hardware-acceleration

Why does enabling hardware-acceleration in CSS3 slow down performance?

六眼飞鱼酱① 提交于 2019-11-27 05:54:35
I am moving 6000 small div elements in an css3 experiment using a transition from top: 0 to top: 145px to test performance. Using no hardware-acceleration runs smooth on Google Chrome. If I enable hardware-acceleration via translateZ(0) performance becomes horrible. Why is that so? Here is my example code: http://dl.dropboxusercontent.com/u/17844821/tmp/hwtest.html Update (2014-11-13): Since this question is still attracting attention I'd like to point out that the problem itself still seems to exist although the mentioned stuttering might not be visible anymore in the provided demo on modern

Android Hardware Acceleration - to use or not to use?

隐身守侯 提交于 2019-11-27 05:12:42
问题 I'm developing an app that it functionality very similar to Facebook Android native app: social network that most of the time the user will spend in an endless ListView displaying lot's of images, entering an image gallery, and so on. let's say for the discussion that I'm doing all the right things and best android practices to achieve smooth scroll (recycling views as it should, using different view types when needed, loading to memory only scaled bitmaps in the needed size, caching bitmaps,

Android TextureView hardware acceleration with lockCanvas()

柔情痞子 提交于 2019-11-27 04:36:47
问题 I'm trying to use the hardware acceleration for Android with my canvas. I used to have a SurfaceView which I did lockCanvas() on to get a canvas which I later draw on, but I changed to TextureView since I couldn't get SurfaceView to use hardware acceleration. I'm currently trying to get this canvas to use hardware acceleration. Canvas canvas = this.lockCanvas(); System.out.println(this.isHardwareAccelerated() + ", " + canvas.isHardwareAccelerated()); Gives me the output: true, false ( this is

Does iPhone support hardware-accelerated AES Encryption?

只愿长相守 提交于 2019-11-27 04:30:50
问题 I could find references to "hardware-accelerated AES encryption" on an iPhone/iPad. But the APIs that I could find to do the AES encryption (CCCrypt) don't talk about hardware-acceleration at all. Does anyone have any idea if these APIs are the ones that are hardware-accelerated or are there other ones? 回答1: Yes. As of 4.3, if the message has >64 blocks (i.e. 1024 bytes), the CCCrypt function for AES will use the hardware-accelerated implementation. (This is done by ioctl ing with /dev/aes_0

Detect Hardware Acceleration at Runtime: Android

邮差的信 提交于 2019-11-27 02:20:42
问题 Is it possible to consistently detect if an Activity has hardware acceleration enabled when it is created? I'm worried that users of my library will enable it through the manifest when they shouldn't, by not specifically disabling it for my Activity (as I instruct them to do.) The only solid information I can find (http://android-developers.blogspot.com/2011/03/android-30-hardware-acceleration.html) says that I can query View.isHardwareAccelerated() and Canvas.isHardwareAccelerated() .

How does one disable hardware acceleration in wpf?

五迷三道 提交于 2019-11-27 01:38:03
问题 What is the procedure for disabling hardware acceleration in WPF? What is it exactly? Is it a windows setting, a visual studio setting or something you alter in the code of your wpf project? Will it affect only the program you're running or will it by system-wide? 回答1: That is a system wide setting, from the desktop, right click to bring up a popup menu, click on properties, and look around in there for the video settings to disable Hardware acceleration or that there may be a system tray

Font size too large to fit in cache

岁酱吖の 提交于 2019-11-27 01:35:23
So i recently switched to android 3.0 (honeycomb) and i'm having some issues with hardware rendering, specifically at a certain custom view i've written where I use a font size of 200 to display some text. Unfortunately it seems the openGLRenderer doesn't like that kind of rather large font sizes very much, given the error i'm getting in the log: 06-06 16:22:00.080: ERROR/OpenGLRenderer(2503): Font size to large to fit in cache. width, height = 97, 145 Are there ways around this (or ways to fix it) such that I can get the text displayed at the wanted font size? Just an idea: Perhaps you can

Java Hardware Acceleration

淺唱寂寞╮ 提交于 2019-11-27 00:51:52
问题 I have been spending some time looking into the hardware acceleration features of Java, and I am still a bit confused as none of the sites that I found online directly and clearly answered some of the questions I have. So here are the questions I have for hardware acceleration in Java: 1) In Eclipse version 3.6.0, with the most recent Java update for Mac OS X (1.6u10 I think), is hardware acceleration enabled by default? I read somewhere that someCanvas.getGraphicsConfiguration()

Canvas in SurfaceView - hardware acceleration

孤街浪徒 提交于 2019-11-26 21:33:41
问题 I'm developing on ICS and trying to understand why a Canvas.isHardwareAccelerated() will always return FALSE when using a Canvas inside a SurfaceView. I've tried a very basic example like this: http://android-coding.blogspot.com/2011/05/drawing-on-surfaceview.html Or this one: http://jmsliu.com/199/android-canvas-example.html I even modified them to not have any canvas calls inside the draw loop thinking that I might have got in some unsupported HW accel operations for certain drawing calls.

HW accelerated activity - how to get OpenGL texture size limit?

我只是一个虾纸丫 提交于 2019-11-26 19:46:27
I'm trying to enable hw acceleration in Honeycomb, and display some Bitmaps on Canvas. All works fine, but for large bitmaps (>2048 in one dimension), I get error in log: OpenGLRenderer: Bitmap too large to be uploaded into a texture I know this is because of hw limitation, and can work-around it by reducing max bitmap size to be displayed if hw acceleration is enabled (checking by View.isHardwareAccelerated()). My question is: how to easily determine max texture size available for Bitmap drawing by hardware. 2048 seems to be limit on my device, but it may be different on different ones. Edit: