我正在开发一个简单的 pong 类型游戏来掌握 opengl 和 android,并且在性能方面似乎已经碰壁了。
我将游戏逻辑放在一个单独的线程上,绘制命令通过阻塞队列发送到 gl 线程。问题是我卡在 40fps 左右,而且我尝试过的任何方法似乎都无法提高帧率。
为了简单起见,我设置了opengl:
GLES20.glDisable(GLES20.GL_CULL_FACE);
GLES20.glDisable(GLES20.GL_DEPTH_TEST);
GLES20.glDisable(GLES20.GL_BLEND);
opengl 程序和绘图的设置由以下类处理:
class GLRectangle {
private final String vertexShaderCode =
"precision lowp float;" +
// This matrix member variable provides a hook to manipulate
// the coordinates of the objects that use this vertex shader
"uniform lowp mat4 uMVPMatrix;" +
"attribute lowp vec4 vPosition;" +
"void main() {" +
// the matrix must be included as a modifier of gl_Position
" gl_Position = vPosition * uMVPMatrix;" +
"}";
private final String fragmentShaderCode =
"precision lowp float;" +
"uniform lowp vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
protected static int mProgram = 0;
private static ShortBuffer drawListBuffer;
private static short drawOrder[] = { 0, 1, 2, 0, 2, 3};//, 4, 5, 6, 4, 6, 7 }; // order to draw vertices
// number of coordinates per vertex in this array
private static final int COORDS_PER_VERTEX = 3;
private static final int vertexStride = COORDS_PER_VERTEX * 4; // bytes per vertex
GLRectangle(){
int vertexShader = GameRenderer.loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = GameRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
mProgram = GLES20.glCreateProgram(); // create empty OpenGL ES Program
GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
GLES20.glLinkProgram(mProgram); // creates OpenGL ES program executables
// initialize byte buffer for the index list
ByteBuffer dlb = ByteBuffer.allocateDirect(
// (# of coordinate values * 2 bytes per short)
drawOrder.length * 2);
dlb.order(ByteOrder.nativeOrder());
drawListBuffer = dlb.asShortBuffer();
drawListBuffer.put(drawOrder);
drawListBuffer.position(0);
}
protected static void Draw(Drawable dObj, float mvpMatrix[])
{
FloatBuffer vertexBuffer = dObj.vertexBuffer;
GLES20.glUseProgram(mProgram);
//GameRenderer.checkGlError("glUseProgram");
// get handle to fragment shader's vColor member
int mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
//GameRenderer.checkGlError("glGetUniformLocation");
// get handle to shape's transformation matrix
int mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
//GameRenderer.checkGlError("glGetUniformLocation");
// get handle to vertex shader's vPosition member
int mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
//GameRenderer.checkGlError("glGetAttribLocation");
// Apply the projection and view transformation
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
//GameRenderer.checkGlError("glUniformMatrix4fv");
// Set color for drawing the quad
GLES20.glUniform4fv(mColorHandle, 1, dObj.color, 0);
//GameRenderer.checkGlError("glUniform4fv");
// Enable a handle to the square vertices
GLES20.glEnableVertexAttribArray(mPositionHandle);
//GameRenderer.checkGlError("glEnableVertexAttribArray");
// Prepare the square coordinate data
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);
//GameRenderer.checkGlError("glVertexAttribPointer");
// Draw the square
GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length,
GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
//GameRenderer.checkGlError("glDrawElements");
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
//GameRenderer.checkGlError("glDisableVertexAttribArray");
}
}
我已经做了很多分析和谷歌搜索,但找不到任何东西可以让这项工作更快......我已经包含了 DDMS 输出的屏幕截图:
对我来说,看起来 glClear 正在导致 GLThread 休眠 23 毫秒……尽管我怀疑情况是否真的如此。
我完全不知道如何才能提高效率,没有什么特别的事情发生。为了寻求更好的渲染性能,我切换到了我描述的多线程方法,关闭了 alpha 混合和深度测试,更改为批处理绘制方法(不适用于这个简单的示例),并将着色器中的所有内容都切换为 lowp .
任何帮助将其提高到 60fps 将不胜感激!
布鲁斯
编辑好吧谈谈想太多的问题。事实证明,我在过去一周开启了省电模式……它似乎将渲染锁定为 40fps。