android graphic(8)—surface申请GraphicBuffer过程

吃可爱长大的小学妹 提交于 2019-11-27 08:38:40


本节分析surface向Buffer Queue申请GraphicBuffer的过程(这里的surface是native的surface,不是java中的),在此过程中还会涉及利用Flattenable协议对对象序列化,binder传递文件描述符等概念。

surface的dequeueBuffer函数

Surface调用hook_dequeueBuffer()去申请图形缓冲区,

int Surface::hook_dequeueBuffer(ANativeWindow* window,
        ANativeWindowBuffer** buffer, int* fenceFd) {
    Surface* c = getSelf(window);
    return c->dequeueBuffer(buffer, fenceFd);
}

其中,

typedef struct android_native_base_t
{
    /* a magic value defined by the actual EGL native type */
    int magic;

    /* the sizeof() of the actual EGL native type */
    int version;

    void* reserved[4];

    /* reference-counting interface */
    void (*incRef)(struct android_native_base_t* base);
    void (*decRef)(struct android_native_base_t* base);
} android_native_base_t;

typedef struct native_handle
{
    int version;        /* sizeof(native_handle_t) */
    int numFds;         /* number of file-descriptors at &data[0] */
    int numInts;        /* number of ints at &data[numFds] */
    int data[0];        /* numFds + numInts ints */
} native_handle_t;

typedef const native_handle_t* buffer_handle_t;


typedef struct ANativeWindowBuffer
{
    struct android_native_base_t common;

    int width;
    int height;
    int stride;
    int format;
    int usage;

    void* reserved[2];
    //图形缓冲区
    buffer_handle_t handle;

    void* reserved_proc[8];
} ANativeWindowBuffer_t;

图形的buffer其实核心就是buffer_handle_t handle;这个handle,上节分析过,就是通过mmap返回的fd,size,map到进程中内存的起始地址。

int Surface::dequeueBuffer(android_native_buffer_t** buffer, int* fenceFd) {
    ATRACE_CALL();
    ALOGV("Surface::dequeueBuffer");
    Mutex::Autolock lock(mMutex);
    int buf = -1;
    int reqW = mReqWidth ? mReqWidth : mUserWidth;
    int reqH = mReqHeight ? mReqHeight : mUserHeight;
    sp<Fence> fence;
    //① 申请buffer
    // mGraphicBufferProducer是BufferQueue的Bp对象
    status_t result = mGraphicBufferProducer->dequeueBuffer(&buf, &fence, mSwapIntervalZero,
            reqW, reqH, mReqFormat, mReqUsage);
    if (result < 0) {
        ALOGV("dequeueBuffer: IGraphicBufferProducer::dequeueBuffer(%d, %d, %d, %d)"
             "failed: %d", mReqWidth, mReqHeight, mReqFormat, mReqUsage,
             result);
        return result;
    }
    sp<GraphicBuffer>& gbuf(mSlots[buf].buffer);

    // this should never happen
    ALOGE_IF(fence == NULL, "Surface::dequeueBuffer: received null Fence! buf=%d", buf);

    if (result & IGraphicBufferProducer::RELEASE_ALL_BUFFERS) {
        freeAllBuffers();
    }

    if ((result & IGraphicBufferProducer::BUFFER_NEEDS_REALLOCATION) || gbuf == 0) {
        //② 
        //由于申请的内存是在surfaceflinger进程中,BufferQueue中的图形缓冲区也是通过
        // 匿名共享内存和binder传递描述符映射过去的,Surface通过调用
        // requestBuffer将图形缓冲区映射到Surface所在进程
        result = mGraphicBufferProducer->requestBuffer(buf, &gbuf);
        if (result != NO_ERROR) {
            ALOGE("dequeueBuffer: IGraphicBufferProducer::requestBuffer failed: %d", result);
            return result;
        }
    }

    if (fence->isValid()) {
        *fenceFd = fence->dup();
        if (*fenceFd == -1) {
            ALOGE("dequeueBuffer: error duping fence: %d", errno);
            // dup() should never fail; something is badly wrong. Soldier on
            // and hope for the best; the worst that should happen is some
            // visible corruption that lasts until the next frame.
        }
    } else {
        *fenceFd = -1;
    }
    //sp<>智能指针的get返回真是对象的指针
    *buffer = gbuf.get();
    return OK;
}

上面dequeueBuffer()主要包括2部分:
1. 向BufferQueue申请缓冲区;
2. 由于BufferQueue和Surface不在同一进程,需要用requestBuffer将映射在BufferQueue进程的图形缓冲区同时映射到surface所在的进程(匿名共享内存)。

向BufferQueue申请内存

在Surface类中,有个成员mSlots数组,即有32个BufferSlot。

//NUM_BUFFER_SLOTS为32
BufferSlot mSlots[NUM_BUFFER_SLOTS];

而BufferSlot结构如下,保存申请到的图形缓冲区。

    struct BufferSlot {
        //保存缓冲区
        sp<GraphicBuffer> buffer;
        Region dirtyRegion;
    };
    //int buf = -1; 
    // buf是个int值,是上面mSlots数组的下标
    status_t result = mGraphicBufferProducer->dequeueBuffer(&buf, &fence, mSwapIntervalZero,
            reqW, reqH, mReqFormat, mReqUsage);

mGraphicBufferProducer->dequeueBuffer进而会去调用BpGraphicBufferProducerdequeueBuffer函数,

class BpGraphicBufferProducer : public BpInterface<IGraphicBufferProducer>
{
    virtual status_t dequeueBuffer(int *buf, sp<Fence>* fence, bool async,
            uint32_t w, uint32_t h, uint32_t format, uint32_t usage) {
        Parcel data, reply;
        data.writeInterfaceToken(IGraphicBufferProducer::getInterfaceDescriptor());
        data.writeInt32(async);
        data.writeInt32(w);
        data.writeInt32(h);
        data.writeInt32(format);
        data.writeInt32(usage);
        //通过BpBinder将要什么的buffer的相关参数保存到data,发送给BBinder
        status_t result = remote()->transact(DEQUEUE_BUFFER, data, &reply);
        if (result != NO_ERROR) {
            return result;
        }
        //BBinderBpBinder返回了一个int,并不是缓冲区的内存,例如前面介绍的handle啥的
        *buf = reply.readInt32();
        bool nonNull = reply.readInt32();
        if (nonNull) {
            *fence = new Fence();
            reply.read(**fence);
        }
        result = reply.readInt32();
        return result;
    }
}

在client侧,也就是BpGraphicBufferProducer侧,通过DEQUEUE_BUFFER后核心只返回了一个*buf = reply.readInt32();(先不管fence),也就是数组mSlots的下标。看来,BufferQueue中应该也有个和mSlots对应的数组,也是32个,一一对应,继续分析server侧,即Bn侧,

status_t BnGraphicBufferProducer::onTransact(
    uint32_t code, const Parcel& data, Parcel* reply, uint32_t flags)
{
      case DEQUEUE_BUFFER: {
            CHECK_INTERFACE(IGraphicBufferProducer, data, reply);
            bool async      = data.readInt32();
            uint32_t w      = data.readInt32();
            uint32_t h      = data.readInt32();
            uint32_t format = data.readInt32();
            uint32_t usage  = data.readInt32();
            int buf;
            sp<Fence> fence;
            //调用BufferQueue的dequeueBuffer
            //也返回一个int的buf
            int result = dequeueBuffer(&buf, &fence, async, w, h, format, usage);
            //将buf和fence写入parcel,通过binder传给client
            reply->writeInt32(buf);
            reply->writeInt32(fence != NULL);
            if (fence != NULL) {
                reply->write(*fence);
            }
            reply->writeInt32(result);
            return NO_ERROR;
}

在BufferQueue中果然也有个mSlots数组,32个BufferSlot,

BufferSlot mSlots[NUM_BUFFER_SLOTS];

但是BufferSlot 结构不同于Surface中的,由于BufferQueue的核心职责就是管理图形缓冲区,需要记录每个缓冲区的状态(FREE,DEQUEUED,QUEUED,ACQUIRED)等,关于生产者消费者这里不细述了,

   struct BufferSlot {

        BufferSlot()
        : mEglDisplay(EGL_NO_DISPLAY),
          mBufferState(BufferSlot::FREE),
          mRequestBufferCalled(false),
          mFrameNumber(0),
          mEglFence(EGL_NO_SYNC_KHR),
          mAcquireCalled(false),
          mNeedsCleanupOnRelease(false) {
        }

        // mGraphicBuffer points to the buffer allocated for this slot or is NULL
        // if no buffer has been allocated.
        sp<GraphicBuffer> mGraphicBuffer;

        // mEglDisplay is the EGLDisplay used to create EGLSyncKHR objects.
        EGLDisplay mEglDisplay;

        // BufferState represents the different states in which a buffer slot
        // can be.  All slots are initially FREE.
        enum BufferState {
            // FREE indicates that the buffer is available to be dequeued
            // by the producer.  The buffer may be in use by the consumer for
            // a finite time, so the buffer must not be modified until the
            // associated fence is signaled.
            //
            // The slot is "owned" by BufferQueue.  It transitions to DEQUEUED
            // when dequeueBuffer is called.
            FREE = 0,

            // DEQUEUED indicates that the buffer has been dequeued by the
            // producer, but has not yet been queued or canceled.  The
            // producer may modify the buffer's contents as soon as the
            // associated ready fence is signaled.
            //
            // The slot is "owned" by the producer.  It can transition to
            // QUEUED (via queueBuffer) or back to FREE (via cancelBuffer).
            DEQUEUED = 1,

            // QUEUED indicates that the buffer has been filled by the
            // producer and queued for use by the consumer.  The buffer
            // contents may continue to be modified for a finite time, so
            // the contents must not be accessed until the associated fence
            // is signaled.
            //
            // The slot is "owned" by BufferQueue.  It can transition to
            // ACQUIRED (via acquireBuffer) or to FREE (if another buffer is
            // queued in asynchronous mode).
            QUEUED = 2,

            // ACQUIRED indicates that the buffer has been acquired by the
            // consumer.  As with QUEUED, the contents must not be accessed
            // by the consumer until the fence is signaled.
            //
            // The slot is "owned" by the consumer.  It transitions to FREE
            // when releaseBuffer is called.
            ACQUIRED = 3
        };

        // mBufferState is the current state of this buffer slot.
        BufferState mBufferState;

        // mRequestBufferCalled is used for validating that the producer did
        // call requestBuffer() when told to do so. Technically this is not
        // needed but useful for debugging and catching producer bugs.
        bool mRequestBufferCalled;

        // mFrameNumber is the number of the queued frame for this slot.  This
        // is used to dequeue buffers in LRU order (useful because buffers
        // may be released before their release fence is signaled).
        uint64_t mFrameNumber;

        // mEglFence is the EGL sync object that must signal before the buffer
        // associated with this buffer slot may be dequeued. It is initialized
        // to EGL_NO_SYNC_KHR when the buffer is created and may be set to a
        // new sync object in releaseBuffer.  (This is deprecated in favor of
        // mFence, below.)
        EGLSyncKHR mEglFence;

        // mFence is a fence which will signal when work initiated by the
        // previous owner of the buffer is finished. When the buffer is FREE,
        // the fence indicates when the consumer has finished reading
        // from the buffer, or when the producer has finished writing if it
        // called cancelBuffer after queueing some writes. When the buffer is
        // QUEUED, it indicates when the producer has finished filling the
        // buffer. When the buffer is DEQUEUED or ACQUIRED, the fence has been
        // passed to the consumer or producer along with ownership of the
        // buffer, and mFence is set to NO_FENCE.
        sp<Fence> mFence;

        // Indicates whether this buffer has been seen by a consumer yet
        bool mAcquireCalled;

        // Indicates whether this buffer needs to be cleaned up by the
        // consumer.  This is set when a buffer in ACQUIRED state is freed.
        // It causes releaseBuffer to return STALE_BUFFER_SLOT.
        bool mNeedsCleanupOnRelease;
    };

BufferQueue的dequeueBuffer函数,

status_t BufferQueue::dequeueBuffer(int *outBuf, sp<Fence>* outFence, bool async,
        uint32_t w, uint32_t h, uint32_t format, uint32_t usage) {
    ATRACE_CALL();
    ST_LOGV("dequeueBuffer: w=%d h=%d fmt=%#x usage=%#x", w, h, format, usage);


    status_t returnFlags(OK);
    EGLDisplay dpy = EGL_NO_DISPLAY;
    EGLSyncKHR eglFence = EGL_NO_SYNC_KHR;

    { // Scope for the lock
        Mutex::Autolock lock(mMutex);

        if (format == 0) {
            format = mDefaultBufferFormat;
        }
        // turn on usage bits the consumer requested
        usage |= mConsumerUsageBits;

        int found = -1;
        bool tryAgain = true;
        while (tryAgain) {
            if (mAbandoned) {
                ST_LOGE("dequeueBuffer: BufferQueue has been abandoned!");
                return NO_INIT;
            }

            const int maxBufferCount = getMaxBufferCountLocked(async);
            if (async && mOverrideMaxBufferCount) {
                // FIXME: some drivers are manually setting the buffer-count (which they
                // shouldn't), so we do this extra test here to handle that case.
                // This is TEMPORARY, until we get this fixed.
                if (mOverrideMaxBufferCount < maxBufferCount) {
                    ST_LOGE("dequeueBuffer: async mode is invalid with buffercount override");
                    return BAD_VALUE;
                }
            }

            // Free up any buffers that are in slots beyond the max buffer
            // count.
            for (int i = maxBufferCount; i < NUM_BUFFER_SLOTS; i++) {
                assert(mSlots[i].mBufferState == BufferSlot::FREE);
                if (mSlots[i].mGraphicBuffer != NULL) {
                    freeBufferLocked(i);
                    returnFlags |= IGraphicBufferProducer::RELEASE_ALL_BUFFERS;
                }
            }

            // look for a free buffer to give to the client
            found = INVALID_BUFFER_SLOT;
            int dequeuedCount = 0;
            int acquiredCount = 0;
            //① 找mSlots中状态是FREE的,而且同时要选择mFrameNumber值最小的那个
            for (int i = 0; i < maxBufferCount; i++) {
                const int state = mSlots[i].mBufferState;
                switch (state) {
                    case BufferSlot::DEQUEUED:
                        dequeuedCount++;
                        break;
                    case BufferSlot::ACQUIRED:
                        acquiredCount++;
                        break;
                    case BufferSlot::FREE:
                        /* We return the oldest of the free buffers to avoid
                         * stalling the producer if possible.  This is because
                         * the consumer may still have pending reads of the
                         * buffers in flight.
                         */
                        if ((found < 0) ||
                                mSlots[i].mFrameNumber < mSlots[found].mFrameNumber) {
                            found = i;
                        }
                        break;
                }
            }

            // clients are not allowed to dequeue more than one buffer
            // if they didn't set a buffer count.
            if (!mOverrideMaxBufferCount && dequeuedCount) {
                ST_LOGE("dequeueBuffer: can't dequeue multiple buffers without "
                        "setting the buffer count");
                return -EINVAL;
            }

            // See whether a buffer has been queued since the last
            // setBufferCount so we know whether to perform the min undequeued
            // buffers check below.
            if (mBufferHasBeenQueued) {
                // make sure the client is not trying to dequeue more buffers
                // than allowed.
                const int newUndequeuedCount = maxBufferCount - (dequeuedCount+1);
                const int minUndequeuedCount = getMinUndequeuedBufferCount(async);
                if (newUndequeuedCount < minUndequeuedCount) {
                    ST_LOGE("dequeueBuffer: min undequeued buffer count (%d) "
                            "exceeded (dequeued=%d undequeudCount=%d)",
                            minUndequeuedCount, dequeuedCount,
                            newUndequeuedCount);
                    return -EBUSY;
                }
            }

            // If no buffer is found, wait for a buffer to be released or for
            // the max buffer count to change.
            tryAgain = found == INVALID_BUFFER_SLOT;
            //② 如果所有的buffer都不是free的,则等待
            if (tryAgain) {
                // return an error if we're in "cannot block" mode (producer and consumer
                // are controlled by the application) -- however, the consumer is allowed
                // to acquire briefly an extra buffer (which could cause us to have to wait here)
                // and that's okay because we know the wait will be brief (it happens
                // if we dequeue a buffer while the consumer has acquired one but not released
                // the old one yet -- for e.g.: see GLConsumer::updateTexImage()).
                if (mDequeueBufferCannotBlock && (acquiredCount <= mMaxAcquiredBufferCount)) {
                    ST_LOGE("dequeueBuffer: would block! returning an error instead.");
                    return WOULD_BLOCK;
                }
                mDequeueCondition.wait(mMutex);
            }
        }


        if (found == INVALID_BUFFER_SLOT) {
            // This should not happen.
            ST_LOGE("dequeueBuffer: no available buffer slots");
            return -EBUSY;
        }

        const int buf = found;
        *outBuf = found;

        ATRACE_BUFFER_INDEX(buf);

        const bool useDefaultSize = !w && !h;
        if (useDefaultSize) {
            // use the default size
            w = mDefaultWidth;
            h = mDefaultHeight;
        }

    //③ 将找到的buf所对应的状态修改为DEQUEUED
        mSlots[buf].mBufferState = BufferSlot::DEQUEUED;

        const sp<GraphicBuffer>& buffer(mSlots[buf].mGraphicBuffer);
        //④ 如果buffer为空,或者非空,但是buffer的尺寸有变化,
        //将returnFlags添加BUFFER_NEEDS_REALLOCATION重新申请标志
        if ((buffer == NULL) ||
            (uint32_t(buffer->width)  != w) ||
            (uint32_t(buffer->height) != h) ||
            (uint32_t(buffer->format) != format) ||
            ((uint32_t(buffer->usage) & usage) != usage))
        {
            mSlots[buf].mAcquireCalled = false;
            mSlots[buf].mGraphicBuffer = NULL;
            mSlots[buf].mRequestBufferCalled = false;
            mSlots[buf].mEglFence = EGL_NO_SYNC_KHR;
            mSlots[buf].mFence = Fence::NO_FENCE;
            mSlots[buf].mEglDisplay = EGL_NO_DISPLAY;

            returnFlags |= IGraphicBufferProducer::BUFFER_NEEDS_REALLOCATION;
        }


        if (CC_UNLIKELY(mSlots[buf].mFence == NULL)) {
            ST_LOGE("dequeueBuffer: about to return a NULL fence from mSlot. "
                    "buf=%d, w=%d, h=%d, format=%d",
                    buf, buffer->width, buffer->height, buffer->format);
        }

        dpy = mSlots[buf].mEglDisplay;
        eglFence = mSlots[buf].mEglFence;
        *outFence = mSlots[buf].mFence;
        mSlots[buf].mEglFence = EGL_NO_SYNC_KHR;
        mSlots[buf].mFence = Fence::NO_FENCE;
    }  // end lock scope

    //⑤ buffer需要重新申请,则调用mGraphicBufferAlloc去创建buffer
    if (returnFlags & IGraphicBufferProducer::BUFFER_NEEDS_REALLOCATION) {
        status_t error;
        sp<GraphicBuffer> graphicBuffer(
                mGraphicBufferAlloc->createGraphicBuffer(w, h, format, usage, &error));
        if (graphicBuffer == 0) {
            ST_LOGE("dequeueBuffer: SurfaceComposer::createGraphicBuffer failed");
            return error;
        }

        { // Scope for the lock
            Mutex::Autolock lock(mMutex);

            if (mAbandoned) {
                ST_LOGE("dequeueBuffer: BufferQueue has been abandoned!");
                return NO_INIT;
            }

            mSlots[*outBuf].mFrameNumber = ~0;
            mSlots[*outBuf].mGraphicBuffer = graphicBuffer;
        }
    }

    if (eglFence != EGL_NO_SYNC_KHR) {
        EGLint result = eglClientWaitSyncKHR(dpy, eglFence, 0, 1000000000);
        // If something goes wrong, log the error, but return the buffer without
        // synchronizing access to it.  It's too late at this point to abort the
        // dequeue operation.
        if (result == EGL_FALSE) {
            ST_LOGE("dequeueBuffer: error waiting for fence: %#x", eglGetError());
        } else if (result == EGL_TIMEOUT_EXPIRED_KHR) {
            ST_LOGE("dequeueBuffer: timeout waiting for fence");
        }
        eglDestroySyncKHR(dpy, eglFence);
    }

    ST_LOGV("dequeueBuffer: returning slot=%d/%llu buf=%p flags=%#x", *outBuf,
            mSlots[*outBuf].mFrameNumber,
            mSlots[*outBuf].mGraphicBuffer->handle, returnFlags);

    return returnFlags;
}

上面函数主要包括5部分:
1.首先找空闲的buffer,在mSlots中状态是FREE的,而且同时要选择mFrameNumber值最小的那个;
2.如果所有的buffer都不是free的,则等待;
3.将找到的buf所对应的状态修改为DEQUEUED;
4.const sp<GraphicBuffer>& buffer(mSlots[buf].mGraphicBuffer),取找到的buf中的mGraphicBuffer,如果buffer为空,或者非空,但是buffer的尺寸有变化,将returnFlags添加BUFFER_NEEDS_REALLOCATION重新申请标志;
5.如果buffer需要重新申请,则调用mGraphicBufferAlloc去创建buffer,关于mGraphicBufferAlloc的创建在前面的《android—匿名binder 》中有介绍,继续分析mGraphicBufferAlloc去创建缓冲区的过程,

        sp<GraphicBuffer> graphicBuffer(
                mGraphicBufferAlloc->createGraphicBuffer(w, h, format, usage, &error));

BpGraphicBufferAlloc ,

class BpGraphicBufferAlloc : public BpInterface<IGraphicBufferAlloc>
{
    virtual sp<GraphicBuffer> createGraphicBuffer(uint32_t w, uint32_t h,
            PixelFormat format, uint32_t usage, status_t* error) {
        Parcel data, reply;
        data.writeInterfaceToken(IGraphicBufferAlloc::getInterfaceDescriptor());
        data.writeInt32(w);
        data.writeInt32(h);
        data.writeInt32(format);
        data.writeInt32(usage);
        remote()->transact(CREATE_GRAPHIC_BUFFER, data, &reply);
        sp<GraphicBuffer> graphicBuffer;
        status_t result = reply.readInt32();
        if (result == NO_ERROR) {
            //client从replay中反序列化出surfaceflinger中创建的GraphicBuffer对象
            graphicBuffer = new GraphicBuffer();
            result = reply.read(*graphicBuffer);
            // reply.readStrongBinder();
            // here we don't even have to read the BufferReference from
            // the parcel, it'll die with the parcel.
        }
        *error = result;
        return graphicBuffer;
    }
}

BnGraphicBufferAlloc,

status_t BnGraphicBufferAlloc::onTransact(
    uint32_t code, const Parcel& data, Parcel* reply, uint32_t flags)case CREATE_GRAPHIC_BUFFER: {
            CHECK_INTERFACE(IGraphicBufferAlloc, data, reply);
            uint32_t w = data.readInt32();
            uint32_t h = data.readInt32();
            PixelFormat format = data.readInt32();
            uint32_t usage = data.readInt32();
            status_t error;
            //调用GraphicBufferAlloc的createGraphicBuffer函数,
            sp<GraphicBuffer> result =
                    createGraphicBuffer(w, h, format, usage, &error);
            reply->writeInt32(error);
            if (result != 0) {
                //GraphicBuffer进行序列化,传给client
                reply->write(*result);
                // We add a BufferReference to this parcel to make sure the
                // buffer stays alive until the GraphicBuffer object on
                // the other side has been created.
                // This is needed so that the buffer handle can be
                // registered before the buffer is destroyed on implementations
                // that do not use file-descriptors to track their buffers.
                reply->writeStrongBinder( new BufferReference(result) );
            }
            return NO_ERROR;
        } break;
}
sp<GraphicBuffer> GraphicBufferAlloc::createGraphicBuffer(uint32_t w, uint32_t h,
        PixelFormat format, uint32_t usage, status_t* error) {
    sp<GraphicBuffer> graphicBuffer(new GraphicBuffer(w, h, format, usage));
    status_t err = graphicBuffer->initCheck();
    *error = err;
    if (err != 0 || graphicBuffer->handle == 0) {
        if (err == NO_MEMORY) {
            GraphicBuffer::dumpAllocationsToSystemLog();
        }
        ALOGE("GraphicBufferAlloc::createGraphicBuffer(w=%d, h=%d) "
             "failed (%s), handle=%p",
                w, h, strerror(-err), graphicBuffer->handle);
        return 0;
    }
    return graphicBuffer;
}
GraphicBuffer::GraphicBuffer(uint32_t w, uint32_t h, 
        PixelFormat reqFormat, uint32_t reqUsage)
    : BASE(), mOwner(ownData), mBufferMapper(GraphicBufferMapper::get()),
      mInitCheck(NO_ERROR)
{
    width  = 
    height = 
    stride = 
    format = 
    usage  = 0;
    handle = NULL;
    mInitCheck = initSize(w, h, reqFormat, reqUsage);
}

上面的函数主要就是利用GraphicBufferAlloc去分配图形缓冲区的过程,中间会用到gralloc模块,以及GraphicBuffer的序列化和反序列化,反序列化unflatten()时还会调用gralloc在BufferQueue所在的进程将在surfaceflinger中申请的内存map注册过来(匿名共享内存)。
到此,BufferQueue中已经申请到了内存,返回给Surface一个int的数组下标,看来这时候Surface还没有获取到任何图形缓冲区相关的东西。
由于申请的内存是在BufferQueue所在的进程,接下来需要调用requestBuffer将buffer映射到Surface所在的进程

    result = mGraphicBufferProducer->requestBuffer(buf, &gbuf);

Surface去requestBuffer

int Surface::dequeueBuffer(android_native_buffer_t** buffer, int* fenceFd) {
    ..........
    sp<GraphicBuffer>& gbuf(mSlots[buf].buffer);

    if ((result & IGraphicBufferProducer::BUFFER_NEEDS_REALLOCATION) || gbuf == 0) {
        //传入数组下标,返回从BufferQueue中映射的GraphicBuffer
        result = mGraphicBufferProducer->requestBuffer(buf, &gbuf);
        if (result != NO_ERROR) {
            ALOGE("dequeueBuffer: IGraphicBufferProducer::requestBuffer failed: %d", result);
            return result;
        }
    }
    ......
}

上面调用了mGraphicBufferProducer->requestBuffer(buf, &gbuf),
BpGraphicBufferProducer,

class BpGraphicBufferProducer : public BpInterface<IGraphicBufferProducer>
{


    virtual status_t requestBuffer(int bufferIdx, sp<GraphicBuffer>* buf) {
        Parcel data, reply;
        data.writeInterfaceToken(IGraphicBufferProducer::getInterfaceDescriptor());
        data.writeInt32(bufferIdx);
        //传入数组下标
        status_t result =remote()->transact(REQUEST_BUFFER, data, &reply);
        if (result != NO_ERROR) {
            return result;
        }
        bool nonNull = reply.readInt32();
        if (nonNull) {
        //GraphicBuffer的反序列化,在Surface所在进程map映射真实的图形缓冲区
            *buf = new GraphicBuffer();
            reply.read(**buf);
        }
        result = reply.readInt32();
        return result;
    }
}

从上面的代码能够看出,requestBuffer的核心就是:Surface传一个数组下标,然后去将BufferQueue中对应的数组下标中的GraphicBuffer对象映射到Surface中,然后保存在对应的数组中,这两个数组一一对应。
综上,真正申请图形缓冲区是在surface flinger进程中,因为GraphicBufferAlloc对象是在surface flinger中new出来的,然后BufferQueue和Surface中的图形缓冲区都是通过GraphicBuffer的序列化和反序列化新映射出来的。

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