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Android: Canvas.DrawBitmap VS Drawable.Draw - Huge Performance Boost

I just found out something and I was wondering about how and why. I'm developing a small arcade game for Android. I decided to ignore OpenGL and use the standard SurfaceView and Dr

Solution 1:

The SurfaceView of your Canvas is meant to be used when you should iterate constantly and Drawable is not for that purpose.


Solution 2:

Canvas.drawBitmap is doing a lot less work than Drawable.draw so it is faster.

Drawable.draw

Since Drawable is an abstract class, let's look at BitmapDrawable:

BitmapDrawable.draw(canvas)

public void draw(Canvas canvas) {
    final Bitmap bitmap = mBitmapState.mBitmap;
    if (bitmap == null) {
        return;
    }
    final BitmapState state = mBitmapState;
    final Paint paint = state.mPaint;
    if (state.mRebuildShader) {
        final Shader.TileMode tmx = state.mTileModeX;
        final Shader.TileMode tmy = state.mTileModeY;
        if (tmx == null && tmy == null) {
            paint.setShader(null);
        } else {
            paint.setShader(new BitmapShader(bitmap,
                    tmx == null ? Shader.TileMode.CLAMP : tmx,
                    tmy == null ? Shader.TileMode.CLAMP : tmy));
        }
        state.mRebuildShader = false;
    }
    final int restoreAlpha;
    if (state.mBaseAlpha != 1.0f) {
        final Paint p = getPaint();
        restoreAlpha = p.getAlpha();
        p.setAlpha((int) (restoreAlpha * state.mBaseAlpha + 0.5f));
    } else {
        restoreAlpha = -1;
    }
    final boolean clearColorFilter;
    if (mTintFilter != null && paint.getColorFilter() == null) {
        paint.setColorFilter(mTintFilter);
        clearColorFilter = true;
    } else {
        clearColorFilter = false;
    }
    updateDstRectAndInsetsIfDirty();
    final Shader shader = paint.getShader();
    final boolean needMirroring = needMirroring();
    if (shader == null) {
        if (needMirroring) {
            canvas.save();
            // Mirror the bitmap
            canvas.translate(mDstRect.right - mDstRect.left, 0);
            canvas.scale(-1.0f, 1.0f);
        }
        canvas.drawBitmap(bitmap, null, mDstRect, paint);
        if (needMirroring) {
            canvas.restore();
        }
    } else {
        updateShaderMatrix(bitmap, paint, shader, needMirroring);
        canvas.drawRect(mDstRect, paint);
    }
    if (clearColorFilter) {
        paint.setColorFilter(null);
    }
    if (restoreAlpha >= 0) {
        paint.setAlpha(restoreAlpha);
    }
}

You can see that it even calls canvas.drawBitmap internally.

Canvas.drawBitmap

Compare that to Canvas.drawBitmap. It is much shorter.

Canvas.drawBitmap

public void drawBitmap(@NonNull Bitmap bitmap, float left, float top, @Nullable Paint paint) {
    throwIfCannotDraw(bitmap);
    native_drawBitmap(mNativeCanvasWrapper, bitmap, left, top,
            paint != null ? paint.getNativeInstance() : 0, mDensity, mScreenDensity, bitmap.mDensity);
}

There are a few different drawBitmap methods but all of them are shorter than the Drawable.draw method. Watch out for traps like this to keep your bitmap drawing fast.


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