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> No=2C when building with Android NDK using the armeabi-v7a ABI=2C hard fl=
But then every other system gets the rough 1000 factor performance hit that=
this thread since all other CPU have to do a system call to execute the flo=
Designing for a single handset family is not that scalable.
> > The ARM
A factor of 10 or 20 over hard floats? Sound about right? The factor 1000 i=
s for code
that uses FPU instructions on systems without the FPU support. That I would=
insanely slow but you can choose which way you go here.
> You got an FPU on most devices=2C you can compile for hard floats=2C acti=
Man=2C the recent chipsets have 6 of these pipelines - designed for graphic=
but sitting there waiting for audio DSP.
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>=3B No=2C when building with Android NDK using the armeabi-v7a ABI=2C ha=
rd floats are>=3B used. This works on ARMv7=2C which means a lot=
of devices=2C and certainly the>=3B majority.But then every =
other system gets the rough 1000 factor performance hit that startedthi=
s thread since all other CPU have to do a system call to execute the float =
operation.Designing for a single handset family is not that scalable.>=3B >=3B The ARM>=3B >=3B softfloat overhead is not that=
great and the coding required to get>=3B >=3B access to the GPUs i=
s suitable that developers will implement them>=3B >=3B for optimis=
ations.>=3B >=3B Soft floats are insanely slow on Android in my=
experience.A factor of 10 or 20 over hard floats? Sound about righ=
t? The factor 1000 is for codethat uses FPU instructions on systems wit=
hout the FPU support. That I would callinsanely slow but you can choose=
which way you go here.>=3B You got an FPU on most devices=2C you=
can compile for hard floats=2C activate ARM>=3B NEON if you wish too=
=2C and even check for cpu features at runtime. I don't see>=3B why y=
ou want to use the GPU for optimization.Man=2C the recent chipsets =
have 6 of these pipelines - designed for graphics processingbut sitting=
there waiting for audio DSP.Regards=2C nick. =