Surface的理解

Posted 小图包

tags:

篇首语:本文由小常识网(cha138.com)小编为大家整理,主要介绍了Surface的理解相关的知识,希望对你有一定的参考价值。

1 Surface創建

既然requestLayout内部是通过给主线程Handler发送任务消息并在Vsync同步信号返回后执行Runable。那我们就继续看看Runable内部执行的

// ========== android.view.ViewRootImpl ===========

void doTraversal() 
    if (mTraversalScheduled) 
        mTraversalScheduled = false;
        //移除同步屏障,已经开始执行View绘制任务,允许后续继续执行同步消息
        mHandler.getLooper().getQueue().removeSyncBarrier(mTraversalBarrier);
		...
		//执行遍历视图树操作
        performTraversals();
		...
    


private void performTraversals() 
    //实际上就是最顶层的DecorView
    final View host = mView;
    ...
    //关键代码,检查Surface图像缓冲区队列建立连接
    relayoutResult = relayoutWindow(...);    
    ...
    //window的宽高    
    if (mWidth != frame.width() || mHeight != frame.height()) 
        mWidth = frame.width();
        mHeight = frame.height();
        
    ...
    // 最外层的测量宽高   
    int childWidthMeasureSpec = getRootMeasureSpec(mWidth, lp.width);
    int childHeightMeasureSpec = getRootMeasureSpec(mHeight, lp.height);
    //测量尺寸,内部执行View.measure()方法
    performMeasure(childWidthMeasureSpec, childHeightMeasureSpec);
    ...
    //布局排版,内部执行View.layout()方法
    performLayout(lp, mWidth, mHeight);   
    ...
    //开始绘制View,内部执行View.draw()方法
    performDraw();
    ...


doTraversal方法做了些什么。视图绘制请求最终都在performTraversals方法内,依次执行measurelayoutdraw等方法。而在这些操作调用之前,会最先调用了一个relayoutWindow方法,这里先以此展开继续分析。

 java层 SurfaceControl创建

// ============== android.view.ViewRootImpl ================
final IWindowSession mWindowSession;

//Surface的句柄类,默认构造为空对象,只是一个指针,没有实际引用
private final SurfaceControl mSurfaceControl = new SurfaceControl();
private SurfaceControl mBlastSurfaceControl = new SurfaceControl();
//默认构造函数是个空对象,只是一个指针,没有实际引用
public final Surface mSurface = new Surface();


private int relayoutWindow(WindowManager.LayoutParams params, int viewVisibility,...)...
    ...
    //跨进程Binder代理调用,内部创建了native的SurfaceControl,并赋值给jave层内部变量对象引用地址
    int relayoutResult = mWindowSession.relayout(mWindow, mSeq, params,
                (int) (mView.getMeasuredWidth() * appScale + 0.5f),
                (int) (mView.getMeasuredHeight() * appScale + 0.5f),
                ..., mSurfaceControl, mSurfaceSize, mBlastSurfaceControl);
    ...
    if (mSurfaceControl.isValid())   
        //此时mSurfaceControl已经有实际引用
        ...
        //从SurfaceControl拷贝native Surface对象引用    
        mSurface.copyFrom(mSurfaceControl);
        ...
    
    


// ============ android.view.SurfaceControl =================

public final class SurfaceControl implements Parcelable 
    // native层的SurfaceControl 的对象引用地址
    public long mNativeObject;
    // 默认实现为空对象
    public SurfaceControl() 
    
    
	public boolean isValid() 
        return mNativeObject != 0;
    


// android.view.Surface
public class Surface implements Parcelable 
   	//默认为空对象
    public Surface() 
    

relayoutWindow内部通过Binder机制跨进程调用了system_service进程内的Session.relayout方法,并传入了mSurfaceControl对象。

紧接着就开始判断该对象内部的mNativeObject变量不为0,然后让mSurface从该对象内拷贝赋值。

mSurfaceControl默认构造函数又为空实现

// ============== com.android.server.wm.Session =======================
class Session extends IWindowSession.Stub implements IBinder.DeathRecipient 
	@Override
    public int relayout(IWindow window, ...
            SurfaceControl outSurfaceControl, ... , Point outSurfaceSize
            SurfaceControl outBLASTSurfaceControl) 
 
        1 
        int res = mService.relayoutWindow(this, window, ... , 
                                          outSurfaceControl, outSurfaceSize,
                                          outBLASTSurfaceControl);
        ...
        return res;
    


//================== com.android.server.wm.WindowManagerService ===================

public int relayoutWindow(Session session, IWindow client, ... ,
            SurfaceControl outSurfaceControl, ... , Point outSurfaceSize,
            SurfaceControl outBLASTSurfaceControl) 
    ...
    //获取addWindow时创建的WindowState对象
    final WindowState win = windowForClientLocked(session, client, false);
    ...
    WindowStateAnimator winAnimator = win.mWinAnimator;
    ...
    int result = 0;    
    ...
    //判断是否需要重新建立关联的SurfaceControl    
    final boolean shouldRelayout = viewVisibility == View.VISIBLE &&
        (win.mActivityRecord == null || win.mAttrs.type == TYPE_APPLICATION_STARTING
         || win.mActivityRecord.isClientVisible());
    ...
    //窗口内第一次启动    
    if(shouldRelayout)    
         2 //创建native的SurfaceControl
         
        result = createSurfaceControl(outSurfaceControl, outBLASTSurfaceControl,
                                result, win, winAnimator);
    else
        ...
    
    
    ...
    return result    


final WindowState windowForClientLocked(Session session, IBinder client, boolean throwOnError) 
    //获取当前App进程的View与system_service进程关联,addWindow时创建的WindowState,
    //其持有与SurfaceFLinger连接的Client
    WindowState win = mWindowMap.get(client);
    ...
    return win;    


总结 1 Session作为一个中间类,会转交给WindowManagerService.relayoutWindow处理。

而且在relayoutWindow中,传入了一个outSurfaceControl参数

2调用了createSurfaceControl方法

//================== com.android.server.wm.WindowManagerService ===================

private int createSurfaceControl(SurfaceControl outSurfaceControl,
            SurfaceControl outBLASTSurfaceControl, int result,
            WindowState win, WindowStateAnimator winAnimator) 
    ...    
    WindowSurfaceController surfaceController = 
        winAnimator.createSurfaceLocked(win.mAttrs.type, win.mOwnerUid);
    ...
    //内部调用copyFrom方法,即拷贝到outSurfaceControl
    surfaceController.getSurfaceControl(outSurfaceControl);
    surfaceController.getBLASTSurfaceControl(outBLASTSurfaceControl);    

getSurfaceControl方法

// ============ com.android.server.wm.WindowSurfaceController ====================
class WindowSurfaceController 
    SurfaceControl mSurfaceControl;
    
    WindowSurfaceController(String name, int w, int h, ...,
                            WindowStateAnimator animator,...) 
        final WindowState win = animator.mWin;
        ...
        //暂且忽略这一串Builder参数,Window请求Surface
        final SurfaceControl.Builder b = win.makeSurface()
                .setParent(win.getSurfaceControl())
                .setName(name)
                .setBufferSize(w, h)
                .setFormat(format)
                .setFlags(flags)
                .setMetadata(METADATA_WINDOW_TYPE, windowType)
                .setMetadata(METADATA_OWNER_UID, ownerUid)
                .setCallsite("WindowSurfaceController");
        ...
        mSurfaceControl = b.build();
        ...
    
    
    void getSurfaceControl(SurfaceControl outSurfaceControl) 
        outSurfaceControl.copyFrom(mSurfaceControl, "WindowSurfaceController.getSurfaceControl");
    
    
    void getBLASTSurfaceControl(SurfaceControl outSurfaceControl) 
        if (mBLASTSurfaceControl != null) 
            outSurfaceControl.copyFrom(mBLASTSurfaceControl, "WindowSurfaceController.getBLASTSurfaceControl");
        
    


getSurfaceControl实际上就是从WindowSurfaceController内部拷贝了一份SurfaceControl,并赋值给传入的outSurfaceControl

而且在WindowSurfaceController的构造函数内,通过SurfaceControl.Builder.build方法请求并创建了这个原始SurfaceControl

// ============ android.view.SurfaceControl ====================
public final class SurfaceControl implements Parcelable 
    
    public static class Builder 
        private SurfaceSession mSession;
        
        public SurfaceControl build() 
            return new SurfaceControl(mSession, mName, mWidth, mHeight,...);
        
    
    //native 的 SurfaceControl 对象引用地址
    public long mNativeObject;
    
    //空实现
    public SurfaceControl() 
    
    
    private SurfaceControl(SurfaceSession session, String name, int w, int h, int format, int flags,
            SurfaceControl parent, SparseIntArray metadata, WeakReference<View> localOwnerView,
            String callsite) ... 
        ...
        //关键代码    
        mNativeObject = nativeCreate(session, name, w, h, format, flags,
                                     parent != null ? parent.mNativeObject : 0, metaParcel);
        ...
    
    
    //native方法,实际创建了native层的Surface
    private static native long nativeCreate(SurfaceSession session, ... ) ...;
    
    private static native long nativeCopyFromSurfaceControl(long nativeObject);
    
    private static native long nativeGetHandle(long nativeObject);
    
    
    public void copyFrom(@NonNull SurfaceControl other, String callsite) 
        ...
        //实际是复制了这个mNativeObject对象引用
        assignNativeObject(nativeCopyFromSurfaceControl(other.mNativeObject), callsite);
    
    
    private void assignNativeObject(long nativeObject, String callsite) 
        ...
        mNativeObject = nativeObject;
        mNativeHandle = mNativeObject != 0 ? nativeGetHandle(nativeObject) : 0;
    


native层 SurfaceControl创建

// ========== frameworks/base/core/jni/android_view_SurfaceControl.cpp ===============

static jlong nativeCreate(JNIEnv* env, jclass clazz, jobject sessionObj,
        jstring nameStr, jint w, jint h, jint format, jint flags, jlong parentObject,
        jobject metadataParcel) 
    ...
    sp<SurfaceComposerClient> client;
    if (sessionObj != NULL) 
        //SurfaceSession不为空的情况,也就是前面建立连接时创建的SurfaceComposerClient
        client = android_view_SurfaceSession_getClient(env, sessionObj);
     else 
        client = SurfaceComposerClient::getDefault();
    
    SurfaceControl *parent = reinterpret_cast<SurfaceControl*>(parentObject);
    sp<SurfaceControl> surface;
    LayerMetadata metadata;
    Parcel* parcel = parcelForJavaObject(env, metadataParcel);
    if (parcel && !parcel->objectsCount()) 
        status_t err = metadata.readFromParcel(parcel);
        ...
       
    //通过SurfaceComposerClient创建native SurfaceControl
    status_t err = client->createSurfaceChecked(
            String8(name.c_str()), w, h, format, &surface, flags, parent, std::move(metadata));
    ...
    surface->incStrong((void *)nativeCreate);
    return reinterpret_cast<jlong>(surface.get());


// =========== frameworks/base/core/jni/android_view_SurfaceSession.cpp =================

sp<SurfaceComposerClient> android_view_SurfaceSession_getClient(
        JNIEnv* env, jobject surfaceSessionObj) 
    return reinterpret_cast<SurfaceComposerClient*>(
            env->GetLongField(surfaceSessionObj, gSurfaceSessionClassInfo.mNativeClient));


其内部是返回了一个native的SurfaceControl对象引用地址。

随后通过SurfaceComposerClient.createSurfaceChecked创建这个native层的SurfaceControl对象

// ================= frameworks/native/libs/gui/SurfaceComposerClient.cpp ===================

sp<ISurfaceComposerClient>  mClient;

status_t SurfaceComposerClient::createSurfaceChecked(...,
                                                     sp<SurfaceControl>* outSurface, ...,
                                                     SurfaceControl* parent, LayerMetadata metadata,
                                                     ...) 
    sp<SurfaceControl> sur;
    status_t err = mStatus;
    ...
    if (mStatus == NO_ERROR) 
        sp<IBinder> handle;
    	sp<IGraphicBufferProducer> gbp;
        ...
        // 跨进程Binder代理调用Client的createSurface方法,
        // 内部并最终调用到SurfaceFlinger.createLayer,创建Layer
        // 传入了两个代理类对象引用
        err = mClient->createSurface(...&handle,&gbp,...);
        if (outTransformHint) 
            *outTransformHint = transformHint;
        
        ...
        if (err == NO_ERROR) 
            //创建一个新的SurfaceControl对象,并将引用赋值给外部传入的SurfaceControl
            *outSurface = new SurfaceControl(this, handle, gbp, transformHint);
        
    
    return err;

Client.createSurface最终会调用到SurfaceFlinger.createLayer方法创建LayerLayerSurfaceFlinger的基本操作单元。

// =========== frameworks/native/services/surfaceflinger/Client.cpp ==================

sp<SurfaceFlinger> mFlinger;

status_t Client::createSurface(const String8& name, uint32_t w, uint32_t h, PixelFormat format,
                               uint32_t flags, const sp<IBinder>& parentHandle,
                               LayerMetadata metadata, sp<IBinder>* handle,
                               sp<IGraphicBufferProducer>* gbp, uint32_t* outTransformHint) 
    // We rely on createLayer to check permissions.
    return mFlinger->createLayer(name, this, w, h, format, flags, std::move(metadata), handle, gbp,
                                 parentHandle, nullptr, outTransformHint);


// ================== frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp ==================

status_t SurfaceFlinger::createLayer(const String8& name, const sp<Client>& client, uint32_t w,
                                     uint32_t h, PixelFormat format, uint32_t flags,
                                     LayerMetadata metadata, sp<IBinder>* handle,
                                     sp<IGraphicBufferProducer>* gbp,
                                     const sp<IBinder>& parentHandle, const sp<Layer>& parentLayer,
                                     uint32_t* outTransformHint) 
    status_t result = NO_ERROR;
    sp<Layer> layer;
    //根据flags创建不同的Layer
    switch (flags & ISurfaceComposerClient::eFXSurfaceMask) 
        case ISurfaceComposerClient::eFXSurfaceBufferQueue:
            //常用的BufferQueueLayer
            result = createBufferQueueLayer(client, std::move(uniqueName), w, h, flags,
                                            std::move(metadata), format, handle, gbp, &layer);
            break;
        //还有好几种Layer    
        ...
    
    ...
    //保存新创建的Layer    
    mInterceptor->saveSurfaceCreation(layer);
    return result;


// ================ frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp ==================

status_t SurfaceFlinger::createBufferQueueLayer(const sp<Client>& client, std::string name,
                                                uint32_t w, uint32_t h, uint32_t flags,
                                                LayerMetadata metadata, PixelFormat& format,
                                                sp<IBinder>* handle,
                                                sp<IGraphicBufferProducer>* gbp,
                                                sp<Layer>* outLayer) 
    sp<BufferQueueLayer> layer;
    ...
    //通过工厂模式创建BufferQueueLayer
    layer = getFactory().createBufferQueueLayer(args);
    ...
    //设置一些Layer内部的属性
    status_t err = layer->setDefaultBufferProperties(w, h, format);
    if (err == NO_ERROR) 
        // 注意这两个对象引用,是会传到外部SurfaceControl构造函数的
        *handle = layer->getHandle();
        *gbp = layer->getProducer();
        *outLayer = layer;
      
    return err;

SurfaceFlinger创建出Layer后,引出了 IGraphicBufferProducerIBinder的代理类,并传入到SurfaceControl的构造函数。

// =========== frameworks/native/libs/gui/SurfaceControl.cpp ===============
SurfaceControl::SurfaceControl(const sp<SurfaceComposerClient>& client, const sp<IBinder>& handle,
                               const sp<IGraphicBufferProducer>& gbp,
                               uint32_t transform)
      : mClient(client),
        mHandle(handle),
        mGraphicBufferProducer(gbp),
        mTransformHint(transform) 

也就是说SurfaceFlinger中创建的Layer是通过其内部的Producer代理对象Handle代理对象SurfaceControl进行关联

就以此为切入点,来看下getProducergetHandle究竟获取到了什么?

// ========= frameworks/native/services/surfaceflinger/Layer.cpp =================

sp<IBinder> Layer::getHandle() 
    ...
    return new Handle(mFlinger, this);


class Handle : public BBinder, public LayerCleaner 
    public:
    Handle(const sp<SurfaceFlinger>& flinger, const sp<Layer>& layer)
        : LayerCleaner(flinger, layer), owner(layer) 
    wp<Layer> owner;
;

// ============== frameworks/native/services/surfaceflinger/BufferQueueLayer.cpp =================

sp<IGraphicBufferProducer> BufferQueueLayer::getProducer() const 
    return mProducer;

getHandle是新创建了一个Handle对象,属于BBinder实现类,内部包含了SurfaceFlingerLayer的引用,作为Surface操作Layer句柄类。

getProducer返回的内部对象引用又是什么呢?我们继续来看其构造函数

BufferQueueLayer是继承自BufferLayerBufferLayer继承自LayerLayer又是继承自RefBase

// ============= frameworks/native/services/surfaceflinger/BufferQueueLayer.h ==============
class BufferQueueLayer : public BufferLayer 
    private 
	    sp<IGraphicBufferProducer> mProducer;
    
    ...


// ============== frameworks/native/services/surfaceflinger/BufferLayer.h ============
class BufferLayer : public Layer 
    ...


// ============== frameworks/native/services/surfaceflinger/Layer.h ================
class Layer : public virtual RefBase, compositionengine::LayerFE 
    ...


// ============== frameworks/native/services/surfaceflinger/BufferQueueLayer.cpp ================

void BufferQueueLayer::onFirstRef() 
    BufferLayer::onFirstRef();
    // Creates a custom BufferQueue for SurfaceFlingerConsumer to use
    //创建了一个生产者和消费者模型,
    sp<IGraphicBufferProducer> producer; //生产者缓冲区
    sp<IGraphicBufferConsumer> consumer; //消费者缓冲区
    //创建了一个BufferQueueCore管理BufferQueue队列,并以此为核心创建赋值生产者与消费者
    mFlinger->getFactory().createBufferQueue(&producer, &consumer, true);
    mProducer = mFlinger->getFactory().createMonitoredProducer(producer, mFlinger, this);
    mConsumer = mFlinger->getFactory().createBufferLayerConsumer(consumer, mFlinger->getRenderEngine(),
                                                             	 mTextureName, this);
    ...
    // BufferQueueCore::mMaxDequeuedBufferCount is default to 1
    if (!mFlinger->isLayerTripleBufferingDisabled()) 
        //如果没有开启3级缓冲区,则设置为2级缓冲区
        mProducer->setMaxDequeuedBufferCount(2);
    

既然是RefBase的子类,在第一次获取到强引用时就会触发onFirstRef方法,其在内部创建了一个基于BufferQueue生产者与消费者模型

而通过getProducer方法获取到的正是其作为生产者BufferQueueProducer,用于从BufferQueueCore中获取图像缓冲区buffer对象,交由客户端写入显示内容。

// ============ frameworks/native/libs/gui/BufferQueue.cpp ===============

// getFactory().createBufferQueue
// 最终会调用到BufferQueue.createBufferQueue方法
void BufferQueue::createBufferQueue(sp<IGraphicBufferProducer>* outProducer,
                                    sp<IGraphicBufferConsumer>* outConsumer,
                                    bool consumerIsSurfaceFlinger) 
    LOG_ALWAYS_FATAL_IF(outProducer == nullptr,
            "BufferQueue: outProducer must not be NULL");
    LOG_ALWAYS_FATAL_IF(outConsumer == nullptr,
            "BufferQueue: outConsumer must not be NULL");
	//图形缓冲区队列的中枢类
    sp<BufferQueueCore> core(new BufferQueueCore());
    ...
    //用core类创建生产者,用于从队列中获取缓冲区并写入绘制内容
    //返回为Binder代理类    
    sp<IGraphicBufferProducer> producer(new BufferQueueProducer(core, consumerIsSurfaceFlinger));
    ...
    //用core类创建消费者,用于从队列中获取缓冲区数据,并交由Surfaceflinger处理
    //返回为Binder代理类
    sp<IGraphicBufferConsumer> consumer(new BufferQueueConsumer(core));
    ...
    *outProducer = producer;
    *outConsumer = consumer;

至此,native层SurfaceControl创建就出来了,通过BufferQueueProducer的Binder代理类,和SurfaceFlinger创建的Layer进行关联。

并最终将native层的SurfaceControl对象引用,赋值给java层的SurfaceControl

 java层 Surface创建

接下来就是通过Surface.copyFrom对这个新的SurfaceControl拷贝出可用的Surface了。

// ============= android.view.Surface ================

public class Surface implements Parcelable 
    long mNativeObject; // package scope only for SurfaceControl access
    
    private static native long nativeGetFromSurfaceControl(long surfaceObject,
            long surfaceControlNativeObject);
    private static native void nativeRelease(long nativeObject);
    
    
    public void copyFrom(SurfaceControl other) 
        ...
        long surfaceControlPtr = other.mNativeObject;
        ...
        //从SurfaceControl内创建Surface
        long newNativeObject = nativeGetFromSurfaceControl(mNativeObject, surfaceControlPtr);
        synchronized (mLock) 
            if (newNativeObject == mNativeObject) 
                return;
            
            if (mNativeObject != 0) 
                nativeRelease(mNativeObject);
            
            setNativeObjectLocked(newNativeObject);
        
    
    
    private void setNativeObjectLocked(long ptr) 
        if (mNativeObject != ptr) 
            ...
            mNativeObject = ptr;
            mGenerationId += 1;
            if (mHwuiContext != null) 
                mHwuiContext.updateSurface();
            
        
    

native层 Surface创建

Surface.copyFrom方法内,同样也是通过native方法,赋值native对象引用地址。

通过调用native层的SurfaceControl.generateSurfaceLocked方法创建了native层Surface

然后将native层Surface的对象引用指针,赋值给java层SurfacemNativeObject

// ============== frameworks/base/core/jni/android_view_Surface.cpp ====================

static jlong nativeGetFromSurfaceControl(JNIEnv* env, jclass clazz,
        jlong nativeObject,
        jlong surfaceControlNativeObj) 
    Surface* self(reinterpret_cast<Surface *>(nativeObject));
    sp<SurfaceControl> ctrl(reinterpret_cast<SurfaceControl *>(surfaceControlNativeObj));

    // If the underlying IGBP's are the same, we don't need to do anything.
    if (self != nullptr &&
            IInterface::asBinder(self->getIGraphicBufferProducer()) ==
            IInterface::asBinder(ctrl->getIGraphicBufferProducer())) 
        //实际持有的Producer代理对象是同一个,不做任何处理
        return nativeObject;
    
	//通过SurfaceControl创建native层的Surface
    sp<Surface> surface(ctrl->getSurface());
    if (surface != NULL) 
        surface->incStrong(&sRefBaseOwner);
    
	//返回native层surface对象的引用地址
    return reinterpret_cast<jlong>(surface.get());


// =========== frameworks/native/libs/gui/SurfaceControl.cpp ==================

mutable sp<Surface>         mSurfaceData;

sp<Surface> SurfaceControl::getSurface() const

    Mutex::Autolock _l(mLock);
    if (mSurfaceData == nullptr) 
        return generateSurfaceLocked();
    
    return mSurfaceData;


sp<Surface> SurfaceControl::generateSurfaceLocked() const

    // mGraphicBufferProducer就是Layer的中图形缓冲区域对应的生产者
    // 创建native层的Surface
    mSurfaceData = new Surface(mGraphicBufferProducer, false);
    return mSurfaceData;



至此,ViewRootImpl内持有的Suface就转变为可用状态,并指向正确的native层Surface对象引用,进而关联到SurfaceFlinger创建的BufferQueue

最后来简要概括一下Surface创建的过程

  • 首先由ViewRootImpl.requestLayout通过Choreographer向native申请Vsync同步信号。

  • App进程的Choreographer接收到Vsync同步信号后,通过SurfaceControl内部创建并持有对应的native层SurfaceControl对象引用地址。

  • 在native层 中用SurfaceSession中持有的SurfaceComposerClient通过Binder跨进程调用,在SurfaceFlinger进程内中创建一个独立的,基于BufferQueue的生产者消费者模型。

    在native层SurfaceControl创建时,会将BufferQueue的生产者Producer的Binder代理类对象赋值给其内部变量。

  • 由java层Surface.copyFrom藉由native层SurfaceControl创建native层的Surface对象,后者持有来自native层SurfaceControlProducer的对象引用。

    native层SurfaceControl内部会缓存native层Surface到内部变量引用,只会在第一次获取时创建。

    将该native层Surface对象引用地址赋值给jave层的Surface对象,使后者指向正确对象引用地址。

    java层的SurfaceSurfaceControl都是空壳,实际做事的都是native层的SurfaceSurfaceControl

以上是关于Surface的理解的主要内容,如果未能解决你的问题,请参考以下文章

Surface的理解

Android Surface理解

深入Android系统Android图形显示系统-1-显示原理与Surface

pygame.surface.blit()方法4个参数的使用方法

了解 Canvas 和 Surface 概念

Android系统_Surface创建过程分析