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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