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  1. NTU Theses and Dissertations Repository
  2. 電機資訊學院
  3. 資訊工程學系
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/31040
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DC 欄位值語言
dc.contributor.advisor廖世偉(Shih-Wei Liao)
dc.contributor.authorYao-Wei Ouen
dc.contributor.author歐曜瑋zh_TW
dc.date.accessioned2021-06-13T02:26:43Z-
dc.date.available2014-09-20
dc.date.copyright2011-09-20
dc.date.issued2011
dc.date.submitted2011-08-01
dc.identifier.citationBibliography
[1] Renderscript package summary http:/Developer//developer.android. com/reference/android/renderscript/package-summary.html.
[2] Competitive Landscape: Mobile Devices, Worldwide, 2Q10. http://www.gartner.com/it/page.jsp?id=1421013, August 2010.
[3] Distimo Mobile World Congress 2010 Presentation - Mobile Applica-
tion Stores State of Play. http://www.slideshare.net/distimo/ distimo-mobile-world-congress-2010-presentation-mobile-application-s from=ss_embed, January 2010.
[4] Android Market attracts game developers, seeks steep growth.
http://www.androidapps.com/games/articles/ 7682-android-market-attracts-game-developers-seeks-steep-growth, April 2011.
[5] DistimoCustomReport.http://report.distimo.com/files/2011/04/ Distimo-Custom-Report-Example-April-2011.xlsx, April 2011.
[6] RenderScript native API specification http://code.google.com/p/ renderscript-examples/wiki/rs_math, July 2011.
[7] R. J. Sams. Introducing Renderscript. http://android-developers. blogspot.com/2011/02/introducing-renderscript.html, Febru- ary 2011.
[8] R.J.Sams.RenderscriptPart2.http://android-developers.blogspot. com/2011/03/renderscript.html, March 2011.
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/31040-
dc.description.abstract為了追求 (1) 效能; (2) 可移植性; (3) 使用性,Google 在 Android 3.0 的版本中推出了 RenderScript。我們延伸其功能,使之可遠端化。具體 一點的說法,我們透過網路接口傳送 RenderScript 命令到遠端圖形引 擎上。請注意,在此所提到的遠端引擎可以是在同一裝置或是遠端裝 置之上。
我們的貢獻分為兩個部分:
首先,我們讓 RenderScript 現有的先進先出佇列可以連網。我們建 構了一個轉運層以實現網路功能抽象化。
第二,透過把指令傳送到遠端引擎之上,我們可以重新在該引擎上 執行所接收而來的命令。視不同型態的遠端引擎而定,重新執行命 令的動作可能會需要把 RenderScript 的命令對應到 egl、glx、agl、或 是 wgl。其分別對應於不同的平台,依序為 Android, Linux, Mac OS, Windows。在本論文中,我們將敘述對應到 egl 的實作細節。
zh_TW
dc.description.abstractGoogle introduces RenderScript as part of Android 3.0 for the following reasons: (1) Performance; (2) Portability; and (3) Usability. We extend it to make it remote-able. Specifically, we send RenderScript commands through a socket to a remote graphics engine. We use the term, remote engine, to refer to the engine on the same device or on a remote host.
Our contribution is two-fold. First, we make the existing FIFO queues in RenderScript network-ready. We build the transport layer to facilitate the net- working abstraction. Second, we replay the commands on the remote engine by materializing the commands on top of a remote engine. Depending on the type of remote engines, the replay may need to map RenderScript commands to egl, glx, agl, or wgl. They are for Android, Linux, Mac OS, or Windows, respectively. We demonstrate the egl-mapped implementation in this thesis.
en
dc.description.provenanceMade available in DSpace on 2021-06-13T02:26:43Z (GMT). No. of bitstreams: 1
ntu-100-R98922097-1.pdf: 1354836 bytes, checksum: 043e62115b75fef94d6110b03d2c98ef (MD5)
Previous issue date: 2011
en
dc.description.tableofcontents致謝 i
中文摘要 iii
Abstract v
Contents vii
List of Figures ix
List of Tables xi
1 Introduction 1
2 Related Work 7
2.1 slang..................................... 7
2.2 libbcc .................................... 8
2.3 LLVMforAndroid ............................. 9
2.4 PropertiesofAndroidBitcode ....................... 9
3 Design and Implementation of RenderScript System 11
3.1 RenderScriptDirectoryStructure ................... 11
3.1.1 NativeEngine............................ 12
3.1.2 JavaClient ............................. 13
3.1.3 Bridgeinbetween ......................... 14
3.1.4 SubtleFunctionName ....................... 16
3.2 RenderScriptCommands........................ 16
3.2.1 APIPrefix ............................. 16
3.3 TheFountainRSApplication........................ 18
3.3.1 RootScript ............................. 20
3.3.2 old-version,libacc ......................... 21
3.3.3 new-version,libbcc......................... 21
3.4 CoreDesignChoices ............................ 22
3.5 RSObjects ................................. 23
3.6 MemoryAllocationforRenderScript.................... 30
3.6.1 ReferenceCounting ........................ 30
3.7 Bridge.................................... 31
3.7.1 CommandQueue.......................... 31
3.8 Run-timeThread-launchmentinRS .................... 33
3.8.1 ThreeConditiontoExecute .................... 33
4 Remote RenderScript 35
4.1 DebuggingandLeveraging......................... 36
4.2 CommandSending ............................. 36
4.3 NetworkReady ............................... 38
4.4 Challenge.................................. 38
5 Implementation 39
5.1 CommandEncoding ............................ 39
5.2 TransportLayer............................... 40
5.3 ReplicatedCommand............................ 41
5.4 CommandSynchornization......................... 42
5.5 AllocationofCommandQueue....................... 43
5.6 HandlethePointer ............................. 43
6. Conclusions and Future Work 45
Bibliography 49
dc.language.isoen
dc.subject遠端zh_TW
dc.subject繪圖效能zh_TW
dc.subject手機zh_TW
dc.titleRemote RenderScript: 利用遠端引擎上之圖形硬體提昇效能表現zh_TW
dc.titleRemote RenderScript: Leveraging the Graphics Hardware on the Remote Engineen
dc.typeThesis
dc.date.schoolyear99-2
dc.description.degree碩士
dc.contributor.oralexamcommittee楊佳玲(Chia-Lin Yang),蘇雅韻(Ya-Yunn Su),黃世勳(Shih-Shinh Huang)
dc.subject.keyword遠端,繪圖效能,手機,zh_TW
dc.subject.keywordandroid,remote,renderscript,llvm,en
dc.relation.page50
dc.rights.note有償授權
dc.date.accepted2011-08-01
dc.contributor.author-college電機資訊學院zh_TW
dc.contributor.author-dept資訊工程學研究所zh_TW
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