Posted by Dan Galpin, Developer Advocate

Illustration of image rendering with character

We presented RenderScript in Android 3.0 as a means for applications to run computationally-intensive code on the CPU or GPU without needing to take advantage of the NDK or GPU-specific APIs. As Android has actually advanced, the NDK tooling and also APIs for GPU calculate utilizing OpenGL have actually drastically enhanced. In Android 7.0 (API degree 24), we included the Vulkan API, which permits low-level accessibility to GPU equipment functions. In Android 10.0 (API degree 29) we included the ability to quickly share Bitmap equipment barriers in between Android SDK and also NDK code to speed up photo handling.

We no more suggest RenderScript as the optimum means to achieve these performance-critical jobs, and also will certainly be deprecating the APIs in Android 12. We desire you to have self-confidence that your high-performance work will certainly operate on GPU equipment, and also lots of tools are currently delivering with just CPU assistance for RenderScript. The APIs will certainly remain to operate, yet putting together RenderScript code when targeting Android 12 will certainly provide a caution.

How we’re dealing with RenderScript intrinsics

The RenderScript subsystem was likewise utilized to apply a variety of beneficial image-processing intrinsics. We’re giving an open-source collection which contains the highly-tuned CPU applications for just about the Basic Linear Algebra Subprograms (BLAS) intrinsics. For the situations that we have actually gauged, intrinsics implement faster (usually significantly so) on the CPU utilizing our collection than running within RenderScript, also on tools where GPU assistance was feasible.

For BLAS, we recommend utilizing among the lots of collections that currently offer this performance, such as netlib’s libblas.

Please data concerns with the collection below.

If you utilize RenderScript manuscripts:

To maximize GPU velocity, we suggest moving RenderScript manuscripts to the cross-platform Vulkan API. To assistance obtain you begun with this shift, we have actually offered an example application that shows 2 RenderScript manuscripts with Vulkan matchings.

  • The very first manuscript is the “hello world” of RenderScript; it turns the tone of the photo.
  • The 2nd manuscript carries out blur, utilizing numerous cells of the input allotment to determine one cell of the result allotment. (Note that the highly-optimized blur in our fixed collection has wider tool compatibility and also faster efficiency than this example manuscript in most cases.)

Because Vulkan is not offered on older tools, you might require to handle 2 code courses: RenderScript on older tools and also Vulkan on more recent ones. Our paperwork has even more information on exactly how to move.

You can submit concerns with the example below.

Thank you

We on the RenderScript group thanks for your assistance for many years. We recognize that changes are never ever very easy; our concentrate on cross-platform APIs such as Vulkan will certainly indicate also much better devices and also assistance for your GPU-accelerated applications.