[074]RenderEngineType简介

2022-05-13 13:27:18 浏览数 (1)

前言

RenderEngine是一个静态库,主要作用于SurfaceFlinger进行client layer合成。 简单理解就是将client buffer layer合成到FramebufferSurface

代码语言:javascript复制
frameworksnativelibsrenderengine

一、RenderEngineType

RenderEngineType是指RenderEngine的合成方式实现类型,目前有四种类型实现如下。

代码语言:javascript复制
enum class RenderEngineType {
    GLES = 1,//opengl
    THREADED = 2,//opengl异步线程
    SKIA_GL = 3,//skia
    SKIA_GL_THREADED = 4,//skia异步线程
};

同步

异步

skia

SKIA_GL

SKIA_GL_THREADED

opengl

GLES

THREADED

异步的意思会另起一个名叫RenderEngine的线程中处理合成任务。 同步的意思是会在SurfaceFlinger的主线程中处理合成任务 如图:异步处理合成任务的Trace。

二、RenderEngine初始化流程

基于最新的代码安卓代码

1.1 SurfaceFlinger.cpp

SurfaceFlinger init的时候会构建RenderEngine,并且确认RenderEngineType

代码语言:javascript复制
frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp

void SurfaceFlinger::init() {
...
    // Get a RenderEngine for the given display / config (can't fail)
    // TODO(b/77156734): We need to stop casting and use HAL types when possible.
    // Sending maxFrameBufferAcquiredBuffers as the cache size is tightly tuned to single-display.
    mCompositionEngine->setRenderEngine(renderengine::RenderEngine::create(
            renderengine::RenderEngineCreationArgs::Builder()
                    .setPixelFormat(static_cast<int32_t>(defaultCompositionPixelFormat))
                    .setImageCacheSize(maxFrameBufferAcquiredBuffers)
                    .setUseColorManagerment(useColorManagement)
                    .setEnableProtectedContext(enable_protected_contents(false))
                    .setPrecacheToneMapperShaderOnly(false)
                    .setSupportsBackgroundBlur(mSupportsBlur)
                    .setContextPriority(
                            useContextPriority
                                    ? renderengine::RenderEngine::ContextPriority::REALTIME
                                    : renderengine::RenderEngine::ContextPriority::MEDIUM)
                    .build()));//跳转到1.2
    mMaxRenderTargetSize =
            std::min(getRenderEngine().getMaxTextureSize(), getRenderEngine().getMaxViewportDims());

    ....
}

1.2 RenderEngine

提供了setRenderEngineType的接口,默认缺省值是SKIA_GL_THREADED

代码语言:javascript复制
frameworks/native/libs/renderengine/include/renderengine/RenderEngine.h

struct RenderEngineCreationArgs::Builder {
...
    Builder& setRenderEngineType(RenderEngine::RenderEngineType renderEngineType) {
        this->renderEngineType = renderEngineType;
        return *this;
    }
...

private:
    // 1 means RGBA_8888
    int pixelFormat = 1;
    uint32_t imageCacheSize = 0;
    bool useColorManagement = true;
    bool enableProtectedContext = false;
    bool precacheToneMapperShaderOnly = false;
    bool supportsBackgroundBlur = false;
    RenderEngine::ContextPriority contextPriority = RenderEngine::ContextPriority::MEDIUM;
    RenderEngine::RenderEngineType renderEngineType =
            RenderEngine::RenderEngineType::SKIA_GL_THREADED;//缺省值
};

} // namespace renderengine

可以通过设置"debug.renderengine.backend",改变RenderEngineType。 配置项:gles,threaded, skiagl,skiaglthread 分别对应四种类型

代码语言:javascript复制
frameworks/native/libs/renderengine/RenderEngine.cpp

#define PROPERTY_DEBUG_RENDERENGINE_BACKEND "debug.renderengine.backend"

std::unique_ptr<RenderEngine> RenderEngine::create(RenderEngineCreationArgs args) {
    // Keep the ability to override by PROPERTIES:
    char prop[PROPERTY_VALUE_MAX];
    property_get(PROPERTY_DEBUG_RENDERENGINE_BACKEND, prop, "");
    if (strcmp(prop, "gles") == 0) {
        args.renderEngineType = RenderEngineType::GLES;
    }
    if (strcmp(prop, "threaded") == 0) {
        args.renderEngineType = RenderEngineType::THREADED;
    }
    if (strcmp(prop, "skiagl") == 0) {
        args.renderEngineType = RenderEngineType::SKIA_GL;
    }
    if (strcmp(prop, "skiaglthreaded") == 0) {
        args.renderEngineType = RenderEngineType::SKIA_GL_THREADED;
    }

    switch (args.renderEngineType) {
        case RenderEngineType::THREADED:
            ALOGD("Threaded RenderEngine with GLES Backend");
            return renderengine::threaded::RenderEngineThreaded::create(
                    [args]() { return android::renderengine::gl::GLESRenderEngine::create(args); },
                    args.renderEngineType);
        case RenderEngineType::SKIA_GL:
            ALOGD("RenderEngine with SkiaGL Backend");
            return renderengine::skia::SkiaGLRenderEngine::create(args);
        case RenderEngineType::SKIA_GL_THREADED: {
            ALOGD("Threaded RenderEngine with SkiaGL Backend");
            return renderengine::threaded::RenderEngineThreaded::create(
                    [args]() {
                        return android::renderengine::skia::SkiaGLRenderEngine::create(args);
                    },
                    args.renderEngineType);
        }
        case RenderEngineType::GLES:
        default:
            ALOGD("RenderEngine with GLES Backend");
            return renderengine::gl::GLESRenderEngine::create(args);
    }
}

三、小结

android S以后原生配置的是SKIA_GL_THREADED,目前窗口的blurs效果,只在skia实现上 opengl模式不支持blurs。

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Some new features (e.g. cross window blurs) are only implemented in Skia
RenderEngine. Turn it on for all Pixel devices. Other devices can still
turn it off with PROPERTY_DEBUG_RENDERENGINE_BACKEND.

细心你可能会发现前面SKIA_GL_THREADED的drawlayers中并没有发挥异步的作用。本质上还是会Block SF的主线程。

目前我只发现REThreaded::unmapExternalTextureBuffer这个方法是异步处理了,相比SKIA_GL,有一定程度上的性能提升。

但是据说可能一些极限情况的下并发读写的问题,我相信后续android会不断的完善SKIA_GL_THREADED,后续可能就渐渐放弃GLES了。

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