> No, when building with Android NDK using the armeabi-v7a ABI, hard floats are > used. This works on ARMv7, which means a lot of devices, and certainly the > majority.
But then every other system gets the rough 1000 factor performance hit that started this thread since all other CPU have to do a system call to execute the float operation. Designing for a single handset family is not that scalable. > > The ARM > > softfloat overhead is not that great and the coding required to get > > access to the GPUs is suitable that developers will implement them > > for optimisations. > > Soft floats are insanely slow on Android in my experience. A factor of 10 or 20 over hard floats? Sound about right? The factor 1000 is for code that uses FPU instructions on systems without the FPU support. That I would call insanely slow but you can choose which way you go here. > You got an FPU on most devices, you can compile for hard floats, activate ARM > NEON if you wish too, and even check for cpu features at runtime. I don't see > why you want to use the GPU for optimization. Man, the recent chipsets have 6 of these pipelines - designed for graphics processing but sitting there waiting for audio DSP. Regards, nick.
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