英语原文共 23 页,剩余内容已隐藏,支付完成后下载完整资料
目 录
英文原文hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;4
Android Graphics Pipeline: From Button to Framebuffer (Part 1) 4
The Big Picture: Pipeline Overview 5
Android Graphics Pipeline: From Button to Framebuffer (Part 2) 13
Reordering and merging of operations 13
Actually drawing the (deferred) display list 18
中文翻译hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;hellip;..hellip;27
深入了解Android Graphics Pipeline-part-1 27
深入了解Android Graphics Pipeline-part-2 34
Android Graphics Pipeline: From Button to Framebuffer (Part 1)
https://www.inovex.de/blog/android-graphics-pipeline-from-button-to-framebuffer-part-1/
author: Mathias Garbe
In this mini-series of blog articles we want to shed some light on the internals of the Android Graphics Pipeline. Google itself already released some insights and documentation on the subject such as the beautiful Google I/O 2012 talk For Butter or Worse by Chet Haase and Romain Guy (go watch it if you havenrsquo;t!) or the article Graphics architecture. While they certainly help to get the big picture involved in getting a simple view displayed on the screen, they are not that helpful when trying to understand the source code behind it. This series will give you a gentle jump start into the interesting world of the Android Graphics Pipeline.
Beware, a lot of source code and sequence diagrams will be involved in this mini-series! Its worth a read though, especially if you have even the slightest interest in the Android Graphics Pipeline, as you are going to learn a lot (or at least get to look at some pretty pictures). So get yourself a coffee and read on!
Introduction
In order to fully understand the journey all views undertake on the way to the screen, we will use a small demo app and describe every major stage in the Android Graphics Pipeline, starting with the public Android Java API (SDK), going to native C code and finally looking at the raw OpenGL drawing operations.
The demo app in all its glory. This little app is causing enough code-coverage in the Android Graphics internals, so that itrsquo;s actually a pretty good example.
The activity consists of a simple RelativeLayout, an ActionBar with the application icon and title and a simple Button which reads Hello world!.
The view hierarchy of our simple demo app is actually quite complex.
Inside the Android view hierarchy, the relative layout consists of a simple color-gradient background. More complex, the action bar is composed of the background, which is a gradient combined with a bitmap, the One Button text element and the application icon, which is also a bitmap. A 9-Patch is used as the background for the button, and the text element Hello World! is drawn on top of it. The navigation bar and status bar at the top and bottom of the screen are not part of the apps activity, they will be rendered by the SystemUI system service instead.
The Big Picture: Pipeline Overview
Having watched the Google I/O talk For Butter or Worse, you will certainly recognize the following slide, which shows the complete Android Graphics Pipeline.
The complete Android Graphics Pipeline, as presented at Google I/O 2012.
The Surface Flinger is responsible for creating a graphics buffer and compositing it onto the main display and while certainly very important for the Android system, is not covered at this time.
Instead, we will look at a fine selection of components which are doing most of the heavy lifting in bringing the view to the screen:
The interesting bits (at least for these blog posts) of the pipelin
剩余内容已隐藏,支付完成后下载完整资料
资料编号:[141453],资料为PDF文档或Word文档,PDF文档可免费转换为Word
课题毕业论文、外文翻译、任务书、文献综述、开题报告、程序设计、图纸设计等资料可联系客服协助查找。