You can create a Gaussian-blurred bitmap with RenderScript’s ScriptIntrinsicBlur by supplying an input allocation, setting a radius in the range (0, 25], running the intrinsic into an output allocation, and copying the result back to a bitmap. That is a legacy approach: RenderScript was deprecated in API 31, so for new work choose a replacement based on whether you need a reusable bitmap or only a blur on a view.
Blur a bitmap with the legacy RenderScript intrinsic
ScriptIntrinsicBlur is Android’s RenderScript Gaussian-blur intrinsic. Android’s API reference says it was added in API 17 and deprecated in API 31. The Kotlin example below is for maintaining a project that still supports RenderScript; it is not the recommended starting point for a new graphics pipeline.
Use a compatible bitmap and radius
- The intrinsic accepts
Element.U8orElement.U8_4. For anARGB_8888color bitmap, this example usesU8_4. - The radius must be greater than 0 and no more than 25. The documented default is 5.0, but the example sets the requested value explicitly.
- The API reference does not guarantee that every bitmap configuration is accepted. Check the source bitmap’s configuration and mutability requirements for the app and the Android versions it supports.
Kotlin example
fun blurBitmap(context: Context, source: Bitmap, radius: Float): Bitmap {
require(radius > 0f && radius <= 25f) { "radius must be in (0, 25]" }
require(source.config == Bitmap.Config.ARGB_8888) {
"This implementation expects an ARGB_8888 source bitmap"
}
val output = Bitmap.createBitmap(
source.width,
source.height,
Bitmap.Config.ARGB_8888
)
var rs: RenderScript? = null
var input: Allocation? = null
var outputAllocation: Allocation? = null
var blur: ScriptIntrinsicBlur? = null
try {
rs = RenderScript.create(context)
input = Allocation.createFromBitmap(rs, source)
outputAllocation = Allocation.createFromBitmap(rs, output)
blur = ScriptIntrinsicBlur.create(rs, Element.U8_4(rs))
blur.setInput(input)
blur.setRadius(radius)
blur.forEach(outputAllocation)
outputAllocation.copyTo(output)
return output
} finally {
blur?.destroy()
input?.destroy()
outputAllocation?.destroy()
rs?.destroy()
}
}
The operation follows the intrinsic’s contract: create it with a RenderScript context and a supported element, bind the input allocation, set the radius, execute into a matching output allocation, then copy the result to the bitmap. The finally block releases the RenderScript objects even if an operation throws. Adapt the configuration check and allocation setup only after verifying that the target bitmap types are supported in the app.
What RenderScript’s deprecation means for an app
Android’s migration guide says RenderScript APIs are deprecated starting with Android Gradle Plugin 7.2. It says the APIs continue to function with warnings, that future AGP versions will no longer include RenderScript support, and that intrinsics may run on the CPU rather than the GPU. The warning is about possible behavior, not a guarantee that every existing blur immediately switches execution paths or stops working. Check the AGP and Android versions used by the project before planning a migration.
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Choose a replacement based on the required output
A live view blur and a reusable bitmap are different results. Android’s migration guide presents RenderEffect for view effects and Vulkan and OpenGL approaches for bitmap processing. The best fit depends on the app’s minimum device coverage, graphics-pipeline needs, implementation effort, and whether anything outside the rendered view must consume the blurred pixels.
| Approach | Result | Minimum API or device coverage | Build or implementation considerations |
|---|---|---|---|
RenderScript ScriptIntrinsicBlur |
Blurred bitmap after copying the output allocation to a bitmap | Intrinsic added in API 17, per Android’s API reference | Deprecated in API 31; AGP deprecation warnings begin with 7.2. Future AGP support is not assured by the migration guide. |
RenderEffect |
Rendered blur effect on a view’s associated RenderNode; does not itself create a reusable bitmap |
Android 12, API 31 and newer | Platform API with less custom graphics-pipeline work when the effect is only for an on-screen view. |
| Vulkan | Bitmap-processing alternative demonstrated by Android’s migration guide | Not stated in the cited migration guidance summarized here; verify support for the app’s target devices | Requires a Vulkan graphics pipeline; assess shader work and memory transfers for the app. |
| OpenGL | Bitmap-processing alternative demonstrated by Android’s migration guide | Not stated in the cited migration guidance summarized here; verify support for the app’s target devices | Requires an OpenGL graphics pipeline; assess shader work and memory transfers for the app. |
For a blur that only appears on a view
On Android 12 (API 31) and newer, use RenderEffect.createBlurEffect and set it on the view. Android’s migration guide describes the effect as targeting the RenderNode associated with that view.
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if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.S) {
view.setRenderEffect(
RenderEffect.createBlurEffect(
20f,
20f,
Shader.TileMode.MIRROR
)
)
}
This applies a rendering effect; it does not return blurred pixels in a new Bitmap. If the app must support versions below API 31, define and test a separate fallback for those devices rather than treating this code as a cross-version bitmap solution.
For a reusable blurred bitmap
If another part of the app needs the blurred pixels—for example, to save or process them—use a bitmap-producing pipeline. Android’s migration guide demonstrates Vulkan and OpenGL alternatives. Select between them after checking the minimum device coverage you need, the pipeline and shader complexity the team can maintain, and the cost of moving image data through the graphics path. If the app needs broad backward compatibility, specify and test a fallback separately. Do not assume a GPU-based replacement will be faster: performance depends on the devices and implementation, so measure it on the app’s target hardware.
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Practical migration checklist
- Identify the consumer. If the blur is only visual and attached to a view, use
RenderEffectwhere API 31 or newer is available. If code needs a bitmap, select a bitmap-producing replacement. - Set device coverage. Confirm the minimum Android versions and graphics capabilities required, then verify Vulkan or OpenGL support and define a fallback if needed.
- Account for build support. Check the project’s AGP version and build warnings. RenderScript deprecation does not itself establish that every current build has removed support, but the migration guide warns that future AGP versions will no longer include it.
- Validate output and performance. Compare image output and measure performance on target devices; do not rely on the legacy intrinsic’s historical execution path as proof of GPU acceleration.
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