Android Graphics
summary
Demonstrates concrete APIs and results: Android adds a Jetpack low-latency path and hardware-buffer front-buffered rendering for stylus drawing to cut input-to-pixel lag, Android 12 ships a View-level RenderEffect for easy blurs, and Android 13 exposes AGSL/RuntimeShader so custom pixel shaders run per-pixel inside Skia. Recommends SurfaceView for HDR/DRM and games, shows a working demo that box-blurs 25 surrounding pixels for a frosted label and composes a white gradient on top.
AI-written summary · about
chapters (5)
- 0:00Introduction
- 0:30Low Latency Graphics
- 5:50Surface View Texture View
- 7:30Pixel Shaders
- 11:48Shader Demo
related talks
42mAndroid Graphics: the Path to [UI] Riches
36mThe Evolution of Android Graphics in Android 12/13
40mAndroid Graphics Performance
26mAndroid Graphics: Blurring the Lines
40mThe Evolution of Android Graphics
43mPixel with Superpowers: Modern Android UI with AGSL Shaders
53mGraphics Something Android Something Performance
05mAdding Stylus support to your Android app
