Enable hardware graphics acceleration in an AIR application
by including
<renderMode>gpu</renderMode>
in
the application descriptor (or use
<renderMode>direct</renderMode>
to
leverage Stage3D). You cannot change render modes at runtime. On
desktop computers, using
<renderMode>gpu</renderMode>
will
fallback to
<renderMode>direct</renderMode>
.
Note:
In order to leverage GPU acceleration of Flash content with
AIR for mobile platforms, Adobe recommends that you use renderMode="direct"
(that is, Stage3D) rather than renderMode="gpu". Adobe officially
supports and recommends the following Stage3D based frameworks:
Starling (2D) and Away3D (3D). For more details on Stage3D and Starling/Away3D,
see
http://gaming.adobe.com/getstarted/
.
GPU rendering mode limitations
The following
limitations exist when using GPU rendering mode in AIR 2.5 and above:
-
If the GPU cannot render an object, it is not displayed at
all. There is no fallback to CPU rendering.
-
The following blend modes are not supported: layer, alpha,
erase, overlay, hardlight, lighten, and darken.
-
Filters are not supported.
-
PixelBender is not supported.
-
Many GPU units have a maximum texture size of 1024x1024.
In ActionScript, this translates to the maximum final rendered size
of a display object after all transformations.
-
Adobe does not recommend the use of GPU rendering mode in
AIR applications that play video.
-
In GPU rendering mode, text fields are not always moved to
a visible location when the virtual keyboard opens. To ensure that
your text field is visible while the user enters text, do one of
the following. Place the text field in the top half of the screen
or move it to the top half of the screen when it receives focus.
-
GPU rendering mode is disabled for some devices on which
the mode does not work reliably. See the AIR developer release notes
for the latest information.
GPU rendering mode best practices
The
following guidelines can make GPU rendering faster:
-
Limit the numbers of items visible on stage. Each item takes
some time to render and composite with the other items around it.
When you no longer want to display a display object, set its
visible
property
to
false
. Do not simply move it off stage, hide
it behind another object, or set its
alpha
property
to 0. If the display object is no longer needed at all, remove it
from the stage with
removeChild()
.
-
Reuse objects rather than creating and destroying them.
-
Make bitmaps in sizes that are close to, but less than, 2
n
by
2
m
bits. The dimensions do not have to be exact powers
of 2, but they should be close to a power of 2, without being larger.
For example, a 31-by-15-pixel image renders faster than a 33-by-17-pixel
image. (31 and 15 are just less than powers of 2: 32 and 16.)
-
If possible, set the repeat parameter to false when calling
the
Graphic.beginBitmapFill()
method.
-
Don't overdraw. Use the background color as a background.
Don't layer large shapes on top of each other. There is a cost for
every pixel that must be drawn.
-
Avoid shapes with long thin spikes, self -intersecting edges,
or lots of fine detail along the edges. These shapes take longer
to render than display objects with smooth edges.
-
Limit the size of display objects.
-
Enable cacheAsBitMap and cacheAsBitmapMatrix for display
objects whose graphics aren’t updated frequently.
-
Avoid using the ActionScript drawing API (the Graphics class)
to create graphics. When possible, create those objects statically
at authoring time instead.
-
Scale bitmap assets to the final size before importing them.
GPU rendering mode in mobile AIR 2.0.3 and above
GPU
rendering is more restrictive in mobile AIR apps created with the
Packager for iPhone. The GPU is only effective for bitmaps, solid
shapes, and display objects that have the
cacheAsBitmap
property
set. Also, for objects that have
cacheAsBitmap
and
cacheAsBitmapMatrix
set,
the GPU can effectively render objects that rotate or scale. The
GPU is used in tandem for other display objects and this generally
results in poor rendering performance.
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