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Android Porter-Duff合成性能

[英]Android Porter-Duff Compositing Performance

I have been unable to find any internet articles or Google documentation on the relative performance of compositing bitmaps using different Porter-Duff modes. 我无法找到任何关于使用不同Porter-Duff模式合成位图的相对性能的互联网文章或Google文档。 What has become very apparent to me whilst programming is that the traditional SRC/DST prefix modes are performing a lot faster (3 - 4 times faster) than the Android Mode.DARKEN, Mode.LIGHTEN, Mode.MULTIPLY modes. 在编程时,对我来说非常明显的是传统的SRC / DST前缀模式比Android Mode.DARKEN,Mode.LIGHTEN,Mode.MULTIPLY模式执行得快得多(快3-4倍)。 Use of the latter modes can bring down my game engine's performance from 40+ to around 13 FPS when rendering a lighting mask on a 720p screen. 在720p屏幕上渲染光源模板时,使用后一种模式可以将我的游戏引擎性能从40+降低到大约13 FPS。

My questions are thus: 我的问题是这样的:

  1. Is there a faster way for compositing images using the darken/lighten property than the supplied Porter-Duff modes? 使用变暗/变亮属性合成图像是否比提供的Porter-Duff模式更快? Would it be worth the switch to OpenGL? 是否值得切换到OpenGL?
  2. Are there data available on the relative speeds of different compositing modes? 是否有关于不同合成模式的相对速度的数据?
  1. Yes, there are many faster ways, for a game engine switching to opengl (or to something like Unity if you want something more high level) can be a very good idea. 是的,有一些更快的方法,一个游戏引擎切换到opengl(或者如果你想要更高级别的东西,可以是一个非常好的主意)。 Renderscript is also a very good alternative that already has built-in multiply intrinsic. Renderscript也是一个非常好的替代品,已经内置了乘法内在函数。

  2. You should probably bench these things yourself, there are few measurements on this kind of topic and hardware moves fast. 您可能应该自己处理这些问题,对此类主题的测量很少,而且硬件移动速度很快。

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