環境: flutter sdk v1.7.8+hotfix.3@stablejava
對應 flutter engine: 54ad777fandroid
這裏關注的是C++層面的繪製流程,平臺怎樣驅動和響應繪製與渲染的過程,並非Dart部分的渲染。git
結合以前的分析,在虛擬機實例的構造函數中調用了一個重要方法DartUI::InitForGlobal()
, 調用流程再羅列一下:github
DartVMRef::Create
DartVMRef::DartVMRef
DartVM::Create
DartVMData::Create
DartVM::DartVM
DartUI::InitForGlobal()
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實現體很明瞭,註冊了各類類對象的方法,也就是說,這些在dart語言繼承NativeFieldWrapperClass2
的類都有一份在C++層的實現,也說明了DartSDK是如何提供接口綁定與C++層的實現,至關於java語言中的jni。 另外還有針對Isolate
的初始化,不過只是設置了一個能夠import的路徑,並不重要:shell
DartIsolate::CreateRootIsolate
DartIsolate::CreateDartVMAndEmbedderObjectPair
DartIsolate::LoadLibraries
DartUI::InitForIsolate
Dart_SetNativeResolver
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咱們知道RuntimeController持有一個Window實例,看Window實例被建立以後作了哪些製做:bash
RuntimeController::RuntimeController
Window::Window
DartIsolate::CreateRootIsolate
DartIsolate::DartIsolate
DartIsolate::SetWindow => UIDartState::SetWindow
WindowClient::UpdateIsolateDescription => RuntimeController::UpdateIsolateDescription
RuntimeDelegate::UpdateIsolateDescription => Shell::UpdateIsolateDescription
ServiceProtocol::SetHandlerDescription
Window::DidCreateIsolate
library_.Set("dart:ui")
RuntimeController::FlushRuntimeStateToIsolate
RuntimeController::SetViewportMetrics
Window::UpdateWindowMetrics
library_, _updateWindowMetrics
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操做從最裏層的Window
一直傳遞到了Shell
,最重要的一個做用是初始化了ViewPort(視口:用做畫布的大小,分辨率等尺寸信息),再跟一下ViewPort被初始化後又如何被設置的:app
FlutterView.onSizeChanged
FlutterView.updateViewportMetrics
FlutterJNI.setViewportMetrics
FlutterJNI.nativeSetViewportMetrics
::SetViewportMetrics
AndroidShellHolder::SetViewportMetrics
[async:ui]Engine::SetViewportMetrics
RuntimeController::SetViewportMetrics
Window::UpdateWindowMetrics
Engine::ScheduleFrame
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這裏從Java調用到C++,FlutterView.onSizeChanged
這個操做是在FlutterView
實例建立以後被系統調用的(而FlutterView的建立發生在Activity.onCreate
時機),顯然是響應平臺層的通知,這符合咱們的認知預期,由於畫布的大小可能由於用戶操做發生變化,dart層須要被動響應。async
須要注意的是響應onSizeChanged
在Platform線程,調用Engine::SetViewportMetrics
切到了UI線程,銘記**Engine
的全部的操做都是在UI線程**。函數
Engine
在經過RuntimeController
設置了窗口的尺寸以後,調用了另外一個重要方法ScheduleFrame
,因而看它的實現:post
Engine::ScheduleFrame
Animator::RequestFrame
[async:ui]Animator::AwaitVSync
VsyncWaiter::AsyncWaitForVsync
callback_= {Animator::BeginFrame}
VsyncWaiter::AwaitVSync => VsyncWaiterAndroid::AwaitVSync
[async:platform]FlutterJNI.asyncWaitForVsync
AsyncWaitForVsyncDelegate.asyncWaitForVsync => VsyncWaiter.asyncWaitForVsyncDelegate
Choreographer.getInstance().postFrameCallback
Delegate::OnAnimatorNotifyIdle => Shell::OnAnimatorNotifyIdle
Engine::NotifyIdle
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這裏操做有些凌亂,首先切到UI線程,又切到Platform線程,其實就是爲了調用平臺接口,搞清這個最終目的。 終於涉及到了繪製圖像所須要的關鍵類Animator
和VSyncWaiter
:
VSync
信號,表示信號到達後執行Animator::BeginFrame
方法;VSync
信號?經過調用平臺接口,平臺操做必須都在Platform線程,因而從UI線程切到Platform線程,目的是去調用android的Choreographer.postFrameCallback
,這樣又執行了一串從C++調到java的過程。由於是在java層調用的VSync
回調,只能先在Java層響應因而有:
FrameCallback.doFrame <= VsyncWaiter.asyncWaitForVsyncDelegate
FlutterJNI.nativeOnVsync
VsyncWaiterAndroid::OnNativeVsync
VsyncWaiterAndroid::ConsumePendingCallback
VsyncWaiter::FireCallback
[async:ui]callback() => Animator::BeginFrame
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在VSync信號到達以後,最終在UI線程響應了Animator::BeginFrame
,且看其實現:
Animator::BeginFrame
Animator::Delegate::OnAnimatorBeginFrame => Shell::
Engine::BeginFrame
Window::BeginFrame
library_."_beginFrame" => hooks.dart:_beginFrame
UIDartState::FlushMicrotasksNow
tonic::DartMicrotaskQueue::RunMicrotasks
library_."_drawFrame" => hooks.dart:_drawFrame
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最終的最終回到了dart層,並調用了其兩個重要方法:_beginFrame
和_drawFrame
,完成了幀的繪製。
另外羅列一下VSyncWaiter
建立時機:
Shell::CreateShellOnPlatformThread
PlatformView::CreateVSyncWaiter => PlatformViewAndroid::CreateVSyncWaiter
VsyncWaiterAndroid()
Animator::Animator
Engine::Engine
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它是與建立Shell一樣的時機,也就是說在Platform線程由PlatformView::CreateVSyncWaiter
建立的,並被Animator
持有,而Animator
又是被Engine
持有。VSyncWaiter
與Engine
同樣,全部的操做都必須在UI線程中執行
窗口的渲染是由Dart層的Window完成的,其實調用了C++層的實現:
("Window_render", Render)
Render() (window.cc:30)
Scene=
WindowClient::Render
Scene::takeLayerTree
RuntimeDelegate::Render => Engine::Render
ProducerContinuation::Complete(layer_tree)
Animator::Delegate::OnAnimatorDraw => Shell::OnAnimatorDraw(layer_tree_pipeline_)
[async:gpu]Rasterizer::Draw => android_shell_holder.cc:76
Rasterizer::DoDraw
Rasterizer::DrawToSurface
Surface::AcquireFrame
ExternalViewEmbedder::BeginFrame
CompositorContext::AcquireFrame
ScopedFrame::Raster
SurfaceFrame::Submit
ExternalViewEmbedder::SubmitFrame
FireNextFrameCallbackIfPresent
Rasterizer::Delegate::OnFrameRasterized
"Window_scheduleFrame", ScheduleFrame
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這裏涉及的對象更多了,並且緊密的與Dart層的繪製與渲染機制關聯。值得注意的是具體的繪製操做(光柵化)是在GPU線程進行。
另外Dart層的Window也須要主動的調度幀,所以也綁定了ScheduleFrame
方法。