Alright, I looked again and made sure to follow the allocated size
across tens or hundreds of texture loads happening within a couple of
minutes and it looks you're right, it does seem to go down once in a
while, although by amounts not really comprehensible to me.
Admittedly, that could be the behaviour of my code though.  At any
rate, thanks for your answer! :-)

On Tue, Apr 10, 2012 at 10:37 PM, Romain Guy <[email protected]> wrote:
> It eventually will but it might take a couple of GC passes before it
> happens. We changed the way bitmaps are allocated in Android 3.0 to
> avoid this issue.
>
> On Tue, Apr 10, 2012 at 1:32 PM, Latimerius <[email protected]> wrote:
>> Hi all,
>>
>> I was checking the way memory is used by my code and bumped into
>> something that made me wonder.  Here's what I do at some point:
>>
>> - log Debug.getNativeHeapAllocatedSize()
>> - use AssetManager.open() to get a stream that I pass to 
>> Bitmap.decodeStream()
>> - pass the decoded Bitmap to GLUtils.texImage2D() to make a GL texture out 
>> of it
>> - call Bitmap.recycle() on the bitmap
>> - finally, log Debug.getNativeHeapAllocatedSize () again
>>
>> What puzzles me is that the getNativeHeapAllocatedSize() numbers just
>> keep rising, most of the time quite predictably by width*height*4
>> bytes and then some.  I thought Bitmap.recycle() would make it go back
>> down again but that never seems to be the case.  Am I misinterpreting
>> Bitmap.recycle() or Debug.getNativeHeapAllocatedSize() somehow?
>>
>> Cheers!
>>
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>
>
> --
> Romain Guy
> Android framework engineer
> [email protected]
>
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