A Look At Android's Graphics Rendering Pipeline
For those interested in Android and graphics, here's a look at their graphics rendering pipeline as written by a long-time Android developer.
Dianne Hackborn, an Android Framework Engineer going back to 2005, has written on Google+ various facts about the Android graphics pipeline. Dianne wrote this public posting to correct the information that's out there about Android graphics. Below are some of her more interesting comments.
- "Full" hardware accelerated drawing within a window was added in Android 3.0. The implementation in Android 4.0 is not any more full than in 3.0. Starting with 3.0, if you set the flag in your app saying that hardware accelerated drawing is allowed, then all drawing to the application’s windows will be done with the GPU. The main change in this regard in Android 4.0 is that now apps that are explicitly targeting 4.0 or higher will have acceleration enabled by default rather than having to put android:handwareAccelerated="true" in their manifest.
Read more in her Google+ posting, which is likely of interest to many Phoronix readers due to the graphics hardware focus.
As of this August, there's mainline support in Mesa/Gallium3D for Android too, but that's more relevant to Android for x86.
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