7b3db39aa4
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
These benchmarks use the Caliper benchmark framework, and can be run on a remote device using Vogar: http://code.google.com/p/caliper/ http://code.google.com/p/vogar/ $ vogar --benchmark path/to/Benchmark.java