// 混合渲染引擎核心类
public class HybridRenderEngine {
private RenderStrategy currentStrategy;
private PerformanceMonitor performanceMonitor;
private List<RenderLayer> renderLayers = new ArrayList<>();
public HybridRenderEngine(Context context) {
performanceMonitor = new PerformanceMonitor(context);
initRenderLayers();
startMonitoringLoop();
}
private void initRenderLayers() {
// 初始化分层渲染结构
renderLayers.add(new BackgroundRenderLayer());
renderLayers.add(new MainContentRenderLayer());
renderLayers.add(new EffectRenderLayer());
}
private void startMonitoringLoop() {
new Handler(Looper.getMainLooper()).postDelayed(new Runnable() {
@Override
public void run() {
checkAndSwitchStrategy();
// 持续监控(500ms间隔)
startMonitoringLoop();
}
}, 500);
}
private void checkAndSwitchStrategy() {
float gpuLoad = performanceMonitor.getGpuLoad();
float cpuLoad = performanceMonitor.getCpuLoad();
if (gpuLoad > 0.7f) { // GPU负载阈值
switchToSoftwareStrategy();
} else if (gpuLoad < 0.4f && cpuLoad < 0.6f) {
switchToHardwareStrategy();
}
}
private void switchToHardwareStrategy() {
if (currentStrategy instanceof HardwareStrategy) return;
currentStrategy = new HardwareStrategy(renderLayers);
Log.i("RenderEngine", "切换到硬件加速模式");
}
private void switchToSoftwareStrategy() {
if (currentStrategy instanceof SoftwareStrategy) return;
currentStrategy = new SoftwareStrategy(renderLayers);
Log.i("RenderEngine", "切换到软件渲染模式");
}
// 渲染执行入口
public void doFrame(long frameTimeNanos) {
if (currentStrategy != null) {
currentStrategy.render(frameTimeNanos);
}
}
// 渲染策略接口
interface RenderStrategy {
void render(long frameTime);
}
// 硬件加速策略实现
class HardwareStrategy implements RenderStrategy {
private HardwareRenderLayer hardwareRenderer;
public HardwareStrategy(List<RenderLayer> layers) {
hardwareRenderer = new HardwareRenderLayer(layers);
}
@Override
public void render(long frameTime) {
hardwareRenderer.render(frameTime);
}
}
// 软件渲染策略实现
class SoftwareStrategy implements RenderStrategy {
private SoftwareRenderLayer softwareRenderer;
private ExecutorService renderExecutor =
Executors.newFixedThreadPool(Runtime.getRuntime().availableProcessors() - 1);
public SoftwareStrategy(List<RenderLayer> layers) {
softwareRenderer = new SoftwareRenderLayer(layers);
}
@Override
public void render(long frameTime) {
// 多线程分层渲染
List<Future> futures = new ArrayList<>();
for (RenderLayer layer : renderLayers) {
futures.add(renderExecutor.submit(() -> {
softwareRenderer.renderLayer(layer, frameTime);
}));
}
// 等待所有层级完成
for (Future future : futures) {
try {
future.get();
} catch (Exception e) {
e.printStackTrace();
}
}
}
}
}
// 性能监测模块
class PerformanceMonitor {
private ActivityManager activityManager;
private static final int GPU_SAMPLING_INTERVAL = 1000;
public PerformanceMonitor(Context context) {
activityManager = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);
}
public float getGpuLoad() {
// 实际实现需结合具体设备API
return getGpuUsageFromSystem();
}
public float getCpuLoad() {
ActivityManager.MemoryInfo memInfo = new ActivityManager.MemoryInfo();
activityManager.getMemoryInfo(memInfo);
return 1.0f - (float)memInfo.availMem / memInfo.totalMem;
}
private native float getGpuUsageFromSystem(); // 通过JNI获取实际GPU负载
}
// 硬件加速渲染实现
class HardwareRenderLayer {
private GLSurfaceView.Renderer glRenderer;
private SurfaceTexture surfaceTexture;
public void render(long frameTime) {
// OpenGL ES渲染逻辑
glRenderer.onDrawFrame((GL10) null);
surfaceTexture.updateTexImage();
}
}
// 软件分层渲染实现
class SoftwareRenderLayer {
private Canvas softwareCanvas;
private Paint layerPaint = new Paint();
public void renderLayer(RenderLayer layer, long frameTime) {
// 执行分层绘制
layer.draw(softwareCanvas, frameTime, layerPaint);
}
}
// 分层渲染接口
interface RenderLayer {
void draw(Canvas canvas, long frameTime, Paint paint);
}
// 具体分层实现示例
class EffectRenderLayer implements RenderLayer {
@Override
public void draw(Canvas canvas, long frameTime, Paint paint) {
// 特效动画绘制逻辑
drawInteractiveEffects(canvas, frameTime);
}
private void drawInteractiveEffects(Canvas canvas, long frameTime) {
// 实现具体特效动画
}
}
关键实现说明:
- 动态切换控制:
- 通过
PerformanceMonitor持续监测系统负载(需实现JNI层获取真实GPU数据) - 采用双重缓冲机制避免渲染中断,切换时保持前后两帧内容连贯
- 硬件加速优化:
// 3D旋转动画硬件加速示例
public class Product3DRenderer implements GLSurfaceView.Renderer {
private FloatBuffer vertexBuffer;
private Matrix4x4 projectionMatrix;
@Override
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
Matrix.setRotateM(modelMatrix, 0, angle, 0, 1, 0); // Y轴旋转
Matrix.multiplyMM(mvpMatrix, 0, projectionMatrix, 0, modelMatrix, 0);
// 提交矩阵数据到Shader
GLES20.glUniformMatrix4fv(mvpMatrixHandle, 1, false, mvpMatrix, 0);
// 执行绘制命令
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
}
}
- 软件分层渲染优化:
// 直播界面分层绘制
class LiveSoftwareRenderer {
private static final int LAYER_BACKGROUND = 0;
private static final int LAYER_ANCHOR = 1;
private static final int LAYER_EFFECTS = 2;
public void drawLayeredContent(Canvas canvas) {
// 背景层(低频更新)
if (needRedrawBackground) {
drawBackground(canvas);
}
// 主播画面层(高频更新)
drawAnchorVideo(canvas);
// 特效层(选择性更新)
if (hasNewEffects) {
drawInteractiveEffects(canvas);
}
}
}
- 性能敏感操作优化:
// 对象池优化频繁创建的对象
class RenderObjectPool {
private static final Queue<Matrix> matrixPool = new ConcurrentLinkedQueue<>();
public static Matrix obtainMatrix() {
Matrix matrix = matrixPool.poll();
return matrix != null ? matrix : new Matrix();
}
public static void recycle(Matrix matrix) {
matrix.reset();
matrixPool.offer(matrix);
}
}
该实现方案需要根据具体设备特性调整以下参数:
- GPU负载检测阈值(建议0.6-0.8动态范围)
- 分层渲染的优先级策略
- 线程池的并发数量(建议CPU核心数-1)
- 动画插值器的曲线参数