perf(android): low-latency decode overhaul — vendor keys, async loop, system tuning

Close the latency gap on the Android client with per-SoC decoder tuning, an
event-driven decode loop, and full system integration.

- Decoder selection: rank MediaCodecList decoders in Kotlin (hardware/vendor
  preferred, software avoided, FEATURE_LowLatency probed) and create the chosen
  one by name. Per-SoC low-latency keys gated on the codec-name prefix: Qualcomm
  picture-order + low-latency, Exynos (also Google Tensor), Amlogic, HiSilicon;
  MediaTek vdec-lowlatency set unconditionally. operating-rate = MAX (Qualcomm)
  vs priority = 0 (else) are mutually exclusive. NVIDIA/Rockchip/Realtek have no
  vendor key — covered by ranking + the standard low-latency key.

- Async decode loop: AMediaCodec async-notify replaces the poll loop, presenting a
  decoded frame the instant it is ready instead of waiting out a poll interval.
  Behind USE_ASYNC_DECODE with the synchronous loop kept for A/B during bring-up.

- System integration: Wi-Fi FULL_LOW_LATENCY lock and HDMI ALLM
  (setPreferMinimalPostProcessing) for the stream's lifetime; game_mode_config.xml
  opting out of OEM downscaling / FPS overrides.

- Pipeline: boost the data-plane pump + audio thread priorities, AAudio usage=Game,
  DSCP marking on by default on Android, ADPF setPreferPowerEfficiency(false),
  and setFrameRateWithChangeStrategy(ALWAYS) to force the HDMI mode switch on TV.

- lowLatencyMode master toggle (default on) as the escape hatch; the stats HUD now
  shows the resolved decoder name.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-06 07:21:57 +02:00
parent 76791e53e9
commit 5dc24a069f
14 changed files with 1098 additions and 58 deletions
@@ -0,0 +1,14 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
Game Mode config (Android 13 / API 33+). We support the Performance game mode; and we opt OUT of
the two OEM interventions that would corrupt a game-streaming session:
- allowGameDownscaling=false: the client renders exactly the host's negotiated resolution; a
platform downscale would blur the stream.
- allowGameFpsOverride=false: the stream is paced to the host's frame rate; a platform FPS cap
would drop frames / add judder.
Ignored on releases below API 33.
-->
<game-mode-config xmlns:android="http://schemas.android.com/apk/res/android"
android:supportsPerformanceGameMode="true"
android:allowGameDownscaling="false"
android:allowGameFpsOverride="false" />