很不错的一篇讲整体渲染的文章,这里记录一下,顺便当作记录一下作者blog。
来源于:http://nsomar.com/rendering-views-on-the-screen/
这里再多贴一篇关于setNeedsLayout和layoutIfNeeded区别的文章
http://www.iosinsight.com/setneedslayout-vs-layoutifneeded-explained/
In this article I will try to explain and review the path that the view takes from initialisation to display, and what part does the CPU and GPU take in that PRocess.
The application will create a CoreAnimation CALayer
Hierarchy using one of the following methods:
UIKit
which by creating UIViews
will indirectly creates LayersCoreAnimations
By adding CALayers
manuallyApplication will then send the created hierarchy to the Render server (which is an external process) in Commit Transaction
Phase
The CA Hierarchy is submitted to the CA render server
, which render the hierarchy of Layers on screen using OpenGl
or Metal
In this phase the view hierarchy is build by composing views either by [UIView addSubview]
or [CALayer addSublayer]
, Then the frames are set by calculating the constraints.
The layout phase is done in two consequent passes:
Constraints pass (setting constraints)Layout pass (calculating frames)Happens in updateConstraints
, subclasses can override updateConstraints
to add constraints to its subviews. This pass is executed bottom-up from the subviews to parent views.
The layout engine will call updateConstraintsIfNeeded
several times, however this method will only call updateConstraints
if the needs update flag is set by calling setNeedsUpdateConstraints
.
Calling setNeedsUpdateConstraints
will set the needs update flag so any consequent calls to updateConstraintsIfNeeded
(or the internal system layout pass methods). The constraints will be updated asynchronously.
Calling updateConstraintsIfNeeded
will cause the layout system to call updateConstraints
synchronously. However updateConstraints
is only called if setNeedsUpdateConstraints
have been called before.
Each time the Constraints pass happens is followed by the Layout pass.
After the constraints are set from the previous pass, the Layout system can now process these constraints and calculate and set the correct frames for each view.
Happens in layoutSubviews
, subclasses can override layoutSubviews
to participate in the layout process and adjust the frames of the subviews. This pass is executed top-down from the parent view to the subviews. After this method the frame of the view is set.
Calling setNeedsLayout
will set the needs layout flag so any consequent calls to layoutIfNeeded
(or the internal system layout pass methods). The layout frames will be updated asynchronously.
Calling layoutIfNeeded
will cause the layout system to call layoutSubviews
synchronously. However layoutSubviews
is only called if setNeedsLayout
have been called before.
In this phase the view will use GoreGraphics
to draw on the CALayer
that is backing the UIView
, this phase is also top-down.
The display phase take place in drawRect
and can be triggered by calling setNeedsDisplay
will will fire a future redraw.
Display
pass depends on Layout
pass which depends on Constraints
pass.Adding/Removing/Updating Constraints will trigger changes to the layout by calling setNeedsLayout
.Layout pass (layoutIfNeeded/layoutSubviews
) makes sure that the constraints are up-to data by calling an internal copy of updateConstraintsIfNeeded
.In this phase the PNG/JPEG Images are decoded to bitmaps and are converted to a GPU optimised image in order to be served to the GPU.
Now that the layout is ready and the hierarchy is build, the layout system will package all the CALayer
hierarchy and send it to the rendering server
.
Rendering an animation is very similar to rendering a static UI with the distinction that when rendering the animations the animation also has to be package and sent to the render server
. The application will create the animation using animateWithDuration
or CABasicAnimations
and this animation will be package and sent ti the render server which in turn will render each frame for the animation.
The CPU and CPU both participate in the rendering process each of them has its own role.
The main idea is to minimise the CPU involvement and increase the CPU one.
CoreGraphics
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