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 This documentation is out of date.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

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