Docs: Adding 2 new graphics images for bufferqueue and data pipeline. Updated ape_fwk_all.png.
Bug: 18947698
Change-Id: I42e0d0902f82ecd501c333fe663d9215e502da3e
diff --git a/src/devices/graphics/images/graphics_bufferqueue.png b/src/devices/graphics/images/graphics_bufferqueue.png
new file mode 100644
index 0000000..045c699
--- /dev/null
+++ b/src/devices/graphics/images/graphics_bufferqueue.png
Binary files differ
diff --git a/src/devices/graphics/images/graphics_pipeline.png b/src/devices/graphics/images/graphics_pipeline.png
index 983a517..3f4d452 100644
--- a/src/devices/graphics/images/graphics_pipeline.png
+++ b/src/devices/graphics/images/graphics_pipeline.png
Binary files differ
diff --git a/src/devices/graphics/images/graphics_pipeline_old.png b/src/devices/graphics/images/graphics_pipeline_old.png
new file mode 100644
index 0000000..983a517
--- /dev/null
+++ b/src/devices/graphics/images/graphics_pipeline_old.png
Binary files differ
diff --git a/src/devices/graphics/index.jd b/src/devices/graphics/index.jd
index e86a42f..be13572 100644
--- a/src/devices/graphics/index.jd
+++ b/src/devices/graphics/index.jd
@@ -25,7 +25,9 @@
</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 @@
<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 @@
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 @@
<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 @@
<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 @@
<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>
\ No newline at end of file
diff --git a/src/devices/images/ape_fwk_all.png b/src/devices/images/ape_fwk_all.png
index 37f9af2..4fa652c 100644
--- a/src/devices/images/ape_fwk_all.png
+++ b/src/devices/images/ape_fwk_all.png
Binary files differ