混合渲染引擎

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// 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:

  1. 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
  1. 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);
    }
}
  1. 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);
        }
    }
}
  1. 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:

  1. GPU负载检测阈值(建议0.6-0.8动态范围)
  2. 分层渲染的优先级策略
  3. 线程池的并发数量(建议CPU核心数-1)
  4. 动画插值器的曲线参数