Exploring OpenGL and rendering algorithms to create smooth visual experiences.
The "Align" column must be 0x4000 (16KB) or higher for every single one. Even one segment showing 0x1000(4KB)?
That's ur problem right there.
The "Align" column must be 0x4000 (16KB) or higher for every single one. Even one segment showing 0x1000(4KB)?
That's ur problem right there.
But Play Console kept warning us we're still not compliant. Spent forever debugging, turned out one of the libs had its last page aligned to 4KB instead of 16KB. Super not obvious.
But Play Console kept warning us we're still not compliant. Spent forever debugging, turned out one of the libs had its last page aligned to 4KB instead of 16KB. Super not obvious.
This thread rewrites it: what we tried, why it hurt, and how RenderEffect + AGSL made "frosted glass" practical and fast.
#AndroidDev #JetpackCompose #Shader #AGSL
This thread rewrites it: what we tried, why it hurt, and how RenderEffect + AGSL made "frosted glass" practical and fast.
#AndroidDev #JetpackCompose #Shader #AGSL
@androidstudio.bsky.social already has MCP support, and I'm really hoping it will one day provide this kind of info too. 😊
@androidstudio.bsky.social already has MCP support, and I'm really hoping it will one day provide this kind of info too. 😊
Recently I added a side feature: it also builds a search index for an MCP server I put together.
#AndroidDev
Recently I added a side feature: it also builds a search index for an MCP server I put together.
#AndroidDev
#AndroidDev
#AndroidDev
#AndroidDev
#AndroidDev
#AndroidDev #JetpackCompose
#AndroidDev #JetpackCompose
#AndroidDev #JetpackCompose
#AndroidDev #JetpackCompose
But for context for those who does not know it's literally using the exact same Canvas View to draw(on Android). Oh I wish Jim Sproch was there.
But for context for those who does not know it's literally using the exact same Canvas View to draw(on Android). Oh I wish Jim Sproch was there.
Use atlas textures:
– Pack multiple images into a single bitmap
– Draw specific regions via coordinates
One texture = lower memory overhead than managing hundreds of bitmaps.
#AndroidDev #JetpackCompose
Use atlas textures:
– Pack multiple images into a single bitmap
– Draw specific regions via coordinates
One texture = lower memory overhead than managing hundreds of bitmaps.
#AndroidDev #JetpackCompose
#JetpackCompose #AndroidDev
#JetpackCompose #AndroidDev
#AndroidDev
#AndroidDev
CPU: AMD Ryzen 9 9950X3D
RAM: DDR5 6400, 64Gb
GPU: Gigabyte RTX 5070
SSD: Samsung 9100 Pro, Gen5
#AndroidDev #AMD
CPU: AMD Ryzen 9 9950X3D
RAM: DDR5 6400, 64Gb
GPU: Gigabyte RTX 5070
SSD: Samsung 9100 Pro, Gen5
#AndroidDev #AMD
#AMD #Ryzen #TooMuchPower #Gollum
#AMD #Ryzen #TooMuchPower #Gollum
Basically, instead of performing a pixel copy, we’re redirecting layout rendering into RenderScript’s input surface (a pixel buffer), avoiding GPU-to-CPU copies.
Basically, instead of performing a pixel copy, we’re redirecting layout rendering into RenderScript’s input surface (a pixel buffer), avoiding GPU-to-CPU copies.
#AndroidDev #JetpackCompose
#AndroidDev #JetpackCompose