> 1. What performance gotchas may exist with simply constructing my own
> macro notion of a Picture and replaying the raw Canvas operations on
> draw?

Not much really. The UI toolkit has its own equivalent of Picture called
DisplayList. If you render a View with on draw() the toolkit builds such a
display list and keeps it until the next invalidate.

> 3. What is the runtime nature of attempting to draw paths and
> primitives (lines, rects, etc) that are entirely outside the canvas'
> clipped bounds?  Is it necessary or appropriate for me to call
> Canvas.quickReject myself or can I rely on this rejection happening at
> a lower level automatically?

It will happen automatically but you can save a bit of work by doing it
yourself early on.
>
> If anyone has other suggestions for things I didn't consider please
> feel free to let me know.

Just one: path rendering can be very inefficient on the GPU. Currently only
rectangles and lines are implement natively, all other types of shapes are
rasterized with the software renderer into a GL texture. If your paths
change often, performance will be pretty bad.

  I'm hoping to drive toward an elegant and
> efficient solution that works optimally on newer hardware but with
> "acceptable" performance on other devices.
>
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