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硬件渲染器绘制从调用 HardwareRenderer 类 draw 方法实现 View 绘制开始。

frameworks/base/core/java/android/view/ViewRootImpl.java

public final class ViewRootImpl implements ViewParent,
        View.AttachInfo.Callbacks, HardwareRenderer.HardwareDrawCallbacks {
    ......
    private void draw(boolean fullRedrawNeeded) {
        ......
        if (!dirty.isEmpty() || mIsAnimating || accessibilityFocusDirty) {
            if (mAttachInfo.mHardwareRenderer != null && mAttachInfo.mHardwareRenderer.isEnabled()) {
                ......
                mAttachInfo.mHardwareRenderer.draw(mView, mAttachInfo, this);
            } else {
                ......
        ......
    ......
  • 更新 RootDisplayList( DisplayList 用于保存属性并在渲染器上执行回放)
  • 注册动画渲染节点
  • 同步和绘制帧
  • 先着重分析 1。

    frameworks/base/core/java/android/view/ThreadedRenderer.java

    public class ThreadedRenderer extends HardwareRenderer {
        ......
        @Override
        void draw(View view, AttachInfo attachInfo, HardwareDrawCallbacks callbacks) {
            attachInfo.mIgnoreDirtyState = true;
            final Choreographer choreographer = attachInfo.mViewRootImpl.mChoreographer;
            choreographer.mFrameInfo.markDrawStart();
            // 1. 更新 RootDisplayList
            updateRootDisplayList(view, callbacks);
            attachInfo.mIgnoreDirtyState = false;
            // 2. 注册动画渲染节点
            if (attachInfo.mPendingAnimatingRenderNodes != null) {
                final int count = attachInfo.mPendingAnimatingRenderNodes.size();
                for (int i = 0; i < count; i++) {
                    registerAnimatingRenderNode(
                            attachInfo.mPendingAnimatingRenderNodes.get(i));
                attachInfo.mPendingAnimatingRenderNodes.clear();
                // We don't need this anymore as subsequent calls to
                // ViewRootImpl#attachRenderNodeAnimator will go directly to us.
                attachInfo.mPendingAnimatingRenderNodes = null;
            final long[] frameInfo = choreographer.mFrameInfo.mFrameInfo;
            // 3. 同步和绘制帧
            int syncResult = nSyncAndDrawFrame(mNativeProxy, frameInfo, frameInfo.length);
            if ((syncResult & SYNC_LOST_SURFACE_REWARD_IF_FOUND) != 0) {
                setEnabled(false);
                attachInfo.mViewRootImpl.mSurface.release();
                // 由于绘制失败,因此无效。如果仍然需要,则应该获取一个 Surface;
                // 如果不再绘制,则不执行任何操作
                attachInfo.mViewRootImpl.invalidate();
            if ((syncResult & SYNC_INVALIDATE_REQUIRED) != 0) {
                attachInfo.mViewRootImpl.invalidate();
        ......
    
  • 调用 updateViewTreeDisplayList(…) 更新 View 树 DisplayList
  • 调用渲染节点(RenderNode 类) start(…) 方法获取 DisplayListCanvas 对象
  • 调用 drawRenderNode(…) 绘制渲染节点
  • 调用渲染节点 end 方法
  • frameworks/base/core/java/android/view/ThreadedRenderer.java

    public class ThreadedRenderer extends HardwareRenderer {
        ......
        private void updateRootDisplayList(View view, HardwareDrawCallbacks callbacks) {
            Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Record View#draw()");
            updateViewTreeDisplayList(view);
            if (mRootNodeNeedsUpdate || !mRootNode.isValid()) {
                DisplayListCanvas canvas = mRootNode.start(mSurfaceWidth, mSurfaceHeight);
                try {
                    final int saveCount = canvas.save();
                    canvas.translate(mInsetLeft, mInsetTop);
                    // 在绘制之前回调 onHardwarePreDraw 方法
                    callbacks.onHardwarePreDraw(canvas);
                    // 插入 Reorder 屏障
                    canvas.insertReorderBarrier();
                    // 绘制渲染节点
                    canvas.drawRenderNode(view.updateDisplayListIfDirty());
                    // 插入 Inorder 屏障
                    canvas.insertInorderBarrier();
                    // 在绘制后回调 onHardwarePostDraw 方法
                    callbacks.onHardwarePostDraw(canvas);
                    canvas.restoreToCount(saveCount);
                    mRootNodeNeedsUpdate = false;
                } finally {
                    // 调用渲染节点 end 方法
                    mRootNode.end(canvas);
            Trace.traceEnd(Trace.TRACE_TAG_VIEW);
        ......
    

    updateViewTreeDisplayList(…) 设置、清除了一些 flag,然后调用了 View 类 updateDisplayListIfDirty() 方法,如果 View 是脏的更新 DisplayList。

    frameworks/base/core/java/android/view/ThreadedRenderer.java

    public class ThreadedRenderer extends HardwareRenderer {
        ......
        private void updateViewTreeDisplayList(View view) {
            // 设置 PFLAG_DRAWN 已绘制标志
            view.mPrivateFlags |= View.PFLAG_DRAWN;
            // 如果设置了 PFLAG_INVALIDATED 无效标志,则赋值 mRecreateDisplayList 为 true
            view.mRecreateDisplayList = (view.mPrivateFlags & View.PFLAG_INVALIDATED)
                    == View.PFLAG_INVALIDATED;
            // 清除 PFLAG_INVALIDATED 标志
            view.mPrivateFlags &= ~View.PFLAG_INVALIDATED;
            view.updateDisplayListIfDirty();
            view.mRecreateDisplayList = false;
        ......
    

    updateDisplayListIfDirty() 获取 View 的 RenderNode,并更新它的 DisplayList(如果需要和支持)。

  • 调用 dispatchGetDisplayList() 分发获取 DisplayList
  • 调用 dispatchDraw(…) 派发绘制或者直接调用 draw(…) 绘制
  • tips:

    层类型是 LAYER_TYPE_SOFTWARE 时指示 View 具有软件层。软件层是由位图支持的,即使启用了硬件加速,也可以使用 Android 的软件渲染管道来渲染 View。

    软件层有各种各样的用途

    当应用程序不使用硬件加速,软件层是有用的应用一个特定的颜色滤镜和/或混合模式和/或半透明的一个 View 和它的所有子 View。

    当应用程序使用硬件加速时,软件层用于渲染硬件加速管道不支持的绘图原语。它还可以用于将复杂的视图树缓存到纹理中,并降低绘图操作的复杂性。例如,当一个复杂的视图树被转换成动画时,一个软件层只能用于渲染视图树一次。

    当受影响的视图树经常更新时,应该避免软件层。每次更新都需要重新渲染软件层,这可能会很慢(特别是在打开硬件加速时,因为在每次更新后,软件层都要上传到硬件纹理中)。

    frameworks/base/core/java/android/view/View.java

    @UiThread
    public class View implements Drawable.Callback, KeyEvent.Callback,
            AccessibilityEventSource {
        ......
        @NonNull
        public RenderNode updateDisplayListIfDirty() {
            final RenderNode renderNode = mRenderNode;
            if (!canHaveDisplayList()) {
                // 不能填充 RenderNode
                return renderNode;
            if ((mPrivateFlags & PFLAG_DRAWING_CACHE_VALID) == 0
                    || !renderNode.isValid()
                    || (mRecreateDisplayList)) {
                // 不需要重新创建 DisplayList,只需要告诉孩子 恢复/重新创建 他们的
                if (renderNode.isValid()
                        && !mRecreateDisplayList) {
                    mPrivateFlags |= PFLAG_DRAWN | PFLAG_DRAWING_CACHE_VALID;
                    mPrivateFlags &= ~PFLAG_DIRTY_MASK;
                    dispatchGetDisplayList();
                    return renderNode; // no work needed
                // 重新创建 DisplayList
                mRecreateDisplayList = true;
                int width = mRight - mLeft;
                int height = mBottom - mTop;
                // 获取层类型
                int layerType = getLayerType();
                // 调用 RenderNode 类 start(...) 方法获取 DisplayListCanvas 对象
                final DisplayListCanvas canvas = renderNode.start(width, height);
                canvas.setHighContrastText(mAttachInfo.mHighContrastText);
                try {
                    // 获取 HardwareLayer 对象
                    final HardwareLayer layer = getHardwareLayer();
                    if (layer != null && layer.isValid()) {
                        // 调用 DisplayListCanvas 类 drawHardwareLayer 绘制硬件层
                        canvas.drawHardwareLayer(layer, 0, 0, mLayerPaint);
                    } else if (layerType == LAYER_TYPE_SOFTWARE) {
                        // 如果层类型是 LAYER_TYPE_SOFTWARE 
                        // 创建绘制缓存
                        buildDrawingCache(true);
                        Bitmap cache = getDrawingCache(true);
                        if (cache != null) {
                            // 绘制位图
                            canvas.drawBitmap(cache, 0, 0, mLayerPaint);
                    } else {
                        // 一般进入此分支
                        // 计算滚动
                        computeScroll();
                        // 应用平移
                        canvas.translate(-mScrollX, -mScrollY);
                        mPrivateFlags |= PFLAG_DRAWN | PFLAG_DRAWING_CACHE_VALID;
                        mPrivateFlags &= ~PFLAG_DIRTY_MASK;
                        // 无背景布局的快速路径
                        if ((mPrivateFlags & PFLAG_SKIP_DRAW) == PFLAG_SKIP_DRAW) {
                            // 派发绘制
                            dispatchDraw(canvas);
                            if (mOverlay != null && !mOverlay.isEmpty()) {
                                mOverlay.getOverlayView().draw(canvas);
                        } else {
                            draw(canvas);
                } finally {
                    // 调用渲染节点 end 方法
                    renderNode.end(canvas);
                    setDisplayListProperties(renderNode);
            } else {
                mPrivateFlags |= PFLAG_DRAWN | PFLAG_DRAWING_CACHE_VALID;
                mPrivateFlags &= ~PFLAG_DIRTY_MASK;
            return renderNode;
        ......
    

    dispatchGetDisplayList() 在 View 中是个空方法,根据前面分析,我们传入的是 DecorView。

    frameworks/base/core/java/android/view/View.java

    @UiThread
    public class View implements Drawable.Callback, KeyEvent.Callback,
            AccessibilityEventSource {
        ......
        protected void dispatchGetDisplayList() {}
        ......
    

    转入 DecorView 类 dispatchGetDisplayList() 方法实现。实际上也没有重写,最终在 ViewGroup 中找到对应实现,DecorView 继承自 FrameLayout ,FrameLayout 继承自 ViewGroup。

    frameworks/base/core/java/com/android/internal/policy/PhoneWindow.java

    public class PhoneWindow extends Window implements MenuBuilder.Callback {
        ......
        private final class DecorView extends FrameLayout implements RootViewSurfaceTaker {
            ......
        ......
    

    此方法用于使此 ViewGroup 的子 View 恢复或重新创建它们的 DisplayList。当父 ViewGroup 不需要重新创建自己的 DisplayList 时,getDisplayList() 调用它,如果它通过常规的 draw/dispatchDraw 机制,就会发生这种情况。

    frameworks/base/core/java/android/view/ViewGroup.java

    @UiThread
    public abstract class ViewGroup extends View implements ViewParent, ViewManager {
        ......
        @Override
        protected void dispatchGetDisplayList() {
            final int count = mChildrenCount;
            final View[] children = mChildren;
            for (int i = 0; i < count; i++) {
                final View child = children[i];
                if (((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null)) {
                    // 重新创建子 View DisplayList
                    recreateChildDisplayList(child);
            ......
        ......
    

    子 View 调用 updateDisplayListIfDirty() 更新自己的 DisplayList。

    frameworks/base/core/java/android/view/ViewGroup.java

    @UiThread
    public abstract class ViewGroup extends View implements ViewParent, ViewManager {
        ......
        private void recreateChildDisplayList(View child) {
            child.mRecreateDisplayList = (child.mPrivateFlags & PFLAG_INVALIDATED) != 0;
            child.mPrivateFlags &= ~PFLAG_INVALIDATED;
            child.updateDisplayListIfDirty();
            child.mRecreateDisplayList = false;
        ......
    

    现在回到 updateDisplayListIfDirty() 方法。layerType 等于 0,即为 LAYER_TYPE_NONE(指示 View 没有层)。首先调用 dispatchDraw(…) 开始派发绘制。这个方法实现在 ViewGroup 中。这里调用了 drawChild(…) 绘制孩子。

    frameworks/base/core/java/android/view/ViewGroup.java

    @UiThread
    public abstract class ViewGroup extends View implements ViewParent, ViewManager {
        ......
        @Override
        protected void dispatchDraw(Canvas canvas) {
            boolean usingRenderNodeProperties = canvas.isRecordingFor(mRenderNode);
            final int childrenCount = mChildrenCount;
            final View[] children = mChildren;
            int flags = mGroupFlags;
            ......
            if (usingRenderNodeProperties) canvas.insertReorderBarrier();
            final int transientCount = mTransientIndices == null ? 0 : mTransientIndices.size();
            int transientIndex = transientCount != 0 ? 0 : -1;
            // 如果没有 HW 加速,只使用预先排序的列表,因为 HW 管道将在内部做绘制重新排序
            final ArrayList<View> preorderedList = usingRenderNodeProperties
                    ? null : buildOrderedChildList();
            final boolean customOrder = preorderedList == null
                    && isChildrenDrawingOrderEnabled();
            for (int i = 0; i < childrenCount; i++) {
                while (transientIndex >= 0 && mTransientIndices.get(transientIndex) == i) {
                    final View transientChild = mTransientViews.get(transientIndex);
                    if ((transientChild.mViewFlags & VISIBILITY_MASK) == VISIBLE ||
                            transientChild.getAnimation() != null) {
                        // 绘制孩子
                        more |= drawChild(canvas, transientChild, drawingTime);
                    transientIndex++;
                    if (transientIndex >= transientCount) {
                        transientIndex = -1;
                int childIndex = customOrder ? getChildDrawingOrder(childrenCount, i) : i;
                final View child = (preorderedList == null)
                        ? children[childIndex] : preorderedList.get(childIndex);
                if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) {
                    // 绘制孩子
                    more |= drawChild(canvas, child, drawingTime);
            while (transientIndex >= 0) {
                // 在正常视图之后可能会有其他的临时视图
                final View transientChild = mTransientViews.get(transientIndex);
                if ((transientChild.mViewFlags & VISIBILITY_MASK) == VISIBLE ||
                        transientChild.getAnimation() != null) {
                    // 绘制孩子
                    more |= drawChild(canvas, transientChild, drawingTime);
                transientIndex++;
                if (transientIndex >= transientCount) {
                    break;
            ......
        ......
    

    绘制此 ViewGroup 的一个子 View。此方法负责将画布置于正确的状态。其内部实现调用了 View 的 draw(…) 方法。

    frameworks/base/core/java/android/view/ViewGroup.java

    @UiThread
    public abstract class ViewGroup extends View implements ViewParent, ViewManager {
        ......
        protected boolean drawChild(Canvas canvas, View child, long drawingTime) {
            return child.draw(canvas, this, drawingTime);
        ......
    

    View 最终会调用 draw(Canvas canvas) 绘制。

    绘制执行几个绘制步骤,这些步骤必须以适当的顺序执行:

  • 如有必要,保存画布的图层以准备 fading
  • 绘制视图的内容
  • 如有必要,绘制 fading 边缘并恢复图层
  • 绘制装饰(例如滚动条)
  • frameworks/base/core/java/android/view/View.java

    @UiThread
    public class View implements Drawable.Callback, KeyEvent.Callback,
            AccessibilityEventSource {
        ......
        @CallSuper
        public void draw(Canvas canvas) {
            final int privateFlags = mPrivateFlags;
            final boolean dirtyOpaque = (privateFlags & PFLAG_DIRTY_MASK) == PFLAG_DIRTY_OPAQUE &&
                    (mAttachInfo == null || !mAttachInfo.mIgnoreDirtyState);
            mPrivateFlags = (privateFlags & ~PFLAG_DIRTY_MASK) | PFLAG_DRAWN;
            // 1.绘制背景
            int saveCount;
            if (!dirtyOpaque) {
                drawBackground(canvas);
            // 如果可能的话跳过第2步和第5步(一般情况)
            final int viewFlags = mViewFlags;
            boolean horizontalEdges = (viewFlags & FADING_EDGE_HORIZONTAL) != 0;
            boolean verticalEdges = (viewFlags & FADING_EDGE_VERTICAL) != 0;
            if (!verticalEdges && !horizontalEdges) {
                // 3.绘制视图的内容,自定义 View 一般会实现 onDraw 方法
                if (!dirtyOpaque) onDraw(canvas);
                // 4.绘制孩子
                dispatchDraw(canvas);
                // Overlay 是内容的一部分,在前景下面绘制
                if (mOverlay != null && !mOverlay.isEmpty()) {
                    mOverlay.getOverlayView().dispatchDraw(canvas);
                // 6.绘制装饰(前景、滚动条)
                onDrawForeground(canvas);
                // we're done...
                return;
             * 在这里,我们做完整的例行公事......
             * (在这种情况下,速度并不重要,这就是为什么我们重复上面做过的一些测试)
            boolean drawTop = false;
            boolean drawBottom = false;
            boolean drawLeft = false;
            boolean drawRight = false;
            float topFadeStrength = 0.0f;
            float bottomFadeStrength = 0.0f;
            float leftFadeStrength = 0.0f;
            float rightFadeStrength = 0.0f;
            // 2.保存画布的图层
            int paddingLeft = mPaddingLeft;
            final boolean offsetRequired = isPaddingOffsetRequired();
            if (offsetRequired) {
                paddingLeft += getLeftPaddingOffset();
            int left = mScrollX + paddingLeft;
            int right = left + mRight - mLeft - mPaddingRight - paddingLeft;
            int top = mScrollY + getFadeTop(offsetRequired);
            int bottom = top + getFadeHeight(offsetRequired);
            if (offsetRequired) {
                right += getRightPaddingOffset();
                bottom += getBottomPaddingOffset();
            final ScrollabilityCache scrollabilityCache = mScrollCache;
            final float fadeHeight = scrollabilityCache.fadingEdgeLength;
            int length = (int) fadeHeight;
            // clip the fade length if top and bottom fades overlap
            // overlapping fades produce odd-looking artifacts
            if (verticalEdges && (top + length > bottom - length)) {
                length = (bottom - top) / 2;
            // 如果需要,还可以剪切水平渐变
            if (horizontalEdges && (left + length > right - length)) {
                length = (right - left) / 2;
            if (verticalEdges) {
                topFadeStrength = Math.max(0.0f, Math.min(1.0f, getTopFadingEdgeStrength()));
                drawTop = topFadeStrength * fadeHeight > 1.0f;
                bottomFadeStrength = Math.max(0.0f, Math.min(1.0f, getBottomFadingEdgeStrength()));
                drawBottom = bottomFadeStrength * fadeHeight > 1.0f;
            if (horizontalEdges) {
                leftFadeStrength = Math.max(0.0f, Math.min(1.0f, getLeftFadingEdgeStrength()));
                drawLeft = leftFadeStrength * fadeHeight > 1.0f;
                rightFadeStrength = Math.max(0.0f, Math.min(1.0f, getRightFadingEdgeStrength()));
                drawRight = rightFadeStrength * fadeHeight > 1.0f;
            saveCount = canvas.getSaveCount();
            int solidColor = getSolidColor();
            if (solidColor == 0) {
                final int flags = Canvas.HAS_ALPHA_LAYER_SAVE_FLAG;
                if (drawTop) {
                    canvas.saveLayer(left, top, right, top + length, null, flags);
                if (drawBottom) {
                    canvas.saveLayer(left, bottom - length, right, bottom, null, flags);
                if (drawLeft) {
                    canvas.saveLayer(left, top, left + length, bottom, null, flags);
                if (drawRight) {
                    canvas.saveLayer(right - length, top, right, bottom, null, flags);
            } else {
                scrollabilityCache.setFadeColor(solidColor);
            // 3.绘制内容
            if (!dirtyOpaque) onDraw(canvas);
            // 4.绘制孩子
            dispatchDraw(canvas);
            // 5.绘制 fade 效果并恢复图层
            final Paint p = scrollabilityCache.paint;
            final Matrix matrix = scrollabilityCache.matrix;
            final Shader fade = scrollabilityCache.shader;
            if (drawTop) {
                matrix.setScale(1, fadeHeight * topFadeStrength);
                matrix.postTranslate(left, top);
                fade.setLocalMatrix(matrix);
                p.setShader(fade);
                canvas.drawRect(left, top, right, top + length, p);
            if (drawBottom) {
                matrix.setScale(1, fadeHeight * bottomFadeStrength);
                matrix.postRotate(180);
                matrix.postTranslate(left, bottom);
                fade.setLocalMatrix(matrix);
                p.setShader(fade);
                canvas.drawRect(left, bottom - length, right, bottom, p);
            if (drawLeft) {
                matrix.setScale(1, fadeHeight * leftFadeStrength);
                matrix.postRotate(-90);
                matrix.postTranslate(left, top);
                fade.setLocalMatrix(matrix);
                p.setShader(fade);
                canvas.drawRect(left, top, left + length, bottom, p);
            if (drawRight) {
                matrix.setScale(1, fadeHeight * rightFadeStrength);
                matrix.postRotate(90);
                matrix.postTranslate(right, top);
                fade.setLocalMatrix(matrix);
                p.setShader(fade);
                canvas.drawRect(right - length, top, right, bottom, p);
            canvas.restoreToCount(saveCount);
            // Overlay 是内容的一部分,在前景下面绘制
            if (mOverlay != null && !mOverlay.isEmpty()) {
                mOverlay.getOverlayView().dispatchDraw(canvas);
            // 6.绘制装饰(前景、滚动条)
            onDrawForeground(canvas);
        ......
    

    现在继续分析 RootNode 类 start(…) 方法。

    开始为渲染节点记录 DisplayList。在返回的画布上执行的所有操作都被记录并存储在这个 DisplayList 中。调用此方法将标记渲染节点无效,直到调用 end(DisplayListCanvas) 为止。只能重放有效的渲染节点。

  • 调用 DisplayListCanvas 类静态 obtain(…) 方法返回 DisplayListCanvas 对象
  • 设置视图端口大小
  • 绘制前动作,执行任何绘制操作之前调用。对于 DisplayList,dirty 区域应该始终为 null。
  • frameworks/base/core/java/android/view/RenderNode.java

    public class RenderNode {
        ......
        public DisplayListCanvas start(int width, int height) {
            DisplayListCanvas canvas = DisplayListCanvas.obtain(this);
            // 设置视图端口大小
            canvas.setViewport(width, height);
            // 对于 DisplayList,dirty 区域应该始终为 null。
            // 绘制前动作,执行任何绘制操作之前调用
            canvas.onPreDraw(null);
            return canvas;
        ......
    

    DisplayListCanvas 类记录绘图操作的 GL 画布的实现。它用于 DisplayList。这个类保存了它所绘制的所有绘制和位图对象的列表,防止当 DisplayList 仍然持有对内存的本地引用时位图的后备内存被释放。

    假设画布池中没有 DisplayListCanvas 对象,现在就会 new 一个出来。

    frameworks/base/core/java/android/view/DisplayListCanvas.java

    public class DisplayListCanvas extends Canvas {
        // 记录画布池应该大到足以处理深度嵌套的视图层次结构,因为 DisplayList 是递归生成的。
        private static final int POOL_LIMIT = 25;
        private static final SynchronizedPool<DisplayListCanvas> sPool =
                new SynchronizedPool<DisplayListCanvas>(POOL_LIMIT);
        RenderNode mNode;
        private int mWidth;
        private int mHeight;
        static DisplayListCanvas obtain(@NonNull RenderNode node) {
            if (node == null) throw new IllegalArgumentException("node cannot be null");
            DisplayListCanvas canvas = sPool.acquire();
            if (canvas == null) {
                canvas = new DisplayListCanvas();
            canvas.mNode = node;
            return canvas;
        ......
    

    调用 nCreateDisplayListCanvas() jni 方法并将返回值作为入参传入父类 Canvas 构造器。

    frameworks/base/core/java/android/view/DisplayListCanvas.java

    public class DisplayListCanvas extends Canvas {
        ......
        private DisplayListCanvas() {
            super(nCreateDisplayListCanvas());
            mDensity = 0; // 禁用位图密度缩放
        private static native long nCreateDisplayListCanvas();
        ......
    

    Canvas 构造函数中仅仅将入参保存在了成员变量 mNativeCanvasWrapper 中。

    frameworks/base/graphics/java/android/graphics/Canvas.java

    public class DisplayListCanvas extends Canvas {
        ......
         * 应该只在构造函数中分配(或者在软件画布调用 setBitmap 中分配),在终结器中释放。
         * @hide
        protected long mNativeCanvasWrapper;
        ......
        public Canvas(long nativeCanvas) {
            if (nativeCanvas == 0) {
                throw new IllegalStateException();
            mNativeCanvasWrapper = nativeCanvas;
            ......
        ......
    

    现在来继续分析 nCreateDisplayListCanvas() 函数本地实现。new 了 DisplayListCanvas 对象,然后将其强转为 jlong 返回,这样就将 Native 层 DisplayListCanvas 对象的引用传回了 Java 层。

    frameworks/base/core/jni/android_view_DisplayListCanvas.cpp

    static jlong android_view_DisplayListCanvas_createDisplayListCanvas(JNIEnv* env, jobject clazz) {
        return reinterpret_cast<jlong>(new DisplayListCanvas);
    

    mDisplayListData 成员变量初始化为空指针。

    frameworks/base/libs/hwui/DisplayListCanvas.cpp

    DisplayListCanvas::DisplayListCanvas()
        : mState(*this)
        , mResourceCache(ResourceCache::getInstance())
        , mDisplayListData(nullptr)
        , mTranslateX(0.0f)
        , mTranslateY(0.0f)
        , mHasDeferredTranslate(false)
        , mDeferredBarrierType(kBarrier_None)
        , mHighContrastText(false)
        , mRestoreSaveCount(-1) {
    

    onPreDraw(…) 入参是 null,因此会走 else 分支。

    frameworks/base/core/java/android/view/DisplayListCanvas.java

    public class DisplayListCanvas extends Canvas {
        ......
        public void onPreDraw(Rect dirty) {
            if (dirty != null) {
                ......
            } else {
                nPrepare(mNativeCanvasWrapper);
        private static native void nPrepare(long renderer);
        ......
    
  • 将 Java 层保存的 DisplayListCanvas 引用取出
  • 调用 DisplayListCanvas 对象的 prepare() 方法
  • frameworks/base/core/jni/android_view_DisplayListCanvas.cpp

    static void android_view_DisplayListCanvas_prepare(JNIEnv* env, jobject clazz,
            jlong rendererPtr) {
        DisplayListCanvas* renderer = reinterpret_cast<DisplayListCanvas*>(rendererPtr);
        renderer->prepare();
    

    prepare() 内部实际调用了 prepareDirty(…),只不过入参固定了(见名知其意)。

    frameworks/base/libs/hwui/DisplayListCanvas.h

    class ANDROID_API DisplayListCanvas: public Canvas, public CanvasStateClient {
    public:
        ......
    // ----------------------------------------------------------------------------
    // HWUI 帧状态操作
    // ----------------------------------------------------------------------------
        void prepareDirty(float left, float top, float right, float bottom);
        void prepare() { prepareDirty(0.0f, 0.0f, width(), height()); }
        ......
    

    prepareDirty(…) 方法中创建了 DisplayListData 对象,回顾一下,它是用于保存实际数据的(保存 DisplayList 流中使用的命令列表的数据结构)。

    frameworks/base/libs/hwui/DisplayListCanvas.cpp

    void DisplayListCanvas::prepareDirty(float left, float top,
            float right, float bottom) {
        LOG_ALWAYS_FATAL_IF(mDisplayListData,
                "prepareDirty called a second time during a recording!");
        mDisplayListData = new DisplayListData();
        ......
    

    projectionReceiveIndex —— DisplayListOp 的索引。

    frameworks/base/libs/hwui/DisplayList.cpp

    DisplayListData::DisplayListData()
            : projectionReceiveIndex(-1)
            , hasDrawOps(false) {
    

    最后来看 DisplayListCanvas 类 drawRenderNode(…) 方法。此方法表示在此画布上绘制指定的 DisplayList。只有当 android.view.RenderNode#isValid() 返回 true 时,才能绘制 DisplayList。

    frameworks/base/core/java/android/view/DisplayListCanvas.java

    public class DisplayListCanvas extends Canvas {
        ......
        public void drawRenderNode(RenderNode renderNode) {
            nDrawRenderNode(mNativeCanvasWrapper, renderNode.getNativeDisplayList());
        private static native void nDrawRenderNode(long renderer, long renderNode);
        ......
    
  • 获取 DisplayListCanvas 对象
  • 获取 RenderNode 对象
  • 调用 DisplayListCanvas 类 drawRenderNode 方法绘制渲染节点
  • frameworks/base/core/jni/android_view_DisplayListCanvas.cpp

    static void android_view_DisplayListCanvas_drawRenderNode(JNIEnv* env,
            jobject clazz, jlong rendererPtr, jlong renderNodePtr) {
        DisplayListCanvas* renderer = reinterpret_cast<DisplayListCanvas*>(rendererPtr);
        RenderNode* renderNode = reinterpret_cast<RenderNode*>(renderNodePtr);
        renderer->drawRenderNode(renderNode);
    
  • 创建 DrawRenderNodeOp 对象
  • 调用 addRenderNodeOp(…) 将 DrawRenderNodeOp 添加到列表
  • frameworks/base/libs/hwui/DisplayListCanvas.cpp

    void DisplayListCanvas::drawRenderNode(RenderNode* renderNode) {
        LOG_ALWAYS_FATAL_IF(!renderNode, "missing rendernode");
        DrawRenderNodeOp* op = new (alloc()) DrawRenderNodeOp(
                renderNode,
                *mState.currentTransform(),
                mState.clipIsSimple());
        addRenderNodeOp(op);
    

    将 DrawRenderNodeOp 对象添加到 DisplayListData 类 Vector<DrawRenderNodeOp*> 中。

    frameworks/base/libs/hwui/DisplayListCanvas.cpp

    size_t DisplayListCanvas::addRenderNodeOp(DrawRenderNodeOp* op) {
        int opIndex = addDrawOp(op);
        int childIndex = mDisplayListData->addChild(op);
        // 更新块的子索引
        DisplayListData::Chunk& chunk = mDisplayListData->chunks.editTop();
        chunk.endChildIndex = childIndex + 1;
        if (op->renderNode()->stagingProperties().isProjectionReceiver()) {
            // 使用暂存属性,因为在 UI 线程上记录
            mDisplayListData->projectionReceiveIndex = opIndex;
        return opIndex;
    

    最后画时序图总结一下。

    在这里插入图片描述

    分类:
    Android
  •