I understand that Below factors contribute to RAM of a Android device
keeping Graphics subsystem in mind
a) Views
b) Caching[Texture cache, gradient cache etc and optimisation [ GPU
rendering / 2D hw pipeline
c) Surfaces
d) Memroy allocated by Graphics vendor like 3d graphics and openGl
operations.
To determine this,i took help of Android dumpstate log which gives
librank,procrank output and gfx service logs.
1) PSS total of below excerpts from librank
92671K /dev/pvrsrvkm
715K /system/lib/libskia.so
359K /system/vendor/lib/egl/
libGLESv1******.so
343K /system/vendor/lib/egl/
libGLESv2_
315K /system/lib/libEGL.so
251K /system/lib/libgui.so
227K /system/lib/libhwui.so
131K /system/lib/libui.so
103K /system/lib/egl/
libGLES_android.so
99K /system/vendor/lib/
libIMGegl.so
88K /system/lib/
libsurfaceflinger.so
87K /system/lib/
libpixelflinger.so
3K /dev/ashmem/SurfaceFlinger
2)
and
Adding caches size printed of all the apps under GFXService dump
Example , launcher app shows...below details
Caches:
Current memory usage / total memory usage (bytes):
TextureCache 2559640 / 25165824
LayerCache 1703936 / 16777216
GradientCache 0 / 524288
...................
........................
....................
Total memory usage:
2670600 bytes, 2.55 MB
Quesitons:
1) By adding 1 + 2 i conclude that i have got memory occupied in
RAM
because of Entire Graphics subsystem ?
2) What kind of mem allcoatins go into /dev/pvrsrvkm and /dev/ashmem/
SurfaceFlinger
3) is there any other better method to calculate
Kindly answer this question as soon as possible
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