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Performance Tuning for Skiagl Threaded

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0% found this document useful (0 votes)
263 views1 page

Performance Tuning for Skiagl Threaded

Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

setprop [Link].

min-threads 8
setprop [Link]-threads 16
setprop [Link]-CPU-driver 0
setprop [Link] true
setprop [Link] true
setprop [Link].temp_coating 110
setprop [Link].pre_cooling true
setprop [Link].callback_freq_limit false
setprop [Link].callback_freq_limit false
setprop [Link] 1
setprop [Link] skiaglthreaded
setprop [Link] skiagl
setprop [Link].frame_rate_multiple_threshold 120
setprop [Link].layer_caching_active_layer_timeout_ms 1000
setprop [Link] mdp
setprop [Link].set_idle_timer_ms 70
setprop [Link] 1
setprop [Link].enable_fb_ubwc 1
setprop [Link] true
setprop [Link].enable_sdr_dimming 1
setprop [Link] speed
setprop [Link].gpu_freq_index 10
setprop [Link].cpu_freq_index 10
setprop [Link].mem_freq_index 10
setprop [Link].skip_empty_damage true
setprop [Link] 0
setprop [Link].fps_divisor -1
setprop [Link] 5
setprop [Link] 90
setprop [Link].early_phase_offset_ns 10000000
setprop [Link].early_app_phase_offset_ns 10000000
setprop [Link].early_gl_phase_offset_ns 50000000
setprop [Link].early_gl_app_phase_offset_ns 50000000
setprop [Link].high_fps_early_phase_offset_ns 10000000
setprop [Link].high_fps_early_gl_phase_offset_ns 10000000
setprop [Link].high_fps_late_app_phase_offset_ns 1000000
setprop [Link].phase_offset_threshold_for_next_vsync_ns 10000000

Common questions

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Enabling hyperthreading for both CPU and GPU allows them to handle more tasks simultaneously by making more efficient use of their processing resources. This can significantly enhance performance in multi-threaded applications by allowing parallel processing of threads, thus improving the overall throughput and efficiency of tasks that are capable of utilizing it .

Setting 'debug.systemuicompilerfilter' to 'speed' prioritizes quicker execution of system UI tasks over code size optimization. This configuration choice aims at enhancing the responsiveness and fluidity of the user interface by optimizing how code is compiled and executed, likely leading to a more fluid user experience at the potential cost of increased memory usage .

Adjusting 'debug.sf.cpu_freq_index', 'debug.sf.gpu_freq_index', and 'debug.sf.mem_freq_index' alters the frequency at which the CPU, GPU, and memory operate, respectively. These modifications directly impact the performance and efficiency of the device by potentially increasing the computing power available for demanding tasks when set to higher indices, or conserving energy and managing heat output when reduced. Careful adjustment of these indices can lead to optimized performance tuned for specific workloads or battery longevity .

Setting 'debug.hwui.level' to 0 likely reduces the intensity of hardware-accelerated user interface rendering optimizations. This might lead to less efficient offloading of graphics processing tasks from the CPU to the GPU, potentially resulting in lower graphics performance and higher CPU utilization during UI rendering tasks. Such a change could affect the fluidity and responsiveness of animations and transitions within the system's user interface .

Enabling 'debug.sf.enable_sdr_dimming' allows a device to automatically adjust the brightness of the display when presenting Standard Dynamic Range (SDR) content. This feature helps manage power consumption and improve viewing comfort by reducing brightness during less demanding visual tasks, thus extending battery life and enhancing display viewing conditions .

'debug.sf.hw' and 'debug.egl.hw' play crucial roles in enabling hardware acceleration for surface flinger and EGL components respectively. By setting these properties, the system utilizes dedicated hardware resources instead of software for graphic rendering tasks, leading to higher efficiency and improved performance in rendering operations .

Disabling 'sched.pre_cooling' prevents the system from preemptively lowering CPU frequencies to manage thermal conditions, which could lead to higher performance under continuous high-load situations. However, this action might also increase the risk of thermal throttling or overheating, as the system will not take proactive measures to cool down the components before reaching critical temperatures .

A higher 'debug.sf.frame_rate_multiple_threshold' indicates a greater tolerance for frame rate variations before taking corrective action. This can help in maintaining smoother visuals in situations where consistency is more beneficial than absolute frame rate precision, such as in high-motion video playback or gaming, where occasional drops can be tolerated for the sake of maintaining overall fluidity .

The 'debug.egl.hw' property is responsible for enabling hardware acceleration in the EGL graphics layer. When enabled, this property ensures that rendering tasks are handled by the device’s hardware processing units rather than the software, leading to faster and more efficient rendering which greatly benefits graphical performance and system responsiveness .

Setting 'debug.rs.min-threads' and 'debug.rs.max-threads' helps define the minimum and maximum number of threads allowed for a debugging process, which can optimize resource allocation and improve system performance by ensuring that enough threads are available when needed while avoiding excessive threading that can lead to inefficiencies. This balance is crucial for maintaining optimal performance under different load conditions .

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