本文主要为大家分享一篇P关于Layer组件的同步以及减少GPU带宽的问题,具有很好的参考价值,希望对大家有所帮助。一起跟随小编过来看看吧。
问题:
1) Layer 之间能否进行单独更新,比如其中video 层上面弹出的状态栏场景如何优化;
初步构想每次仅更新video layer或则将video layer 绕过BQ 进行处理。
2)FW 以及GPU对video layer 的常见处理;
3)几个变量的理解;
(1)mCurrentTexture ,nextTextureImage;
(2)BufferItem,BufferQueue,mslots;slot,mqueuedframe,mqueuedItem;
(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,
(5)mslots 与mframe 以及mframenumber 的区别
(6)onframavailable 和latchbuffer ,reject,updateteximage,的逻辑。
其中updateteximage;
(7)bufferitem 与mslots的区别
(8)bufferqueueconsumer 与bufferitemconsumer区别;
(9)acquirebuffer的fence 逻辑,fencefd是哪来的;
fence 相关接口定义参见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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