I am seeing horrible performance with drawPath() (which I use to draw
triangles),
with as little as 300 primitives.
Turns out drawPath() is poorly supported:
http://developer.android.com/guide/topics/graphics/hardware-accel.html
Changed code to use just draw rect and circle, and tested with 3000
primitives.
Also, lowered the drawing timeout even further to 30 ms, this only
represents part of the drawing pipeline, there is still raster overlays, so we should be
aggressive about stopping the drawing early.
Merge pull request #910 from garvankeeley/hardware-accel-path-bug

Performance bug with hardware accel + drawPath(), make sure to test on Android 4.2 and earlier