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()
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
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:app
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
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:async
FlutterView.onSizeChanged FlutterView.updateViewportMetrics FlutterJNI.setViewportMetrics FlutterJNI.nativeSetViewportMetrics ::SetViewportMetrics AndroidShellHolder::SetViewportMetrics [async:ui]Engine::SetViewportMetrics RuntimeController::SetViewportMetrics Window::UpdateWindowMetrics Engine::ScheduleFrame
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。函數
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。post
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:動畫
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
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
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
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
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
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。