この記事は主に、レイヤー コンポーネントの同期と GPU 帯域幅の削減の問題に関する記事を共有します。これは良い参考値であり、皆様のお役に立てれば幸いです。編集者をフォローして見てみましょう。
質問:
1) ビデオレイヤー上にポップアップするステータスバーシーンを最適化する方法など、レイヤーを個別に更新できますか?
最初のアイデアは、ビデオレイヤーのみを毎回更新するか、BQ をバイパスすることです。ビデオレイヤーの処理用。
2) FW と GPU によるビデオ層の共通処理;
(1) mCurrentTexture、nextTextureImage;
(2) BufferItem、BufferQueue、mslots;
(3) syncForReleaseLocked、updateAndReleaseLocked、releaseBufferLocked、releaseBuffer(4)/ acquireBuffer attempts to acquire ownership of the next pending buffer in the BufferQueue. // If no buffer is pending then it returns NO_BUFFER_AVAILABLE. If a buffer is successfully // acquired, the information about the buffer is returned in BufferItem. // // If the buffer returned had previously been acquired then the BufferItem::mGraphicBuffer field // of buffer is set to NULL and it is assumed that the consumer still holds a reference to the // buffer. // // If presentWhen is non-zero, it indicates the time when the buffer will be displayed on // screen. If the buffer's timestamp is farther in the future, the buffer won't be acquired, and // PRESENT_LATER will be returned. The presentation time is in nanoseconds, and the time base // is CLOCK_MONOTONIC. // // If maxFrameNumber is non-zero, it indicates that acquireBuffer should only return a buffer // with a frame number less than or equal to maxFrameNumber. If no such frame is available // (such as when a buffer has been replaced but the consumer has not received the // onFrameReplaced callback), then PRESENT_LATER will be returned. // // Return of NO_ERROR means the operation completed as normal. // // Return of a positive value means the operation could not be completed at this time, but the // user should try again later: // * NO_BUFFER_AVAILABLE - no buffer is pending (nothing queued by producer) // * PRESENT_LATER - the buffer's timestamp is farther in the future // // Return of a negative value means an error has occurred: // * INVALID_OPERATION - too many buffers have been acquired
// Returned by releaseBuffer, after which the consumer must free any references to the // just-released buffer that it might have. STALE_BUFFER_SLOT = 1, // Returned by dequeueBuffer if there are no pending buffers available. NO_BUFFER_AVAILABLE, // Returned by dequeueBuffer if it's too early for the buffer to be acquired. PRESENT_LATER,
(9)acquirebufferのフェンスロジック、fencefdはどこから来ていますか?関連インターフェース定義 ui
/Fence.h
status_t Fence::waitForever(const char* logname) {64 ATRACE_CALL(); if (mFenceFd == -1) { return NO_ERROR; } int warningTimeout = 3000; int err = sync_wait(mFenceFd, warningTimeout); if (err < 0 && errno == ETIME) { ALOGE("%s: fence %d didn't signal in %u ms", logname, mFenceFd, warningTimeout); err = sync_wait(mFenceFd, TIMEOUT_NEVER); } return err < 0 ? -errno : status_t(NO_ERROR); }
struct EglSlot { EglSlot() : mEglFence(EGL_NO_SYNC_KHR) {} // mEglImage is the EGLImage created from mGraphicBuffer. sp<EglImage> mEglImage; // mFence is the EGL sync object that must signal before the buffer // associated with this buffer slot may be dequeued. It is initialized // to EGL_NO_SYNC_KHR when the buffer is created and (optionally, based // on a compile-time option) set to a new sync object in updateTexImage. EGLSyncKHR mEglFence; };
(10)updateAndReleaseLocked(item, &mPendingRelease),
updateAndReleaseLocked(item),
bindTextureImageLocked()
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