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  1. Android 平台
  2. Android 性能优化 - 088

Tool - Profile GPU Rendering - 1501130354

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视频发布时间

2015年1月6日

视频介绍

“If you can measure it, you can optimize it” is a common term in the computing world, and for Android’s rendering system, the same thing holds true. In order to optimize your pipeline to be more efficient for rendering, you need a tool to give you feedback on where the current perf problems lie.And in this video, Colt McAnlis walks you through an on-device tool that’s built for this exact reason. “Profile GPU Rendering” will help you understand the stages of the rendering pipeline, and also get a chance to see what portions of it might be taking too long, and what you can do about it for your application.

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译者信息

翻译

润稿

终审

原始链接

中文字幕

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周亿

姜昭宇、Kesen

——

1501130354

解说词中文版:

对于现代流行的手机应用来说

渲染性能问题往往是偷取你宝贵的帧数的罪魁祸首

这种问题很容易产生 也很容易出现

而且 在一个非常方便的工具的帮助下

它们也很容易去追踪

我是Colt McAnlis

使用GPU渲染分析工具

你能够方便的 基于设备的去查看

究竟是什么导致你的应用程序变慢

想要获取这个工具 只需要进入开发人员选项

然后勾选GPU呈现模式分析选项

这样会弹出一个子窗口提醒你要如何收集您的分析数据

为了方便使用 选择在屏幕上显示条形图的选项卡

这样做的时候您的设备上会多出三个色块区

你会发现每一个可以看到的activity

这个工具会在上面显示分析过的图形数据

比如 图像的底部表示来自Navigation

activity的渲染性能

图像的上部反应的是通知栏的使用时间

图像的中间含了所有的

运行中的应用程序中应用的性能信息

既然这就是我们感兴趣的地方

那么让我们来仔细的看看

当你和你的应用程序互动的时候

你会看见垂直的柱状图在屏幕上

是从按照左到右的顺序显示的

每一个垂直的柱状图代表一帧的渲染

越长的垂直柱状图 需要渲染的时间就越长

随着需要渲染的帧数越来越多 他们会堆积在一起

这样你就能够观察到这段时间的帧率的变化

这跟绿色标记线代表16毫秒

这条绿色标记线的移动是基于全局比例和标记线本身

要确保一秒钟内达到60帧的速率

你需要确保这些帧的每一条线

都在16毫秒的绿色标记线以下

任何时候你看到一个竖条超过了绿色的标记线

你就会看到你的动画有卡顿现象出现

如果你眼尖 那么你已经发现了

每个垂直柱状图实际是由三种颜色堆叠在一起的

这些颜色直接和Android渲染流水线

和它实际运行帧数的时间关联

蓝色代表测量绘制的时间

或者说是它需要花多久去创建

和更新你的Java Display Lists

请记住 一个视图在可以实际的进行渲染之前

它必须先被转换成为一个GPU所熟悉的格式

简单来说 它可能就只是几个绘图命令

复杂的话 我们可能根据

你的Canvas对象嵌入了自定义路径

一旦完成 结果会作为一个

Display List对象被系统送入缓存

蓝色条是记录了需要花费多久的时间在屏幕上更新视图

当你看见这个条非常的高

这可能就意味着你的一堆视图突然的变得无效

或者是你的几个自定义视图的绘制函数特别复杂

红色的柱状图这部分反映的是执行时间

这是Android 2D渲染执行

Display List所花的时间

为了绘制到屏幕上

Android需要使用OpenGL ES API

接口绘制出你的Display List

这些API有效的将数据发送到GPU

最终在屏幕上显示出来

记住 绘制像自定义视图这样的复杂视图

需要用到的OpenGL的绘制命令会更复杂

当你看到红色柱状条很高的时候

这些复杂的视图可能就是罪魁祸首

另外值得一提的是

这栏的非常高的峰值可能是

因为重新提交了视图绘制而造成的

这些视图并不是失效的视图

有些时候发生了某些事 例如视图旋转

我们需要回去清理这个区域的视图

这样可能会影响到这个视图下面的视图

因为这些视图都需要进行重新绘制的操作

最后 橙色部分表示的是处理时间

或者说 这是CPU告诉GPU它已经完成

渲染一帧的地方

这是一个阻塞调用 因此

CPU会在那一直等待GPU发出接到命令的回复

如果柱状条越变越高

那就意味着你给GPU太多的工作

太多的复杂视图需要OpenGL命令去绘制和处理

保持动画流畅的关键就在于让这些垂直的柱状条

尽可能的保持在16毫秒这条绿色标记线的下方

任何时候 垂直柱状条超过了那个值

你就有可能丢失一帧的内容

用户可不希望有这种事情发生

GPU渲染分析是一个很棒的工具

它使你能够及时的发现你在渲染时出现的问题

但是修复这些问题也不是说说那么简单的

所以记得查看剩下的

Android Performance Patterns的内容

当然不要忘了加入Google+的交流组

代码分析 你值得拥有 性能问题 永不能忘

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