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[Android 13]开机动画原理分析

2024-07-10 12:05| 来源: 网络整理| 查看: 265

Android开机动画

hongxi.zhu 2023-6-12 Lineageos_20(Android T) on Pixel 2XL

目录 Android开机动画一、 开机动画的启动1.1 init.rc启动相应的进程1.2 surfaceflinger服务的启动1.3 开机动画进程的启动1.3.1 检查是否禁用了开机动画1.3.2 创建BootAnimation对象,预加载动画文件1.3.3 等待SF服务的启动1.3.4 启动播放线程,播放动画 二、结束开机动画2.1 system server进程2.2 SurfaceFlinger进程

一、 开机动画的启动 1.1 init.rc启动相应的进程

开机动画跑起来除了需要自身进程的启动外,还肯定以来显示系统的相关进程,即一定需要SurfaceFlinger的进程的合成和送显,所以这里需要启动SurfaceFlinger服务和bootanim服务,两者是在init.rc中启动。rc的触发阶段和引用关系如下:

system/core/rootdir/init.rc ... import /init.${ro.hardware}.rc import /vendor/etc/init/hw/init.${ro.hardware}.rc ... # Mount filesystems and start core system services. //在这个阶段就可以启动系统核心的服务了,包括SF等 on late-init ... # Mount fstab in init.{$device}.rc by mount_all with '--late' parameter # to only mount entries with 'latemount'. This is needed if '--early' is # specified in the previous mount_all command on the fs stage. # With /system mounted and properties form /system + /factory available, # some services can be started. trigger late-fs ... device/google/wahoo/init.hardware.rc on late-fs # Start devices by sysfs trigger start vendor.devstart_sh # Start services for bootanim start vendor.power-hal-1-3 start surfaceflinger # 先启动surfaceflinger start bootanim # 然后是bootanim start vendor.hwcomposer-2-1 start vendor.configstore-hal start vendor.gralloc-2-0 ...

这里说下有时候这个文件源码里名字和设备里的名字不一样,是因为这个文件编译时会改名并拷贝到vendor/etc/init/hw/init.taimen.rc,可以从device.mk看出,我的设备Pixel 2XL taimen派生于wahoo,会引用wahoo的device.mk

device/google/wahoo/device.mk PRODUCT_COPY_FILES += \ $(LOCAL_PATH)/init.hardware.rc:$(TARGET_COPY_OUT_VENDOR)/etc/init/hw/init.$(PRODUCT_HARDWARE).rc

上面init.hardware.rc中start的surfaceflinger和bootanim是在它们各自的module下声明的rc文件,当build的时候,编译系统会解析Android.bp或者Android.mk获取对应的目标的rc文件,并将rc的内容include到主rc中。

SurfaceFlinger服务的启动文件 frameworks/native/services/surfaceflinger/surfaceflinger.rc service surfaceflinger /system/bin/surfaceflinger class core animation user system group graphics drmrpc readproc capabilities SYS_NICE onrestart restart --only-if-running zygote task_profiles HighPerformance socket pdx/system/vr/display/client stream 0666 system graphics u:object_r:pdx_display_client_endpoint_socket:s0 socket pdx/system/vr/display/manager stream 0666 system graphics u:object_r:pdx_display_manager_endpoint_socket:s0 socket pdx/system/vr/display/vsync stream 0666 system graphics u:object_r:pdx_display_vsync_endpoint_socket:s0 bootanim服务的启动文件 frameworks/base/cmds/bootanimation/bootanim.rc service bootanim /system/bin/bootanimation class core animation user graphics group graphics audio disabled oneshot ioprio rt 0 task_profiles MaxPerformance 1.2 surfaceflinger服务的启动

动画播放依赖于SF进程,所以它希望先启动(无法保证两者一定能有序的启动),SF进程启动后会加载它的main方法 frameworks/native/services/surfaceflinger/main_surfaceflinger.cpp

int main(int, char**) { ... // instantiate surfaceflinger sp flinger = surfaceflinger::createSurfaceFlinger(); ... // initialize before clients can connect flinger->init(); // 这里init会去设置开机动画相关的属性 // publish surface flinger sp sm(defaultServiceManager()); sm->addService(String16(SurfaceFlinger::getServiceName()), flinger, false, IServiceManager::DUMP_FLAG_PRIORITY_CRITICAL | IServiceManager::DUMP_FLAG_PROTO); // publish gui::ISurfaceComposer, the new AIDL interface sp composerAIDL = new SurfaceComposerAIDL(flinger); sm->addService(String16("SurfaceFlingerAIDL"), composerAIDL, false, IServiceManager::DUMP_FLAG_PRIORITY_CRITICAL | IServiceManager::DUMP_FLAG_PROTO); startDisplayService(); // dependency on SF getting registered above ... // run surface flinger in this thread flinger->run(); //SurfaceFinger启动,并运行在主线程,通过消息机制循环等待任务 return 0; }

frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp

// Do not call property_set on main thread which will be blocked by init // Use StartPropertySetThread instead. void SurfaceFlinger::init() { ALOGI( "SurfaceFlinger's main thread ready to run. " "Initializing graphics H/W..."); ... mStartPropertySetThread = getFactory().createStartPropertySetThread(presentFenceReliable); // 开启一个子现场去设置开机动画相关的属性(主线程设置属性会造成block) if (mStartPropertySetThread->Start() != NO_ERROR) { ALOGE("Run StartPropertySetThread failed!"); } ALOGV("Done initializing"); }

frameworks/native/services/surfaceflinger/StartPropertySetThread.cpp

bool StartPropertySetThread::threadLoop() { // Set property service.sf.present_timestamp, consumer need check its readiness property_set(kTimestampProperty, mTimestampPropertyValue ? "1" : "0"); // Clear BootAnimation exit flag property_set("service.bootanim.exit", "0"); //重置开机动画退出属性 property_set("service.bootanim.progress", "0"); // 开机动画进度 // Start BootAnimation if not started property_set("ctl.start", "bootanim"); //启动开机动画的属性,这里保险起见还是会去启动bootanim服务,但是bootanim服务有可能在前面已经被init进程拉起来了 // Exit immediately return false; //只执行一次,设置完就退出 }

这里主要是做了两个事:

重置开机动画的退出属性,开机动画进程会循环check这个属性,如果为1就结束播放并退出,这里先初始化为0设置开机动画启动属性,如果开机动画进程没有被前面的init进程拉起来,那么这里还会再次主动让属性服务拉起开机动画进程。

接下来就是进入启动开机动画进程的流程了。

1.3 开机动画进程的启动

frameworks/base/cmds/bootanimation/bootanimation_main.cpp

int main() { setpriority(PRIO_PROCESS, 0, ANDROID_PRIORITY_DISPLAY); bool noBootAnimation = bootAnimationDisabled(); //检查是否禁用了开机动画 ALOGI_IF(noBootAnimation, "boot animation disabled"); if (!noBootAnimation) { sp proc(ProcessState::self()); ProcessState::self()->startThreadPool(); // create the boot animation object (may take up to 200ms for 2MB zip) sp boot = new BootAnimation(audioplay::createAnimationCallbacks()); //创建动画对象,这个过程会去解析的动画文件,文件越大越耗时 waitForSurfaceFlinger(); //向servicemanager检查SF进程是否正常启动了, 死循环等待SF注册成功 boot->run("BootAnimation", PRIORITY_DISPLAY); //开始跑动画逻辑 ALOGV("Boot animation set up. Joining pool."); IPCThreadState::self()->joinThreadPool(); } return 0; }

主要是:

检查是否禁用了开机动画,如果禁用了进程直接结束,不播放Android动画(也许厂商自己用其他方式实现)创建BootAnimation对象,加载并解析动画文件,加载时间根据文件大小有关(图片大小,数量)循环等待SurfaceFlinger服务的启动(没有SF也播放不了动画)启动动画线程(BootAnimation继承于Thread类,它本身就是一个thread),开始播放动画 1.3.1 检查是否禁用了开机动画 bool bootAnimationDisabled() { char value[PROPERTY_VALUE_MAX]; property_get("debug.sf.nobootanimation", value, "0"); if (atoi(value) > 0) { return true; } property_get("ro.boot.quiescent", value, "0"); if (atoi(value) > 0) { // Only show the bootanimation for quiescent boots if this system property is set to enabled if (!property_get_bool("ro.bootanim.quiescent.enabled", false)) { return true; } } return false; }

主要受三个属性控制,三个属性优先级有前后。

1.3.2 创建BootAnimation对象,预加载动画文件 BootAnimation::BootAnimation(sp callbacks) : Thread(false), mLooper(new Looper(false)), mClockEnabled(true), mTimeIsAccurate(false), mTimeFormat12Hour(false), mTimeCheckThread(nullptr), mCallbacks(callbacks) { mSession = new SurfaceComposerClient(); // 获取SF在开机动画进程的代理,后面会使用该对象与SF跨进程通信 std::string powerCtl = android::base::GetProperty("sys.powerctl", ""); if (powerCtl.empty()) { // 判断是开机动画还是关机动画 mShuttingDown = false; } else { mShuttingDown = true; } ALOGD("%sAnimationStartTiming start time: %" PRId64 "ms", mShuttingDown ? "Shutdown" : "Boot", elapsedRealtime()); }

上面的构造方法中仅仅中只是获取了SF的session代理对象, 真正的加载逻辑在这个对象的第一次引用回调方法中(在前面的sp指针实例化时被回调)。

void BootAnimation::onFirstRef() { status_t err = mSession->linkToComposerDeath(this); SLOGE_IF(err, "linkToComposerDeath failed (%s) ", strerror(-err)); if (err == NO_ERROR) { // Load the animation content -- this can be slow (eg 200ms) // called before waitForSurfaceFlinger() in main() to avoid wait ALOGD("%sAnimationPreloadTiming start time: %" PRId64 "ms", mShuttingDown ? "Shutdown" : "Boot", elapsedRealtime()); preloadAnimation(); ALOGD("%sAnimationPreloadStopTiming start time: %" PRId64 "ms", mShuttingDown ? "Shutdown" : "Boot", elapsedRealtime()); } }

加载的逻辑主要是preloadAnimation(),这个过程主要是解析bootanimation.zip文件

bool BootAnimation::preloadAnimation() { findBootAnimationFile(); // 检索系统的几个预设定路径下是否存在bootanimation.zip文件 if (!mZipFileName.isEmpty()) { mAnimation = loadAnimation(mZipFileName); // 加载动画文件 return (mAnimation != nullptr); } return false; }

findBootAnimationFile方法是去检索系统的几个预设定路径下是否存在bootanimation.zip文件, 如果存在赋值给mZipFileName, 几个预设定路径是:(寻找是根据系统是否加密、是否是深色主题进行选择,pixel 2xl的文件是 /product/media/下)

static const char OEM_BOOTANIMATION_FILE[] = "/oem/media/bootanimation.zip"; static const char PRODUCT_BOOTANIMATION_DARK_FILE[] = "/product/media/bootanimation-dark.zip"; static const char PRODUCT_BOOTANIMATION_FILE[] = "/product/media/bootanimation.zip"; static const char SYSTEM_BOOTANIMATION_FILE[] = "/system/media/bootanimation.zip"; static const char APEX_BOOTANIMATION_FILE[] = "/apex/com.android.bootanimation/etc/bootanimation.zip"; static const char PRODUCT_ENCRYPTED_BOOTANIMATION_FILE[] = "/product/media/bootanimation-encrypted.zip"; static const char SYSTEM_ENCRYPTED_BOOTANIMATION_FILE[] = "/system/media/bootanimation-encrypted.zip";

loadAnimation()方法是去解析bootanimation.zip文件

BootAnimation::Animation* BootAnimation::loadAnimation(const String8& fn) { if (mLoadedFiles.indexOf(fn) >= 0) { //mLoadedFiles是根据文件名是否加载过来防止加载动画zip包多次 SLOGE("File \"%s\" is already loaded. Cyclic ref is not allowed", fn.string()); return nullptr; } ZipFileRO *zip = ZipFileRO::open(fn); //打开zip文件 if (zip == nullptr) { SLOGE("Failed to open animation zip \"%s\": %s", fn.string(), strerror(errno)); return nullptr; } ALOGD("%s is loaded successfully", fn.string()); Animation *animation = new Animation; animation->fileName = fn; animation->zip = zip; animation->clockFont.map = nullptr; mLoadedFiles.add(animation->fileName); //整个zip也用一个Animation来描述 parseAnimationDesc(*animation); //解析‘desc.txt’文件,根据这个文件创建每个part的Animation对象 if (!preloadZip(*animation)) { //加载每一个part对应的图片,并填充到animation.part.frames releaseAnimation(animation); return nullptr; } mLoadedFiles.remove(fn); return animation; }

解析desc.txt文件

bool BootAnimation::parseAnimationDesc(Animation& animation) { ... // Parse the description file for (;;) { const char* endl = strstr(s, "\n"); if (endl == nullptr) break; String8 line(s, endl - s); const char* l = line.string(); int fps = 0; int width = 0; int height = 0; int count = 0; int pause = 0; int progress = 0; int framesToFadeCount = 0; int colorTransitionStart = 0; int colorTransitionEnd = 0; char path[ANIM_ENTRY_NAME_MAX]; char color[7] = "000000"; // default to black if unspecified char clockPos1[TEXT_POS_LEN_MAX + 1] = ""; char clockPos2[TEXT_POS_LEN_MAX + 1] = ""; char dynamicColoringPartNameBuffer[ANIM_ENTRY_NAME_MAX]; char pathType; // start colors default to black if unspecified char start_color_0[7] = "000000"; char start_color_1[7] = "000000"; char start_color_2[7] = "000000"; char start_color_3[7] = "000000"; int nextReadPos; int topLineNumbers = sscanf(l, "%d %d %d %d", &width, &height, &fps, &progress); if (topLineNumbers == 3 || topLineNumbers == 4) { //解析第一行,获取width/height/fps参数 // SLOGD("> w=%d, h=%d, fps=%d, progress=%d", width, height, fps, progress); animation.width = width; animation.height = height; animation.fps = fps; if (topLineNumbers == 4) { //如果配置了progress,一般不会配置 animation.progressEnabled = (progress != 0); } else { animation.progressEnabled = false; } } else if (sscanf(l, "dynamic_colors %" STRTO(ANIM_PATH_MAX) "s #%6s #%6s #%6s #%6s %d %d", dynamicColoringPartNameBuffer,加载每一个part对应的图片,并填充到animation.part.frames start_color_0, start_color_1, start_color_2, start_color_3, &colorTransitionStart, &colorTransitionEnd)) { //动态颜色,我们一般不配置,所以不会走这里 animation.dynamicColoringEnabled = true; parseColor(start_color_0, animation.startColors[0]); parseColor(start_color_1, animation.startColors[1]); parseColor(start_color_2, animation.startColors[2]); parseColor(start_color_3, animation.startColors[3]); animation.colorTransitionStart = colorTransitionStart; animation.colorTransitionEnd = colorTransitionEnd; dynamicColoringPartName = std::string(dynamicColoringPartNameBuffer); } else if (sscanf(l, "%c %d %d %" STRTO(ANIM_PATH_MAX) "s%n", &pathType, &count, &pause, path, &nextReadPos) >= 4) { //解析第二行开始的part部分 if (pathType == 'f') { sscanf(l + nextReadPos, " %d #%6s %16s %16s", &framesToFadeCount, color, clockPos1, clockPos2); } else { sscanf(l + nextReadPos, " #%6s %16s %16s", color, clockPos1, clockPos2); } // SLOGD("> type=%c, count=%d, pause=%d, path=%s, framesToFadeCount=%d, color=%s, " // "clockPos1=%s, clockPos2=%s", // pathType, count, pause, path, framesToFadeCount, color, clockPos1, clockPos2); Animation::Part part; if (path == dynamicColoringPartName) { // Part is specified to use dynamic coloring. part.useDynamicColoring = true; part.postDynamicColoring = false; postDynamicColoring = true; } else { //我们一般只配置pathType、count、pause,其他的都是空 // Part does not use dynamic coloring. part.useDynamicColoring = false; part.postDynamicColoring = postDynamicColoring; } part.playUntilComplete = pathType == 'c'; part.framesToFadeCount = framesToFadeCount; part.count = count; part.pause = pause;加载 part.path = path; part.audioData = nullptr; //新版本还加入了开机动画每个part可以添加对应的音频文件,但是一般不配置,且不是在这里加载 part.animation = nullptr; //这里每个part下面一般不会再嵌套动画文件了,所以它已经是节点了 if (!parseColor(color, part.backgroundColor)) { //color和backgroundcolor没有特殊配置使用默认的black SLOGE("> invalid color '#%s'", color); part.backgroundColor[0] = 0.0f; part.backgroundColor[1] = 0.0f; part.backgroundColor[2] = 0.0f; } parsePosition(clockPos1, clockPos2, &part.clockPosX, &part.clockPosY); animation.parts.add(part); //将part加入animation对象中,这样就能拿到他的fps/type/count/pause, 但是frames数据还没有填充 } else if (strcmp(l, "$SYSTEM") == 0) { //一种特殊情况,不会走这里 // SLOGD("> SYSTEM"); Animation::Part part; part.playUntilComplete = false; part.framesToFadeCount = 0; part.count = 1; part.pause = 0; part.audioData = nullptr; part.animation = loadAnimation(String8(SYSTEM_BOOTANIMATION_FILE)); if (part.animation != nullptr) animation.parts.add(part); } s = ++endl; } return true; }

解析完desc.txt,已经将配置文件中每个part对应到每个实际的part文件夹,但是真正的图片,还没有去加载,接下来preloadZip加载每一个part对应的图片,并填充到animation.part.frames

bool BootAnimation::preloadZip(Animation& animation) { // read all the data structures const size_t pcount = animation.parts.size(); void *cookie = nullptr; ZipFileRO* zip = animation.zip; if (!zip->startIteration(&cookie)) { return false; } ZipEntryRO entry; char name[ANIM_ENTRY_NAME_MAX]; while ((entry = zip->nextEntry(cookie)) != nullptr) { //遍历整个zip下的文件树,一般我们都不会嵌套多层,叶子节点就是每个part文件夹下的文件 const int foundEntryName = zip->getEntryFileName(entry, name, ANIM_ENTRY_NAME_MAX); if (foundEntryName > ANIM_ENTRY_NAME_MAX || foundEntryName == -1) { SLOGE("Error fetching entry file name"); continue; } const String8 entryName(name); const String8 path(entryName.getPathDir()); const String8 leaf(entryName.getPathLeaf()); if (leaf.size() > 0) { ... for (size_t j = 0; j uint16_t method; // supports only stored png files if (zip->getEntryInfo(entry, &method, nullptr, nullptr, nullptr, nullptr, nullptr)) { if (method == ZipFileRO::kCompressStored) { //从直接可以知道bootanimation.zip必须使用存储方式打包,不能压缩,否则将不能播放 FileMap* map = zip->createEntryFileMap(entry); if (map) { Animation::Part& part(animation.parts.editItemAt(j)); if (leaf == "audio.wav") { // 如果是音频文件 // a part may have at most one audio file part.audioData = (uint8_t *)map->getDataPtr(); part.audioLength = map->getDataLength(); } else if (leaf == "trim.txt") { //一般不会使用trim part.trimData.setTo((char const*)map->getDataPtr(), map->getDataLength()); } else { Animation::Frame frame; frame.name = leaf; frame.map = map; frame.trimWidth = animation.width; frame.trimHeight = animation.height; frame.trimX = 0; frame.trimY = 0; part.frames.add(frame); // 将part下面的图片添加到part的frames } } } else { SLOGE("bootanimation.zip is compressed; must be only stored"); } } } } } } ... zip->endIteration(cookie); return true; }

到这里动画文件的预加载就完成了,这时候需要check SF是否已经正常启动。

1.3.3 等待SF服务的启动

frameworks/base/cmds/bootanimation/BootAnimationUtil.cpp

void waitForSurfaceFlinger() { // TODO: replace this with better waiting logic in future, b/35253872 int64_t waitStartTime = elapsedRealtime(); sp sm = defaultServiceManager(); const String16 name("SurfaceFlinger"); const int SERVICE_WAIT_SLEEP_MS = 100; const int LOG_PER_RETRIES = 10; int retry = 0; while (sm->checkService(name) == nullptr) { retry++; if ((retry % LOG_PER_RETRIES) == 0) { ALOGW("Waiting for SurfaceFlinger, waited for %" PRId64 " ms", elapsedRealtime() - waitStartTime); } usleep(SERVICE_WAIT_SLEEP_MS * 1000); }; int64_t totalWaited = elapsedRealtime() - waitStartTime; if (totalWaited > SERVICE_WAIT_SLEEP_MS) { ALOGI("Waiting for SurfaceFlinger took %" PRId64 " ms", totalWaited); } }

向ServiceMananger询问SF是否注册,如果没注册死循环,每秒问一次,启动了就开始播放动画

1.3.4 启动播放线程,播放动画

前面的main方法的boot->run("BootAnimation", PRIORITY_DISPLAY);会先走BootAnimation线程的readyToRun, 然后才执行真正的线程循环体threadLoop,先看下readyToRun

readyToRun status_t BootAnimation::readyToRun() { ... mDisplayToken = SurfaceComposerClient::getInternalDisplayToken(); //获取DisplayToken, 用于获取Display(屏幕)的参数 if (mDisplayToken == nullptr) return NAME_NOT_FOUND; DisplayMode displayMode; const status_t error = SurfaceComposerClient::getActiveDisplayMode(mDisplayToken, &displayMode); //获取DisplayMode,用于获取分辨率等信息 ... resolution = limitSurfaceSize(resolution.width, resolution.height); // create the native surface sp control = session()->createSurface(String8("BootAnimation"), resolution.getWidth(), resolution.getHeight(), PIXEL_FORMAT_RGB_565); //创建Surface并返回一个surfacecontrol对象,动画需要他通过opengl绘制到surface上 SurfaceComposerClient::Transaction t; //创建与SF通信的事务 ... // Scale forced resolution to physical resolution Rect forcedRes(0, 0, resolution.width, resolution.height); Rect physRes(0, 0, displayMode.resolution.width, displayMode.resolution.height); t.setDisplayProjection(mDisplayToken, ui::ROTATION_0, forcedRes, physRes); //设置屏幕的投影参数 t.setLayer(control, 0x40000000) //将Layer和SurfaceControl绑定 .apply(); //提交事务 sp s = control->getSurface(); //获取一个surface //初始化opengl and egl // initialize opengl and egl EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY); eglInitialize(display, nullptr, nullptr); EGLConfig config = getEglConfig(display); EGLSurface surface = eglCreateWindowSurface(display, config, s.get(), nullptr); // Initialize egl context with client version number 2.0. EGLint contextAttributes[] = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE}; EGLContext context = eglCreateContext(display, config, nullptr, contextAttributes); EGLint w, h; eglQuerySurface(display, surface, EGL_WIDTH, &w); eglQuerySurface(display, surface, EGL_HEIGHT, &h); if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) return NO_INIT; mDisplay = display; mContext = context; mSurface = surface; mInitWidth = mWidth = w; mInitHeight = mHeight = h; mFlingerSurfaceControl = control; mFlingerSurface = s; mTargetInset = -1; ... projectSceneToWindow(); // 裁剪窗口、转化坐标 // Register a display event receiver mDisplayEventReceiver = std::make_unique(); status_t status = mDisplayEventReceiver->initCheck(); SLOGE_IF(status != NO_ERROR, "Initialization of DisplayEventReceiver failed with status: %d", status); mLooper->addFd(mDisplayEventReceiver->getFd(), 0, Looper::EVENT_INPUT, new DisplayEventCallback(this), nullptr); return NO_ERROR; } threadLoop bool BootAnimation::threadLoop() { bool result; initShaders(); //初始化opengl着色器 // We have no bootanimation file, so we use the stock android logo // animation. if (mZipFileName.isEmpty()) { ALOGD("No animation file"); result = android(); //当我们没有定制bootanimation.zip(不存在这个文件)时,系统会去播放assets下面那两张图片,一个android字样的闪烁动画 } else { result = movie(); //当存在bootanimation.zip时,走这个分支 } mCallbacks->shutdown(); eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); eglDestroyContext(mDisplay, mContext); eglDestroySurface(mDisplay, mSurface); mFlingerSurface.clear(); mFlingerSurfaceControl.clear(); eglTerminate(mDisplay); eglReleaseThread(); IPCThreadState::self()->stopProcess(); return result; }

我们主要看下movie的情况,这个名字也是很直白,开机动画的实现是图片逐帧动画,和电影的那种原理相同

bool BootAnimation::movie() { ... // mCallbacks->init() may get called recursively, // this loop is needed to get the same results for (const Animation::Part& part : mAnimation->parts) { if (part.animation != nullptr) { mCallbacks->init(part.animation->parts); // 初始化每一个part的音频(一般没音频) } } mCallbacks->init(mAnimation->parts); ... //配置Blend // Blend required to draw time on top of animation frames. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_DITHER); glDisable(GL_SCISSOR_TEST); glDisable(GL_BLEND); // 开启2D纹理的配置 glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); bool clockFontInitialized = false; if (mClockEnabled) { //一般不配置显示这个时钟,不走这里 clockFontInitialized = (initFont(&mAnimation->clockFont, CLOCK_FONT_ASSET) == NO_ERROR); mClockEnabled = clockFontInitialized; } initFont(&mAnimation->progressFont, PROGRESS_FONT_ASSET); //初始化字体。用于绘制始终和进度,一般不配置 ... playAnimation(*mAnimation); //真正的播放 ... releaseAnimation(mAnimation); mAnimation = nullptr; return false; }

最终的播放逻辑在playAnimation中

bool BootAnimation::playAnimation(const Animation& animation) { const size_t pcount = animation.parts.size(); nsecs_t frameDuration = s2ns(1) / animation.fps; SLOGD("%sAnimationShownTiming start time: %" PRId64 "ms", mShuttingDown ? "Shutdown" : "Boot", elapsedRealtime()); int fadedFramesCount = 0; int lastDisplayedProgress = 0; int colorTransitionStart = animation.colorTransitionStart; int colorTransitionEnd = animation.colorTransitionEnd; for (size_t i=0 ; i //如果存在嵌套动画文件,就递归去播放,一般没有 playAnimation(*part.animation); if (exitPending()) break; continue; //to next part } // process the part not only while the count allows but also if already fading //如果part的count = 0 或者 还没有循环到part的count次数,就继续循环 for (int r=0 ; !part.count || r 0 ; r++) { if (shouldStopPlayingPart(part, fadedFramesCount, lastDisplayedProgress)) break; //每次循环进入播放part时检查是否应该退出,判断是否boot完成且part的repeat-type不是c,即p时才能退出 ... mCallbacks->playPart(i, part, r); //播放part里面的音频,一般没音频 glClearColor( part.backgroundColor[0], part.backgroundColor[1], part.backgroundColor[2], 1.0f); ALOGD("Playing files = %s/%s, Requested repeat = %d, playUntilComplete = %s", animation.fileName.string(), part.path.string(), part.count, part.playUntilComplete ? "true" : "false"); // For the last animation, if we have progress indicator from // the system, display it. int currentProgress = android::base::GetIntProperty(PROGRESS_PROP_NAME, 0); bool displayProgress = animation.progressEnabled && (i == (pcount -1)) && currentProgress != 0; for (size_t j=0 ; j glBindTexture(GL_TEXTURE_2D, frame.tid); } else { //如果是第一次播放图片(第一张图片) glGenTextures(1, &frame.tid); //生成纹理 glBindTexture(GL_TEXTURE_2D, frame.tid); //将图片的句柄和纹理绑定 int w, h; // Set decoding option to alpha unpremultiplied so that the R, G, B channels // of transparent pixels are preserved. initTexture(frame.map, &w, &h, false /* don't premultiply alpha */); //初始化纹理 } const int trimWidth = frame.trimWidth * ratio_w; const int trimHeight = frame.trimHeight * ratio_h; const int trimX = frame.trimX * ratio_w; const int trimY = frame.trimY * ratio_h; const int xc = animationX + trimX; const int yc = animationY + trimY; glClear(GL_COLOR_BUFFER_BIT); // specify the y center as ceiling((mHeight - frame.trimHeight) / 2) // which is equivalent to mHeight - (yc + frame.trimHeight) const int frameDrawY = mHeight - (yc + trimHeight); float fade = 0; ... glUseProgram(mImageShader); glUniform1i(mImageTextureLocation, 0); glUniform1f(mImageFadeLocation, fade); if (animation.dynamicColoringEnabled) { glUniform1f(mImageColorProgressLocation, colorProgress); } glEnable(GL_BLEND); drawTexturedQuad(xc, frameDrawY, trimWidth, trimHeight); glDisable(GL_BLEND); ... handleViewport(frameDuration); //处理视口的区域的变化 eglSwapBuffers(mDisplay, mSurface); //交换显示buffer,显示出来 nsecs_t now = systemTime(); nsecs_t delay = frameDuration - (now - lastFrame); //SLOGD("%lld, %lld", ns2ms(now - lastFrame), ns2ms(delay)); lastFrame = now; if (delay > 0) { struct timespec spec; spec.tv_sec = (now + delay) / 1000000000; spec.tv_nsec = (now + delay) % 1000000000; int err; do { err = clock_nanosleep(CLOCK_MONOTONIC, TIMER_ABSTIME, &spec, nullptr); } while (err == EINTR); } checkExit(); //每一个帧显示完检查下是否需要退出,具体就是去查询boot是否完成,如果boot完成SF会设置某个系统属性,那么就会设置线程的请求退出的标志 } usleep(part.pause * ns2us(frameDuration)); //播放完本次part了,如果pause != 0 就需要延时(pause * frame时长)的时间再接着往下播放当前part的下一个循环或者下一个part //这里的判断很重要,从前面part的for循环和退出判断可知,当part的repeat-type为c时,且count = 0时, //即使boot完成了也不会退出循环,会进行播放,但是什么时候退出呢,答案就是下面的判断,如果boot完成了(exitPending() = true)且part = 0, 即part的配置为(c 0 x)时会结束循环, //所以可知当配置了part repeat为c时,那么这个part至少会播放一次,如果一个zip里有多个c-part时, //每个c-part都至少播放一次,无论它的count是0还是非0,即使boot完成。 if (exitPending() && !part.count && mCurrentInset >= mTargetInset && !part.hasFadingPhase()) { if (lastDisplayedProgress != 0 && lastDisplayedProgress != 100) { android::base::SetProperty(PROGRESS_PROP_NAME, "100"); continue; } break; // exit the infinite non-fading part when it has been played at least once } } } // Free textures created for looping parts now that the animation is done. for (const Animation::Part& part : animation.parts) { if (part.count != 1) { const size_t fcount = part.frames.size(); for (size_t j = 0; j // Allow surface flinger to gracefully request shutdown //从这里我们也可以知道是SF直接设置这个属性让开机动画退出 char value[PROPERTY_VALUE_MAX]; property_get(EXIT_PROP_NAME, value, "0"); //service.bootanim.exit = 1,则调用requestExit() int exitnow = atoi(value); if (exitnow) { requestExit(); //这个是Thread类的方法,调用这个方法后exitPending() = true } } bool BootAnimation::shouldStopPlayingPart(const Animation::Part& part, const int fadedFramesCount, const int lastDisplayedProgress) { // stop playing only if it is time to exit and it's a partial part which has been faded out return exitPending() && !part.playUntilComplete && fadedFramesCount >= part.framesToFadeCount && (lastDisplayedProgress == 0 || lastDisplayedProgress == 100); //part.playUntilComplete就是part的repeat type ->c或者p } 二、结束开机动画 2.1 system server进程

开机动画的结束是开机过程中,系统完成开机完成,即将显示Home应用时调用的,具体是在performEnableScreen方法中 framework/base/services/core/java/com/android/server/wm/WindowManagerService.java

private void performEnableScreen() { synchronized (mGlobalLock) { ProtoLog.i(WM_DEBUG_BOOT, "performEnableScreen: mDisplayEnabled=%b" + " mForceDisplayEnabled=%b" + " mShowingBootMessages=%b" + " mSystemBooted=%b mOnlyCore=%b. %s", mDisplayEnabled, mForceDisplayEnabled, mShowingBootMessages, mSystemBooted, mOnlyCore, new RuntimeException("here").fillInStackTrace()); ... if (!mBootAnimationStopped) { Trace.asyncTraceBegin(TRACE_TAG_WINDOW_MANAGER, "Stop bootanim", 0); // stop boot animation // formerly we would just kill the process, but we now ask it to exit so it // can choose where to stop the animation. SystemProperties.set("service.bootanim.exit", "1"); //设置开机动画退出属性,开机动画播放线程循环中会去check这个属性是否设置为1,然后请求退出循环 mBootAnimationStopped = true; } if (!mForceDisplayEnabled && !checkBootAnimationCompleteLocked()) { ProtoLog.i(WM_DEBUG_BOOT, "performEnableScreen: Waiting for anim complete"); return; } try { //跨进程通知SF去处理让开机动画退出 IBinder surfaceFlinger = ServiceManager.getService("SurfaceFlinger"); if (surfaceFlinger != null) { ProtoLog.i(WM_ERROR, "******* TELLING SURFACE FLINGER WE ARE BOOTED!"); Parcel data = Parcel.obtain(); data.writeInterfaceToken("android.ui.ISurfaceComposer"); surfaceFlinger.transact(IBinder.FIRST_CALL_TRANSACTION, // BOOT_FINISHED data, null, 0); //注意这个IBinder.FIRST_CALL_TRANSACTION,这是system server第一次和SF binder通信,SF当收到是这个FLAG时处理通知关闭开机动画 data.recycle(); } } catch (RemoteException ex) { ProtoLog.e(WM_ERROR, "Boot completed: SurfaceFlinger is dead!"); } EventLogTags.writeWmBootAnimationDone(SystemClock.uptimeMillis()); Trace.asyncTraceEnd(TRACE_TAG_WINDOW_MANAGER, "Stop bootanim", 0); mDisplayEnabled = true; ProtoLog.i(WM_DEBUG_SCREEN_ON, "******************** ENABLING SCREEN!"); // Enable input dispatch. mInputManagerCallback.setEventDispatchingLw(mEventDispatchingEnabled); //开始使能input dispatch 可以开始分发事件 } try { mActivityManager.bootAnimationComplete(); // 告知AMS开机动画已经完成 } catch (RemoteException e) { } mPolicy.enableScreenAfterBoot(); // Make sure the last requested orientation has been applied. updateRotationUnchecked(false, false); } 2.2 SurfaceFlinger进程

WMS跨进程调用到SurfaceFlinger::onTransact中处理 frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp

status_t SurfaceFlinger::onTransact(uint32_t code, const Parcel& data, Parcel* reply, uint32_t flags) { if (const status_t error = CheckTransactCodeCredentials(code); error != OK) { return error; } status_t err = BnSurfaceComposer::onTransact(code, data, reply, flags); //由SurfaceFlinger父类处理 ... }

frameworks/native/libs/gui/include/gui/ISurfaceComposer.h

class BnSurfaceComposer: public BnInterface { public: enum ISurfaceComposerTag { // Note: BOOT_FINISHED must remain this value, it is called from // Java by ActivityManagerService. BOOT_FINISHED = IBinder::FIRST_CALL_TRANSACTION, //远程调用的FLAG, 实际上是BOOT_FINISHED ... }; virtual status_t onTransact(uint32_t code, const Parcel& data, Parcel* reply, uint32_t flags = 0); };

frameworks/native/libs/gui/ISurfaceComposer.cpp

status_t BnSurfaceComposer::onTransact( //由上面可知,在父类中处理BOOT_FINISHED uint32_t code, const Parcel& data, Parcel* reply, uint32_t flags) { switch(code) { ... case BOOT_FINISHED: { CHECK_INTERFACE(ISurfaceComposer, data, reply); bootFinished(); //父类中的纯虚函数需要子类实现,所以会调用SF子类的实现 return NO_ERROR; }

frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp 父类中的纯虚函数需要子类实现,所以会调用SF的实现

void SurfaceFlinger::bootFinished() { ... // stop boot animation // formerly we would just kill the process, but we now ask it to exit so it // can choose where to stop the animation. property_set("service.bootanim.exit", "1"); //设置service.bootanim.exit -> 1 告知开机动画进程退出 const int LOGTAG_SF_STOP_BOOTANIM = 60110; LOG_EVENT_LONG(LOGTAG_SF_STOP_BOOTANIM, ns2ms(systemTime(SYSTEM_TIME_MONOTONIC))); sp input(defaultServiceManager()->getService(String16("inputflinger"))); ... }

到这里退出开机动画的时间点和动作就了解清楚了。开机动画基本已经分析结束。



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