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authorDerek Sollenberger <djsollen@google.com>2014-02-27 16:45:11 -0500
committerClay Murphy <claym@google.com>2014-03-11 13:52:02 -0700
commit7bb0d48c9a3147232eb9ffdc8ca6019792f639ab (patch)
tree30fa9c61a1de829fcca9b44bfc71212e0ac24655 /src/devices
parent69419ed6822dd3bd30e96cc967a033c19c8cde68 (diff)
downloadsource.android.com-7bb0d48c9a3147232eb9ffdc8ca6019792f639ab.tar.gz
Update documentation regarding Skia and its role in Canvas.
Change-Id: Idea81d693bf79d0d843e937a84e8323eb77a6256
Diffstat (limited to 'src/devices')
-rw-r--r--src/devices/graphics.jd12
1 files changed, 4 insertions, 8 deletions
diff --git a/src/devices/graphics.jd b/src/devices/graphics.jd
index a9061888..45ebfae5 100644
--- a/src/devices/graphics.jd
+++ b/src/devices/graphics.jd
@@ -34,8 +34,8 @@ page.title=Graphics
<a href="http://developer.android.com/reference/android/graphics/Canvas.html">android.graphics.Canvas</a>
is a 2D graphics API and is the most widely used graphics API by
developers. Canvas operations draw all the stock <a href="http://developer.android.com/reference/android/view/View.html">android.view.View</a>s
- and custom <a href="http://developer.android.com/reference/android/view/View.html">android.view.View</a>s in Android. Prior to Android 3.0, Canvas used the Skia 2D drawing library to
- draw, which could not take advantage of hardware acceleration.
+ and custom <a href="http://developer.android.com/reference/android/view/View.html">android.view.View</a>s in Android. Prior to Android 3.0, Canvas always
+ used the non-hardware accelerated Skia 2D drawing library to draw.
</p>
<p>
Introduced in Android 3.0, hardware acceleration for Canvas APIs uses a new drawing library
@@ -45,12 +45,8 @@ page.title=Graphics
supports OpenGL ES 2.0 is mandatory for Android 4.0 devices.
</p>
<p>
- The OpenGLRenderer does not interact with Skia, so we
- anticipate Skia to be slowly phased out without adverse effects to developers. Skia is currently
- deprecated and in maintenance mode but will be neccessary for a while because most apps published
- today still rely on non-hardware accelerated Canvas operations. In addition, not all Skia
- operations are supported by OpenGL, so some operations are still done in software with Skia, even
- with hardware acceleration turned on.
+ Additionally, the <a href="https://developer.android.com/guide/topics/graphics/hardware-accel.html">Hardware Acceleration guide</a>
+ explains how the hardware-accelerated drawing path works and identifies the differences in behavior from the software drawing path.
</p>
<p>
The other main way that developers render graphics is by using OpenGL ES 1.x or 2.0 to directly