Android中绘图的API很多,比如2D的基于Skia的接口,3D的绘图OpenGLES,Vulkan等。Android早期系统多数都是采用2D的绘图模式,比如绘制一张Bitmap图片。随着用户对视觉效果的追求以及硬件的能力突破,原有的渲染已经无法满足要求。所以Android在4.4后开始默认打开硬件加速来帮助加速渲染。

硬件加速,直白的说就是依赖GPU实现图形绘制加速,软硬件加速的区别主要是图形的绘制究竟是GPU来处理还是CPU,如果是GPU,就认为是硬件加速绘制,反之,软件绘制。为什么要用GPU替代CPU?

在渲染过程中,尤其是动画过程中,经常涉及位置、大小、插值、缩放、旋转、透明度变化、动画过渡、毛玻璃模糊,甚至包括3D变换、物理运动的计算,逻辑的处理相对较少,还可能会涉及到浮点计算,CPU和GPU本身的能力决定了他们可发挥的能力,GPU更适合做计算处理,也是移动端异构运算的一种实现。

然而在Android中,硬件加速还做了其他方面优化,不仅仅限定在绘制方面,绘制之前,在如何构建绘制区域上,硬件加速也做出了很大优化,因此硬件加速特性可以从下面两部分来分析:

  1. 前期策略:如何构建需要绘制的区域
  2. 后期绘制:单独渲染线程,依赖GPU进行绘制

上面的策略展开来讲第一步是将2D的绘图操纵转换为对应的3D的绘图操纵,这个转换过程我们把它叫做录制。第二步在RenderThread线程用OpenGLES/Vulkan通过GPU去渲染。在上层view的绘制过程中就有硬件加速控制的相关代码如下:

boolean draw(Canvas canvas, ViewGroup parent, long drawingTime) {
        //判断是否开启硬件加速
        final boolean hardwareAcceleratedCanvas = canvas.isHardwareAccelerated();
           ......
        if (hardwareAcceleratedCanvas) {
            // Clear INVALIDATED flag to allow invalidation to occur during rendering, but
            // retain the flag's value temporarily in the mRecreateDisplayList flag
            mRecreateDisplayList = (mPrivateFlags & PFLAG_INVALIDATED) != 0;
            mPrivateFlags &= ~PFLAG_INVALIDATED;
        }

        ......
        if (drawingWithRenderNode) { // 硬件加速
            // Delay getting the display list until animation-driven alpha values are
            // set up and possibly passed on to the view
            renderNode = updateDisplayListIfDirty();
            if (!renderNode.hasDisplayList()) {
                // Uncommon, but possible. If a view is removed from the hierarchy during the call
                // to getDisplayList(), the display list will be marked invalid and we should not
                // try to use it again.
                renderNode = null;
                drawingWithRenderNode = false;
            }
        }

            .....

        if (!drawingWithDrawingCache) {
            if (drawingWithRenderNode) {
                mPrivateFlags &= ~PFLAG_DIRTY_MASK;
                ((RecordingCanvas) canvas).drawRenderNode(renderNode); // 硬件加速
            } else {
                // Fast path for layouts with no backgrounds
                if ((mPrivateFlags & PFLAG_SKIP_DRAW) == PFLAG_SKIP_DRAW) {
                    mPrivateFlags &= ~PFLAG_DIRTY_MASK;
                    dispatchDraw(canvas);
                } else {
                    draw(canvas);
                }
            }
        } else if (cache != null) {
            mPrivateFlags &= ~PFLAG_DIRTY_MASK;
            if (layerType == LAYER_TYPE_NONE || mLayerPaint == null) {
                // no layer paint, use temporary paint to draw bitmap
                Paint cachePaint = parent.mCachePaint;
                if (cachePaint == null) {
                    cachePaint = new Paint();
                    cachePaint.setDither(false);
                    parent.mCachePaint = cachePaint;
                }
                cachePaint.setAlpha((int) (alpha * 255));
                canvas.drawBitmap(cache, 0.0f, 0.0f, cachePaint);
            } else {
                // use layer paint to draw the bitmap, merging the two alphas, but also restore
                int layerPaintAlpha = mLayerPaint.getAlpha();
                if (alpha < 1) {
                    mLayerPaint.setAlpha((int) (alpha * layerPaintAlpha));
                }
                canvas.drawBitmap(cache, 0.0f, 0.0f, mLayerPaint);
                if (alpha < 1) {
                    mLayerPaint.setAlpha(layerPaintAlpha);
                }
            }
        }
        ......
        return more;
    }

所谓构建就是递归遍历所有视图,将需要的操作缓存下来,之后再交给单独的Render线程利用OpenGL渲染。在Android硬件加速框架中,View视图被抽象成RenderNode节点,View中的绘制都会被抽象成一个个DrawOp(DisplayListOp),比如View中drawLine,构建中就会被抽象成一个DrawLintOp,drawBitmap操作会被抽象成DrawBitmapOp,每个子View的绘制被抽象成DrawRenderNodeOp,每个DrawOp有对应的OpenGL绘制命令,同时内部也握着绘图所需要的数据。 

构建完成后,就可以将这个绘图Op树交给Render线程进行绘制,这里是同软件绘制很不同的地方,软件绘制时,View一般都在主线程中完成绘制,而硬件加速,除非特殊要求,一般都是在单独线程中完成绘制,如此一来就分担了主线程很多压力,提高了UI线程的响应速度。

android 过度渲染 安卓图形渲染_android

HardwareRenderer构建DrawOp

HardwareRenderer是整个硬件加速的入口:

public HardwareRenderer() {
          // 创建rendernode
        mRootNode = RenderNode.adopt(nCreateRootRenderNode());
        mRootNode.setClipToBounds(false);
          // 创建RenderProxy
        mNativeProxy = nCreateProxy(!mOpaque, mIsWideGamut, mRootNode.mNativeRenderNode);
        if (mNativeProxy == 0) {
            throw new OutOfMemoryError("Unable to create hardware renderer");
        }
        Cleaner.create(this, new DestroyContextRunnable(mNativeProxy));
        ProcessInitializer.sInstance.init(mNativeProxy);
    }

hwui部分native的代码在libs/hwui/renderthread/下面,大家有兴趣可行查阅,下面贴一些核心的代码片段:

RenderProxy::RenderProxy(bool translucent, RenderNode* rootRenderNode,
39                           IContextFactory* contextFactory)
40          : mRenderThread(RenderThread::getInstance()), mContext(nullptr) {
41      mContext = mRenderThread.queue().runSync([&]() -> CanvasContext* {
42          return CanvasContext::create(mRenderThread, translucent, rootRenderNode, contextFactory);
43      });
44      mDrawFrameTask.setContext(&mRenderThread, mContext, rootRenderNode,
45                                pthread_gettid_np(pthread_self()), getRenderThreadTid());
46  }

从RenderThread::getInstance()可以看出,RenderThread是一个单例,每个进程最多只有一个硬件渲染线程。

void RenderThread::initThreadLocals() {
232      setupFrameInterval();
233      initializeChoreographer();
234      mEglManager = new EglManager();
235      mRenderState = new RenderState(*this);
236      mVkManager = VulkanManager::getInstance();
237      mCacheManager = new CacheManager();
238  }

会初始化Opengl和Vulkan的管理器,按需求选用是OpenGl还是Vulkan,Vulkan相关的也都在该包下。

DisplayListCanvas的JNI实现如下:

* frameworks/base/core/jni/android_view_DisplayListCanvas.cpp

const char* const kClassPathName = "android/view/DisplayListCanvas";

static JNINativeMethod gMethods[] = {

    // ------------ @FastNative ------------------

    { "nCallDrawGLFunction", "(JJLjava/lang/Runnable;)V",
            (void*) android_view_DisplayListCanvas_callDrawGLFunction },

    // ------------ @CriticalNative --------------
    { "nCreateDisplayListCanvas", "(JII)J",     (void*) android_view_DisplayListCanvas_createDisplayListCanvas },
    { "nResetDisplayListCanvas",  "(JJII)V",    (void*) android_view_DisplayListCanvas_resetDisplayListCanvas },
    { "nGetMaximumTextureWidth",  "()I",        (void*) android_view_DisplayListCanvas_getMaxTextureWidth },
    { "nGetMaximumTextureHeight", "()I",        (void*) android_view_DisplayListCanvas_getMaxTextureHeight },
    { "nInsertReorderBarrier",    "(JZ)V",      (void*) android_view_DisplayListCanvas_insertReorderBarrier },
    { "nFinishRecording",         "(J)J",       (void*) android_view_DisplayListCanvas_finishRecording },
    { "nDrawRenderNode",          "(JJ)V",      (void*) android_view_DisplayListCanvas_drawRenderNode },
    { "nDrawLayer",               "(JJ)V",      (void*) android_view_DisplayListCanvas_drawLayer },
    { "nDrawCircle",              "(JJJJJ)V",   (void*) android_view_DisplayListCanvas_drawCircleProps },
    { "nDrawRoundRect",           "(JJJJJJJJ)V",(void*) android_view_DisplayListCanvas_drawRoundRectProps },
};

RecordingCanvas实现 

RecordingCanvas::RecordingCanvas(size_t width, size_t height)
        : mState(*this), mResourceCache(ResourceCache::getInstance()) {
    resetRecording(width, height);
}

void RecordingCanvas::resetRecording(int width, int height, RenderNode* node) {
    LOG_ALWAYS_FATAL_IF(mDisplayList, "prepareDirty called a second time during a recording!");
    mDisplayList = new DisplayList();

    mState.initializeRecordingSaveStack(width, height);

    mDeferredBarrierType = DeferredBarrierType::InOrder;
}

RecordingCanvas里面定义了各种OP,

struct DrawArc final : Op {
231      static const auto kType = Type::DrawArc;
232      DrawArc(const SkRect& oval, SkScalar startAngle, SkScalar sweepAngle, bool useCenter,
233              const SkPaint& paint)
234              : oval(oval)
235              , startAngle(startAngle)
236              , sweepAngle(sweepAngle)
237              , useCenter(useCenter)
238              , paint(paint) {}
239      SkRect oval;
240      SkScalar startAngle;
241      SkScalar sweepAngle;
242      bool useCenter;
243      SkPaint paint;
244      void draw(SkCanvas* c, const SkMatrix&) const {
245          c->drawArc(oval, startAngle, sweepAngle, useCenter, paint);
246      }
247  };

上面提到说RenderNode会保存Op的数据和操作信息: 

void RenderNode::prepareTreeImpl(TreeObserver& observer, TreeInfo& info, bool functorsNeedLayer) {
218      if (mDamageGenerationId == info.damageGenerationId) {
219          // We hit the same node a second time in the same tree. We don't know the minimal
220          // damage rect anymore, so just push the biggest we can onto our parent's transform
221          // We push directly onto parent in case we are clipped to bounds but have moved position.
222          info.damageAccumulator->dirty(DIRTY_MIN, DIRTY_MIN, DIRTY_MAX, DIRTY_MAX);
223      }
224      info.damageAccumulator->pushTransform(this);
225  
226      if (info.mode == TreeInfo::MODE_FULL) {
227          pushStagingPropertiesChanges(info);
228      }
229  
230      if (!mProperties.getAllowForceDark()) {
231          info.disableForceDark++;
232      }
233      if (!mProperties.layerProperties().getStretchEffect().isEmpty()) {
234          info.stretchEffectCount++;
235      }
236  
237      uint32_t animatorDirtyMask = 0;
238      if (CC_LIKELY(info.runAnimations)) {
239          animatorDirtyMask = mAnimatorManager.animate(info);
240      }
241  
242      bool willHaveFunctor = false;
243      if (info.mode == TreeInfo::MODE_FULL && mStagingDisplayList) {
244          willHaveFunctor = mStagingDisplayList.hasFunctor();
245      } else if (mDisplayList) {
246          willHaveFunctor = mDisplayList.hasFunctor();
247      }
248      bool childFunctorsNeedLayer =
249              mProperties.prepareForFunctorPresence(willHaveFunctor, functorsNeedLayer);
250  
251      if (CC_UNLIKELY(mPositionListener.get())) {
252          mPositionListener->onPositionUpdated(*this, info);
253      }
254  
255      prepareLayer(info, animatorDirtyMask);
256      if (info.mode == TreeInfo::MODE_FULL) {
257          pushStagingDisplayListChanges(observer, info);
258      }
259  
260      if (mDisplayList) {
261          info.out.hasFunctors |= mDisplayList.hasFunctor();
262          mHasHolePunches = mDisplayList.hasHolePunches();
263          bool isDirty = mDisplayList.prepareListAndChildren(
264                  observer, info, childFunctorsNeedLayer,
265                  [this](RenderNode* child, TreeObserver& observer, TreeInfo& info,
266                         bool functorsNeedLayer) {
267                      child->prepareTreeImpl(observer, info, functorsNeedLayer);
268                      mHasHolePunches |= child->hasHolePunches();
269                  });
270          if (isDirty) {
271              damageSelf(info);
272          }
273      } else {
274          mHasHolePunches = false;
275      }
276      pushLayerUpdate(info);
277  
278      if (!mProperties.getAllowForceDark()) {
279          info.disableForceDark--;
280      }
281      if (!mProperties.layerProperties().getStretchEffect().isEmpty()) {
282          info.stretchEffectCount--;
283      }
284      info.damageAccumulator->popTransform();
285  }
void RenderNode::pushLayerUpdate(TreeInfo& info) {
174  #ifdef __ANDROID__ // Layoutlib does not support CanvasContext and Layers
175      LayerType layerType = properties().effectiveLayerType();
176      // If we are not a layer OR we cannot be rendered (eg, view was detached)
177      // we need to destroy any Layers we may have had previously
178      if (CC_LIKELY(layerType != LayerType::RenderLayer) || CC_UNLIKELY(!isRenderable()) ||
179          CC_UNLIKELY(properties().getWidth() == 0) || CC_UNLIKELY(properties().getHeight() == 0) ||
180          CC_UNLIKELY(!properties().fitsOnLayer())) {
181          if (CC_UNLIKELY(hasLayer())) {
182              this->setLayerSurface(nullptr);
183          }
184          return;
185      }
186  
187      if (info.canvasContext.createOrUpdateLayer(this, *info.damageAccumulator, info.errorHandler)) {
188          damageSelf(info);
189      }
190  
191      if (!hasLayer()) {
192          return;
193      }
194  
195      SkRect dirty;
196      info.damageAccumulator->peekAtDirty(&dirty);
197      info.layerUpdateQueue->enqueueLayerWithDamage(this, dirty);
198      if (!dirty.isEmpty()) {
199        mStretchMask.markDirty();
200      }
201  
202      // There might be prefetched layers that need to be accounted for.
203      // That might be us, so tell CanvasContext that this layer is in the
204      // tree and should not be destroyed.
205      info.canvasContext.markLayerInUse(this);
206  #endif
207  }

 核心流程里绘制的Ops都放在mDisplayList中,这边会去递归的调用每个RenderNode的prepareTreeImpl。

pushLayerUpdate,将要更新的RenderNode都加到TreeInfo的layerUpdateQueue中,还有其对应的damage大小。

累加器的popTransform,就是将该Node的DirtyStack生效,收集好DisplayList后就是绘制了。