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author | Nick Kralevich <nnk@google.com> | 2014-10-18 14:10:46 -0700 |
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committer | Neil Fuller <nfuller@google.com> | 2014-10-20 09:24:11 +0100 |
commit | 7b3db39aa47108c87dad5e930b6fec2292219abe (patch) | |
tree | fde0e407c8f711ca38d697a64aecb9b92918341f /core/jni/android_os_SELinux.cpp | |
parent | ed583f5ed97c40951341d5750ecb73be6b10579f (diff) | |
download | frameworks_base-7b3db39aa47108c87dad5e930b6fec2292219abe.zip frameworks_base-7b3db39aa47108c87dad5e930b6fec2292219abe.tar.gz frameworks_base-7b3db39aa47108c87dad5e930b6fec2292219abe.tar.bz2 |
Replacing FloatMath native implementation with calls to Math
On modern versions of Android running in AOT mode
FloatMath is slower than Math. Calls to Math.sqrt(),
etc. are replaced by intrinsics which can be as small
as a single CPU opcode.
When running in interpreted mode the new
implementation is unfortunately slower, but I'm
judging this acceptable and likely to be improved
over time. This change saves a small amount of native
code.
Example timings:
Mako AOSP AOT:
Method: Original / New / Direct call to Math
ceil: 596ns / 146.ns / 111ns
sqrt: 694ns / 56ns / 25ns
Mako AOSP interpreted:
Method: Original / New / Direct call to Math
ceil: 1900ns / 2307ns / 1485ns
sqrt: 1998ns / 2603ns / 1788ns
Other calls Mako AOT:
Method: Original / New
cos: 635ns / 270ns
exp: 566ns / 324ns
floor: 604ns / 150ns
hypot: 631ns / 232ns
pow: 936ns / 643ns
sin: 641ns / 299ns
The advice to use Math directly, in preference to
FloatMath, is still good. FloatMath will be deprecated
separately.
Bug: https://code.google.com/p/android/issues/detail?id=36199
Change-Id: If07fcbd78543d13bc6d75f9743f999860e8d58d7
Diffstat (limited to 'core/jni/android_os_SELinux.cpp')
0 files changed, 0 insertions, 0 deletions