There is a new open-source library that supports loading and drawing SVG Basic 1.1 files: https://github.com/pents90/svg-android. Performance is good as the actual drawing is handled natively by an android.graphics.Picture object.
The Android 2.x default browser does not natively support SVG.
The Android 3+ default browsers DO support SVG.
To add SVG support to 2.x versions of the platform, you have two basic choices:
Install a more capable browser (like Firefox or Opera Mobile - both support SVG)
Use a JavaScript polyfill that can parse SVG and render it to an HTML5 canvas
The first option is okay if you're just trying to make SVG work for personal uses or a limited (controllable) set of users. It's not a great option if you want to use SVG while targeting a large, uncontrolled user base.
In the later case, you want to use a polyfill. There are many JavaScript libraries available today that can prase SVG and render to a canvas. Two examples are:
There is a new library (under active development) androidsvg which allows one to incorporate svg images directly in to projects. It has the advantage of defining an SVGImageView which allows one to incorporate an svg directly in the layout xml.
Finally, including svg in android is straightforward.
I know my solution is somewhat hardcore, but it works great, doesn't require any external libraries (at least not in your final code) and is extremely fast.
1) Just take an existing SVG loading library, such as for example svg-android-2 (which is a fork of svg-android mentioned in another answer, just with more features and bugfixes): https://code.google.com/p/svg-android-2/
2) Write a simple app that will do nothing else but load and display your SVG image.
3) Modify the SVG loading library, so that it prints the Java code that creates the Picture class or saves it in a String variable.
4) Copy-paste the Java code obtained this way into the app you are writing.