Suspect we are talking at cross-purposes. If you have switched Canvas to 
GL-based rendering then surely it is self-evident that there is going to be 
far more computation overall (i.e. for both hardware *and* software) in 
using a complex floating-point based pipeline. For the emulator, that added 
complexity falls entirely on the software, hence the general slowness of GL 
on Honeycomb and earlier.

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