Drawing paths and hardware acceleration

前端 未结 3 803
孤城傲影
孤城傲影 2020-12-07 11:12

I\'m drawing a rather large path in my view and I\'m running into some performance problems. The path is currently 32,000 points long, but my application should scale to at

3条回答
  •  有刺的猬
    2020-12-07 12:08

    It seems like you might be running into general bottleneck in the GPU. Have a look at the following links:

    How to make route drawing more efficient

    Android canvas path real time performance

    Switching from canvas to OpenGL

    Especially the first one, which suggest that you make a bitmap and draw that instead. It looks like you can get some better performance if you change to openGL. There might be some magic way of getting the existing method to work, but I am not aware of that at this moment.

    Why you are seeing the behavior you do is probably because you send all the data to the GPU between each draw. You should cache it on the GPU and use translation in stead. Not recreating the data and sending it all to the GPU. You are probably I/O bound, meaning the transmission rate between the CPU and GPU is what is limiting your performance. I can not be 100% sure of this based on the data you have provided, but that is my best guess. Try different caching techniques, mainly the png-cache from link #1.

提交回复
热议问题