| page.title=Graphics | |
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| <div id="qv-wrapper"> | |
| <div id="qv"> | |
| <h2>In this document</h2> | |
| <ol id="auto-toc"> | |
| </ol> | |
| </div> | |
| </div> | |
| <img style="float: right; margin: 0px 15px 15px 15px;" | |
| src="images/ape_fwk_hal_graphics.png" alt="Android Graphics HAL icon"/> | |
| <p>The Android framework offers a variety of graphics rendering APIs for 2D and | |
| 3D that interact with manufacturer implementations of graphics drivers, so it | |
| is important to have a good understanding of how those APIs work at a higher | |
| level. This page introduces the graphics hardware abstraction layer (HAL) upon | |
| which those drivers are built.</p> | |
| <p>Application developers draw images to the screen in two ways: with Canvas or | |
| OpenGL. See <a | |
| href="{@docRoot}devices/graphics/architecture.html">System-level graphics | |
| architecture</a> for a detailed description of Android graphics | |
| components.</p> | |
| <p><a | |
| href="http://developer.android.com/reference/android/graphics/Canvas.html">android.graphics.Canvas</a> | |
| is a 2D graphics API and is the most popular graphics API among developers. | |
| Canvas operations draw all the stock and custom <a | |
| href="http://developer.android.com/reference/android/view/View.html">android.view.View</a>s | |
| in Android. In Android, hardware acceleration for Canvas APIs is accomplished | |
| with a drawing library called OpenGLRenderer that translates Canvas operations | |
| to OpenGL operations so they can execute on the GPU.</p> | |
| <p>Beginning in Android 4.0, hardware-accelerated Canvas is enabled by default. | |
| Consequently, a hardware GPU that supports OpenGL ES 2.0 is mandatory for | |
| Android 4.0 and later devices. See the | |
| <a href="https://developer.android.com/guide/topics/graphics/hardware-accel.html">Hardware Acceleration guide</a> for an explanation of how the | |
| hardware-accelerated drawing path works and the differences in its behavior | |
| from that of the software drawing path.</p> | |
| <p>In addition to Canvas, the other main way that developers render graphics is | |
| by using OpenGL ES to directly render to a surface. Android provides OpenGL ES | |
| interfaces in the | |
| <a href="http://developer.android.com/reference/android/opengl/package-summary.html">android.opengl</a> | |
| package that developers can use to call into their GL implementations with the | |
| SDK or with native APIs provided in the <a | |
| href="https://developer.android.com/tools/sdk/ndk/index.html">Android | |
| NDK</a>.</p> | |
| <p>Android implementers can test OpenGL ES functionality using the <a href="testing.html">drawElements Quality Program</a>, also known as deqp.</p> | |
| <h2 id="android_graphics_components">Android graphics components</h2> | |
| <p>No matter what rendering API developers use, everything is rendered onto a | |
| "surface." The surface represents the producer side of a buffer queue that is | |
| often consumed by SurfaceFlinger. Every window that is created on the Android | |
| platform is backed by a surface. All of the visible surfaces rendered are | |
| composited onto the display by SurfaceFlinger.</p> | |
| <p>The following diagram shows how the key components work together:</p> | |
| <img src="images/ape_fwk_graphics.png" alt="image-rendering components"> | |
| <p class="img-caption"><strong>Figure 1.</strong> How surfaces are rendered</p> | |
| <p>The main components are described below:</p> | |
| <h3 id="image_stream_producers">Image Stream Producers</h3> | |
| <p>An image stream producer can be anything that produces graphic buffers for | |
| consumption. Examples include OpenGL ES, Canvas 2D, and mediaserver video | |
| decoders.</p> | |
| <h3 id="image_stream_consumers">Image Stream Consumers</h3> | |
| <p>The most common consumer of image streams is SurfaceFlinger, the system | |
| service that consumes the currently visible surfaces and composites them onto | |
| the display using information provided by the Window Manager. SurfaceFlinger is | |
| the only service that can modify the content of the display. SurfaceFlinger | |
| uses OpenGL and the Hardware Composer to compose a group of surfaces.</p> | |
| <p>Other OpenGL ES apps can consume image streams as well, such as the camera | |
| app consuming a camera preview image stream. Non-GL applications can be | |
| consumers too, for example the ImageReader class.</p> | |
| <h3 id="window_manager">Window Manager</h3> | |
| <p>The Android system service that controls a window, which is a container for | |
| views. A window is always backed by a surface. This service oversees | |
| lifecycles, input and focus events, screen orientation, transitions, | |
| animations, position, transforms, z-order, and many other aspects of a window. | |
| The Window Manager sends all of the window metadata to SurfaceFlinger so | |
| SurfaceFlinger can use that data to composite surfaces on the display.</p> | |
| <h3 id="hardware_composer">Hardware Composer</h3> | |
| <p>The hardware abstraction for the display subsystem. SurfaceFlinger can | |
| delegate certain composition work to the Hardware Composer to offload work from | |
| OpenGL and the GPU. SurfaceFlinger acts as just another OpenGL ES client. So | |
| when SurfaceFlinger is actively compositing one buffer or two into a third, for | |
| instance, it is using OpenGL ES. This makes compositing lower power than having | |
| the GPU conduct all computation.</p> | |
| <p>The Hardware Composer HAL conducts the other half of the work. This HAL is | |
| the central point for all Android graphics rendering. Hardware Composer must | |
| support events, one of which is VSYNC. Another is hotplug for plug-and-play | |
| HDMI support.</p> | |
| <p>See the | |
| <a href="{@docRoot}devices/graphics.html#hardware_composer_hal">Hardware | |
| Composer HAL</a> section for more information.</p> | |
| <h3 id="gralloc">Gralloc</h3> | |
| <p>The graphics memory allocator is needed to allocate memory that is requested | |
| by image producers. See the <a | |
| href="{@docRoot}devices/graphics.html#gralloc">Gralloc HAL</a> section for more | |
| information.</p> | |
| <h2 id="data_flow">Data flow</h2> | |
| <p>See the following diagram for a depiction of the Android graphics | |
| pipeline:</p> | |
| <img src="images/graphics_pipeline.png" alt="graphics data flow"> | |
| <p class="img-caption"><strong>Figure 2.</strong> Graphic data flow through | |
| Android</p> | |
| <p>The objects on the left are renderers producing graphics buffers, such as | |
| the home screen, status bar, and system UI. SurfaceFlinger is the compositor | |
| and Hardware Composer is the composer.</p> | |
| <h3 id="bufferqueue">BufferQueue</h3> | |
| <p>BufferQueues provide the glue between the Android graphics components. These | |
| are a pair of queues that mediate the constant cycle of buffers from the | |
| producer to the consumer. Once the producers hand off their buffers, | |
| SurfaceFlinger is responsible for compositing everything onto the display.</p> | |
| <p>See the following diagram for the BufferQueue communication process.</p> | |
| <img src="images/bufferqueue.png" | |
| alt="BufferQueue communication process"> | |
| <p class="img-caption"><strong>Figure 3.</strong> BufferQueue communication | |
| process</p> | |
| <p>BufferQueue contains the logic that ties image stream producers and image | |
| stream consumers together. Some examples of image producers are the camera | |
| previews produced by the camera HAL or OpenGL ES games. Some examples of image | |
| consumers are SurfaceFlinger or another app that displays an OpenGL ES stream, | |
| such as the camera app displaying the camera viewfinder.</p> | |
| <p>BufferQueue is a data structure that combines a buffer pool with a queue and | |
| uses Binder IPC to pass buffers between processes. The producer interface, or | |
| what you pass to somebody who wants to generate graphic buffers, is | |
| IGraphicBufferProducer (part of <a | |
| href="http://developer.android.com/reference/android/graphics/SurfaceTexture.html">SurfaceTexture</a>). | |
| BufferQueue is often used to render to a Surface and consume with a GL | |
| Consumer, among other tasks. | |
| BufferQueue can operate in three different modes:</p> | |
| <p><em>Synchronous-like mode</em> - BufferQueue by default operates in a | |
| synchronous-like mode, in which every buffer that comes in from the producer | |
| goes out at the consumer. No buffer is ever discarded in this mode. And if the | |
| producer is too fast and creates buffers faster than they are being drained, it | |
| will block and wait for free buffers.</p> | |
| <p><em>Non-blocking mode</em> - BufferQueue can also operate in a non-blocking | |
| mode where it generates an error rather than waiting for a buffer in those | |
| cases. No buffer is ever discarded in this mode either. This is useful for | |
| avoiding potential deadlocks in application software that may not understand | |
| the complex dependencies of the graphics framework.</p> | |
| <p><em>Discard mode</em> - Finally, BufferQueue may be configured to discard | |
| old buffers rather than generate errors or wait. For instance, if conducting GL | |
| rendering to a texture view and drawing as quickly as possible, buffers must be | |
| dropped.</p> | |
| <p>To conduct most of this work, SurfaceFlinger acts as just another OpenGL ES | |
| client. So when SurfaceFlinger is actively compositing one buffer or two into a | |
| third, for instance, it is using OpenGL ES.</p> | |
| <p>The Hardware Composer HAL conducts the other half of the work. This HAL acts | |
| as the central point for all Android graphics rendering.</p> | |
| <h3 id="synchronization_framework">Synchronization framework</h3> | |
| <p>Since Android graphics offer no explicit parallelism, vendors have long | |
| implemented their own implicit synchronization within their own drivers. This | |
| is no longer required with the Android graphics synchronization framework. See | |
| the <a href="#explicit_synchronization">Explicit synchronization</a> section | |
| for implementation instructions.</p> | |
| <p>The synchronization framework explicitly describes dependencies between | |
| different asynchronous operations in the system. The framework provides a | |
| simple API that lets components signal when buffers are released. It also | |
| allows synchronization primitives to be passed between drivers from the kernel | |
| to userspace and between userspace processes themselves.</p> | |
| <p>For example, an application may queue up work to be carried out in the GPU. | |
| The GPU then starts drawing that image. Although the image hasn’t been drawn | |
| into memory yet, the buffer pointer can still be passed to the window | |
| compositor along with a fence that indicates when the GPU work will be | |
| finished. The window compositor may then start processing ahead of time and | |
| hand off the work to the display controller. In this manner, the CPU work can | |
| be done ahead of time. Once the GPU finishes, the display controller can | |
| immediately display the image.</p> | |
| <p>The synchronization framework also allows implementers to leverage | |
| synchronization resources in their own hardware components. Finally, the | |
| framework provides visibility into the graphics pipeline to aid in | |
| debugging.</p> |