~/talk

GPU. The journey from code to pixel

Talkat DevFest Ukraine 2018 · 2018-10-12..10-13· [android]
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Explains how Android turns view code into pixels by tracing the pipeline: CPU measures/layouts/draws, GPU renders, and the system must finish each frame within 60 FPS = 16ms per frame. Covers double buffering and the render thread choreography, common causes of jank like expensive onDraw work, excessive invalidates, and overdraw; shows detection via Show GPU overdraw and GPU profile bars in Developer Options, plus Layout Inspector/Android Studio and Play Console Vitals for device-wide metrics. Practical fixes include clipRect/quickReject and offloading heavy work.

AI-written summary · about

  1. 0:00Introduction
  2. 0:18Chet Haase
  3. 1:05Yonatan Levin
  4. 3:37Why do we love apps
  5. 4:53Motion is key
  6. 5:17How is motion perceived
  7. 6:25FPS
  8. 8:53Frame rate
  9. 9:18Reallife examples
  10. 11:30Our problem
  11. 11:55What do we do
  12. 13:57What went wrong
  13. 16:20What happens in games
  14. 17:15Performance issues
  15. 18:03Remember Fat
  16. 20:31Layout Editor
  17. 20:59View is build
  18. 22:48Overdraw
  19. 23:51Example
  20. 24:17Chuck Norris
  21. 24:30What does blue mean
  22. 25:10What does red mean
  23. 25:22Looking at your code
  24. 25:36Walking us through your code
  25. 25:51Unnecessary backgrounds
  26. 26:53Quickly reject a view
  27. 27:12Clipper Jack
  28. 27:45GPU Profiling
  29. 28:13Strain as Bars
  30. 29:14Explanation
  31. 30:03Choreography
  32. 31:36Animations
  33. 31:56Extensive calculations
  34. 32:35DRO
  35. 32:50Singing upload
  36. 33:59Buffers
  37. 34:36Measure Layout
  38. 34:56Vitals Dashboard
  39. 35:32Vitals
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