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author TreeHugger Robot <treehugger-gerrit@google.com> 2019-02-20 08:07:39 +0000
committer Android (Google) Code Review <android-gerrit@google.com> 2019-02-20 08:07:39 +0000
commita835f263156f4028ae39fdb76a67170b1a69cb47 (patch)
tree498b74d43848f6b1502bb8caffbac8eba1d98c31 /graphics/java
parent9693364f5258c1473537edc5907f3a80b5afd49a (diff)
parent898123b6a37b778acf59edbfdab9af28ae3f1a22 (diff)
Merge "Start RenderThread earlier to preload Vulkan/EGL drivers"
Diffstat (limited to 'graphics/java')
-rw-r--r--graphics/java/android/graphics/HardwareRenderer.java12
1 files changed, 12 insertions, 0 deletions
diff --git a/graphics/java/android/graphics/HardwareRenderer.java b/graphics/java/android/graphics/HardwareRenderer.java
index 99d8c1b42a4a..b020556cd15f 100644
--- a/graphics/java/android/graphics/HardwareRenderer.java
+++ b/graphics/java/android/graphics/HardwareRenderer.java
@@ -1027,6 +1027,18 @@ public class HardwareRenderer {
*/
public static native void disableVsync();
+ /**
+ * Start render thread and initialize EGL or Vulkan.
+ *
+ * Initializing EGL involves loading and initializing the graphics driver. Some drivers take
+ * several 10s of milliseconds to do this, so doing it on-demand when an app tries to render
+ * its first frame adds directly to user-visible app launch latency.
+ *
+ * Should only be called after GraphicsEnvironment.chooseDriver().
+ * @hide
+ */
+ public static native void preload();
+
/** @hide */
protected static native void setupShadersDiskCache(String cacheFile, String skiaCacheFile);