I profiled in each level in 2D bitmap software case and it shows more time
on repaint /draw, especially in the Java and Graphics (Framework).
I am also looking for some lead on this issue to improve 2D performance.

On Mon, Apr 12, 2010 at 7:56 AM, Disco Stu 010 <[email protected]>wrote:
>
>> 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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>>> >
>>> >
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