That's certainly a lot higher than I would expect. Are you sure you're
getting the ARMvTE inline assembly optimizations?

On Feb 8, 3:04 am, Andy Quan <[email protected]> wrote:
> Hi,
> I am working on android multimedia on an ARMv5TE compatible chip with
> hardware SIMD acceleration (CPU 600Mhz, 32K I$/D$, no L2$, 130Mhz external
> DDR, 128MB DRAM). With some performance calibration codes, I find that
> "audio flinger" thread costs around 50Mhz - 60Mhz when music player is
> playing any 44Khz - 48Khz sample rate stereo audio (single track). This is
> much higher beyond my expectation (20Mhz - 30Mhz).
>
> In my understanding, major cost of audio flinger should be resampling,
> mixing, alsa rendering and some data copy.
> 1. And I have confirmed that my testing case does not require resampling,
> that is, a simple mixing and rendering will lead to the end.
> 2. I have confirmed that on this platform alsa rendering does not need so
> many cycles as I observed.
>
> Anybody can help me understand why this audio flinger thread costs so many
> Mhz? Or did I misunderstand anything? I guess I did not catch the bottleneck
> of this audio flinger:)
>
> BTW, my code base is based on the one by the end of last year, so I am not
> sure if there is any performance related update in the current release.
>
> --
> Thanks,
> Andy
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