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-rw-r--r-- | src/devices/graphics/images/graphics_bufferqueue.png | bin | 0 -> 18356 bytes | |||
-rw-r--r-- | src/devices/graphics/images/graphics_pipeline.png | bin | 67046 -> 37886 bytes | |||
-rw-r--r-- | src/devices/graphics/images/graphics_pipeline_old.png | bin | 0 -> 67046 bytes | |||
-rw-r--r-- | src/devices/graphics/index.jd | 33 | ||||
-rw-r--r-- | src/devices/images/ape_fwk_all.png | bin | 53763 -> 53057 bytes |
5 files changed, 19 insertions, 14 deletions
diff --git a/src/devices/graphics/images/graphics_bufferqueue.png b/src/devices/graphics/images/graphics_bufferqueue.png Binary files differnew file mode 100644 index 00000000..045c699b --- /dev/null +++ b/src/devices/graphics/images/graphics_bufferqueue.png diff --git a/src/devices/graphics/images/graphics_pipeline.png b/src/devices/graphics/images/graphics_pipeline.png Binary files differindex 983a5177..3f4d452a 100644 --- a/src/devices/graphics/images/graphics_pipeline.png +++ b/src/devices/graphics/images/graphics_pipeline.png diff --git a/src/devices/graphics/images/graphics_pipeline_old.png b/src/devices/graphics/images/graphics_pipeline_old.png Binary files differnew file mode 100644 index 00000000..983a5177 --- /dev/null +++ b/src/devices/graphics/images/graphics_pipeline_old.png diff --git a/src/devices/graphics/index.jd b/src/devices/graphics/index.jd index e86a42fc..be135729 100644 --- a/src/devices/graphics/index.jd +++ b/src/devices/graphics/index.jd @@ -25,7 +25,9 @@ page.title=Graphics </div> </div> -<img style="float: right; margin: 0px 15px 15px 0px;" src="images/ape_fwk_hal_graphics.png" alt="Android Graphics HAL icon" width="175" /> +<img style="float: right; margin: 0px 15px 15px 0px;" +src="images/ape_fwk_hal_graphics.png" alt="Android Graphics HAL icon" +width="175" /> <p>The Android framework offers a variety of graphics rendering APIs for 2D and 3D that interact with manufacturer implementations of graphics drivers, so it @@ -50,22 +52,23 @@ to OpenGL operations so they can execute on the GPU.</p> <p>Beginning in Android 4.0, hardware-accelerated Canvas is enabled by default. Consequently, a hardware GPU that supports OpenGL ES 2.0 is mandatory for -Android 4.0 and later devices. See the <a -href="https://developer.android.com/guide/topics/graphics/hardware-accel.html">Hardware -Acceleration guide</a> for an explanation of how the hardware-accelerated -drawing path works and the differences in its behavior from that of the -software drawing path.</p> +Android 4.0 and later devices. See the +<a href="https://developer.android.com/guide/topics/graphics/hardware-accel.html">Hardware Acceleration guide</a> for an explanation of how the +hardware-accelerated drawing path works and the differences in its behavior +from that of the software drawing path.</p> <p>In addition to Canvas, the other main way that developers render graphics is by using OpenGL ES to directly render to a surface. Android provides OpenGL ES -interfaces in the <a -href="http://developer.android.com/reference/android/opengl/package-summary.html">android.opengl</a> +interfaces in the +<a href="http://developer.android.com/reference/android/opengl/package-summary.html">android.opengl</a> package that developers can use to call into their GL implementations with the SDK or with native APIs provided in the <a href="https://developer.android.com/tools/sdk/ndk/index.html">Android NDK</a>.</p> -<p>Android implementers can test OpenGL ES functionality using the <a href="DeqpUserGuide.pdf">drawElements Quality Program</a>, also known as deqp.</p> +<p>Android implementers can test OpenGL ES functionality using the +<a href="DeqpUserGuide.pdf">drawElements Quality Program</a>, also known as +deqp.</p> <h2 id="android_graphics_components">Android graphics components</h2> @@ -124,8 +127,9 @@ the central point for all Android graphics rendering. Hardware Composer must support events, one of which is VSYNC. Another is hotplug for plug-and-play HDMI support.</p> -<p>See the <a href="{@docRoot}devices/graphics.html#hardware_composer_hal">Hardware Composer -HAL</a> section for more information.</p> +<p>See the +<a href="{@docRoot}devices/graphics.html#hardware_composer_hal">Hardware +Composer HAL</a> section for more information.</p> <h3 id="gralloc">Gralloc</h3> @@ -141,7 +145,7 @@ pipeline:</p> <img src="images/graphics_pipeline.png" alt="graphics data flow"> -<p class="img-caption"><strong>Figure 2.</strong> How graphic data flow through +<p class="img-caption"><strong>Figure 2.</strong> Graphic data flow through Android</p> <p>The objects on the left are renderers producing graphics buffers, such as @@ -157,7 +161,8 @@ SurfaceFlinger is responsible for compositing everything onto the display.</p> <p>See the following diagram for the BufferQueue communication process.</p> -<img src="images/bufferqueue.png" alt="BufferQueue communication process"> +<img src="images/graphics_bufferqueue.png" +alt="BufferQueue communication process"> <p class="img-caption"><strong>Figure 3.</strong> BufferQueue communication process</p> @@ -228,4 +233,4 @@ immediately display the image.</p> <p>The synchronization framework also allows implementers to leverage synchronization resources in their own hardware components. Finally, the framework provides visibility into the graphics pipeline to aid in -debugging.</p> +debugging.</p>
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