关于 Hardware Acceleration
1、不同层级的加速:
Application
<applicationandroid:hardwareAccelerated="true" ...>
;
Activity
<application android:hardwareAccelerated="true">
<activity ... />
<activity android:hardwareAccelerated="false" />
</application>
;
Window
getWindow().setFlags(
WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED,
WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED);
;
View
myView.setLayerType(View.LAYER_TYPE_SOFTWARE, null);
;
2、如何判断是否开启了硬件加速
在绘制之前,你必须做该测试 Canvas.isHardwareAccelerated() 替代View.isHardwareAccelerated() 在必要时。
View.isHardwareAccelerated() ;//returns true if the View is attached to a hardware accelerated window.
Canvas.isHardwareAccelerated();// returns true if the Canvas is hardware accelerated
;
3、开启硬件加速之后,许多2D的绘制方法会抛出异常:
clipPath()
clipRegion()
drawPicture()
drawTextOnPath()
drawVertices()
Paint
setLinearText()
setMaskFilter()
setRasterizer()
Xfermodes
AvoidXfermode
PixelXorXfermode
In addition, some operations behave differently with hardware acceleration enabled:
Canvas
clipRect(): XOR, Difference and ReverseDifference clip modes are ignored. 3D transforms do not apply to the clip rectangle
drawBitmapMesh(): colors array is ignored
Paint
setDither(): ignored
setFilterBitmap(): filtering is always on
setShadowLayer(): works with text only
PorterDuffXfermode
PorterDuff.Mode.DARKEN will be equivalent to SRC_OVER when blending against the framebuffer.
PorterDuff.Mode.LIGHTEN will be equivalent to SRC_OVER when blending against the framebuffer.
PorterDuff.Mode.OVERLAY will be equivalent to SRC_OVER when blending against the framebuffer.
ComposeShader
ComposeShader can only contain shaders of different types (a BitmapShader and a LinearGradient for instance, but not two instances of BitmapShader )
ComposeShader cannot contain a ComposeShader
--转自