前言
RenderEngine是一个静态库,主要作用于SurfaceFlinger进行client layer合成。 简单理解就是将client buffer layer合成到FramebufferSurface
代码语言:javascript复制frameworksnativelibsrenderengine
一、RenderEngineType
RenderEngineType是指RenderEngine的合成方式实现类型,目前有四种类型实现如下。
代码语言:javascript复制enum class RenderEngineType {
GLES = 1,//opengl
THREADED = 2,//opengl异步线程
SKIA_GL = 3,//skia
SKIA_GL_THREADED = 4,//skia异步线程
};
同步 | 异步 | |
---|---|---|
skia | SKIA_GL | SKIA_GL_THREADED |
opengl | GLES | THREADED |
异步的意思会另起一个名叫RenderEngine的线程中处理合成任务。 同步的意思是会在SurfaceFlinger的主线程中处理合成任务 如图:异步处理合成任务的Trace。
二、RenderEngine初始化流程
基于最新的代码安卓代码
1.1 SurfaceFlinger.cpp
SurfaceFlinger init的时候会构建RenderEngine,并且确认RenderEngineType
代码语言:javascript复制frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp
void SurfaceFlinger::init() {
...
// Get a RenderEngine for the given display / config (can't fail)
// TODO(b/77156734): We need to stop casting and use HAL types when possible.
// Sending maxFrameBufferAcquiredBuffers as the cache size is tightly tuned to single-display.
mCompositionEngine->setRenderEngine(renderengine::RenderEngine::create(
renderengine::RenderEngineCreationArgs::Builder()
.setPixelFormat(static_cast<int32_t>(defaultCompositionPixelFormat))
.setImageCacheSize(maxFrameBufferAcquiredBuffers)
.setUseColorManagerment(useColorManagement)
.setEnableProtectedContext(enable_protected_contents(false))
.setPrecacheToneMapperShaderOnly(false)
.setSupportsBackgroundBlur(mSupportsBlur)
.setContextPriority(
useContextPriority
? renderengine::RenderEngine::ContextPriority::REALTIME
: renderengine::RenderEngine::ContextPriority::MEDIUM)
.build()));//跳转到1.2
mMaxRenderTargetSize =
std::min(getRenderEngine().getMaxTextureSize(), getRenderEngine().getMaxViewportDims());
....
}
1.2 RenderEngine
提供了setRenderEngineType的接口,默认缺省值是SKIA_GL_THREADED
代码语言:javascript复制frameworks/native/libs/renderengine/include/renderengine/RenderEngine.h
struct RenderEngineCreationArgs::Builder {
...
Builder& setRenderEngineType(RenderEngine::RenderEngineType renderEngineType) {
this->renderEngineType = renderEngineType;
return *this;
}
...
private:
// 1 means RGBA_8888
int pixelFormat = 1;
uint32_t imageCacheSize = 0;
bool useColorManagement = true;
bool enableProtectedContext = false;
bool precacheToneMapperShaderOnly = false;
bool supportsBackgroundBlur = false;
RenderEngine::ContextPriority contextPriority = RenderEngine::ContextPriority::MEDIUM;
RenderEngine::RenderEngineType renderEngineType =
RenderEngine::RenderEngineType::SKIA_GL_THREADED;//缺省值
};
} // namespace renderengine
可以通过设置"debug.renderengine.backend",改变RenderEngineType。 配置项:gles,threaded, skiagl,skiaglthread 分别对应四种类型
代码语言:javascript复制frameworks/native/libs/renderengine/RenderEngine.cpp
#define PROPERTY_DEBUG_RENDERENGINE_BACKEND "debug.renderengine.backend"
std::unique_ptr<RenderEngine> RenderEngine::create(RenderEngineCreationArgs args) {
// Keep the ability to override by PROPERTIES:
char prop[PROPERTY_VALUE_MAX];
property_get(PROPERTY_DEBUG_RENDERENGINE_BACKEND, prop, "");
if (strcmp(prop, "gles") == 0) {
args.renderEngineType = RenderEngineType::GLES;
}
if (strcmp(prop, "threaded") == 0) {
args.renderEngineType = RenderEngineType::THREADED;
}
if (strcmp(prop, "skiagl") == 0) {
args.renderEngineType = RenderEngineType::SKIA_GL;
}
if (strcmp(prop, "skiaglthreaded") == 0) {
args.renderEngineType = RenderEngineType::SKIA_GL_THREADED;
}
switch (args.renderEngineType) {
case RenderEngineType::THREADED:
ALOGD("Threaded RenderEngine with GLES Backend");
return renderengine::threaded::RenderEngineThreaded::create(
[args]() { return android::renderengine::gl::GLESRenderEngine::create(args); },
args.renderEngineType);
case RenderEngineType::SKIA_GL:
ALOGD("RenderEngine with SkiaGL Backend");
return renderengine::skia::SkiaGLRenderEngine::create(args);
case RenderEngineType::SKIA_GL_THREADED: {
ALOGD("Threaded RenderEngine with SkiaGL Backend");
return renderengine::threaded::RenderEngineThreaded::create(
[args]() {
return android::renderengine::skia::SkiaGLRenderEngine::create(args);
},
args.renderEngineType);
}
case RenderEngineType::GLES:
default:
ALOGD("RenderEngine with GLES Backend");
return renderengine::gl::GLESRenderEngine::create(args);
}
}
三、小结
android S以后原生配置的是SKIA_GL_THREADED,目前窗口的blurs效果,只在skia实现上 opengl模式不支持blurs。
代码语言:javascript复制Some new features (e.g. cross window blurs) are only implemented in Skia
RenderEngine. Turn it on for all Pixel devices. Other devices can still
turn it off with PROPERTY_DEBUG_RENDERENGINE_BACKEND.
细心你可能会发现前面SKIA_GL_THREADED的drawlayers中并没有发挥异步的作用。本质上还是会Block SF的主线程。
目前我只发现REThreaded::unmapExternalTextureBuffer这个方法是异步处理了,相比SKIA_GL,有一定程度上的性能提升。
但是据说可能一些极限情况的下并发读写的问题,我相信后续android会不断的完善SKIA_GL_THREADED,后续可能就渐渐放弃GLES了。