An OpenHarmony hardware acceleration rendering method based on a native GBM

By initializing ION memory management and zero-copy sharing mechanisms on the OpenHarmony system, dynamically scaling the shared ION frame buffer, precompiling shaders, and combining EGL images, textures, and FBO bindings to perform zero-copy rendering, the compatibility and performance bottlenecks of OpenGL ES hardware-accelerated rendering on the ARM Mali GPU platform are resolved, rendering efficiency and display effects are improved, and system image size and maintenance costs are reduced.

CN122289495BActive Publication Date: 2026-07-24北京麟卓信息科技有限公司
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
北京麟卓信息科技有限公司
Filing Date
2026-05-29
Publication Date
2026-07-24

AI Technical Summary

Technical Problem

Existing technologies in the OpenHarmony system on the ARM Mali GPU platform suffer from compatibility and performance bottlenecks in GBM adaptation, incompatibility issues with graphics components, improper memory resource adaptation, and driver compilation delays and missing error handling. These issues result in low OpenGL ES hardware-accelerated rendering performance, bloated system images, high maintenance costs, and insufficient application stability, failing to meet the application needs of lightweight devices.

Method used

By initializing ION memory management and building a rendering environment adapted to Mali GPUs, combined with frame buffer dynamic adaptation and hardware acceleration, hardware-accelerated rendering of OpenGL ES is achieved. This includes loading the Mali GPU driver to identify the architecture, initializing the ION memory manager and zero-copy sharing mechanism, dynamically scaling the shared ION frame buffer, precompiling shaders and combining them with EGL images, textures, and FBO bindings to perform zero-copy rendering, and synchronizing the display compositing module to achieve hardware acceleration.

Benefits of technology

It improves the efficiency and display effect of OpenGL ES hardware-accelerated rendering on the OpenHarmony system, solves compatibility and performance bottlenecks, reduces system image size, reduces maintenance costs, and improves application stability.

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Abstract

The application discloses an OpenHarmony hardware acceleration rendering method based on a native GBM, and the method comprises the following steps: when the OpenHarmony system is started, a Mali GPU architecture is recognized, and a memory and a zero-copy mechanism are initialized; a resource management structure body and a hash table are built; a GBM module completes shader pre-compilation caching; an application end builds an EGL rendering running environment and guarantees multi-thread safety; frame buffer resources are dynamically allocated in a rendering stage, shader scheduling is completed after memory checking, a complete rendering link is built to realize data direct writing to a shared memory; a display end maps the shared memory to build a zero-copy layer, an architecture adaptation scaling scheme is adopted, time sequence synchronization is completed to output a picture and uniformly recycle resources, and the whole process realizes efficient and stable hardware acceleration zero-copy rendering.
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