Hardware Bitmap(硬件位圖)
是Android8.0加入的新功能,經過設置Bitmap的config爲Bitmap.Config.HARDWARE
,建立所謂的Hardware Bitmap,它不一樣與其餘Config
的Bitmap,Hardware Bitmap對應的像素數據是存儲在顯存中,並對圖片僅在屏幕上繪製的場景作了優化;html
硬件位圖的介紹參考Glide文檔java
衆所周知,Bitmap的建立通常是調用BitmapFactory這個工廠類來實現,因爲Hardware Bitmap須要配置Bitmap.Config.HARDWARE
屬性,一個基本的獲取用Hardware Bitmap的寫法以下:node
val options = BitmapFactory.Options()
options.inPreferredConfig = Bitmap.Config.HARDWARE
val bitmap = BitmapFactory.decodeResource(resources, R.drawable.dog, options)
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主要是須要設置BitmapFactory.Options
的inPreferredConfig
爲Bitmap.Config.HARDWARE
;android
針對HARDWARE狀況BitmapFactory的提示git
若是設置了inPreferredConfig = Bitmap.Config.HARDWARE
,千萬不要設置options.inMutable = true
,這樣會引發報錯,由於Hardware Bitmap
是不可變的,也不能被利用;另外inBitmap
屬性也沒有必要設置,由於硬件位圖不須要當前進程的緩存複用,若是設置inBitmap
可能會替換掉以前設置的inPreferredConfig
屬性;github
經過上一步的建立,咱們得到Bitmap對象,首先咱們能夠經過bitmap.getConfig()
獲取到當前Bitmap是否是Hardware,其次,大多數狀況下,咱們是把Bitmap
設置給ImageView
控件;canvas
imageView.setImageBitmap(bitmap)
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一行代碼搞定imageView沒錯,這行代碼通常狀況下是沒有問題的,那麼問題在哪裏?緩存
首先,硬件位圖只支持GPU的繪製,言外之意是這個ImageView必須在開啓硬件加速的Activity中,並且當前這個ImageView不能設置軟件層 (software layer type);bash
//application級別開啓硬件加速
<application android:hardwareAccelerated="true">
<activity ..../>
</>
//activity級別開啓硬件加速
<activity android:hardwareAccelerated="true"/>
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ImageView imageView = …
imageView.setImageBitmap(hardwareBitmap);
imageView.setLayerType(View.LAYER_TYPE_SOFTWARE, null);
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若是咱們知足硬件加速和不設置software layer type這兩個條件,在正真使用中還有坑,其中最大的也最頻繁發生的就是經過Canvas來改變Bitmap的形狀或者其餘的轉換;app
拿圓形圖片作例子
假設咱們須要顯示圓形圖片,通常解決方案有兩種:經過自定義控件處理和經過Glide等工具類直接剪裁Bitmap;當Bitmap剪裁遇到HARDWARE
就是問題的開始;
CircleImageView
的方案,onDraw()
方法以下:@Override
protected void onDraw(Canvas canvas) {
if (mDisableCircularTransformation) {
super.onDraw(canvas);
return;
}
if (mBitmap == null) {
return;
}
if (mCircleBackgroundColor != Color.TRANSPARENT) {
canvas.drawCircle(mDrawableRect.centerX(), mDrawableRect.centerY(), mDrawableRadius, mCircleBackgroundPaint);
}
canvas.drawCircle(mDrawableRect.centerX(), mDrawableRect.centerY(), mDrawableRadius, mBitmapPaint);
if (mBorderWidth > 0) {
canvas.drawCircle(mBorderRect.centerX(), mBorderRect.centerY(), mBorderRadius, mBorderPaint);
}
}
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這是CircleImageView
從新onDraw()
方法,經過自定義控件實現剪切圓角,在設置硬件位圖Bitmap時,通常都沒有問題;
Glide
等直接處理Bitmap
的方式剪裁圓形圖片,基本代碼以下:Canvas canvas = new Canvas(resultBitmap);
// Draw a circle
canvas.drawCircle(radius, radius, radius, CIRCLE_CROP_SHAPE_PAINT);
// Draw the bitmap in the circle
canvas.drawBitmap(inBitmap, null, destRect, CIRCLE_CROP_BITMAP_PAINT);
clear(canvas);
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經過相似工具類的形式直接對Bitmap
進行修改,執行到canvas.drawBitmap
就會報異常,異常信息是java.lang.IllegalStateException: Software rendering doesn't support hardware bitmaps
;
如何避免報異常
我大體想了這麼兩個方案:
onDraw
中實現;Canvas
不報異常,這樣就能繼續用工具類來處理Bitmap
;方案一技術實現比較簡單,把項目中所用用處處理Bitmap的邏輯都換成自定義控件,可是可能涉及到不少處代碼的修改,是一個功夫活;
方案二實施起來有點障礙,由於除了經過new Canvas(Bitmap)獲取畫布,還能經過什麼方式能拿到Canvas,對了還有SurfaceView也是能夠拿到Canvas,可是SurfaceView不支持硬件加速,因此直接就Pass了,想實現方案二我認爲得弄清自定義控件onDraw()
方法中Canvas
從何而來;
View.onDraw()中的Canvas從何而來
咱們知道,View
的繪製流程是從ViewRootImpl.performTraversals()
這個方法開始
performTraversals()
boolean cancelDraw = mAttachInfo.mTreeObserver.dispatchOnPreDraw() || !isViewVisible;
if (!cancelDraw && !newSurface) {
if (mPendingTransitions != null && mPendingTransitions.size() > 0) {
for (int i = 0; i < mPendingTransitions.size(); ++i) {
mPendingTransitions.get(i).startChangingAnimations();
}
mPendingTransitions.clear();
}
//調動performDraw()
performDraw();
} else {
if (isViewVisible) {
// Try again
scheduleTraversals();
} else if (mPendingTransitions != null && mPendingTransitions.size() > 0) {
for (int i = 0; i < mPendingTransitions.size(); ++i) {
mPendingTransitions.get(i).endChangingAnimations();
}
mPendingTransitions.clear();
}
}
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performTraversals()
方法調用performDraw()
,而後performDraw()
方法中又調用draw(fullRedrawNeeded)
,大部門繪製的邏輯都是在draw(fullRedrawNeeded)
方法中;
draw(fullRedrawNeeded)
if (!dirty.isEmpty() || mIsAnimating || accessibilityFocusDirty) {
if (mAttachInfo.mThreadedRenderer != null && mAttachInfo.mThreadedRenderer.isEnabled()) {
//省略代碼
mAttachInfo.mThreadedRenderer.draw(mView, mAttachInfo, this);
} else {
if (mAttachInfo.mThreadedRenderer != null &&
!mAttachInfo.mThreadedRenderer.isEnabled() &&
mAttachInfo.mThreadedRenderer.isRequested()) {
//省略代碼
//drawSoftware
if (!drawSoftware(surface, mAttachInfo, xOffset, yOffset, scalingRequired, dirty)) {
return;
}
}
}
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從draw(fullRedrawNeeded)
方法能夠看到,若是支持硬件加速,調用mAttachInfo.mThreadedRenderer.draw()
方法,不然調用drawSoftware()
方法,繪製的基本流程從這裏分叉;
drawSoftware()
private boolean drawSoftware(Surface surface, AttachInfo attachInfo, int xoff, int yoff,
boolean scalingRequired, Rect dirty) {
// Draw with software renderer.
final Canvas canvas;
try {
final int left = dirty.left;
final int top = dirty.top;
final int right = dirty.right;
final int bottom = dirty.bottom;
canvas = mSurface.lockCanvas(dirty);
Surface.lockCanvas()
//noinspection ConstantConditions
if (left != dirty.left || top != dirty.top || right != dirty.right
|| bottom != dirty.bottom) {
attachInfo.mIgnoreDirtyState = true;
}
canvas.setDensity(mDensity);
} catch (Surface.OutOfResourcesException e) {
handleOutOfResourcesException(e);
return false;
} catch (IllegalArgumentException e) {
mLayoutRequested = true;
return false;
}
//省略代碼
}
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從drawSoftware()
方法能夠知道,軟件繪製的流程是從Surface.lockCanvas()
得到Canvas
對象;
ThreadedRenderer.draw()
void draw(View view, AttachInfo attachInfo, DrawCallbacks callbacks) {
attachInfo.mIgnoreDirtyState = true;
final Choreographer choreographer = attachInfo.mViewRootImpl.mChoreographer;
choreographer.mFrameInfo.markDrawStart();
//調用updateRootDisplayList更新DisplayList
updateRootDisplayList(view, callbacks);
}
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ThreadedRenderer.updateRootDisplayList()
private void updateRootDisplayList(View view, DrawCallbacks callbacks) {
Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Record View#draw()");
updateViewTreeDisplayList(view);
if (mRootNodeNeedsUpdate || !mRootNode.isValid()) {
//經過RootNode.start建立DisplayListCanvas
DisplayListCanvas canvas = mRootNode.start(mSurfaceWidth, mSurfaceHeight);
try {
final int saveCount = canvas.save();
canvas.translate(mInsetLeft, mInsetTop);
callbacks.onPreDraw(canvas);
canvas.insertReorderBarrier();
canvas.drawRenderNode(view.updateDisplayListIfDirty());
canvas.insertInorderBarrier();
callbacks.onPostDraw(canvas);
canvas.restoreToCount(saveCount);
mRootNodeNeedsUpdate = false;
} finally {
//最終調用end方法
mRootNode.end(canvas);
}
}
Trace.traceEnd(Trace.TRACE_TAG_VIEW);
}
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View.updateDisplayListIfDirty()
public RenderNode updateDisplayListIfDirty() {
final RenderNode renderNode = mRenderNode;
//省略代碼
int layerType = getLayerType();
//建立DisplayListCanvas
final DisplayListCanvas canvas = renderNode.start(width, height);
canvas.setHighContrastText(mAttachInfo.mHighContrastText);
try {
//判斷layerType
if (layerType == LAYER_TYPE_SOFTWARE) {
buildDrawingCache(true);
Bitmap cache = getDrawingCache(true);
if (cache != null) {
canvas.drawBitmap(cache, 0, 0, mLayerPaint);
}
} else {
computeScroll();
canvas.translate(-mScrollX, -mScrollY);
mPrivateFlags |= PFLAG_DRAWN | PFLAG_DRAWING_CACHE_VALID;
mPrivateFlags &= ~PFLAG_DIRTY_MASK;
// Fast path for layouts with no backgrounds
if ((mPrivateFlags & PFLAG_SKIP_DRAW) == PFLAG_SKIP_DRAW) {
dispatchDraw(canvas);//dispatchDraw
drawAutofilledHighlight(canvas);
if (mOverlay != null && !mOverlay.isEmpty()) {
mOverlay.getOverlayView().draw(canvas);
}
if (debugDraw()) {
debugDrawFocus(canvas);
}
} else {
//調用draw()方法
draw(canvas);
}
}
} finally {
renderNode.end(canvas);
setDisplayListProperties(renderNode);
}
} else {
mPrivateFlags |= PFLAG_DRAWN | PFLAG_DRAWING_CACHE_VALID;
mPrivateFlags &= ~PFLAG_DIRTY_MASK;
}
return renderNode;
}
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從上面基本流程能夠看出,硬件加速下Canvas的建立是調用RenderNode.create()
方法,每一個View
都有本身的RenderNode
,RenderNode
的建立是在View的構造方法中;
View構造方法
public View(Context context) {
mContext = context;
mResources = context != null ? context.getResources() : null;
mViewFlags = SOUND_EFFECTS_ENABLED | HAPTIC_FEEDBACK_ENABLED | FOCUSABLE_AUTO;
//省略
mRenderNode = RenderNode.create(getClass().getName(), this);
//省略
}
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RenderNode
經過調用靜態方法create
獲得RenderNode
對象,咱們繼續看RenderNode.create()
方法
RenderNode.create()
/**
* @param name The name of the RenderNode, used for debugging purpose. May be null.
* @return A new RenderNode.
*/
public static RenderNode create(String name, @Nullable View owningView) {
return new RenderNode(name, owningView);
}
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create()
方法有兩個參數,第一個name,第二個是owningView,並且是能夠爲空的,從註釋上來看,name只是爲了調試用,並且owningView能夠爲空,咱們能夠用反射去建立一個簡單的RenderNode
;
回顧一下,寫出一個簡單的建立一個硬件加速Canvas的代碼:
第一行,建立RenderNode
RenderNode node = RenderNode.create("helloworld", null);
第二行,建立DisplayListCanvas
final DisplayListCanvas canvas = node.start(bitmapWidth, bitmapHeight);
第三行,執行canvas的操做
canvas.xxx();
第四行,執行node.end()方法
node.end(canvas);
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一個簡單的DisplayListCanvas
建立流程在腦海中浮現出來,可是還有個問題,咱們執行完canvas
的繪製操做以後,生成的產物Bitmap
從哪裏獲得,咱們回顧和ViewRootImpl
打交道的硬件加速繪製相關的類是ThreadedRenderer
,咱們剛纔看了這個類的draw()
方法和updateRootDisplayList()
方法,頗有意思,它還有一個這個靜態的方法createHardwareBitmap(RenderNode node, int width, int height)
;
ThreadedRenderer.createHardwareBitmap()
public static Bitmap createHardwareBitmap(RenderNode node, int width, int height) {
return nCreateHardwareBitmap(node.getNativeDisplayList(), width, height);
}
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該方法根據傳入的RenderNode
建立一個硬件加速的Bitmap並返回,要求傳入的這個node
必須是根root,在這裏,一個完整的獲取替換Canvas的流程應該是這樣;
第一行,建立RenderNode
RenderNode node = RenderNode.create("helloworld", null);
第二行,建立DisplayListCanvas
final DisplayListCanvas canvas = node.start(width, height);
第三行,執行canvas的操做
canvas.xxx();
第四行,執行node.end()方法
node.end(canvas);
第五行,調用createHardwareBitmap生成Bitmap
bitmap = ThreadedRenderer.createHardwareBitmap(node,width,height)
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基於上面的僞代碼分析,我寫了一個避免反射調優化版的Hardware Canvas
,基本調用以下:
//建立HardwareCanvasManager
val hardwareCanvasManager = HardwareCanvasManager()
try {
//獲取canvas
val canvas = hardwareCanvasManager.createCanvas(size, size)
//畫圓形or其餘繪製
canvas.drawCircle(radius, radius, radius, CIRCLE_CROP_SHAPE_PAINT);
//畫原圖,經過畫筆設置SRC_IN屬性
canvas.drawBitmap(inBitmap, null, destRect, CIRCLE_CROP_BITMAP_PAINT);
//獲得bitmap
val buildBitmap = hardwareCanvasManager.buildBitmap()
//將bitmap設置給ImageView
iv.setImageBitmap(buildBitmap)
} finally {
//清理工做
hardwareCanvasManager.clean()
}
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這篇水文主要是分析View繪製下Canvas的建立流程,關於硬件加速的更詳細的介紹,推薦你們看這篇文章www.jianshu.com/p/40f660e17…。