Tuesday, September 7, 2010

[android-developers] Allocations of "PlatformAddress" inside OpenGL causing GC calls

Hi all,

I am trying to weed out any lingering GC calls from my game and have
hit a bit of a snag. Via monitoring allocations I am seeing lots of
allocations of something called a PlatformAddress
(org.apache.harmony.luni.platform.PlatformAddress):


org.apache.harmony.luni.platform.PlatformAddressFactory on
PlatformAddressFactory.java
org.apache.harmony.luni.platform.PlatformAddress offsetBytes
PlatformAddress.java
java.nio.DirectByteBuffer getEffectiveAddress
DirectByteBuffer.java
java.nio.FloatToByteBufferAdapter getEffectiveAddress
FloatToByteBufferAdapter.java
com.google.android.gles_jni.GLImpl glTexCoordPointerBounds
GLImpl.java
com.google.android.gles_jni.GLImpl glTexCoordPointer GLImpl.java


org.apache.harmony.luni.platform.PlatformAddressFactory on
PlatformAddressFactory.java
org.apache.harmony.luni.platform.PlatformAddress offsetBytes
PlatformAddress.java
java.nio.DirectByteBuffer getEffectiveAddress
DirectByteBuffer.java
java.nio.ShortToByteBufferAdapter getEffectiveAddress
ShortToByteBufferAdapter.java
java.nio.NIOAccess getBasePointer NIOAccess.java
com.google.android.gles_jni.GLImpl glDrawElements GLImpl.java

These traces correspond to fairly standard GL calls in my code, like:

gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);

or

gl.glDrawElements(GL10.GL_TRIANGLES, indices.length,
GL10.GL_UNSIGNED_SHORT, indexBuffer);

Other than allocations during bootstrap these are currently the only
things left that seem to be causing GC calls, and subsequent frame
"crunching".

Anyone got a clue as to what this is.. and more specifically.. is
there anything I can do to avoid it.

I am seeing this primarily on a device: HTC Desire running 2.1-
update1

(p.s apologies for the formatting of this message.. hope it's
readable)

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