[android-developers] Re: BitmapShader performance

2009-02-09 Thread Mike Reed
Performance is bug like any other, so feel free to report them as bugs. Is your surface 32bit or 16bit? If it is 16bit, then I should definitely have noticed the SRC mode and made that fast (i.e. memcpy). On Sun, Feb 8, 2009 at 6:27 PM, Tom Gibara m...@tomgibara.com wrote: Thanks for the

[android-developers] Re: BitmapShader performance

2009-02-08 Thread Tom Gibara
Thanks for the details. I did think that the disparity might be the result of a unoptimized code paths, but my understanding of how the Shader integrates into the rendering implementation as a whole was too sketchy to know whether this would be an optimization that one might reasonably expect to

[android-developers] Re: BitmapShader performance

2009-02-06 Thread Mike Reed
Doh! You've stumbled across a known missing optimization. No promises, but this has been identified as an future optimization. The dirty details are that the current code has special optimizations for a straight drawBitmap when there is no matrix (other than translate). In addition, there is

[android-developers] Re: BitmapShader performance

2009-02-05 Thread Romain Guy
Tom, A shader is a per-pixel operation, which lets you apply it to any shape, respecting alpha blending as well. As such it is not surprising that your first method is faster. On Thu, Feb 5, 2009 at 2:08 PM, tomgibara m...@tomgibara.com wrote: I'm experimenting with tiling a fullscreen image

[android-developers] Re: BitmapShader performance

2009-02-05 Thread tomgibara
Romain, Thanks for the explanation. On Feb 5, 10:26 pm, Romain Guy romain...@google.com wrote: Tom, A shader is a per-pixel operation, which lets you apply it to any shape, respecting alpha blending as well. As such it is not surprising that your first method is faster. On Thu, Feb 5,