1 page.title=Graphics 2 @jd:body 3 4 <!-- 5 Copyright 2013 The Android Open Source Project 6 7 Licensed under the Apache License, Version 2.0 (the "License"); 8 you may not use this file except in compliance with the License. 9 You may obtain a copy of the License at 10 11 http://www.apache.org/licenses/LICENSE-2.0 12 13 Unless required by applicable law or agreed to in writing, software 14 distributed under the License is distributed on an "AS IS" BASIS, 15 WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 16 See the License for the specific language governing permissions and 17 limitations under the License. 18 --> 19 <div id="qv-wrapper"> 20 <div id="qv"> 21 <h2>In this document</h2> 22 <ol id="auto-toc"> 23 </ol> 24 </div> 25 </div> 26 27 <p> 28 The Android framework has a variety of graphics rendering APIs for 2D and 3D that interact with 29 your HAL implementations and graphics drivers, so it is important to have a good understanding of 30 how they work at a higher level. There are two general ways that app developers can draw things 31 to the screen: with Canvas or OpenGL. 32 </p> 33 <p> 34 <a href="http://developer.android.com/reference/android/graphics/Canvas.html">android.graphics.Canvas</a> 35 is a 2D graphics API and is the most widely used graphics API by 36 developers. Canvas operations draw all the stock <a href="http://developer.android.com/reference/android/view/View.html">android.view.View</a>s 37 and custom <a href="http://developer.android.com/reference/android/view/View.html">android.view.View</a>s in Android. Prior to Android 3.0, Canvas always 38 used the non-hardware accelerated Skia 2D drawing library to draw. 39 </p> 40 <p> 41 Introduced in Android 3.0, hardware acceleration for Canvas APIs uses a new drawing library 42 called OpenGLRenderer that translates Canvas operations to OpenGL operations so that they can 43 execute on the GPU. Developers had to opt-in to this feature previously, but beginning in Android 44 4.0, hardware-accelerated Canvas is enabled by default. Consequently, a hardware GPU that 45 supports OpenGL ES 2.0 is mandatory for Android 4.0 devices. 46 </p> 47 <p> 48 Additionally, the <a href="https://developer.android.com/guide/topics/graphics/hardware-accel.html">Hardware Acceleration guide</a> 49 explains how the hardware-accelerated drawing path works and identifies the differences in behavior from the software drawing path. 50 </p> 51 <p> 52 The other main way that developers render graphics is by using OpenGL ES 1.x or 2.0 to directly 53 render to a surface. Android provides OpenGL ES interfaces in the 54 <a href="http://developer.android.com/reference/android/opengl/package-summary.html">android.opengl</a> package 55 that a developer can use to call into your GL implementation with the SDK or with native APIs 56 provided in the Android NDK. 57 58 <p class="note"><strong>Note:</strong>A third option, Renderscript, was introduced in Android 3.0 to 59 serve as a platform-agnostic graphics rendering API (it used OpenGL ES 2.0 under the hood), but 60 will be deprecated starting in the Android 4.1 release. 61 </p> 62 <h2 id="render"> 63 How Android Renders Graphics 64 </h2> 65 <p> 66 No matter what rendering API developers use, everything is rendered onto a buffer of pixel data 67 called a "surface." Every window that is created on the Android platform is backed by a surface. 68 All of the visible surfaces that are rendered to are composited onto the display 69 by the SurfaceFlinger, Android's system service that manages composition of surfaces. 70 Of course, there are more components that are involved in graphics rendering, and the 71 main ones are described below: 72 </p> 73 74 <dl> 75 <dt> 76 <strong>Image Stream Producers</strong> 77 </dt> 78 <dd>Image stream producers can be things such as an OpenGL ES game, video buffers from the media server, 79 a Canvas 2D application, or basically anything that produces graphic buffers for consumption. 80 </dd> 81 82 <dt> 83 <strong>Image Stream Consumers</strong> 84 </dt> 85 <dd>The most common consumer of image streams is SurfaceFlinger, the system service that consumes 86 the currently visible surfaces and composites them onto the display using 87 information provided by the Window Manager. SurfaceFlinger is the only service that can 88 modify the content of the display. SurfaceFlinger uses OpenGL and the 89 hardware composer to compose a group of surfaces. Other OpenGL ES apps can consume image 90 streams as well, such as the camera app consuming a camera preview image stream. 91 </dd> 92 <dt> 93 <strong>SurfaceTexture</strong> 94 </dt> 95 <dd>SurfaceTexture contains the logic that ties image stream producers and image stream consumers together 96 and is made of three parts: <code>SurfaceTextureClient</code>, <code>ISurfaceTexture</code>, and 97 <code>SurfaceTexture</code> (in this case, <code>SurfaceTexture</code> is the actual C++ class and not 98 the name of the overall component). These three parts facilitate the producer (<code>SurfaceTextureClient</code>), 99 binder (<code>ISurfaceTexture</code>), and consumer (<code>SurfaceTexture</code>) 100 components of SurfaceTexture in processes such as requesting memory from Gralloc, 101 sharing memory across process boundaries, synchronizing access to buffers, and pairing the appropriate consumer with the producer. 102 SurfaceTexture can operate in both asynchronous (producer never blocks waiting for consumer and drops frames) and 103 synchronous (producer waits for consumer to process textures) modes. Some examples of image 104 producers are the camera preview produced by the camera HAL or an OpenGL ES game. Some examples 105 of image consumers are SurfaceFlinger or another app that wants to display an OpenGL ES stream 106 such as the camera app displaying the camera viewfinder. 107 </dd> 108 109 <dt> 110 <strong>Window Manager</strong> 111 </dt> 112 <dd> 113 The Android system service that controls window lifecycles, input and focus events, screen 114 orientation, transitions, animations, position, transforms, z-order, and many other aspects of 115 a window (a container for views). A window is always backed by a surface. The Window Manager 116 sends all of the window metadata to SurfaceFlinger, so SurfaceFlinger can use that data 117 to figure out how to composite surfaces on the display. 118 </dd> 119 120 <dt> 121 <strong>Hardware Composer</strong> 122 </dt> 123 <dd> 124 The hardware abstraction for the display subsystem. SurfaceFlinger can delegate certain 125 composition work to the hardware composer to offload work from the OpenGL and the GPU. This makes 126 compositing faster than having SurfaceFlinger do all the work. Starting with Jellybean MR1, 127 new versions of the hardware composer have been introduced. See the <code>hardware/libhardware/include/hardware/gralloc.h</code> <a href="#hwc">Hardware composer</a> section 128 for more information. 129 </dd> 130 131 <dt> 132 <strong>Gralloc</strong> 133 </dt> 134 <dd>Allocates memory for graphics buffers. See the If you 135 are using version 1.1 or later of the <a href="#hwc">hardware composer</a>, this HAL is no longer needed.</dd> 136 137 138 </dl> 139 <p> 140 The following diagram shows how these components work together: 141 </p><img src="images/graphics_surface.png"> 142 <p class="img-caption"> 143 <strong>Figure 1.</strong> How surfaces are rendered 144 </p> 145 146 </p> 147 <h2 id="provide"> 148 What You Need to Provide 149 </h2> 150 <p> 151 The following list and sections describe what you need to provide to support graphics in your product: 152 </p> 153 <ul> 154 <li>OpenGL ES 1.x Driver 155 </li> 156 <li>OpenGL ES 2.0 Driver 157 </li> 158 <li>EGL Driver 159 </li> 160 <li>Gralloc HAL implementation 161 </li> 162 <li>Hardware Composer HAL implementation 163 </li> 164 <li>Framebuffer HAL implementation 165 </li> 166 </ul> 167 <h3 id="gl"> 168 OpenGL and EGL drivers 169 </h3> 170 <p> 171 You must provide drivers for OpenGL ES 1.x, OpenGL ES 2.0, and EGL. Some key things to keep in 172 mind are: 173 </p> 174 <ul> 175 <li>The GL driver needs to be robust and conformant to OpenGL ES standards. 176 </li> 177 <li>Do not limit the number of GL contexts. Because Android allows apps in the background and 178 tries to keep GL contexts alive, you should not limit the number of contexts in your driver. It 179 is not uncommon to have 20-30 active GL contexts at once, so you should also be careful with the 180 amount of memory allocated for each context. 181 </li> 182 <li>Support the YV12 image format and any other YUV image formats that come from other 183 components in the system such as media codecs or the camera. 184 </li> 185 <li>Support the mandatory extensions: <code>GL_OES_texture_external</code>, 186 <code>EGL_ANDROID_image_native_buffer</code>, and <code>EGL_ANDROID_recordable</code>. We highly 187 recommend supporting <code>EGL_ANDROID_blob_cache</code> and <code>EGL_KHR_fence_sync</code> as 188 well.</li> 189 </ul> 190 191 <p> 192 Note that the OpenGL API exposed to app developers is different from the OpenGL interface that 193 you are implementing. Apps do not have access to the GL driver layer, and must go through the 194 interface provided by the APIs. 195 </p> 196 <h4> 197 Pre-rotation 198 </h4> 199 <p>Many times, hardware overlays do not support rotation, so the solution is to pre-transform the buffer before 200 it reaches SurfaceFlinger. A query hint in ANativeWindow was added (<code>NATIVE_WINDOW_TRANSFORM_HINT</code>) 201 that represents the most likely transform to be be applied to the buffer by SurfaceFlinger. 202 203 Your GL driver can use this hint to pre-transform the buffer before it reaches SurfaceFlinger, so when the buffer 204 actually reaches SurfaceFlinger, it is correctly transformed. See the ANativeWindow 205 interface defined in <code>system/core/include/system/window.h</code> for more details. The following 206 is some pseudo-code that implements this in the hardware composer: 207 </p> 208 209 <pre> 210 ANativeWindow->query(ANativeWindow, NATIVE_WINDOW_DEFAULT_WIDTH, &w); 211 ANativeWindow->query(ANativeWindow, NATIVE_WINDOW_DEFAULT_HEIGHT, &h); 212 ANativeWindow->query(ANativeWindow, NATIVE_WINDOW_TRANSFORM_HINT, &hintTransform); 213 if (hintTransform & HAL_TRANSFORM_ROT_90) 214 swap(w, h); 215 216 native_window_set_buffers_dimensions(anw, w, h); 217 ANativeWindow->dequeueBuffer(...); 218 219 // here GL driver renders content transformed by " hintTransform " 220 221 int inverseTransform; 222 inverseTransform = hintTransform; 223 if (hintTransform & HAL_TRANSFORM_ROT_90) 224 inverseTransform ^= HAL_TRANSFORM_ROT_180; 225 226 native_window_set_buffers_transform(anw, inverseTransform); 227 228 ANativeWindow->queueBuffer(...); 229 </pre> 230 231 <h3 id="gralloc"> 232 Gralloc HAL 233 </h3> 234 <p> 235 The graphics memory allocator is needed to allocate memory that is requested by 236 SurfaceTextureClient in image producers. You can find a stub implementation of the HAL at 237 <code>hardware/libhardware/modules/gralloc.h</code> 238 </p> 239 <h4> 240 Protected buffers 241 </h4> 242 <p> 243 There is a gralloc usage flag <code>GRALLOC_USAGE_PROTECTED</code> that allows 244 the graphics buffer to be displayed only through a hardware protected path. 245 </p> 246 <h3 id="hwc"> 247 Hardware Composer HAL 248 </h3> 249 <p> 250 The hardware composer is used by SurfaceFlinger to composite surfaces to the screen. The hardware 251 composer abstracts things like overlays and 2D blitters and helps offload some things that would 252 normally be done with OpenGL. 253 </p> 254 255 <p>Jellybean MR1 introduces a new version of the HAL. We recommend that you start using version 1.1 of the hardware 256 composer HAL as it will provide support for the newest features (explicit synchronization, external displays, etc). 257 Keep in mind that in addition to 1.1 version, there is also a 1.0 version of the HAL that we used for internal 258 compatibility reasons and a 1.2 draft mode of the hardware composer HAL. We recommend that you implement 259 version 1.1 until 1.2 is out of draft mode. 260 </p> 261 262 <p>Because the physical display hardware behind the hardware composer 263 abstraction layer can vary from device to device, it is difficult to define recommended features, but 264 here is some guidance:</p> 265 266 <ul> 267 <li>The hardware composer should support at least 4 overlays (status bar, system bar, application, 268 and live wallpaper) for phones and 3 overlays for tablets (no status bar).</li> 269 <li>Layers can be bigger than the screen, so the hardware composer should be able to handle layers 270 that are larger than the display (For example, a wallpaper).</li> 271 <li>Pre-multiplied per-pixel alpha blending and per-plane alpha blending should be supported at the same time.</li> 272 <li>The hardware composer should be able to consume the same buffers that the GPU, camera, video decoder, and Skia buffers are producing, 273 so supporting some of the following properties is helpful: 274 <ul> 275 <li>RGBA packing order</li> 276 <li>YUV formats</li> 277 <li>Tiling, swizzling, and stride properties</li> 278 </ul> 279 </li> 280 <li>A hardware path for protected video playback must be present if you want to support protected content.</li> 281 </ul> 282 <p> 283 The general recommendation when implementing your hardware composer is to implement a no-op 284 hardware composer first. Once you have the structure done, implement a simple algorithm to 285 delegate composition to the hardware composer. For example, just delegate the first three or four 286 surfaces to the overlay hardware of the hardware composer. After that focus on common use cases, 287 such as: 288 </p> 289 <ul> 290 <li>Full-screen games in portrait and landscape mode 291 </li> 292 <li>Full-screen video with closed captioning and playback control 293 </li> 294 <li>The home screen (compositing the status bar, system bar, application window, and live 295 wallpapers) 296 </li> 297 <li>Protected video playback 298 </li> 299 <li>Multiple display support 300 </li> 301 </ul> 302 <p> 303 After implementing the common use cases, you can focus on optimizations such as intelligently 304 selecting the surfaces to send to the overlay hardware that maximizes the load taken off of the 305 GPU. Another optimization is to detect whether the screen is updating. If not, delegate composition 306 to OpenGL instead of the hardware composer to save power. When the screen updates again, contin`ue to 307 offload composition to the hardware composer. 308 </p> 309 310 <p> 311 You can find the HAL for the hardware composer in the 312 <code>hardware/libhardware/include/hardware/hwcomposer.h</code> and <code>hardware/libhardware/include/hardware/hwcomposer_defs.h</code> 313 files. A stub implementation is available in the <code>hardware/libhardware/modules/hwcomposer</code> directory. 314 </p> 315 316 <h4> 317 VSYNC 318 </h4> 319 <p> 320 VSYNC synchronizes certain events to the refresh cycle of the display. Applications always 321 start drawing on a VSYNC boundary and SurfaceFlinger always composites on a VSYNC boundary. 322 This eliminates stutters and improves visual performance of graphics. 323 The hardware composer has a function pointer</p> 324 325 <pre>int (waitForVsync*) (int64_t *timestamp)</pre> 326 327 <p>that points to a function you must implement for VSYNC. This function blocks until 328 a VSYNC happens and returns the timestamp of the actual VSYNC. 329 A client can receive a VSYNC timestamps once, at specified intervals, or continously (interval of 1). 330 You must implement VSYNC to have no more than a 1ms lag at the maximum (1/2ms or less is recommended), and 331 the timestamps returned must be extremely accurate. 332 </p> 333 334 <h4>Explicit synchronization</h4> 335 <p>Explicit synchronization is required in Jellybean MR1 and later and provides a mechanism 336 for Gralloc buffers to be acquired and released in a synchronized way. 337 Explicit synchronization allows producers and consumers of graphics buffers to signal when 338 they are done with a buffer. This allows the Android system to asynchronously queue buffers 339 to be read or written with the certainty that another consumer or producer does not currently need them.</p> 340 <p> 341 This communication is facilitated with the use of synchronization fences, which are now required when requesting 342 a buffer for consuming or producing. The 343 synchronization framework consists of three main parts:</p> 344 <ul> 345 <li><code>sync_timeline</code>: a monotonically increasing timeline that should be implemented 346 for each driver instance. This basically is a counter of jobs submitted to the kernel for a particular piece of hardware.</li> 347 <li><code>sync_pt</code>: a single value or point on a <code>sync_timeline</code>. A point 348 has three states: active, signaled, and error. Points start in the active state and transition 349 to the signaled or error states. For instance, when a buffer is no longer needed by an image 350 consumer, this <code>sync_point</code> is signaled so that image producers 351 know that it is okay to write into the buffer again.</li> 352 <li><code>sync_fence</code>: a collection of <code>sync_pt</code>s that often have different 353 <code>sync_timeline</code> parents (such as for the display controller and GPU). This allows 354 multiple consumers or producers to signal that 355 they are using a buffer and to allow this information to be communicated with one function parameter. 356 Fences are backed by a file descriptor and can be passed from kernel-space to user-space. 357 For instance, a fence can contain two <code>sync_point</code>s that signify when two separate 358 image consumers are done reading a buffer. When the fence is signaled, 359 the image producers now know that both consumers are done consuming.</li> 360 </ul> 361 362 <p>To implement explicit synchronization, you need to do provide the following: 363 364 <ul> 365 <li>A kernel-space driver that implements a synchronization timeline for a particular piece of hardware. Drivers that 366 need to be fence-aware are generally anything that accesses or communicates with the hardware composer. 367 See the <code>system/core/include/sync/sync.h</code> file for more implementation details. The 368 <code>system/core/libsync</code> directory includes a library to communicate with the kernel-space </li> 369 <li>A hardware composer HAL module (version 1.1 or later) that supports the new synchronization functionality. You will need to provide 370 the appropriate synchronization fences as parameters to the <code>set()</code> and <code>prepare()</code> functions in the HAL. As a last resort, 371 you can pass in -1 for the file descriptor parameters if you cannot support explicit synchronization for some reason. This 372 is not recommended, however.</li> 373 <li>Two GL specific extensions related to fences, <code>EGL_ANDROID_native_fence_sync</code> and <code>EGL_ANDROID_wait_sync</code>, 374 along with incorporating fence support into your graphics drivers.</ul> 375 376 377 378