Мы видели сообщения о медленном рендеринге кадров в Google Play Vitals.При попытке отладки лучше было использовать adb shell dumpsys gfxinfo для получения дополнительной информации.
В нашей игре используется OpenGL, и при использовании вышеуказанной команды для решенияпроблема.
- Любые предложения о том, как мы можем отлаживать приложения OpenGL для медленного рендеринга.
- Также хочу понять, каким был бы метод медленного рендеринга Google, когда игра имеет только 1 кадр.
Присоединение вывода adb shell dumpsys gfxinfo
Applications Graphics Acceleration Info:
Uptime: 54549948 Realtime: 253718955
** Graphics info for pid 22290 [com.hashcube.sqmtest] **
Stats since: 54484683697130ns
Total frames rendered: 2
Janky frames: 2 (100.00%)
50th percentile: 105ms
90th percentile: 105ms
95th percentile: 105ms
99th percentile: 105ms
Number Missed Vsync: 2
Number High input latency: 0
Number Slow UI thread: 2
Number Slow bitmap uploads: 0
Number Slow issue draw commands: 0
HISTOGRAM: 5ms=0 6ms=0 7ms=0 8ms=0 9ms=0 10ms=0 11ms=0 12ms=0 13ms=0 14ms=0 15ms=0 16ms=0 17ms=0 18ms=0 19ms=0 20ms=0 21ms=0 22ms=0 23ms=0 24ms=0 25ms=0 26ms=0 27ms=0 28ms=0 29ms=0 30ms=0 31ms=0 32ms=0 34ms=0 36ms=0 38ms=0 40ms=0 42ms=0 44ms=0 46ms=0 48ms=0 53ms=0 57ms=0 61ms=1 65ms=0 69ms=0 73ms=0 77ms=0 81ms=0 85ms=0 89ms=0 93ms=0 97ms=0 101ms=0 105ms=1 109ms=0 113ms=0 117ms=0 121ms=0 125ms=0 129ms=0 133ms=0 150ms=0 200ms=0 250ms=0 300ms=0 350ms=0 400ms=0 450ms=0 500ms=0 550ms=0 600ms=0 650ms=0 700ms=0 750ms=0 800ms=0 850ms=0 900ms=0 950ms=0 1000ms=0 1050ms=0 1100ms=0 1150ms=0 1200ms=0 1250ms=0 1300ms=0 1350ms=0 1400ms=0 1450ms=0 1500ms=0 1550ms=0 1600ms=0 1650ms=0 1700ms=0 1750ms=0 1800ms=0 1850ms=0 1900ms=0 1950ms=0 2000ms=0 2050ms=0 2100ms=0 2150ms=0 2200ms=0 2250ms=0 2300ms=0 2350ms=0 2400ms=0 2450ms=0 2500ms=0 2550ms=0 2600ms=0 2650ms=0 2700ms=0 2750ms=0 2800ms=0 2850ms=0 2900ms=0 2950ms=0 3000ms=0 3050ms=0 3100ms=0 3150ms=0 3200ms=0 3250ms=0 3300ms=0 3350ms=0 3400ms=0 3450ms=0 3500ms=0 3550ms=0 3600ms=0 3650ms=0 3700ms=0 3750ms=0 3800ms=0 3850ms=0 3900ms=0 3950ms=0 4000ms=0 4050ms=0 4100ms=0 4150ms=0 4200ms=0 4250ms=0 4300ms=0 4350ms=0 4400ms=0 4450ms=0 4500ms=0 4550ms=0 4600ms=0 4650ms=0 4700ms=0 4750ms=0 4800ms=0 4850ms=0 4900ms=0 4950ms=0
Caches:
Current memory usage / total memory usage (bytes) / hit ratio (%) / biggest memory usage (bytes):
TextureCache 0 / 25165824 0.0000 0
LayerCache 0 / 16777216 0.0000 0 (numLayers = 0)
Layers total 0 (numLayers = 0)
RenderBufferCache 0 / 2097152 0.0000 0
GradientCache 0 / 524288 0.0000 0
PathCache 0 / 4194304 0.0000 0
TessellationCache 0 / 1048576 0.0000
TextDropShadowCache 0 / 2097152 0.0000 0
PatchCache 0 / 131072 0.0000 0
FontRenderer doesn't exist.
Other:
FboCache 0 / 0 0.0000
Total memory usage:
0 bytes, 0.00 MB
All Textures in TexctureCache
# No./ memory usage (bytes)/ size (width X height) / image type / hit count:
Pipeline=FrameBuilder
Profile data in ms:
com.hashcube.sqmtest/com.hashcube.sqmtest.sqmtestActivity/android.view.ViewRootImpl@54ed8ea (visibility=0)
Draw Prepare Process Execute
---PROFILEDATA---
Flags,IntendedVsync,Vsync,OldestInputEvent,NewestInputEvent,HandleInputStart,AnimationStart,PerformTraversalsStart,DrawStart,SyncQueued,SyncStart,IssueDrawCommandsStart,SwapBuffers,FrameCompleted,DequeueBufferDuration,QueueBufferDuration,
1,54494739082491,54494822415821,9223372036854775807,0,54494830560616,54494830733793,54494830737803,54494840259158,54494840282647,54494840441501,54494840561397,54494841406033,54494844766814,1601000,347000,
1,54522949388595,54522982721927,9223372036854775807,0,54522992186751,54522992208730,54522992211386,54523005016438,54523005788209,54523006430397,54523006538938,54523007971438,54523011149303,1596000,214000,
---PROFILEDATA---
View hierarchy:
com.hashcube.sqmtest/com.hashcube.sqmtest.sqmtestActivity/android.view.ViewRootImpl@54ed8ea
17 views, 14.75 kB of display lists
Total ViewRootImpl: 1
Total Views: 17
Total DisplayList: 14.75 kB
threadConfig: {0 1.0 showBtnBg = 0 ?mcc?mnc [en_GB] ldltr sw360dp w360dp h616dp 240dpi nrml long port finger -keyb/v/h -nav/h s.4}