For this article(Mali GPU: An Abstract Machine - Frame Pipelining - Graphics and Gaming blog - Graphics and Gaming - Arm Community), I have a question.
“blocking inside an EGL or OpenGL ES API function until the display consumes a pending buffer”
The throttling mentioned in this article will block EGL or ES API calls when throttling occurs. What are the specific APIs that will be blocked? Only eglSwapBuffers? Will other glDraw be blocked? Others?
No - it's not split like that, the same function will block on both, but different versions of the backend stack will block in difference places. In general I'd expect most recent implementations to block on first draw to FBO0, but I've not checked it on latest Android.
Sorry.I am even more confused. Can you provide some more detailed information? About the driver or related information?
I don't have anything more specific. For most applications it doesn't matter - there isn't anything you can really do differently given that exactly what blocks depends on version and vendor. If it does matter all you can really do it benchmark it on specific devices that you care about.
Also, worth looking at:
* https://developer.android.com/games/sdk/frame-pacing... which is a slightly better way of handling frame pacing.