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I know that, as explained in your FAQ, when displaying an SVG using an
(SVG)ImageView, or using something else that requires a Picture or
(Picture)Drawable, it is probably always going to be necessary to disable HWA
because rendering would always(?) involve a call to Canvas#drawPicture() --
which will likely never be supported on a hardware-accelerated canvas.
However, when rendering an SVG straight to a Canvas using SVG#renderToCanvas(),
I think we may actually be able to increase performance by allowing for HWA. If
I'm not mistaken this would require that SVGAndroidRenderer does not call any
drawing methods on either Canvas or Paint which are unsupported when HWA is
enabled.
So have you perhaps already been trying to (completely?) avoid calling such
methods? And if not, do you think it would be possible at all?
Note this may also require some Canvas.isHardwareAccelerated() checks to
trigger alternative rending strategies.
Also note that the list of HWA-supported drawing methods has been growing with
each new Android release
(http://developer.android.com/guide/topics/graphics/hardware-accel.html#unsuppor
ted), so complete avoidance would perhaps only be possible on recent Android
releases.
If such HWA support is possible it would perhaps also make sense to provide an
additional (Image)View subclass which does not rely on SVG#renderToPicture()
but instead uses SVG#renderToCanvas() and does not force HWA to be disabled.
Original issue reported on code.google.com by matthias...@gmail.com on 27 Jan 2015 at 9:02
The text was updated successfully, but these errors were encountered:
Original issue reported on code.google.com by
matthias...@gmail.com
on 27 Jan 2015 at 9:02The text was updated successfully, but these errors were encountered: