This thread has been locked.

If you have a related question, please click the "Ask a related question" button in the top right corner. The newly created question will be automatically linked to this question.

About the DM3730 Android devkit 3.0 (ics) 2D/3D stacks

Other Parts Discussed in Thread: DM3730

Hi,

  We have port Android devkit 3.0 (ICS) onto a DM3730 platform (like beagleboard, with 256M DDR, 10' LCD 1280*800). And finally, the UI operations are not smooth, the operations between widgets sometimes blocks a little.  First of all, we think it dues to 256M ram is not enough for smooth running of ICS, maybe 512M or 1G would be better. Second, we can't make sure if the 2D and 3D stacks are running or not, though I noticed that the omaplfb.ko and pvrsrvkm.ko all are probed.   

  Are there any comments about this?

XJ

  • For the LCD resolution you are using (1280x800), 256MB of RAM is too less. There will be a considerable improvement in performance if more RAM is present.

    I would also check the read/write performance of the filesystem media (sdcard/emmc etc) as Android also generally performs a lot of I/O operations on the filesystem. Some tune-ups may be required there too.

  • Thank you Vishveshwar, so how many ram are needed for ICS, 512M or 1GB? 

    We said the ICS running not smooth, besides that we found our test APP
    which using the built-in Android.Animation class run very slow. So that we
    doubt that most of the 2D acceleration functions are done by CPU not the
    2D accelerate hardware. The below is our details.

    1. The release notes for the SGX / PowerVR driver say "Limited 2D
    acceleration via PVR2D API" and that certain 2D function will be
    rendered by the CPU and not offloaded: "Texturing via glTexImage2D will
    result in CPU utilisation depending on size of texture.Using OpenVG will
    result in CPU utilisation depending on complexity of Vector Graphics
    operations."

    2. The test application uses the built-in Android.Animation class to render
    certain views. On a smaller screen(800x480), it appears to be "somewhat
    smooth." On the larger 1280x800 screen we require for production, this
    same animation is very slow and "choppy".

    3. The CPU utilisation during this animation test is at 95%.
    On other hardware we've tested using different CPU/GPU drivers, this
    animation is very smooth at the high resolution we desire, and the CPU
    utilisation is around only 5-10%.
     
    So, what about your comments? Are there anything we missed so that the
    2D hardware not working properly, or some patch to the SGX driver needed
    to be applied to improve the acceleration feature?  

    Thank you!
    XJ.GAN

  • About RAM, more is obviously better. To have a better estimate of the RAM needed, you also need to consider typical use case and compare with more stressful use case.

    Re: 2D acceleration, I shall check with the SGX team about this and get back to you.