Hi all,
I am trying to weed out any lingering GC calls from my game and have
hit a bit of a snag. Via monitoring allocations I am seeing lots of
allocations of something called a PlatformAddress
(org.apache.harmony.luni.platform.PlatformAddress):
org.apache.harmony.luni.platform.PlatformAddressFactory on
PlatformAddressFactory.java
org.apache.harmony.luni.platform.PlatformAddress offsetBytes
PlatformAddress.java
java.nio.DirectByteBuffer
getEffectiveAddress
DirectByteBuffer.java
java.nio.FloatToByteBufferAdapter
getEffectiveAddress
FloatToByteBufferAdapter.java
com.google.android.gles_jni.GLImpl
glTexCoordPointerBounds
GLImpl.java
com.google.android.gles_jni.GLImpl
glTexCoordPointer GLImpl.java
org.apache.harmony.luni.platform.PlatformAddressFactory on
PlatformAddressFactory.java
org.apache.harmony.luni.platform.PlatformAddress offsetBytes
PlatformAddress.java
java.nio.DirectByteBuffer
getEffectiveAddress
DirectByteBuffer.java
java.nio.ShortToByteBufferAdapter
getEffectiveAddress
ShortToByteBufferAdapter.java
java.nio.NIOAccess getBasePointer
NIOAccess.java
com.google.android.gles_jni.GLImpl glDrawElements
GLImpl.java
These traces correspond to fairly standard GL calls in my code, like:
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
or
gl.glDrawElements(GL10.GL_TRIANGLES, indices.length,
GL10.GL_UNSIGNED_SHORT, indexBuffer);
Other than allocations during bootstrap these are currently the only
things left that seem to be causing GC calls, and subsequent frame
"crunching".
Anyone got a clue as to what this is.. and more specifically.. is
there anything I can do to avoid it.
I am seeing this primarily on a device: HTC Desire running 2.1-
update1
(p.s apologies for the formatting of this message.. hope it's
readable)
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