前言
上一篇文章 Android的16ms和垂直同步以及三重缓存 解释了手机流畅性的问题,并在文章中提到了在Android4.1中添加的Vsync
。Choreographer
机制,用于同Vsync
机制配合,实现统一调度界面绘图。
1、Choreographer的构造
Choreographer是线程级别的单例,并且具有处理当前线程消息循环队列的功能。
public final class Choreographer {
// Enable/disable vsync for animations and drawing.
private static final boolean USE_VSYNC = SystemProperties.getBoolean(
"debug.choreographer.vsync", true);
//单例
public static Choreographer getInstance() {
return sThreadInstance.get();
}
//每个线程一个Choreographer实例
private static final ThreadLocal<Choreographer> sThreadInstance =
new ThreadLocal<Choreographer>() {
@Override
protected Choreographer initialValue() {
Looper looper = Looper.myLooper();
if (looper == null) {
throw new IllegalStateException("The current thread must have a looper!");
}
return new Choreographer(looper);
}
};
private Choreographer(Looper looper) {
mLooper = looper;
//创建handle对象,用于处理消息,其looper为当前的线程的消息队列
mHandler = new FrameHandler(looper);
//创建VSYNC的信号接受对象
mDisplayEventReceiver = USE_VSYNC ? new FrameDisplayEventReceiver(looper) : null;
//初始化上一次frame渲染的时间点
mLastFrameTimeNanos = Long.MIN_VALUE;
//计算帧率,也就是一帧所需的渲染时间,getRefreshRate是刷新率,一般是60
mFrameIntervalNanos = (long)(1000000000 / getRefreshRate());
//创建消息处理队列
mCallbackQueues = new CallbackQueue[CALLBACK_LAST + 1];
for (int i = 0; i <= CALLBACK_LAST; i++) {
mCallbackQueues[i] = new CallbackQueue();
}
}
}
变量USE_VSYNC用于表示系统是否是用了Vsync同步机制,该值是通过读取系统属性debug.choreographer.vsync来获取的。如果系统使用了Vsync同步机制,则创建一个FrameDisplayEventReceiver对象用于请求并接收Vsync事件,最后Choreographer创建了一个大小为3的CallbackQueue队列数组,用于保存不同类型的Callback。
2、Choreographer的使用
2.1、注册Runnable对象
作者之前写过一篇关于ViewRootImpl的文章:ViewRootImpl的独白,我不是一个View(布局篇)里面有涉及使用Choreographer进行View的绘制,这次我们从ViewRootImpl的绘制出发来看看Choreographer的使用。
public final class ViewRootImpl implements ViewParent,
View.AttachInfo.Callbacks, HardwareRenderer.HardwareDrawCallbacks {
Choreographer mChoreographer;
/***部分代码省略***/
public ViewRootImpl(Context context, Display display) {
/***部分代码省略***/
mChoreographer = Choreographer.getInstance();
/***部分代码省略***/
}
/***部分代码省略***/
void scheduleTraversals() {
if (!mTraversalScheduled) {
mTraversalScheduled = true;
mTraversalBarrier = mHandler.getLooper().postSyncBarrier();
mChoreographer.postCallback(
Choreographer.CALLBACK_TRAVERSAL, mTraversalRunnable, null);
if (!mUnbufferedInputDispatch) {
scheduleConsumeBatchedInput();
}
notifyRendererOfFramePending();
}
}
}
2.1、注册FrameCallback对象
无论是注册
Runnable
还是注册FrameCallback
对象最终都会调用postCallbackDelayedInternal
方法往mCallbackQueues
添加回调,区别在于FrameCallback
的token为FRAME_CALLBACK_TOKEN
,两者在回调的时候不相同。
public final class Choreographer {
// All frame callbacks posted by applications have this token.
private static final Object FRAME_CALLBACK_TOKEN = new Object() {
public String toString() { return "FRAME_CALLBACK_TOKEN"; }
};
private static final class CallbackRecord {
public CallbackRecord next;
public long dueTime;
public Object action; // Runnable or FrameCallback
public Object token;
public void run(long frameTimeNanos) {
if (token == FRAME_CALLBACK_TOKEN) {
((FrameCallback)action).doFrame(frameTimeNanos);
} else {
((Runnable)action).run();
}
}
}
}
3、Choreographer的消息处理
3.1、Choreographer接受消息
public final class Choreographer {
//Input callback. Runs first.
public static final int CALLBACK_INPUT = 0;
//Animation callback. Runs before traversals.
public static final int CALLBACK_ANIMATION = 1;
// Traversal callback. Handles layout and draw.
//Runs last after all other asynchronous messages have been handled.
public static final int CALLBACK_TRAVERSAL = 2;
private static final int CALLBACK_LAST = CALLBACK_TRAVERSAL;
//长度为3(CALLBACK_LAST+1)的CallbackQueue类型的数组
private final CallbackQueue[] mCallbackQueues;
//发送回调事件
public void postCallback(int callbackType, Runnable action, Object token) {
postCallbackDelayed(callbackType, action, token, 0);
}
public void postCallbackDelayed(int callbackType,
Runnable action, Object token, long delayMillis) {
if (action == null) {
throw new IllegalArgumentException("action must not be null");
}
if (callbackType < 0 || callbackType > CALLBACK_LAST) {
throw new IllegalArgumentException("callbackType is invalid");
}
postCallbackDelayedInternal(callbackType, action, token, delayMillis);
}
private void postCallbackDelayedInternal(int callbackType,
Object action, Object token, long delayMillis) {
/***部分代码省略***/
synchronized (mLock) {
//从开机到现在的毫秒数(手机睡眠的时间不包括在内);
final long now = SystemClock.uptimeMillis();
final long dueTime = now + delayMillis;
//添加类型为callbackType的CallbackQueue(将要执行的回调封装而成)
mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token);
//函数执行时间
if (dueTime <= now) {
//立即执行
scheduleFrameLocked(now);
} else {
//异步回调延迟执行
Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_CALLBACK, action);
msg.arg1 = callbackType;
msg.setAsynchronous(true);
mHandler.sendMessageAtTime(msg, dueTime);
}
}
}
/**
* @param dueTime 任务开始时间
* @param action 任务
* @param token 标识
*/
private CallbackRecord obtainCallbackLocked(long dueTime, Object action, Object token) {
CallbackRecord callback = mCallbackPool;
if (callback == null) {
callback = new CallbackRecord();
} else {
mCallbackPool = callback.next;
callback.next = null;
}
callback.dueTime = dueTime;
callback.action = action;
callback.token = token;
return callback;
}
private final class CallbackQueue {
private CallbackRecord mHead;
public void addCallbackLocked(long dueTime, Object action, Object token) {
CallbackRecord callback = obtainCallbackLocked(dueTime, action, token);
CallbackRecord entry = mHead;
//判断当前的是否不头节点
if (entry == null) {
mHead = callback;
return;
}
//判断当前任务出发起始时间是不是当前所有任务的最开始时间
if (dueTime < entry.dueTime) {
callback.next = entry;
mHead = callback;
return;
}
//根据任务开始时间由小到大插入到链表当中
while (entry.next != null) {
if (dueTime < entry.next.dueTime) {
callback.next = entry.next;
break;
}
entry = entry.next;
}
entry.next = callback;
}
}
}
3.1.1、CallbackQueue
public final class Choreographer {
/**
* Callback type: Input callback. Runs first.
* @hide
*/
public static final int CALLBACK_INPUT = 0;
/**
* Callback type: Animation callback. Runs before traversals.
* @hide
*/
public static final int CALLBACK_ANIMATION = 1;
/**
* Callback type: Traversal callback. Handles layout and draw. Runs
* after all other asynchronous messages have been handled.
* @hide
*/
public static final int CALLBACK_TRAVERSAL = 2;
}
三种类型不同的
CallbackRecord
链表,按照任务触发时间由小到大排列。
3.2、FrameHandler异步处理
public final class Choreographer {
private static final int MSG_DO_FRAME = 0;
private static final int MSG_DO_SCHEDULE_VSYNC = 1;
private static final int MSG_DO_SCHEDULE_CALLBACK = 2;
private final class FrameHandler extends Handler {
public FrameHandler(Looper looper) {
super(looper);
}
@Override
public void handleMessage(Message msg) {
switch (msg.what) {
case MSG_DO_FRAME:
//刷新当前这一帧
doFrame(System.nanoTime(), 0);
break;
case MSG_DO_SCHEDULE_VSYNC:
//做VSYNC的信号同步
doScheduleVsync();
break;
case MSG_DO_SCHEDULE_CALLBACK:
//将当前任务加入执行队列
doScheduleCallback(msg.arg1);
break;
}
}
}
}
3.2.1、doFrame
public final class Choreographer {
void doFrame(long frameTimeNanos, int frame) {
final long startNanos;
synchronized (mLock) {
if (!mFrameScheduled) {
return; // no work to do
}
//当前时间
startNanos = System.nanoTime();
//抖动间隔
final long jitterNanos = startNanos - frameTimeNanos;
//抖动间隔大于屏幕刷新时间间隔(16ms)
if (jitterNanos >= mFrameIntervalNanos) {
final long skippedFrames = jitterNanos / mFrameIntervalNanos;
//跳过了几帧!,也许当前应用在主线程做了太多的事情。
if (skippedFrames >= SKIPPED_FRAME_WARNING_LIMIT) {
Log.i(TAG, "Skipped " + skippedFrames + " frames! "
+ "The application may be doing too much work on its main thread.");
}
//最后一次的屏幕刷是lastFrameOffset之前开始的
final long lastFrameOffset = jitterNanos % mFrameIntervalNanos;
if (DEBUG) {
Log.d(TAG, "Missed vsync by " + (jitterNanos * 0.000001f) + " ms "
+ "which is more than the frame interval of "
+ (mFrameIntervalNanos * 0.000001f) + " ms! "
+ "Skipping " + skippedFrames + " frames and setting frame "
+ "time to " + (lastFrameOffset * 0.000001f) + " ms in the past.");
}
//最后一帧的刷新开始时间
frameTimeNanos = startNanos - lastFrameOffset;
}
//由于跳帧可能造成了当前展现的是之前的帧,这样需要等待下一个vsync信号
if (frameTimeNanos < mLastFrameTimeNanos) {
if (DEBUG) {
Log.d(TAG, "Frame time appears to be going backwards. May be due to a "
+ "previously skipped frame. Waiting for next vsync.");
}
scheduleVsyncLocked();
return;
}
//当前画面刷新的状态置false
mFrameScheduled = false;
//更新最后一帧的刷新时间
mLastFrameTimeNanos = frameTimeNanos;
}
//按照优先级策略进行画面刷新时间处理
doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos);
doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos);
doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos);
if (DEBUG) {
final long endNanos = System.nanoTime();
Log.d(TAG, "Frame " + frame + ": Finished, took "
+ (endNanos - startNanos) * 0.000001f + " ms, latency "
+ (startNanos - frameTimeNanos) * 0.000001f + " ms.");
}
}
}
3.2.2、doScheduleVsync
public final class Choreographer {
//等待vsync信号
void doScheduleVsync() {
synchronized (mLock) {
if (mFrameScheduled) {
scheduleVsyncLocked();
}
}
}
//当运行在Looper线程,则立刻调度vsync
private void scheduleVsyncLocked() {
mDisplayEventReceiver.scheduleVsync();
}
}
3.2.3、doScheduleCallback
public final class Choreographer {
// Enable/disable vsync for animations and drawing.
private static final boolean USE_VSYNC = SystemProperties.getBoolean(
"debug.choreographer.vsync", true);
private final class CallbackQueue {
//判断是否有能执行的任务
public boolean hasDueCallbacksLocked(long now) {
return mHead != null && mHead.dueTime <= now;
}
/***部分代码省略***/
}
/***部分代码省略***/
//执行任务回调
void doScheduleCallback(int callbackType) {
synchronized (mLock) {
if (!mFrameScheduled) {
final long now = SystemClock.uptimeMillis();
//有能执行的任务
if (mCallbackQueues[callbackType].hasDueCallbacksLocked(now)) {
scheduleFrameLocked(now);
}
}
}
}
private void scheduleFrameLocked(long now) {
if (!mFrameScheduled) {
mFrameScheduled = true;
if (USE_VSYNC) {
if (DEBUG) {
Log.d(TAG, "Scheduling next frame on vsync.");
}
// If running on the Looper thread, then schedule the vsync immediately,
// otherwise post a message to schedule the vsync from the UI thread
// as soon as possible.
if (isRunningOnLooperThreadLocked()) {
//当运行在Looper线程,则立刻调度vsync
scheduleVsyncLocked();
} else {
//切换到主线程,调度vsync
Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_VSYNC);
msg.setAsynchronous(true);
mHandler.sendMessageAtFrontOfQueue(msg);
}
} else {
//如果没有VSYNC的同步,则发送消息刷新画面
final long nextFrameTime = Math.max(
mLastFrameTimeNanos / TimeUtils.NANOS_PER_MS + sFrameDelay, now);
if (DEBUG) {
Log.d(TAG, "Scheduling next frame in " + (nextFrameTime - now) + " ms.");
}
Message msg = mHandler.obtainMessage(MSG_DO_FRAME);
msg.setAsynchronous(true);
mHandler.sendMessageAtTime(msg, nextFrameTime);
}
}
}
//检测当前的Looper线程是不是主线程
private boolean isRunningOnLooperThreadLocked() {
return Looper.myLooper() == mLooper;
}
}
public final class Choreographer {
// The display event receiver can only be accessed by the looper thread to which
// it is attached. We take care to ensure that we post message to the looper
// if appropriate when interacting with the display event receiver.
private final FrameDisplayEventReceiver mDisplayEventReceiver;
private Choreographer(Looper looper) {
/***部分代码省略***/
//在Choreographer的构造函数中,我们使用USE_VSYNC则会有FrameDisplayEventReceiver做为与显示器时间进行交互
mDisplayEventReceiver = USE_VSYNC ? new FrameDisplayEventReceiver(looper) : null;
}
/***部分代码省略***/
private final class FrameDisplayEventReceiver extends DisplayEventReceiver
implements Runnable {
//构造函数需要传入当前的looper队列
public FrameDisplayEventReceiver(Looper looper) {
super(looper);
}
/***部分代码省略***/
}
}
public abstract class DisplayEventReceiver {
private static native void nativeScheduleVsync(long receiverPtr);
/**
* Creates a display event receiver.
*
* @param looper The looper to use when invoking callbacks.
*/
public DisplayEventReceiver(Looper looper) {
if (looper == null) {
throw new IllegalArgumentException("looper must not be null");
}
mMessageQueue = looper.getQueue();
//接受数量多少等于looper中消息的多少
mReceiverPtr = nativeInit(this, mMessageQueue);
mCloseGuard.open("dispose");
}
/**
* Schedules a single vertical sync pulse to be delivered when the next
* display frame begins.
*/
public void scheduleVsync() {
if (mReceiverPtr == 0) {
Log.w(TAG, "Attempted to schedule a vertical sync pulse but the display event "
+ "receiver has already been disposed.");
} else {
nativeScheduleVsync(mReceiverPtr);
}
}
}
3.3、Choreographer流程汇总
4、native端的消息处理
文件路径:frameworks/base/core/jni/android_view_DisplayEventReceiver.cpp
4.1、NativeDisplayEventReceiver类结构
//NativeDisplayEventReceiver类的定义
class NativeDisplayEventReceiver : public LooperCallback {
public://对象公共方法
//构造函数
NativeDisplayEventReceiver(JNIEnv* env,
jobject receiverObj, const sp<MessageQueue>& messageQueue);
status_t initialize(); //初始化方法
void dispose();
status_t scheduleVsync();//获取下一个VSYNC信号
protected:
virtual ~NativeDisplayEventReceiver();//析构函数
private:
jobject mReceiverObjGlobal;//java层的DisplayEventReceiver的全局引用
sp<MessageQueue> mMessageQueue;//looper的消息队列
DisplayEventReceiver mReceiver;//frameworks/nivate/libs/gui/DisplayEventReceiver.cpp
bool mWaitingForVsync;//默认为false
virtual int handleEvent(int receiveFd, int events, void* data);
bool processPendingEvents(nsecs_t* outTimestamp, int32_t* id, uint32_t* outCount);
void dispatchVsync(nsecs_t timestamp, int32_t id, uint32_t count);
void dispatchHotplug(nsecs_t timestamp, int32_t id, bool connected);
};
//ststem/core/include/utils/Looper.h
/**
* A looper callback.
*/
//NativeDisplayEventReceiver的父类,用与looper中消息的回调
class LooperCallback : public virtual RefBase {
protected:
virtual ~LooperCallback() { }
public:
virtual int handleEvent(int fd, int events, void* data) = 0;
};
4.2、NativeDisplayEventReceiver初始化
//初始化native的消息队列
static jlong nativeInit(JNIEnv* env, jclass clazz, jobject receiverObj,
jobject messageQueueObj) {
sp<MessageQueue> messageQueue = android_os_MessageQueue_getMessageQueue(env, messageQueueObj);
if (messageQueue == NULL) {
jniThrowRuntimeException(env, "MessageQueue is not initialized.");
return 0;
}
//构造NativeDisplayEventReceiver对象
sp<NativeDisplayEventReceiver> receiver = new NativeDisplayEventReceiver(env,
receiverObj, messageQueue);
status_t status = receiver->initialize();
if (status) {
String8 message;
message.appendFormat("Failed to initialize display event receiver. status=%d", status);
jniThrowRuntimeException(env, message.string());
return 0;
}
receiver->incStrong(gDisplayEventReceiverClassInfo.clazz); // retain a reference for the object
return reinterpret_cast<jlong>(receiver.get());
}
//NativeDisplayEventReceiver的构造函数
NativeDisplayEventReceiver::NativeDisplayEventReceiver(JNIEnv* env,
jobject receiverObj, const sp<MessageQueue>& messageQueue) :
mReceiverObjGlobal(env->NewGlobalRef(receiverObj)),
mMessageQueue(messageQueue), mWaitingForVsync(false) {
ALOGV("receiver %p ~ Initializing input event receiver.", this);
}
//receiver内部数据的初始化
status_t NativeDisplayEventReceiver::initialize() {
status_t result = mReceiver.initCheck();
if (result) {
ALOGW("Failed to initialize display event receiver, status=%d", result);
return result;
}
//监听mReceiver的所获取的文件句柄。
int rc = mMessageQueue->getLooper()->addFd(mReceiver.getFd(), 0, Looper::EVENT_INPUT,
this, NULL);
if (rc < 0) {
return UNKNOWN_ERROR;
}
return OK;
}
4.3、NativeDisplayEventReceiver请求VSYNC的同步
//java层调用DisplayEventReceiver的scheduleVsync请求VSYNC的同步
static void nativeScheduleVsync(JNIEnv* env, jclass clazz, jlong receiverPtr) {
sp<NativeDisplayEventReceiver> receiver =
reinterpret_cast<NativeDisplayEventReceiver*>(receiverPtr);
status_t status = receiver->scheduleVsync();
if (status) {
String8 message;
message.appendFormat("Failed to schedule next vertical sync pulse. status=%d", status);
jniThrowRuntimeException(env, message.string());
}
}
status_t NativeDisplayEventReceiver::scheduleVsync() {
if (!mWaitingForVsync) {
ALOGV("receiver %p ~ Scheduling vsync.", this);
// Drain all pending events.
nsecs_t vsyncTimestamp;
int32_t vsyncDisplayId;
uint32_t vsyncCount;
processPendingEvents(&vsyncTimestamp, &vsyncDisplayId, &vsyncCount);
//请求下一次Vsync信息处理
status_t status = mReceiver.requestNextVsync();
if (status) {
ALOGW("Failed to request next vsync, status=%d", status);
return status;
}
mWaitingForVsync = true;
}
return OK;
}
//frameworks/native/libs/gui/DisplayEventReceiver.cpp
//通过IDisplayEventConnection接口来请求Vsync信号,IDisplayEventConnection实现了Binder通信框架,可以跨进程调用。
//因为Vsync信号请求进程和Vsync产生进程有可能不在同一个进程空间,因此这里就借助IDisplayEventConnection接口来实现。
status_t DisplayEventReceiver::requestNextVsync() {
if (mEventConnection != NULL) {
mEventConnection->requestNextVsync();
return NO_ERROR;
}
return NO_INIT;
}
4.4、NativeDisplayEventReceiver处理消息
//NativeDisplayEventReceiver处理消息
int NativeDisplayEventReceiver::handleEvent(int receiveFd, int events, void* data) {
...
nsecs_t vsyncTimestamp;
int32_t vsyncDisplayId;
uint32_t vsyncCount;
//过滤出最后一次的vsync
if (processPendingEvents(&vsyncTimestamp, &vsyncDisplayId, &vsyncCount)) {
mWaitingForVsync = false;
//分发Vsync,调用到native的android/view/DisplayEventReceiver.class的dispatchVsync方法
dispatchVsync(vsyncTimestamp, vsyncDisplayId, vsyncCount);
}
return 1;
}
4.5、DisplayEventReceiver分发VSYNC信号
public abstract class DisplayEventReceiver {
/***部分代码省略***/
public void onVsync(long timestampNanos, int builtInDisplayId, int frame) {
}
// Called from native code.
@SuppressWarnings("unused")
private void dispatchVsync(long timestampNanos, int builtInDisplayId, int frame) {
onVsync(timestampNanos, builtInDisplayId, frame);
}
}
private final class FrameDisplayEventReceiver extends DisplayEventReceiver
implements Runnable {
private boolean mHavePendingVsync;
private long mTimestampNanos;
private int mFrame;
/***部分代码省略***/
@Override
public void onVsync(long timestampNanos, int builtInDisplayId, int frame) {
//忽略来自第二显示屏的Vsync
if (builtInDisplayId != SurfaceControl.BUILT_IN_DISPLAY_ID_MAIN) {
scheduleVsync();
return;
}
/***部分代码省略***/
mTimestampNanos = timestampNanos;
mFrame = frame;
//该消息的callback为当前对象FrameDisplayEventReceiver
Message msg = Message.obtain(mHandler, this);
msg.setAsynchronous(true);
mHandler.sendMessageAtTime(msg, timestampNanos / TimeUtils.NANOS_PER_MS);
}
@Override
public void run() {
mHavePendingVsync = false;
//DisplayEventReceiver消息处理
doFrame(mTimestampNanos, mFrame);
}
}
4.6、DisplayEventReceiver消息处理
参见
3.2.1、doFrame
介绍
6、Choreographer处理回调
6.1、Choreographer触发可执行任务的回调
这里为什么说可执行任务呢?因为每个任务都有自己的触发时间,
Choreographer
只选择它能触发的任务。
public final class Choreographer {
//进行回调的标识
private boolean mCallbacksRunning;
/***部分代码省略***/
void doCallbacks(int callbackType, long frameTimeNanos) {
CallbackRecord callbacks;
synchronized (mLock) {
final long now = SystemClock.uptimeMillis();
//找到当前能触发的回调链表
callbacks = mCallbackQueues[callbackType].extractDueCallbacksLocked(now);
if (callbacks == null) {
return;
}
mCallbacksRunning = true;
}
try {
for (CallbackRecord c = callbacks; c != null; c = c.next) {
//循环遍历,回调所有的任务
c.run(frameTimeNanos);
}
} finally {
synchronized (mLock) {
mCallbacksRunning = false;
do {
final CallbackRecord next = callbacks.next;
recycleCallbackLocked(callbacks);
callbacks = next;
} while (callbacks != null);
}
}
}
//回收回调任务资源
private void recycleCallbackLocked(CallbackRecord callback) {
callback.action = null;
callback.token = null;
callback.next = mCallbackPool;
mCallbackPool = callback;
}
private final class CallbackQueue {
public CallbackRecord extractDueCallbacksLocked(long now) {
CallbackRecord callbacks = mHead;
//当链表头部的任务触发事件都比当前时间晚,那么整个链表则没有任务需要触发
if (callbacks == null || callbacks.dueTime > now) {
return null;
}
CallbackRecord last = callbacks;
CallbackRecord next = last.next;
//找到当前时间之前需要触发任务链表,将该链表截断并返回
while (next != null) {
if (next.dueTime > now) {
last.next = null;
break;
}
last = next;
next = next.next;
}
//mHead重置为原始链表截断的头部
mHead = next;
return callbacks;
}
}
}
6.2、处理Choreographer回调
2、Choreographer的使用
部分讲述了ViewRootImpl
使用Choreographer
的使用,那么我们现在来看一下ViewRootImpl
对Choreographer
回调时间的处理。
public final class ViewRootImpl implements ViewParent,
View.AttachInfo.Callbacks, HardwareRenderer.HardwareDrawCallbacks {
Choreographer mChoreographer;
/***部分代码省略***/
public ViewRootImpl(Context context, Display display) {
/***部分代码省略***/
mChoreographer = Choreographer.getInstance();
/***部分代码省略***/
}
/***部分代码省略***/
void scheduleTraversals() {
if (!mTraversalScheduled) {
mTraversalScheduled = true;
mTraversalBarrier = mHandler.getLooper().postSyncBarrier();
mChoreographer.postCallback(
Choreographer.CALLBACK_TRAVERSAL, mTraversalRunnable, null);
if (!mUnbufferedInputDispatch) {
scheduleConsumeBatchedInput();
}
notifyRendererOfFramePending();
}
}
final class TraversalRunnable implements Runnable {
@Override
public void run() {
//开始View的测量、布局、绘制
doTraversal();
}
}
final TraversalRunnable mTraversalRunnable = new TraversalRunnable();
}
7、总结
整片文章单独看起来留下的印象不是很深刻,以前阅读过 Android的16ms和垂直同步以及三重缓存 这篇文章之后就会知道本文章是对 Android的16ms和垂直同步以及三重缓存 这篇文章其中的一些疑问进行解答。从代码的角度讲述了android的屏幕绘制部分知识。
文章到这里就全部讲述完啦,若有其他需要交流的可以留言哦~!~!