基于Flutter 1.5,从源码视角来深入剖析flutter渲染机制,相关源码目录见文末附录
一、GPU线程渲染
看Flutter的渲染绘制过程的核心过程包括在ui线程和gpu线程,上一篇文章Flutter渲染机制—UI线程已经详细介绍了UI线程的工作原理, 本文则介绍GPU线程的工作原理,这里需要注意的是,gpu线程是指运行着GPU Task Runner的名叫gpu的线程,其实依然是是在CPU上执行,用于将ui线程传递过来的layer tree转换为GPU命令并方法送到GPU,但这个执行过程会等待GPU的执行结果。
1.1 GPU渲染原理
1.1.1 GPU渲染概览
gpu线程的主要工作是将layer tree进行光栅化再发送给GPU,其中最为核心方法ScopedFrame::Raster(),其主要工作如下所示:
- LayerTree::Preroll: 绘制前的一些准备工作
- LayerTree::Paint: 此处会嵌套调用各个不同的layer的绘制方法
- SkCanvas::Flush: 将数据flush到GPU,需要注意的是saveLayer的耗时;
- AndroidContextGL::SwapBuffers: 缓存交换操作
1.1.2 生产者-消费者模式
- 当管道中待处理的光栅化任务等于2个的时候(池子满了),则UI线程无法执行Animator::BeginFrame(),而是等于下一次Vsync信号再尝试执行;
- 当管道中没有待处理的光栅化任务的时候(池子空了),则GPU线程无法执行Rasterizer::Draw(),而是直接返回,等待UI线程向其添加任务。
1) 管道Pipeline中的信号量available_
- 在Animator初始化过程会设置初始值available_ = 0
- UI线程执行ProducerCommit(),则available_加1
- 当available_ > 0,允许GPU线程来执行Consume(),则available_减1
2)管道Pipeline中的信号量empty_
- 在Animator初始化过程会设置初始值empty_ = 2
- UI线程执行Produce(),生产layer tree交给GPU线程光栅化操作一次,则执行empty_.TryWait(),也就是empty_减1
- GPU线程执行完成Consume(),则执行empty_.Signal(),也就是empty_加1;
1.1.3 Timeline说明
这几个过程是Timeline中ui线程的标签项,如图所示:
UI线程是”PipelineProduce“,相对应的GPU线程则是”PipelineConsume“,贯穿整个Rasterizer::DoDraw()过程。
1.2 GPU线程绘制流程
Flutter渲染机制在UI线程执行到compositeFrame()过程经过多层调用,将栅格化的任务Post到GPU线程来执行。GPU线程一旦空闲则会执行Rasterizer的draw()操作。图中LayerTree::Paint()过程是一个比较重要的操作,会嵌套调用不同layer的Paint过程,比如TransformLayer,PhysicalShapeLayer,ClipRectLayer,PictureLayer等都执行完成会执行flush()将数据发送给GPU。
1.3 核心类图
1.3.1 Surface类图
三种不同的AndroidSurface,见小节2.6.3,说明如下:
- 硬件VSYNC方式,且开启VULKAN,则采用AndroidSurfaceVulkan,这是当前默认的方式;
- 硬件VSYNC方式,且未开启VULKAN,则采用AndroidSurfaceGL;
- 使用软件模拟的VSYNC方式,则采用AndroidSurfaceSoftware;
1.3.2 Layer类图
LayerTree的root_layer来源于SceneBuilder过程初始化,第一个调用PushLayer()的layer便成为root_layer_,后面的调用会形成一个树状结构。从上图,可知ContainerLayer共有9个子类,由这些子类组合成为了一个layer tree,具体的组合方式取决于业务使用方,在LayerTree的Prepoll和Paint过程便会调用这些layer的方法,下面来看看这9个类:
- ClipRectLayer:矩形裁剪层,可指定矩形和裁剪行为参数,其中裁剪行为有Clip.none,hardEdge,antiAlias,antiAliasWithSaveLayer四种行为;
- ClipRRectLayer:圆角矩形裁剪层,可指定圆角矩形和裁剪行为参数,同上四种行为;
- ClipPathLayer:路径裁剪层,可指定路径和裁剪行为参数,同上四种行为;
- OpacityLayer:透明层,可指定透明度和偏移量参数,其中偏移量是指从画布坐标系原点到调用者坐标系原点的偏移量;
- ShaderMaskLayer:着色层,可指定着色器、矩阵和混合模式参数;
- ColorFilterLayer:颜色过滤层,可指定颜色和混合模式参数;
- Transformayer:变换图层,可指定转换矩阵参数;
- BackdropFilterLayer:背景过滤层,可指定背景图参数;
- PhysicalShapeLayer:物理形状层,可指定颜色等八个参数。
二、源码解读GPU线程渲染
2.1 MessageLoopImpl::RunExpiredTasks
[-> flutter/fml/message_loop_impl.cc]
void MessageLoopImpl::RunExpiredTasks() {
TRACE_EVENT0("fml", "MessageLoop::RunExpiredTasks");
std::vector<fml::closure> invocations;
{
std::lock_guard<std::mutex> lock(delayed_tasks_mutex_);
//当没有待处理的task则直接返回
if (delayed_tasks_.empty()) {
return;
}
auto now = fml::TimePoint::Now();
while (!delayed_tasks_.empty()) {
const auto& top = delayed_tasks_.top();
if (top.target_time > now) {
break;
}
invocations.emplace_back(std::move(top.task));
delayed_tasks_.pop();
}
WakeUp(delayed_tasks_.empty() ? fml::TimePoint::Max()
: delayed_tasks_.top().target_time);
}
for (const auto& invocation : invocations) {
invocation(); // [见小节2.2]
for (const auto& observer : task_observers_) {
observer.second();
}
}
}
gpu线程是不断循环处理消息的过程。
2.1.1 Shell::OnAnimatorDraw
[-> flutter/shell/common/shell.cc]
void Shell::OnAnimatorDraw(
fml::RefPtr<flutter::Pipeline<flow::LayerTree>> pipeline) {
//向GPU线程提交绘制任务
task_runners_.GetGPUTaskRunner()->PostTask(
[rasterizer = rasterizer_->GetWeakPtr(),
pipeline = std::move(pipeline)]() {
if (rasterizer) {
rasterizer->Draw(pipeline); //[见小节2.2]
}
});
}
书接上文Flutter渲染机制—UI线程的[小节4.10.5]的Shell::OnAnimatorDraw()方法,向gpu线程post任务,交由gpu线程来处理。
2.2 Rasterizer::Draw
[-> flutter/shell/common/rasterizer.cc]
void Rasterizer::Draw(
fml::RefPtr<flutter::Pipeline<flow::LayerTree>> pipeline) {
TRACE_EVENT0("flutter", "GPURasterizer::Draw");
flutter::Pipeline<flow::LayerTree>::Consumer consumer =
std::bind(&Rasterizer::DoDraw, this, std::placeholders::_1);
//消费pipeline的任务 [见小节2.3]
switch (pipeline->Consume(consumer)) {
case flutter::PipelineConsumeResult::MoreAvailable: {
task_runners_.GetGPUTaskRunner()->PostTask(
[weak_this = weak_factory_.GetWeakPtr(), pipeline]() {
if (weak_this) {
weak_this->Draw(pipeline);
}
});
break;
}
default:
break;
}
}
执行完Consume()后返回值为PipelineConsumeResult::MoreAvailable,则说明还有任务需要处理,则再次执行不同LayerTree的Draw()过程。
2.3 Pipeline::Consume
[-> flutter/synchronization/pipeline.h]
PipelineConsumeResult Consume(Consumer consumer) {
if (consumer == nullptr) {
return PipelineConsumeResult::NoneAvailable;
}
// 当ui线程生产了layer tree,则此处可消费
if (!available_.TryWait()) {
return PipelineConsumeResult::NoneAvailable;
}
ResourcePtr resource;
size_t trace_id = 0;
size_t items_count = 0;
{
std::lock_guard<std::mutex> lock(queue_mutex_);
//从队列中取出头部的资源
std::tie(resource, trace_id) = std::move(queue_.front());
queue_.pop();
items_count = queue_.size();
}
{
TRACE_EVENT0("flutter", "PipelineConsume");
consumer(std::move(resource)); //消费管道中的一项资源[见小节2.4]
}
//消费完成,则将消息量empty_执行加1操作
empty_.Signal();
TRACE_FLOW_END("flutter", "PipelineItem", trace_id);
return items_count > 0 ? PipelineConsumeResult::MoreAvailable
: PipelineConsumeResult::Done;
}
根据小节2.1,可知这里的consumer绑定的是Rasterizer::DoDraw(),接下里看看这个方法。
2.4 Rasterizer::DoDraw
[-> flutter/shell/common/rasterizer.cc]
void Rasterizer::DoDraw(std::unique_ptr<flow::LayerTree> layer_tree) {
if (!layer_tree || !surface_) {
return;
}
//[见小节2.5]
if (DrawToSurface(*layer_tree)) {
//将layer tree记录到last_layer_tree_
last_layer_tree_ = std::move(layer_tree);
}
}
2.5 Rasterizer::DrawToSurface
[-> flutter/shell/common/rasterizer.cc]
bool Rasterizer::DrawToSurface(flow::LayerTree& layer_tree) {
//此处的surface_为GPUSurfaceGL,得到的是SurfaceFrame [见小节2.6]
auto frame = surface_->AcquireFrame(layer_tree.frame_size());
if (frame == nullptr) {
return false;
}
//将ui线程生成layer tree所花费时间,记录到合成器上下文的engine_time里
compositor_context_->engine_time().SetLapTime(layer_tree.construction_time());
//获取SkCanvas指针
auto* canvas = frame->SkiaCanvas();
auto* external_view_embedder = surface_->GetExternalViewEmbedder();
if (external_view_embedder != nullptr) {
external_view_embedder->BeginFrame(layer_tree.frame_size());
}
//返回的是ScopedFrame,[见小节2.7]
auto compositor_frame = compositor_context_->AcquireFrame(
surface_->GetContext(), canvas, external_view_embedder,
surface_->GetRootTransformation(), true);
if (canvas) {
canvas->clear(SK_ColorTRANSPARENT);
}
// [见小节2.8]
if (compositor_frame && compositor_frame->Raster(layer_tree, false)) {
//[见小节2.9]
frame->Submit();
if (external_view_embedder != nullptr) {
external_view_embedder->SubmitFrame(surface_->GetContext());
}
FireNextFrameCallbackIfPresent();
if (surface_->GetContext())
surface_->GetContext()->performDeferredCleanup(kSkiaCleanupExpiration);
return true;
}
return false;
}
该方法主要功能:
- 执行AndroidSurface的AcquireFrame()来获取SurfaceFrame,此处AndroidSurface为GPUSurfaceGL子类;
- layer_tree.construction_time()记录ui线程生成layer tree所花费时间,将其记录到compositor_context_的engine_time,用于计算fps;
- 执行CompositorContext的AcquireFrame()来获取ScopedFrame;
- 执行ScopedFrame的Raster()进行绘制操作;
- 执行SurfaceFrame的Submit()来进行flush和SwapBuffers操作。
2.6 AndroidSurface::AcquireFrame
要知道surface_到底是怎么来的,先来看看AndroidSurface::Create()过程。
2.6.1 PlatformView::NotifyCreated
[-> flutter/shell/common/platform_view.h]
void PlatformView::NotifyCreated() {
delegate_.OnPlatformViewCreated(CreateRenderingSurface()); //[见小节2.6.2]
}
OnPlatformViewCreated()过程会通过rasterizer->Setup(std::move(surface))来初始化surface_变量,而surface_便是由CreateRenderingSurface()方法赋值初始化的,如下所示。
2.6.2 PlatformViewAndroid::CreateRenderingSurface
[-> flutter/shell/platform/android/platform_view_android.cc]
std::unique_ptr<Surface> PlatformViewAndroid::CreateRenderingSurface() {
if (!android_surface_) {
return nullptr;
}
//[见小节2.6.3/ 2.6.4]
return android_surface_->CreateGPUSurface();
}
这里有两点需要关注一下:
- android_surface_变量:通过AndroidSurface::Create完成赋值初始化,返回的数据类型为AndroidSurfaceGL,见小节2.6.3;
- CreateGPUSurface():该方法返回的数据类型为GPUSurfaceGL,见小节2.6.4;
2.6.3 AndroidSurface::Create
[-> flutter/shell/platform/android/android_surface.cc]
std::unique_ptr<AndroidSurface> AndroidSurface::Create(
bool use_software_rendering) {
if (use_software_rendering) {
auto software_surface = std::make_unique<AndroidSurfaceSoftware>();
return software_surface->IsValid() ? std::move(software_surface) : nullptr;
}
#if SHELL_ENABLE_VULKAN
auto vulkan_surface = std::make_unique<AndroidSurfaceVulkan;>();
return vulkan_surface->IsValid() ? std::move(vulkan_surface) : nullptr;
#else
auto gl_surface = std::make_unique<AndroidSurfaceGL>();
return gl_surface->IsOffscreenContextValid() ? std::move(gl_surface)
: nullptr;
#endif
}
三种不同的AndroidSurface,目前android_surface_默认数据类型为AndroidSurfaceGL。
2.6.4 AndroidSurfaceGL::CreateGPUSurface
[-> flutter/shell/platform/android/android_surface_gl.cc]
std::unique_ptr<Surface> AndroidSurfaceGL::CreateGPUSurface() {
auto surface = std::make_unique<GPUSurfaceGL>(this);
return surface->IsValid() ? std::move(surface) : nullptr;
}
可见surface_的类型为GPUSurfaceGL。再来看看看AcquireFrame()过程。
2.6.5 GPUSurfaceGL::AcquireFrame
[-> flutter/shell/gpu/gpu_surface_gl.cc]
std::unique_ptr<SurfaceFrame> GPUSurfaceGL::AcquireFrame(const SkISize& size) {
...
//此处delegate_是AndroidSurfaceGL,将其onscreen_context_设置为current
if (!delegate_->GLContextMakeCurrent()) {
return nullptr;
}
const auto root_surface_transformation = GetRootTransformation();
sk_sp<SkSurface> surface =
AcquireRenderSurface(size, root_surface_transformation);
if (surface == nullptr) {
return nullptr;
}
surface->getCanvas()->setMatrix(root_surface_transformation);
SurfaceFrame::SubmitCallback submit_callback =
[weak = weak_factory_.GetWeakPtr()](const SurfaceFrame& surface_frame,
SkCanvas* canvas) {
return weak ? weak->PresentSurface(canvas) : false;
};
//创建SurfaceFrame指针
return std::make_unique<SurfaceFrame>(surface, submit_callback);
}
该过程会创建SurfaceFrame并设置SubmitCallback方法()。
2.7 CompositorContext::AcquireFrame
[-> flutter/flow/compositor_context.cc]
std::unique_ptr<CompositorContext::ScopedFrame> CompositorContext::AcquireFrame(
GrContext* gr_context,
SkCanvas* canvas,
ExternalViewEmbedder* view_embedder,
const SkMatrix& root_surface_transformation,
bool instrumentation_enabled) {
//创建ScopedFrame指针
return std::make_unique<ScopedFrame>(*this, gr_context, canvas, view_embedder,
root_surface_transformation,
instrumentation_enabled);
}
创建ScopedFrame,其成遍历context_记录着CompositorContext,而CompositorContext是在Rasterizer对象初始化的时候创建的。
2.8 ScopedFrame::Raster
[-> flutter/flow/compositor_context.cc]
bool CompositorContext::ScopedFrame::Raster(flow::LayerTree& layer_tree,
bool ignore_raster_cache) {
layer_tree.Preroll(*this, ignore_raster_cache);
layer_tree.Paint(*this, ignore_raster_cache);
return true;
}
从小节2.5可知ignore_raster_cache等于false,会采用raster缓存。
2.9 LayerTree::Preroll
[-> flutter/flow/layers/layer_tree.cc]
void LayerTree::Preroll(CompositorContext::ScopedFrame& frame,
bool ignore_raster_cache) {
TRACE_EVENT0("flutter", "LayerTree::Preroll");
SkColorSpace* color_space =
frame.canvas() ? frame.canvas()->imageInfo().colorSpace() : nullptr;
frame.context().raster_cache().SetCheckboardCacheImages(
checkerboard_raster_cache_images_);
PrerollContext context = {
//此处采用raster缓存
ignore_raster_cache ? nullptr : &frame.context().raster_cache(),
frame.gr_context(),
frame.view_embedder(),
color_space,
kGiantRect,
frame.context().frame_time(),
frame.context().engine_time(),
frame.context().texture_registry(),
checkerboard_offscreen_layers_};
//执行相应layer子类的preroll方法
root_layer_->Preroll(&context, frame.root_surface_transformation());
}
该方法主要功能:
- frame是由小节2.7过程赋值,其类型为ScopedFrame;
- 用于统计fps的frame_time和engine_time是来自于CompositorContext的成员;
- 从root_layer_记录图层树的根节点,根据根节点的具体ContainerLayer子类类型来执行相应类的Preroll方法(), 这里以ContainerLayer为例子来说明。
2.9.1 ContainerLayer::Preroll
[-> flutter/flow/layers/container_layer.cc]
void ContainerLayer::Preroll(PrerollContext* context, const SkMatrix& matrix) {
TRACE_EVENT0("flutter", "ContainerLayer::Preroll");
SkRect child_paint_bounds = SkRect::MakeEmpty();
//[见小节2.9.2]
PrerollChildren(context, matrix, &child_paint_bounds);
//设置绘制范围
set_paint_bounds(child_paint_bounds);
}
该方法主要功能是遍历所有子图层,执行具体图层的Preroll()方法,并设置绘制范围。
2.9.2 ContainerLayer::PrerollChildren
[-> flutter/flow/layers/container_layer.cc]
void ContainerLayer::PrerollChildren(PrerollContext* context,
const SkMatrix& child_matrix,
SkRect* child_paint_bounds) {
for (auto& layer : layers_) {
PrerollContext child_context = *context;
//遍历所有的图层,依次执行preroll
layer->Preroll(&child_context, child_matrix);
//根据需要设置是否需要合成
if (layer->needs_system_composite()) {
set_needs_system_composite(true);
}
child_paint_bounds->join(layer->paint_bounds());
}
}
2.10 LayerTree::Paint
[-> flutter/flow/layers/layer_tree.cc]
void LayerTree::Paint(CompositorContext::ScopedFrame& frame,
bool ignore_raster_cache) const {
TRACE_EVENT0("flutter", "LayerTree::Paint");
SkISize canvas_size = frame.canvas()->getBaseLayerSize();
SkNWayCanvas internal_nodes_canvas(canvas_size.width(), canvas_size.height());
internal_nodes_canvas.addCanvas(frame.canvas());
if (frame.view_embedder() != nullptr) {
auto overlay_canvases = frame.view_embedder()->GetCurrentCanvases();
for (size_t i = 0; i < overlay_canvases.size(); i++) {
internal_nodes_canvas.addCanvas(overlay_canvases[i]);
}
}
Layer::PaintContext context = {
(SkCanvas*)&internal_nodes_canvas,
frame.canvas(),
frame.gr_context(),
frame.view_embedder(),
frame.context().frame_time(),
frame.context().engine_time(),
frame.context().texture_registry(),
ignore_raster_cache ? nullptr : &frame.context().raster_cache(),
checkerboard_offscreen_layers_};
//当paint_bounds_不为空则需要绘制
if (root_layer_->needs_painting())
root_layer_->Paint(context);
}
paint_bounds_是在Preroll过程调用set_paint_bounds方法来赋值的,当paint_bounds_不为空则需要绘制。
对于Paint绘制过程,调用哪个方法取决于图层树结构中相应的layer类型,详见Layer类图 。每个执行Paint()过程会再调用PaintChildren来遍历layers_的子图层,下面列举图上几个类的Paint绘制方法。
2.10.1 TransformLayer::Paint
[-> flutter/flow/layers/transform_layer.cc]
void TransformLayer::Paint(PaintContext& context) const {
TRACE_EVENT0("flutter", "TransformLayer::Paint");
FML_DCHECK(needs_painting());
SkAutoCanvasRestore save(context.internal_nodes_canvas, true);
context.internal_nodes_canvas->concat(transform_);
PaintChildren(context);
}
2.10.2 PhysicalShapeLayer::Paint
[-> flutter/flow/layers/physical_shape_layer.cc]
void PhysicalShapeLayer::Paint(PaintContext& context) const {
TRACE_EVENT0("flutter", "PhysicalShapeLayer::Paint");
FML_DCHECK(needs_painting());
if (elevation_ != 0) {
DrawShadow(context.leaf_nodes_canvas, path_, shadow_color_, elevation_,
SkColorGetA(color_) != 0xff, device_pixel_ratio_);
}
SkPaint paint;
paint.setColor(color_);
if (clip_behavior_ != Clip::antiAliasWithSaveLayer) {
context.leaf_nodes_canvas->drawPath(path_, paint);
}
int saveCount = context.internal_nodes_canvas->save();
switch (clip_behavior_) {
case Clip::hardEdge:
context.internal_nodes_canvas->clipPath(path_, false);
break;
case Clip::antiAlias:
context.internal_nodes_canvas->clipPath(path_, true);
break;
case Clip::antiAliasWithSaveLayer:
context.internal_nodes_canvas->clipPath(path_, true);
context.internal_nodes_canvas->saveLayer(paint_bounds(), nullptr);
break;
case Clip::none:
break;
}
if (clip_behavior_ == Clip::antiAliasWithSaveLayer) {
context.leaf_nodes_canvas->drawPaint(paint);
}
PaintChildren(context);
context.internal_nodes_canvas->restoreToCount(saveCount);
}
2.10.3 ClipRectLayer::Paint
[-> flutter/flow/layers/clip_rect_layer.cc]
void ClipRectLayer::Paint(PaintContext& context) const {
TRACE_EVENT0("flutter", "ClipRectLayer::Paint");
FML_DCHECK(needs_painting());
SkAutoCanvasRestore save(context.internal_nodes_canvas, true);
context.internal_nodes_canvas->clipRect(paint_bounds(),
clip_behavior_ != Clip::hardEdge);
if (clip_behavior_ == Clip::antiAliasWithSaveLayer) {
context.internal_nodes_canvas->saveLayer(paint_bounds(), nullptr);
}
PaintChildren(context);
if (clip_behavior_ == Clip::antiAliasWithSaveLayer) {
context.internal_nodes_canvas->restore();
}
}
2.10.4 PictureLayer::Paint
[-> flutter/flow/layers/picture_layer.cc]
void PictureLayer::Paint(PaintContext& context) const {
TRACE_EVENT0("flutter", "PictureLayer::Paint");
FML_DCHECK(picture_.get());
FML_DCHECK(needs_painting());
SkAutoCanvasRestore save(context.leaf_nodes_canvas, true);
context.leaf_nodes_canvas->translate(offset_.x(), offset_.y());
#ifndef SUPPORT_FRACTIONAL_TRANSLATION
context.leaf_nodes_canvas->setMatrix(RasterCache::GetIntegralTransCTM(
context.leaf_nodes_canvas->getTotalMatrix()));
#endif
if (context.raster_cache) {
const SkMatrix& ctm = context.leaf_nodes_canvas->getTotalMatrix();
RasterCacheResult result = context.raster_cache->Get(*picture(), ctm);
if (result.is_valid()) {
result.draw(*context.leaf_nodes_canvas);
return;
}
}
context.leaf_nodes_canvas->drawPicture(picture());
}
2.10.5 OpacityLayer::Paint
[-> flutter/flow/layers/opacity_layer.cc]
void OpacityLayer::Paint(PaintContext& context) const {
TRACE_EVENT0("flutter", "OpacityLayer::Paint");
SkPaint paint;
paint.setAlpha(alpha_);
SkAutoCanvasRestore save(context.internal_nodes_canvas, true);
context.internal_nodes_canvas->translate(offset_.fX, offset_.fY);
if (context.view_embedder == nullptr && layers().size() == 1 &&
context.raster_cache) {
const SkMatrix& ctm = context.leaf_nodes_canvas->getTotalMatrix();
RasterCacheResult child_cache =
context.raster_cache->Get(layers()[0].get(), ctm);
if (child_cache.is_valid()) {
child_cache.draw(*context.leaf_nodes_canvas, &paint);
return;
}
}
SkRect saveLayerBounds;
paint_bounds()
.makeOffset(-offset_.fX, -offset_.fY)
.roundOut(&saveLayerBounds);
Layer::AutoSaveLayer save_layer =
Layer::AutoSaveLayer::Create(context, saveLayerBounds, &paint);
PaintChildren(context);
}
2.11 SurfaceFrame::Submit
[-> flutter/shell/common/surface.cc]
bool SurfaceFrame::Submit() {
if (submitted_) {
return false;
}
submitted_ = PerformSubmit(); //[见小节2.11.1]
return submitted_;
}
再回到小节2.5,执行完Raster()后需要执行Submit()提交。
2.11.1 SurfaceFrame::PerformSubmit
[-> flutter/shell/common/surface.cc]
bool SurfaceFrame::PerformSubmit() {
if (submit_callback_ == nullptr) {
return false;
}
//[见小节2.11.2]
if (submit_callback_(*this, SkiaCanvas())) {
return true;
}
return false;
}
此处的submit_callback_是由[小节2.6.4]中赋值的,对应的方法是PresentSurface()
2.11.2 GPUSurfaceGL::PresentSurface
[-> flutter/shell/gpu/gpu_surface_gl.cc]
bool GPUSurfaceGL::PresentSurface(SkCanvas* canvas) {
if (delegate_ == nullptr || canvas == nullptr || context_ == nullptr) {
return false;
}
if (offscreen_surface_ != nullptr) {
TRACE_EVENT0("flutter", "CopyTextureOnscreen");
SkPaint paint;
SkCanvas* onscreen_canvas = onscreen_surface_->getCanvas();
onscreen_canvas->clear(SK_ColorTRANSPARENT);
onscreen_canvas->drawImage(offscreen_surface_->makeImageSnapshot(), 0, 0,
&paint);
}
{
TRACE_EVENT0("flutter", "SkCanvas::Flush");
//获取SkSurface的fCachedCanvas,再调用其flush(),[见小节2.12]
onscreen_surface_->getCanvas()->flush();
}
if (!delegate_->GLContextPresent()) { //[见小节2.13]
return false;
}
if (delegate_->GLContextFBOResetAfterPresent()) {
auto current_size =
SkISize::Make(onscreen_surface_->width(), onscreen_surface_->height());
auto new_onscreen_surface =
WrapOnscreenSurface(context_.get(), // GL context
current_size, // root surface size
delegate_->GLContextFBO() // window FBO ID
);
if (!new_onscreen_surface) {
return false;
}
onscreen_surface_ = std::move(new_onscreen_surface);
}
return true;
}
此处delegate_为AndroidSurfaceGL类型。
2.12 SkCanvas::flush
[-> third_party/skia/src/core/SkCanvas.cpp]
void SkCanvas::flush() {
this->onFlush();
}
2.12.1 SkCanvas::onFlush
[-> third_party/skia/src/core/SkCanvas.cpp]
void SkCanvas::onFlush() {
SkBaseDevice* device = this->getDevice();
if (device) {
device->flush();
}
}
2.13 AndroidSurfaceGL::GLContextPresent
[-> flutter/shell/platform/android/android_context_gl.cc]
bool AndroidSurfaceGL::GLContextPresent() {
return onscreen_context_->SwapBuffers();
}
2.13.1 AndroidContextGL::SwapBuffers
[-> flutter/shell/platform/android/android_context_gl.cc]
bool AndroidContextGL::SwapBuffers() {
TRACE_EVENT0("flutter", "AndroidContextGL::SwapBuffers");
return eglSwapBuffers(environment_->Display(), surface_);
}
附录
本文涉及到相关源码文件
flutter/shell/common/
- shell.cc
- rasterizer.cc
- surface.cc
- platform_view.h
flutter/shell/platform/android/
- platform_view_android.cc
- android_surface.cc
- android_surface_gl.cc
- android_context_gl.cc
flutter/flow/layers/
- layer_tree.cc
- container_layer.cc
- transform_layer.cc
- physical_shape_layer.cc
- clip_rect_layer.cc
- picture_layer.cc
flutter/fml/message_loop_impl.cc
flutter/synchronization/pipeline.h
flutter/flow/compositor_context.cc
flutter/shell/gpu/gpu_surface_gl.cc
third_party/skia/src/core/SkCanvas.cpp
本文转自 http://gityuan.com/2019/06/16/flutter_gpu_draw/,如有侵权,请联系删除。