Thanks for the response, It just takes a huge block in the profiler, but I do understand that the JNI calls are like a black hole to the profiler and I can't see what's happening inside them, nor do I understand the inner working mechanics of opengl all that well.
I'll just forget about it for now and call my code optimized for now. Adam On Jul 15, 3:39 am, Alexey Kryshen <[email protected]> wrote: > Hello! > > 5% for the SwapBuffer is not a big deal. It is possible it took the > 90% of frame time under some circumstances. > > Please note following: > 1) SwapBuffer has implicit glFinish() semantic. All the GL commands > issued prior the SwapBuffer will be completed before actual swap is > occur. And it is can take the time. > 2) eglSwapBuffer also involve something similar to the "VSync" and it > can take the time too.Please see the eglSwapInterval() in the EGL > specification for details > 3) If you have issued extremely small number of GL commands per frame > then it can be just that they really executed faster compared to > SwapBuffer in respect to (1) and (2) > > But in my opinion 5% is not the value to be bothered with. > > Best regards, Alexey > > On Jul 15, 12:17 pm, HaMMeReD <[email protected]> wrote: > > > > > I noticed in the profiler that eglSwapBuffers is taking up about 5% of > > my time each frame in some opengl code I'm writing. It seems like > > quite a heavy for something that should just be a blit, is there > > anything in my egl setup I can do to optimize this more? -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

