Would it be possible to have the framework batch rendering operations automatically by using some kind of retained mode rendering, to make life easier for developers?
/Tobias On 17 Jan, 00:47, Romain Guy <romain...@android.com> wrote: > > I Romain I really appreciate your effort to help me, really thanks for > > this > > but I don't know if you are trying to avoid to admit an android flaw > > or if > > you are convinved of what you are saying. > > I am not avoiding anything but you have failed to far to provide me > with something I could use to find such a flaw and fix it. > > > I'm quite "graphics oriented" (console, pc, tablet, mobiles, embedded > > devices) and I never seen a platform that needs 20x the horse power > > for a doubled resolution :) > > Me neither, but you could be bandwidth limited for instance. Again, > the CPU has nothing to do with performance of the GPU so this > discussion is really not helpful. If your performance in software is > good enough, there is no point in drawing a comparison with other > devices that also run in software. > > > My apps draws line and rect as I saied and uses StaticLayout to write > > on canvas with the correct wrapping. > > this simple codes require double the time > > for (i = 0; i < 640; i++) { > > g.drawLine(0, alt + i, 360, alt + i, paint); > > } > > This piece of code is exactly what I was talking about in previous > message. Sending 640 rendering instructions to the GPU is extremely > expensive. The CPU will perform a lot better at this. Changing this > loop to a single drawLines() will likely fix the issue. > > > On my feature phone this code is drawn at the light speed, on galaxy > > nexus it is slow not tested > > but surely slower with hw acc on. > > See why above. > > > Your suggestion is great and reasonable but why we should use > > something that we don't need > > with such a huge amount of horse power? Don't you think if a feature > > phone, a bada phone, > > a windows phone, a blackberry phone, can do this also android should > > do this? > > Again, the problem is that a GPU performs very differently from a CPU. > Batching rendering operations is one of the best optimizations you can > do when running on the GPU. > > > In any case on the android documentation (API Level 11) I finded that > > drawLines() doesn't support antialiasing: > >http://developer.android.com/guide/topics/graphics/hardware-accel.html > > why do you call this a bug? > > This documentation is out of date. Antialiasing is supported with > drawLine() and drawLines() as of API level 12 or 13. > > -- > Romain Guy > Android framework engineer > romain...@android.com -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en