Start RenderThread earlier to preload Vulkan/EGL drivers
This CL should fix application startup regression for Vulkan
detected by "Hermetic Startup: EmptyActivity" test.
EGL drivers are loaded in a temp thread to leave more time
in RenderThread for other work. Loading EGL drivers
on the RenderThread may cause a perf regression.
Test: Ran cold-dropcache-test test.
Bug: 122659224
Bug: 123361175
Change-Id: I8ca818e98fac196a41d079be15594caca5cb1bab
diff --git a/libs/hwui/renderthread/RenderThread.cpp b/libs/hwui/renderthread/RenderThread.cpp
index bfae80f..08edd20 100644
--- a/libs/hwui/renderthread/RenderThread.cpp
+++ b/libs/hwui/renderthread/RenderThread.cpp
@@ -41,6 +41,7 @@
#include <utils/Condition.h>
#include <utils/Log.h>
#include <utils/Mutex.h>
+#include <thread>
namespace android {
namespace uirenderer {
@@ -175,9 +176,6 @@
mRenderState = new RenderState(*this);
mVkManager = new VulkanManager();
mCacheManager = new CacheManager(mDisplayInfo);
- if (Properties::getRenderPipelineType() == RenderPipelineType::SkiaVulkan) {
- requireVkContext();
- }
}
void RenderThread::requireGlContext() {
@@ -409,6 +407,17 @@
return gettid() == getInstance().getTid();
}
+void RenderThread::preload() {
+ std::thread eglInitThread([]() {
+ //TODO: don't load EGL drivers for Vulkan, when HW bitmap uploader is refactored.
+ eglGetDisplay(EGL_DEFAULT_DISPLAY);
+ });
+ eglInitThread.detach();
+ if (Properties::getRenderPipelineType() == RenderPipelineType::SkiaVulkan) {
+ requireVkContext();
+ }
+}
+
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */