);
}
// initialize our drawing state
mDrawingState = mCurrentState;
// set initial conditions (e.g. unblank default device)初始化设备
initializeDisplays();
// start boot animation 开始跑Android动画
startBootAnim();