Android Graphics Performance
summary
Shows concrete rendering changes: the framework now reorder and merge display list commands to cut GPU draw calls (demo drops 88 draw commands to 39) and adds limited multi‑core work (RenderScript for drop shadows). Covers concrete tools: systrace with GL tracing and the on‑device “show GPU overdraw” colors (blue/green/red), plus android.os.trace beginSection/endSection for low‑overhead timing. Gives practical fixes—nine‑patch hole trick, layer/alpha pitfalls, trilinear (mip) filtering—and explains when they help or hurt 60 FPS (16 ms) budgets.
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chapters (12)
- 0:00Introduction and overview
- 1:30Rendering architecture
- 4:48Rendering demo and analysis
- 7:33Multi-threading and clipping
- 10:13GPU debugging tools
- 12:00Frame rate analysis
- 15:13System tracing techniques
- 21:04Overdraw optimization
- 25:40Image filtering
- 27:34Canvas layers
- 30:56Optimizing transparency
- 35:03Canvas API tips
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