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.hstatus_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 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()