Merge "Doc change: Add doc for GL texture declaration/filtering, hardwareAccelerated manifest attr." into honeycomb
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Android (Google) Code Review
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7036d76a6e
@@ -24,6 +24,8 @@ manifest file to the configurations defined by the device, as well as other fact
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<li><a
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href="{@docRoot}guide/practices/compatibility.html">Android Compatibility</a></li>
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<li><code><a
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href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html"><supports-gl-texture></a></code></li>
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<li><code><a
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href="{@docRoot}guide/topics/manifest/supports-screens-element.html"><supports-screens></a></code></li>
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<li><code><a
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href="{@docRoot}guide/topics/manifest/uses-configuration-element.html"><uses-configuration></a></code></li>
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@@ -395,5 +397,12 @@ href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code
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with alternative resources.</p>
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</td>
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</tr>
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<tr>
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<td><nobr><a href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html">{@code
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<supports-gl-texture>}</a></nobr></td>
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<td>
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<p>Android Market filters the application unless one or more of the GL texture compression formats supported by the application are also supported by the device. </p>
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</td>
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</tr>
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</table>
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@@ -223,6 +223,7 @@
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<li><a href="<?cs var:toroot ?>guide/topics/manifest/provider-element.html"><provider></a></li>
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<li><a href="<?cs var:toroot ?>guide/topics/manifest/receiver-element.html"><receiver></a></li>
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<li><a href="<?cs var:toroot ?>guide/topics/manifest/service-element.html"><service></a></li>
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<li><a href="<?cs var:toroot ?>guide/topics/manifest/supports-gl-texture-element.html"><supports-gl-texture></a></li>
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<li><a href="<?cs var:toroot ?>guide/topics/manifest/supports-screens-element.html"><supports-screens></a></li> <!-- ##api level 4## -->
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<li><a href="<?cs var:toroot ?>guide/topics/manifest/uses-configuration-element.html"><uses-configuration></a></li>
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<li><a href="<?cs var:toroot ?>guide/topics/manifest/uses-feature-element.html"><uses-feature></a></li> <!-- ##api level 4## -->
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@@ -14,6 +14,7 @@ page.title=<activity>
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android:<a href="#exclude">excludeFromRecents</a>=["true" | "false"]
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android:<a href="#exported">exported</a>=["true" | "false"]
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android:<a href="#finish">finishOnTaskLaunch</a>=["true" | "false"]
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android:<a href="#hwaccel">hardwareAccelerated</a>=["true" | "false"]
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android:<a href="#icon">icon</a>="<i>drawable resource</i>"
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android:<a href="#label">label</a>="<i>string resource</i>"
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android:<a href="#lmode">launchMode</a>=["multiple" | "singleTop" |
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@@ -286,6 +287,24 @@ are both "{@code true}", this attribute trumps the other. The affinity of the
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activity is ignored. The activity is not re-parented, but destroyed.
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</p>
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<dt><a name="hwaccel"></a>{@code android:hardwareAccelerated}</dt>
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<dd>Whether or not hardware-accelerated rendering should be enabled for this
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Activity — "{@code true}" if it should be enabled, and "{@code false}" if
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not. The default value is "{@code false}".
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<p>Starting from Android 3.0, a hardware-accelerated OpenGL renderer is
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available to applications, to improve performance for many common 2D graphics
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operations. When the hardware-accelerated renderer is enabled, most operations
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in Canvas, Paint, Xfermode, ColorFilter, Shader, and Camera are accelerated.
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This results in smoother animations, smoother scrolling, and improved
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responsiveness overall, even for applications that do not explicitly make use
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the framework's OpenGL libraries. </p>
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<p>Note that not all of the OpenGL 2D operations are accelerated. If you enable
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the hardware-accelerated renderer, test your application to ensure that it can
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make use of the renderer without errors.</p>
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</dd>
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<dt><a name="icon"></a>{@code android:icon}</dt>
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<dd>An icon representing the activity. The icon is displayed to users when
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a representation of the activity is required on-screen. For example, icons
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@@ -9,6 +9,7 @@ page.title=<application>
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android:<a href="#desc">description</a>="<i>string resource</i>"
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android:<a href="#enabled">enabled</a>=["true" | "false"]
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android:<a href="#code">hasCode</a>=["true" | "false"]
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android:<a href="#hwaccel">hardwareAccelerated</a>=["true" | "false"]
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android:<a href="#icon">icon</a>="<i>drawable resource</i>"
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android:<a href="#killrst">killAfterRestore</a>=["true" | "false"]
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android:<a href="#label">label</a>="<i>string resource</i>"
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@@ -108,7 +109,26 @@ The default value is "{@code true}".
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<p>
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An application would not have any code of its own only if it's using nothing
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but built-in component classes, such as an activity that uses the {@link
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android.app.AliasActivity} class, a rare occurrence.
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android.app.AliasActivity} class, a rare occurrence.</p>
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</dd>
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<dt><a name="hwaccel"></a>{@code android:hardwareAccelerated}</dt>
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<dd>Whether or not hardware-accelerated rendering should be enabled for all
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Activities and Views in this application — "{@code true}" if it
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should be enabled, and "{@code false}" if not. The default value is "{@code false}".
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<p>Starting from Android 3.0, a hardware-accelerated OpenGL renderer is
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available to applications, to improve performance for many common 2D graphics
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operations. When the hardware-accelerated renderer is enabled, most operations
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in Canvas, Paint, Xfermode, ColorFilter, Shader, and Camera are accelerated.
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This results in smoother animations, smoother scrolling, and improved
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responsiveness overall, even for applications that do not explicitly make use
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the framework's OpenGL libraries. </p>
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<p>Note that not all of the OpenGL 2D operations are accelerated. If you enable
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the hardware-accelerated renderer, test your application to ensure that it can
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make use of the renderer without errors.</p>
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</dd>
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<dt><a name="icon"></a>{@code android:icon}</dt>
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<dd>An icon for the application as whole, and the default icon for
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@@ -83,6 +83,8 @@ other mention of the element name.
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<a href="{@docRoot}guide/topics/manifest/uses-configuration-element.html"><uses-configuration /></a> <!-- ##api level 3## -->
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<a href="{@docRoot}guide/topics/manifest/uses-feature-element.html"><uses-feature /></a> <!-- ##api level 4## -->
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<a href="{@docRoot}guide/topics/manifest/supports-screens-element.html"><supports-screens /></a> <!-- ##api level 4## -->
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<a href="{@docRoot}guide/topics/manifest/compatible-screens-element.html"><compatible-screens /></a> <!-- ##api level 9## -->
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<a href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html"><supports-gl-texture /></a> <!-- ##api level 11## -->
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<a href="{@docRoot}guide/topics/manifest/application-element.html"><application></a>
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187
docs/html/guide/topics/manifest/supports-gl-texture-element.jd
Normal file
187
docs/html/guide/topics/manifest/supports-gl-texture-element.jd
Normal file
@@ -0,0 +1,187 @@
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page.title=<supports-gl-texture>
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@jd:body
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<dl class="xml">
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<dt>syntax:</dt>
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<dd>
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<pre class="stx">
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<supports-gl-texture android:<a href="#name">name</a>="<em>string</em>" />
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</pre>
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</dd>
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<dt>contained in:</dt>
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<dd><code><a href="{@docRoot}guide/topics/manifest/manifest-element.html"><manifest></a></code></dd>
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<div class="sidebox-wrapper">
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<img id="rule" src="{@docRoot}assets/images/grad-rule-qv.png">
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<div id="qv-sub-rule">
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<img src="{@docRoot}assets/images/icon_market.jpg"
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style="float:left;margin:0;padding:0;">
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<p style="color:#669999;">Android Market and <code
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style="color:#669999;"><supports-gl-texture></code> elements</p>
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<p style="margin-top:1em;">Android Market filters applications according
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to the texture compression formats that they support, to ensure that
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they can be installed only on devices that can handle their textures
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properly. Developers can use texture compression filtering
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as a way of targeting specific device types, based on GPU platform.</p>
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<p style="margin-top:1em;" class="caution">For important information about how
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Android Market uses <code><supports-gl-texture></code> elements as
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the basis for filtering, please read <a href="#market-texture-filtering">Android
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Market and texture compression filtering</a>, below.</p>
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</div>
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</div>
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<dt>description:</dt>
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<dd>Declares a single GL texture compression format that is supported by
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the application.
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<p>An application "supports" a GL texture compression format if it is capable of
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providing texture assets that are compressed in that format, once the
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application is installed on a device. The application can provide the
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compressed assets locally, from inside the <code>.apk</code>, or it can download them
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from a server at runtime.</p>
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<p>Each <code><supports-gl-texture></code> element declares exactly one
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supported texture compression format, specified as the value of a
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<code>android:name</code> attribute. If your application supports multiple
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texture compression formats, you can declare multiple
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<code><supports-gl-texture></code> elements. For example:</p>
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<pre><supports-gl-texture android:name="GL_OES_compressed_ETC1_RGB8_texture" />
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<supports-gl-texture android:name="GL_OES_compressed_paletted_texture" /></pre>
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<p>Declared <code><supports-gl-texture></code> elements are informational,
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meaning that the Android system itself does not examine the elements at install
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time to ensure matching support on the device. However, other services
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(such as Android Market) or applications can check your application's
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<code><supports-gl-texture></code> declarations as part of handling or
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interacting with your application. For this reason, it's very important that
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you declare all of the texture compression formats (from the list below) that
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your application is capable of supporting. </p>
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<p>Applications and devices typically declare their supported GL texture
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compression formats using the same set of well-known strings, as listed below.
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The set of format strings may grow over time, as needed, and since the values
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are strings, applications are free to declare other formats as needed.</p>
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<p>Assuming that the application is built with SDK Platform Tools r3 or higher,
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filtering based on the <code><supports-gl-texture></code> element is activated
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for all API levels.</p>
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<dt>attributes:</dt>
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<dd>
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<dl class="attr">
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<dt><a name="name"></a>{@code android:name}</dt>
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<dd>Specifies a single GL texture compression format supported by the application,
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as a descriptor string. Common descriptor values are listed in the table below.
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<table>
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<tr>
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<th>Texture Compression Format Descriptor</th>
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<th>Comments</th>
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</tr>
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<tr>
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<td><code>GL_OES_compressed_ETC1_RGB8_texture</code></td>
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<td>Ericsson texture compression. Specified in OpenGL ES 2.0 and available in all
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Android-powered devices that support OpenGL ES 2.0.</td>
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</tr>
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<tr>
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<td><code>GL_OES_compressed_paletted_texture</code></td>
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<td>Generic paletted texture compression.</td>
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</tr>
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<tr>
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<td><code>GL_AMD_compressed_3DC_texture</code></td>
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<td>ATI 3Dc texture compression. </td>
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</tr>
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<tr>
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<td><code>GL_AMD_compressed_ATC_texture</code></td>
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<td>ATI texture compression. Available on devices running Adreno GPU, including
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HTC Nexus One, Droid Incredible, EVO, and others. For widest compatibility,
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devices may also declare a <code><supports-gl-texture></code> element with the
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descriptor <code>GL_ATI_texture_compression_atitc</code>. </td>
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</tr>
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<tr>
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<td><code>GL_EXT_texture_compression_latc</code></td>
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<td>Luminance alpha texture compression. </td>
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</tr>
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<tr>
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<td><code>GL_EXT_texture_compression_dxt1</code></td>
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<td>S3 DXT1 texture compression. Supported on devices running Nvidia Tegra2
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platform, including Motorala Xoom, Motorola Atrix, Droid Bionic, and
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others.</td>
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</tr>
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<tr>
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<td><code>GL_EXT_texture_compression_s3tc</code></td>
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<td>S3 texture compression, nonspecific to DXT variant. Supported on devices
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running Nvidia Tegra2 platform, including Motorala Xoom, Motorola Atrix, Droid
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Bionic, and others. If your application requires a specific DXT variant, declare
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that descriptor instead of this one.</td>
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</tr>
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<tr>
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<td><code>GL_IMG_texture_compression_pvrtc</code></td>
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<td>PowerVR texture compression. Available in devices running PowerVR SGX530/540
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GPU, such as Motorola DROID series; Samsung Galaxy S, Nexus S, and Galaxy Tab;
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and others.</td>
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</tr>
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</table>
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</dd>
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</dl></dd>
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<!-- ##api level indication##
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<dt>introduced in:</dt>
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<dd>API Level </dd>-->
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<dt>see also:</dt>
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<dd>
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<ul>
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<li><a href="{@docRoot}guide/appendix/market-filters.html">Android Market Filters</a></li>
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</ul>
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</dd>
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<h2 id="market-texture-filtering">Android Market and texture compression filtering</h2>
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<p>Android Market filters the applications that are visible to users, so that
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users can see and download only those applications that are compatible with
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their devices. One of the ways Market filters applications is by texture
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compression compatibility, giving you control over the availability of your
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application to various devices, based on the capabilities of their GPUs.</p>
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<p>To determine an application's texture compression compatibility with a given
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user's device, Android Market compares:</p>
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<ul>
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<li>Texture compression formats that are supported by the application —
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an application declares its supported texture compression formats in
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<code><supports-gl-texture></code> elements in its manifest <br/>with...</li>
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<li>Texture compression formats that are supported by the GPU on the device —
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a device reports the formats it supports as read-only system properties.</li>
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</ul>
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<p>Each time you upload an application to the Android Market Publisher Site,
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Android Market scans the application's manifest file and looks for any
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<code><supports-gl-texture></code> elements. It extracts the
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format descriptors from the elements and stores them internally as
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metadata associated with the application <code>.apk</code> and the application
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version. </p>
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<p>When a user searches or browses for applications on Android Market,
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the service compares the texture compression formats supported by the application
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with those supported by the user's device. The comparison is based on the format
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descriptor strings and a match must be exact.</p>
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<p>If <em>any</em> of an application's supported texture compression formats is
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also supported by the device, Android Market allows the user to see the
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application and potentially download it. Otherwise, if none of the application's
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formats is supported by the device, Android Market filters the application so
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that it is not available for download. </p>
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<p>If an application does not declare any <code><supports-gl-texture></code> elements,
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Android Market does not apply any filtering based on GL texture compression format.</p>
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</dl>
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Reference in New Issue
Block a user