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root_presenter.txt
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root_presenter.txt
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root_presenter::App app(command_line);
====
App::PresentView
InitializeServices();
连接view manager
连接scenic
scenic->CreateSession 创建session
DisplayCompositor::DisplayCompositor(Session* session) : Resource(session)
session->Enqueue(NewCreateDisplayCompositorCmd(id()));
SessionHandler::DispatchCommand
buffered_commands_.emplace_back
只是放入队列
compositor_->SetLayerStack(*layer_stack_.get());
session()->Enqueue(NewSetLayerStackCmd(id(), layer_stack_id));
session_->Present(0, [](fuchsia::images::PresentationInfo info) {});
Flush();
session_->Enqueue(std::move(commands_));
====> scenic
Session::Enqueue
SessionHandler::DispatchCommand
buffered_commands_.emplace_back(std::move(command.gfx()));
session_->Present(presentation_time, std::move(acquire_fences_),std::move(release_fences_), std::move(callback));
====> scenic
SessionHandler::Present(presentation_time, std::move(acquire_fences), std::move(release_fences), std::move(callback));
Session::ScheduleUpdate(presentation_time, std::move(buffered_commands_), std::move(acquire_fences), std::move(release_fences), std::move(callback))
FrameScheduler::ComputeTargetPresentationAndWakeupTimes(requested_presentation_time);
PredictRequiredFrameRenderTime()
engine()->display_manager()->default_display()->GetVsyncInterval();
====> async
等齐所有的acquire fence之后,调用:
SessionManager::ScheduleUpdateForSession
updatable_sessions_.insert
Engine::ScheduleUpdate
FrameScheduler::RequestFrame
如果安排了更早的一帧会把这帧丢掉?
ScheduleFrame();
计算出target和wakeup time.
====> async
在wakeup time启动
FrameScheduler::MaybeRenderFrame(presentation_time, wakeup_time);
把队列里时间早于这一帧的(包括自己)都弹出去
delegate_是Engine
Engine::RenderFrame
把所有的资源操作都做完
SessionManager::ApplyScheduledSessionUpdates
Session::ApplyScheduledUpdates
ApplyUpdate(std::move(scheduled_updates_.front().commands))
ApplyCommand(std::move(command))
ApplyCreateResourceCmd
ApplyCreateDisplayCompositor
CreateDisplayCompositor
Engine::CreateDisplaySwapchain
DisplaySwapchain::DisplaySwapchain
InitializeFramebuffers(escher->resource_recycler())
这里创建vkimage
display_manager_->SetImageConfig(width_in_px, height_in_px, ZX_PIXEL_FORMAT_ARGB_8888);
DisplayManager::SetImageConfig(int32_t width, int32_t height, zx_pixel_format_t format)
vulkan_proc_addresses_.getMemoryFuchsiaHandleKHR
display_manager_->ImportImage(buffer.vmo);
把image内存导入display manager, 得到framebuffer id
swapchain_buffers_.push_back
display_manager_->EnableVsync
DisplayCompositor::DisplayCompositor
add to engine
Session::CreateLayerStack
添加到resources_里面
ApplySetLayerStackCmd
compositor->SetLayerStack
UpdateAndDeliverMetrics(presentation_time);
compositor->CollectScenes(&scenes);
layer->CollectScenes(scenes_out);
最多有一个scene
更新scale
for (auto scene : scenes) {
UpdateMetrics(scene, metrics, &updated_nodes);
}
//for each compositor: 一个compositor负责一个Display
compositor->DrawFrame(timings, paper_renderer_.get(), shadow_renderer_.get());
Compositor::DrawFrame(const FrameTimingsPtr& frame_timings, escher::PaperRenderer* escher_renderer, escher::ShadowMapRenderer* shadow_renderer)
GetDrawableLayers();
有scene的
escher()->NewFrame("Scenic Compositor", frame_timings->frame_number());
frame_manager_->NewFrame
new Frame
command_buffer_ = CommandBuffer::NewForType(escher(), command_buffer_type_);
DrawOverlaysToModel(drawable_layers, frame, frame_timings, escher_renderer, shadow_renderer);
for all drawable layers, 除了第0个layer
GetLayerFramebufferImage
escher()->image_cache()->NewImage(info);
image_utils::CreateVkImage(vk_device(), info);
创建新的vkImage
DrawLayer(frame, frame_timings, escher_renderer, shadow_renderer, drawable_layers[i], texture->image(), nullptr);
InitEscherStage(&stage, layer->GetViewingVolume(), scene->ambient_lights(), scene->directional_lights());
viewing volume z=[0,1000]
Renderer::CreateDisplayList
scene->Accept(&v);
DisplayList是escher::Object
escher_renderer->DrawFrame(frame, stage, model, camera, output_image, shadow_map, overlay_model);
PaperRenderer::DrawFrame
UpdateRenderPasses(color_image_out->format(), color_image_out->format());
若没创建,创建一堆renderpass
ModelDepthPass::ModelDepthPass
ModelRenderPass::ModelRenderPass
PaperRenderer::DrawFrameWithNoShadows
把color_image_out的wait semaphore加到command buffer的wait semaphore里 ??
framebuffer = fxl::MakeRefCounted<Framebuffer>
DrawLightingPass(
command_buffer->BeginRenderPass
command_buffer->EndRenderPass();
swapchain_->DrawAndPresentFrame(cb)
draw_callback(buffer.escher_image, escher::SemaphorePtr(),frame_record->render_finished_escher_semaphore);
DrawLayer(frame, frame_timings, escher_renderer, shadow_renderer,bottom_layer, output_image, overlay);
display_manager_->Flip(display_, buffer.fb_id, frame_record->render_finished_event_id,fuchsia::display::invalidId /* frame_signal_event_id */);
display_controller_->SetLayerImage
display_controller_->ApplyConfig();
frame->EndFrame(frame_done_semaphore, nullptr);
========
scheduled_updates_.push(
Update{requested_presentation_time, std::move(commands),
std::move(acquire_fence_set), std::move(release_events),
std::move(callback)});
Presentation2::Presentation2
创建一个layer及其相关的东西
presentation->PresentView(std::move(presentation_request), GetYieldCallback(), GetShutdownCallback(presentation.get()));
监听presentation request, hello_base_view传过来的是nullptr
callback:
weak->InitializeDisplayModel(std::move(display_info));
ApplyDisplayModelChanges(true, false);
weak->PresentScene();
session_->Present
====> Scenic:
SessionHandler::Present
AddPresentation(std::move(presentation));
SwitchToPresentation(presentations_.size() - 1);
layer_stack_->RemoveAllLayers();
layer_stack_->AddLayer(presentations_[presentation_idx]->layer());
session_->Present(0, [](fuchsia::images::PresentationInfo info) {});
root presenter没有自己进入循环
====
input:
input设备是由input_reader发送给inputdeviceregistry这个接口的实现者获得的
AddPresentation
Presentation1::OnDeviceAdded
state_ptr->OnRegistered();
KeyboardState::SendEvent
device_state_->callback()(std::move(ev));
Presentation1::OnAccessibilityEvent
若没注册,注册view tree:
a11y_input_connection_->RegisterPresentation(std::move(clone_token));
对touch事件,发送给ally
a11y_input_connection_->SendInputEvent(std::move(event));
====> ally touch dispatcher:
A11yTouchDispatcherImpl::SendInputEvent
若注册了view tree token 发送事件给touch dispatcher的订阅者,目前没有
Presentation1::OnEvent
event.is_keyboard()
input_dispatcher_->DispatchEvent(std::move(event));
view tree是inputdispatcher服务的提供者