与Android SurfaceView坏FPS

时间:2012-07-02 16:18:32

标签: android surfaceview frame-rate

我知道有很多关于这个主题的帖子,但非真的帮助我解决了我的问题。我是一个相当新的android编程和构建我的线程与教程的helt,问题是我的模拟器dosnt超过15 fps,程序应该运行在50(FPS初始化为50)。这是我的帖子中的代码:

    public class MainThread extends Thread {

private static final String TAG = MainThread.class.getSimpleName();

// desired fps
private final static int MAX_FPS = 50;
// maximum number of frames to be skipped
private final static int MAX_FRAME_SKIPS = 5;
// the frame period
private final static int FRAME_PERIOD = 1000 / MAX_FPS;

/* Stuff for stats */
private DecimalFormat df = new DecimalFormat("0.##"); // 2 dp
// we'll be reading the stats every second
private final static int STAT_INTERVAL = 1000; // ms
// the average will be calculated by storing
// the last n FPSs
private final static int FPS_HISTORY_NR = 10;
// last time the status was stored
private long lastStatusStore = 0;
// the status time counter
private long statusIntervalTimer = 0l;
// number of frames skipped since the game started
private long totalFramesSkipped = 0l;
// number of frames skipped in a store cycle (1 sec)
private long framesSkippedPerStatCycle = 0l;

// number of rendered frames in an interval
private int frameCountPerStatCycle = 0;
private long totalFrameCount = 0l;
// the last FPS values
private double fpsStore[];
// the number of times the stat has been read
private long statsCount = 0;
// the average FPS since the game started
private double averageFps = 0.0;

// Surface holder that can access the physical surface
private SurfaceHolder surfaceHolder;
// The actual view that handles inputs
// and draws to the surface
private MainGamePanel gamePanel;

// flag to hold game state
private boolean running;

public void setRunning(boolean running) {
    this.running = running;
}

public MainThread(SurfaceHolder surfaceHolder, MainGamePanel gamePanel) {
    super();
    this.surfaceHolder = surfaceHolder;
    this.gamePanel = gamePanel;
}

@Override
public void run() {
    Canvas canvas;
    Log.d(TAG, "Starting game loop");
    // initialise timing elements for stat gathering
    initTimingElements();

    long beginTime; // the time when the cycle begun
    long timeDiff; // the time it took for the cycle to execute
    int sleepTime; // ms to sleep (<0 if we're behind)
    int framesSkipped; // number of frames being skipped

    sleepTime = 0;

    while (running) {
        canvas = null;
        // try locking the canvas for exclusive pixel editing
        // in the surface
        try {
            canvas = this.surfaceHolder.lockCanvas();
            synchronized (surfaceHolder) {
                beginTime = System.currentTimeMillis();
                framesSkipped = 0; // resetting the frames skipped
                // update game state
                this.gamePanel.update();
                // render state to the screen
                // draws the canvas on the panel
                this.gamePanel.render(canvas);
                // calculate how long did the cycle take
                timeDiff = System.currentTimeMillis() - beginTime;
                // calculate sleep time
                sleepTime = (int) (FRAME_PERIOD - timeDiff);

                if (sleepTime > 0) {
                    // if sleepTime > 0 we're OK
                    try {
                        // send the thread to sleep for a short period
                        // very useful for battery saving
                        Thread.sleep(sleepTime);
                    } catch (InterruptedException e) {
                    }
                }

                while (sleepTime < 0 && framesSkipped < MAX_FRAME_SKIPS) {
                    // we need to catch up
                    this.gamePanel.update(); // update without rendering
                    sleepTime += FRAME_PERIOD; // add frame period to check
                                                // if in next frame
                    framesSkipped++;
                }

                if (framesSkipped > 0) {
                    Log.d(TAG, "Skipped:" + framesSkipped);
                }
                // for statistics
                framesSkippedPerStatCycle += framesSkipped;
                // calling the routine to store the gathered statistics
                storeStats();
            }
        } finally {
            // in case of an exception the surface is not left in
            // an inconsistent state
            if (canvas != null) {
                surfaceHolder.unlockCanvasAndPost(canvas);
            }
        } // end finally
    }
}

/**
 * The statistics - it is called every cycle, it checks if time since last
 * store is greater than the statistics gathering period (1 sec) and if so
 * it calculates the FPS for the last period and stores it.
 * 
 * It tracks the number of frames per period. The number of frames since the
 * start of the period are summed up and the calculation takes part only if
 * the next period and the frame count is reset to 0.
 */
private void storeStats() {
    frameCountPerStatCycle++;
    totalFrameCount++;
    // assuming that the sleep works each call to storeStats
    // happens at 1000/FPS so we just add it up
    // statusIntervalTimer += FRAME_PERIOD;

    // check the actual time
    statusIntervalTimer += (System.currentTimeMillis() - statusIntervalTimer);

    if (statusIntervalTimer >= lastStatusStore + STAT_INTERVAL) {
        // calculate the actual frames pers status check interval
        double actualFps = (double) (frameCountPerStatCycle / (STAT_INTERVAL / 1000));

        // stores the latest fps in the array
        fpsStore[(int) statsCount % FPS_HISTORY_NR] = actualFps;

        // increase the number of times statistics was calculated
        statsCount++;

        double totalFps = 0.0;
        // sum up the stored fps values
        for (int i = 0; i < FPS_HISTORY_NR; i++) {
            totalFps += fpsStore[i];
        }

        // obtain the average
        if (statsCount < FPS_HISTORY_NR) {
            // in case of the first 10 triggers
            averageFps = totalFps / statsCount;
        } else {
            averageFps = totalFps / FPS_HISTORY_NR;
        }
        // saving the number of total frames skipped
        totalFramesSkipped += framesSkippedPerStatCycle;
        // resetting the counters after a status record (1 sec)
        framesSkippedPerStatCycle = 0;
        statusIntervalTimer = 0;
        frameCountPerStatCycle = 0;

        statusIntervalTimer = System.currentTimeMillis();
        lastStatusStore = statusIntervalTimer;
        // Log.d(TAG, "Average FPS:" + df.format(averageFps));
        gamePanel.setAvgFps("FPS: " + df.format(averageFps));
    }
}

private void initTimingElements() {
    // initialise timing elements
    fpsStore = new double[FPS_HISTORY_NR];
    for (int i = 0; i < FPS_HISTORY_NR; i++) {
        fpsStore[i] = 0.0;
    }
    Log.d(TAG + ".initTimingElements()",
            "Timing elements for stats initialised");
}

}

我所有的绘图方法都是这样的:

    public void render(Canvas canvas) {
    canvas.drawColor(Color.BLACK);
    happy.draw(canvas);
    // display fps
    displayFps(canvas, avgFps);

还有一些更新,但这只是让我的精灵移动。如果any1可以看到问题或有任何提示请告诉我。 谢谢!     }

2 个答案:

答案 0 :(得分:0)

不要依赖您的模拟器进行性能基准测试。虽然模拟器适用于检查应用程序的功能和正确性,但执行某些操作可能需要比实际设备更多(或更少)的时间。在特定的绘图操作中,仿真器上的操作似乎更长。我在模拟器上以9-16 fps的速度运行游戏,而在旧的真实设备上运行时则为50+。

如果您的应用程序/游戏在真实设备上运行速度太慢,您可以对应用程序进行概要分析(例如使用TraceView),以确切了解占用您所有时间的内容,并尝试对其进行优化或删除(如果可能)

正如一个额外的提示:如果可能的话,尝试让你的surfaceView格式与其上的所有资源相同,并尝试预先对所有内容进行预定标(在编译时或在应用启动/初始化时)相位),缩放和转换都是昂贵的操作来完成每一帧。

答案 1 :(得分:0)

如果使用Windows,您可以尝试使用BlueStacks。以下是我的一些结果:

 *****************************************************
   ARM Emulator 2.4 GHz Core 2 Duo

 Android Java OpenGL Benchmark 06-Mar-2013 21.17

           --------- Frames Per Second --------
 Triangles WireFrame   Shaded  Shaded+ Textured

   9000+       2.66     3.97     3.29     1.61
  18000+       1.48     1.84     1.72     0.88
  36000+       0.82     0.95     0.87     0.46

      Screen Pixels 320 Wide 480 High


 *****************************************************
      BlueStacks Emulator on 3 GHz Phenom

 Android Java OpenGL Benchmark 06-Mar-2013 21.25

           --------- Frames Per Second --------
 Triangles WireFrame   Shaded  Shaded+ Textured

   9000+      41.72    42.02    32.90    20.72
  18000+      22.11    22.09    19.28    11.58
  36000+      11.16    11.14    10.35     5.89

      Screen Pixels 1024 Wide 600 High

 *****************************************************
  Samsung EXYNOS 5250 Dual 2.0 GHz Cortex-A15, Android 4.2.2
             Mali-T604 Quad Core GPU

 Android Java OpenGL Benchmark 09-Aug-2013 09.42

           --------- Frames Per Second --------
 Triangles WireFrame   Shaded  Shaded+ Textured

   9000+      39.13    41.52    32.19    27.25
  18000+      22.03    20.73    19.69    16.30
  36000+      12.24    12.23    10.75     8.68

      Screen Pixels 1920 Wide 1032 High