On emulators running Android 4.0 or 4.0.3, I am seeing horrible colour banding which I can't seem to get rid of. On every other Android version I have tested, gradients look smooth.
I have a SurfaceView which is configured as RGBX_8888, and the banding is not present in the rendered canvas. If I manually dither the image by overlaying a noise pattern at the end of rendering I can make the gradients smooth again, though obviously at a cost to performance which I'd rather avoid.
So the banding is being introduced later. I can only assume that, on 4.0+, my SurfaceView is being quantized to a lower bit-depth at some point between it being drawn and being displayed, and I can see from a screen capture that gradients are stepping 8 values at a time in each channel, suggesting a quantization to 555 (not 565).
I added the following to my Activity onCreate function, but it made no difference.
getWindow().setFormat(PixelFormat.RGBA_8888);
getWindow().addFlags(WindowManager.LayoutParams.FLAG_DITHER);
I also tried putting the above in onAttachedToWindow() instead, but there was still no change.
(I believe that RGBA_8888 is the default window format anyway for 2.2 and above, so it's little surprise that explicitly setting that format has no effect on 4.0+.)
Which leaves the question, if the source is 8888 and the destination is 8888, what is introducing the quantization/banding and why does it only appear on 4.0+?
Very puzzling. I wonder if anyone can shed some light?
getBackground().setDither(true)
norgetWindow().setFormat(PixelFormat.RGBA_8888)
worked. I also found a hardware property in the AVD -LCD Color Depth
which defaults to 16 and set it to 32. No difference. – IconodulyGraphical Layout View
. – Iconoduly