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author | Derek Sollenberger <djsollen@google.com> | 2014-02-27 16:45:11 -0500 |
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committer | Clay Murphy <claym@google.com> | 2014-03-11 13:52:02 -0700 |
commit | 7bb0d48c9a3147232eb9ffdc8ca6019792f639ab (patch) | |
tree | 30fa9c61a1de829fcca9b44bfc71212e0ac24655 /src/devices | |
parent | 69419ed6822dd3bd30e96cc967a033c19c8cde68 (diff) | |
download | source.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.jd | 12 |
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 |