이 기사는 주로 레이어 구성 요소의 동기화 및 GPU 대역폭 감소 문제에 대한 기사를 공유하며 좋은 참고 가치가 있으며 모든 사람에게 도움이 되기를 바랍니다. 편집자를 따라가서 살펴보겠습니다.
질문:
1) 비디오 레이어에 나타나는 상태 표시줄 장면을 최적화하는 방법과 같이 레이어를 독립적으로 업데이트할 수 있나요?
초기 아이디어는 매번 비디오 레이어만 업데이트하거나 BQ를 우회하는 것입니다. 비디오 레이어를 처리합니다.
2) FW 및 GPU에 의한 비디오 레이어의 공통 처리;
(1) mCurrentTexture, nextTextureImage; 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) Fencefd는 어디서 오는지; 관련 인터페이스 정의 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;
};
updateAndReleaseLocked(item, &mPendingRelease),
updateAndReleaseLocked(item),
bindTextureImageLocked()
위 내용은 레이어 구성 요소의 동기화 및 GPU 대역폭 감소 관련의 상세 내용입니다. 자세한 내용은 PHP 중국어 웹사이트의 기타 관련 기사를 참조하세요!