Additionally, the 2D HW Acceleration pipeline can be turned on and off for individual activities within each application:
<activity android:hardwareAccelerated="false" />
Furthermore, you can control the 2D acceleration on the window and view levels.
Unfortunately, the vast majority of applications have not added that flag. Romain Guy explained why he thought that it was a bad idea to have Android default to enabling the new pipeline, citing custom drawing code as a concern. I'd still like to give it a whirl.
Originally Posted by Romain Guy
It is not turned on by default for compatibility reasons. Not 100% of the Canvas API is supported when turned on (although the missing parts are very few and rarely used) and there might be bugs in the new implementation. There are also new constraints (for instance if you try to draw a bitmap larger than the maximum OpenGL texture size, it will fail.)
The new rendering pipeline also uses native display lists for each View, which triggers bugs in some apps. For instance, if a View relies on its parent to invalidate() to redraw itself, it's a bug in the app, but it "works" without hardware acceleration. It will however not work with hardware acceleration on.
Our goal is to make hardware acceleration on by default as soon as possible but we do not want to break apps. That said, apps using standard views and APIs should work just fine.
Does anyone have any idea as to whether a parameter could be modified on a system file in order to force all applications to behave as if they have the android:hardwareAccelerated flag turned on?
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