After talking with the display driver engineer, it turns out the
driver was setup in mode in which the framebuffer was copied in its
entirety. The problem has been corrected since.
Thanks a lot!
- Wen
On Jan 23, 11:55 pm, Dianne Hackborn <
hack...@android.com> wrote:
> The issue of spending lots of time processing events only happens if a
> separate thread is doing the drawing, which shouldn't be the case for the
> dialer.
>
> One thought -- maybe the driver has a really inefficient implementation of
> page flipping? Such as by doing a copy?
>
>
>
>
>
> On Fri, Jan 23, 2009 at 7:29 PM, David Turner <
di...@android.com> wrote:
>
> > On Fri, Jan 23, 2009 at 5:43 PM, Dave Sparks <
davidspa...@android.com>wrote:
>
> >> There are optimizations in PixelFlinger for ARMv5. If you aren't using
> >> the ARMv5 optimization, rendering is going to be pretty slow.
>
> > that's true, but that doesn't explain why so much CPU is spent in system
> > calls.
> > it really depends on what the application is doing. If I remember
> > correctly, the
> > framework sends touch events to the application's main thread as fast as
> > the
> > latter can handle them.
>
> > if the main UI thread does nothing (e.g. all rendering is done in another
> > thread),
> > then it can gobble up a lot of CPU for essentially nothing. Some game
> > developers
> > had the problem of dropping frame rates recently that were caused by this.
> > The
> > problem was caused by adding a small delay in the UI thread between reading
> > more events.
>
> > Of course, we don't know anything about the product or the application
> > being run,
> > so all of this is pure conjecture.
>
> --
> Dianne Hackborn
> Android framework engineer
>
hack...@android.com
>
> Note: please don't send private questions to me, as I don't have time to
> provide private support. All such questions should be posted on public
> forums, where I and others can see and answer them.- Hide quoted text -
>
> - Show quoted text -