Hi David,

I guess this answers the question on 3D hardware acceleration. Want good 3D 
performance, hardware accelerate your openGL.

What about 2D graphics operations? Android 2.1 seems to have significantly 
regressed in this area. We have some apps with extensive animations and on the 
same device, the performance is quite a bit poorer than what was seen with 1.5.

Any guidance on the specific areas that need to be hardware accelerated or 
optimized for good 2D performance?

Thanks,
DS.


PS: One observation I have is that 2.1 seems to be issues far more repaints 
than 1.5 did. No hardware accelerator can solve this but might be one cause of 
the slowness. - DS.


On Apr 10, 2010, at 6:46 PM, David Turner wrote:

> 
> 
> On Sat, Apr 10, 2010 at 8:19 AM, supermaximus79 <[email protected]> 
> wrote:
> You mean hardware OpenGL drivers?
> Because from log file i see that Android uses software OpenGL:
> libGLES_android.so
> 
> Yes, Android provides a software implementation has a fallback, but 
> performance is not its second name.
>  
>  I/SurfaceFlinger( 1731): SurfaceFlinger is starting
>  I/SurfaceFlinger( 1731): SurfaceFlinger's main thread ready to run.
>  Initializing graphics H/W...
>  init: event { 'add', '/class/vc/vcs7', 'vc', '', 7,  7 }
>  init: event { 'add', '/class/vc/vcsa7', 'vc', '', 7, 135 }
>  E/SurfaceFlinger( 1731): Couldn't open /sys/power/wait_for_fb_sleep
> or /sys/power/wait_for_fb_wake
>  I/gralloc ( 1731): using (fd=22)
>  I/gralloc ( 1731): id           = s3c-fb
>  I/gralloc ( 1731): xres         = 800 px
>  I/gralloc ( 1731): yres         = 480 px
>  I/gralloc ( 1731): xres_virtual = 800 px
>  I/gralloc ( 1731): yres_virtual = 960 px
>  I/gralloc ( 1731): bpp          =  16
>  I/gralloc ( 1731): r            =  11:5
>  I/gralloc ( 1731): g            = 5:6
>  I/gralloc ( 1731): b            = 0:5
>  I/gralloc ( 1731): width        = 127 mm (160.000000  dpi)
>  I/gralloc ( 1731): height       = 76 mm (160.421051  dpi)
>  I/gralloc ( 1731): refresh rate = 60.16 Hz
>  E/FramebufferNativeWindow( 1731): xDpi  -2046820352
>  E/FramebufferNativeWindow( 1731): yDpi  -2046820352
>  D/libEGL  ( 1731): egl.cfg not found, using default config
>  D/libEGL  ( 1731): loaded /system/lib/egl/libGLES_android.so
>  I/SurfaceFlinger( 1731): EGL informations:
>  I/SurfaceFlinger( 1731): # of configs :  8
>  I/SurfaceFlinger( 1731): vendor    :  Android
>  I/SurfaceFlinger( 1731): version   : 1.4 Android META-EGL
>  I/SurfaceFlinger( 1731): extensions: EGL_KHR_image
> EGL_KHR_image_base
>  EGL_KHR_image_pixmap EGL_ANDROID_image_init: no such service
> 'bootanim'
>  native_buffer EGL_ANDROID_swap_rectangle
>  EGL_ANDROID_get_render_buffer
>  I/SurfaceFlinger( 1731): Client API: OpenGL ES
>  I/SurfaceFlinger( 1731): EGLSurface: 5-6-5-0, config=0x1000000
>  I/SurfaceFlinger( 1731): flags     :  001c0000
>  W/SurfaceFlinger( 1731): ro.sf.lcd_density not defined, using 160
> dpi  by  default.
>  I/SurfaceFlinger( 1731): OpenGL  informations:
>  I/SurfaceFlinger( 1731): vendor    :  Android
>  I/SurfaceFlinger( 1731): renderer  : Android PixelFlinger  1.1
>  I/SurfaceFlinger( 1731): version   : OpenGL ES-CM  1.0
>  I/SurfaceFlinger( 1731): extensions: GL_OES_byte_coordinates
>  GL_OES_fixed_point GL_OES_single_precision GL_OES_read_format
>  GL_OES_compressed_paletted_textu
> 
> On 10 апр, 16:23, David Turner <[email protected]> wrote:
> > 2010/4/9 supermaximus79 <[email protected]>
> >
> > > I have built in chip s3c6410 2d and 3d hardware graphics accelerators,
> > > but i don't use them with Android.
> > > I just implemented in my framebuffer driver double buffering and pan
> > > function, which change offset from frame buffer start.
> > > I this not enough to make Android drawing fast?
> >
> > Probably, software composition is quite CPU intensive, especially if you
> > have large amounts of pixels
> > (800x480 should be considered large, especially for an ARMv6)
> >
> > > I know that it's possible to use hardware accelerators with Android,
> > > but i didn't find an examples.
> > > I downloaded Samsung i5700 mobile phone Android sources, this phone
> > > based on chip i use - s3c6410, but found nothing about graphics
> > > accelerators in them.
> >
> > I don't know what are the "Samsung i5700 Android sources", but you're
> > probably missing OpenGL ES drivers.
> >
> > > Could you help me with information about hardware accelerations with
> > > Android.
> > > Where from should i start?
> >
> > > Thanks!
> >
> > > On Apr 9, 8:22 pm, David Turner <[email protected]> wrote:
> > > > do you have hardware graphics acceleration or are you relying solely on
> > > > software rendering ?
> >
> > > > 2010/4/9 Максим Андрущенко <[email protected]>
> >
> > > > > Hi!
> >
> > > > > On my target platform, based on s3c6410 (armv6) Android works very
> > > slow!
> > > > > I use 16 bpp with resolution 800x480.
> > > > > Screen updates slow, seldom i see some blinking, when i quickly type 
> > > > > on
> > > > > soft keyboard, or if to change desktop.
> >
> > > > > Is there anybody has the same problem, is it possible to fix it?
> >
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