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     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 
     28 <p><em>What every developer should know about Surface, SurfaceHolder, EGLSurface,
     29 SurfaceView, GLSurfaceView, SurfaceTexture, TextureView, and SurfaceFlinger</em>
     30 </p>
     31 <p>This document describes the essential elements of Android's "system-level"
     32   graphics architecture, and how it is used by the application framework and
     33   multimedia system.  The focus is on how buffers of graphical data move through
     34   the system.  If you've ever wondered why SurfaceView and TextureView behave the
     35   way they do, or how Surface and EGLSurface interact, you've come to the right
     36 place.</p>
     37 
     38 <p>Some familiarity with Android devices and application development is assumed.
     39 You don't need detailed knowledge of the app framework, and very few API calls
     40 will be mentioned, but the material herein doesn't overlap much with other
     41 public documentation.  The goal here is to provide a sense for the significant
     42 events involved in rendering a frame for output, so that you can make informed
     43 choices when designing an application.  To achieve this, we work from the bottom
     44 up, describing how the UI classes work rather than how they can be used.</p>
     45 
     46 <p>Early sections contain background material used in later sections, so it's a
     47 good idea to read straight through rather than skipping to a section that sounds
     48 interesting.  We start with an explanation of Android's graphics buffers,
     49 describe the composition and display mechanism, and then proceed to the
     50 higher-level mechanisms that supply the compositor with data.</p>
     51 
     52 <p>This document is chiefly concerned with the system as it exists in Android 4.4
     53 ("KitKat").  Earlier versions of the system worked differently, and future
     54 versions will likely be different as well.  Version-specific features are called
     55 out in a few places.</p>
     56 
     57 <p>At various points I will refer to source code from the AOSP sources or from
     58 Grafika.  Grafika is a Google open-source project for testing; it can be found at
     59 <a
     60 href="https://github.com/google/grafika">https://github.com/google/grafika</a>.
     61 It's more "quick hack" than solid example code, but it will suffice.</p>
     62 <h2 id="BufferQueue">BufferQueue and gralloc</h2>
     63 
     64 <p>To understand how Android's graphics system works, we have to start behind the
     65 scenes.  At the heart of everything graphical in Android is a class called
     66 BufferQueue.  Its role is simple enough: connect something that generates
     67 buffers of graphical data (the "producer") to something that accepts the data
     68 for display or further processing (the "consumer").  The producer and consumer
     69 can live in different processes.  Nearly everything that moves buffers of
     70 graphical data through the system relies on BufferQueue.</p>
     71 
     72 <p>The basic usage is straightforward.  The producer requests a free buffer
     73 (<code>dequeueBuffer()</code>), specifying a set of characteristics including width,
     74 height, pixel format, and usage flags.  The producer populates the buffer and
     75 returns it to the queue (<code>queueBuffer()</code>).  Some time later, the consumer
     76 acquires the buffer (<code>acquireBuffer()</code>) and makes use of the buffer contents.
     77 When the consumer is done, it returns the buffer to the queue
     78 (<code>releaseBuffer()</code>).</p>
     79 
     80 <p>Most recent Android devices support the "sync framework".  This allows the
     81 system to do some nifty thing when combined with hardware components that can
     82 manipulate graphics data asynchronously.  For example, a producer can submit a
     83 series of OpenGL ES drawing commands and then enqueue the output buffer before
     84 rendering completes.  The buffer is accompanied by a fence that signals when the
     85 contents are ready.  A second fence accompanies the buffer when it is returned
     86 to the free list, so that the consumer can release the buffer while the contents
     87 are still in use.  This approach improves latency and throughput as the buffers
     88 move through the system.</p>
     89 
     90 <p>Some characteristics of the queue, such as the maximum number of buffers it can
     91 hold, are determined jointly by the producer and the consumer.</p>
     92 
     93 <p>The BufferQueue is responsible for allocating buffers as it needs them.  Buffers
     94 are retained unless the characteristics change; for example, if the producer
     95 starts requesting buffers with a different size, the old buffers will be freed
     96 and new buffers will be allocated on demand.</p>
     97 
     98 <p>The data structure is currently always created and "owned" by the consumer.  In
     99 Android 4.3 only the producer side was "binderized", i.e. the producer could be
    100 in a remote process but the consumer had to live in the process where the queue
    101 was created.  This evolved a bit in 4.4, moving toward a more general
    102 implementation.</p>
    103 
    104 <p>Buffer contents are never copied by BufferQueue.  Moving that much data around
    105 would be very inefficient.  Instead, buffers are always passed by handle.</p>
    106 
    107 <h3 id="gralloc_HAL">gralloc HAL</h3>
    108 
    109 <p>The actual buffer allocations are performed through a memory allocator called
    110 "gralloc", which is implemented through a vendor-specific HAL interface (see
    111 <a
    112 href="https://android.googlesource.com/platform/hardware/libhardware/+/kitkat-release/include/hardware/gralloc.h">hardware/libhardware/include/hardware/gralloc.h</a>).
    113 The <code>alloc()</code> function takes the arguments you'd expect -- width,
    114 height, pixel format -- as well as a set of usage flags.  Those flags merit
    115 closer attention.</p>
    116 
    117 <p>The gralloc allocator is not just another way to allocate memory on the native
    118 heap.  In some situations, the allocated memory may not be cache-coherent, or
    119 could be totally inaccessible from user space.  The nature of the allocation is
    120 determined by the usage flags, which include attributes like:</p>
    121 
    122 <ul>
    123 <li>how often the memory will be accessed from software (CPU)</li>
    124 <li>how often the memory will be accessed from hardware (GPU)</li>
    125 <li>whether the memory will be used as an OpenGL ES ("GLES") texture</li>
    126 <li>whether the memory will be used by a video encoder</li>
    127 </ul>
    128 
    129 <p>For example, if your format specifies RGBA 8888 pixels, and you indicate
    130 the buffer will be accessed from software -- meaning your application will touch
    131 pixels directly -- then the allocator needs to create a buffer with 4 bytes per
    132 pixel in R-G-B-A order.  If instead you say the buffer will only be
    133 accessed from hardware and as a GLES texture, the allocator can do anything the
    134 GLES driver wants -- BGRA ordering, non-linear "swizzled" layouts, alternative
    135 color formats, etc.  Allowing the hardware to use its preferred format can
    136 improve performance.</p>
    137 
    138 <p>Some values cannot be combined on certain platforms.  For example, the "video
    139 encoder" flag may require YUV pixels, so adding "software access" and specifying
    140 RGBA 8888 would fail.</p>
    141 
    142 <p>The handle returned by the gralloc allocator can be passed between processes
    143 through Binder.</p>
    144 
    145 <h2 id="SurfaceFlinger">SurfaceFlinger and Hardware Composer</h2>
    146 
    147 <p>Having buffers of graphical data is wonderful, but life is even better when you
    148 get to see them on your device's screen.  That's where SurfaceFlinger and the
    149 Hardware Composer HAL come in.</p>
    150 
    151 <p>SurfaceFlinger's role is to accept buffers of data from multiple sources,
    152 composite them, and send them to the display.  Once upon a time this was done
    153 with software blitting to a hardware framebuffer (e.g.
    154 <code>/dev/graphics/fb0</code>), but those days are long gone.</p>
    155 
    156 <p>When an app comes to the foreground, the WindowManager service asks
    157 SurfaceFlinger for a drawing surface.  SurfaceFlinger creates a "layer" - the
    158 primary component of which is a BufferQueue - for which SurfaceFlinger acts as
    159 the consumer.  A Binder object for the producer side is passed through the
    160 WindowManager to the app, which can then start sending frames directly to
    161 SurfaceFlinger.  (Note: The WindowManager uses the term "window" instead of
    162 "layer" for this and uses "layer" to mean something else.  We're going to use the
    163 SurfaceFlinger terminology.  It can be argued that SurfaceFlinger should really
    164 be called LayerFlinger.)</p>
    165 
    166 <p>For most apps, there will be three layers on screen at any time: the "status
    167 bar" at the top of the screen, the "navigation bar" at the bottom or side, and
    168 the application's UI.  Some apps will have more or less, e.g. the default home app has a
    169 separate layer for the wallpaper, while a full-screen game might hide the status
    170 bar.  Each layer can be updated independently.  The status and navigation bars
    171 are rendered by a system process, while the app layers are rendered by the app,
    172 with no coordination between the two.</p>
    173 
    174 <p>Device displays refresh at a certain rate, typically 60 frames per second on
    175 phones and tablets.  If the display contents are updated mid-refresh, "tearing"
    176 will be visible; so it's important to update the contents only between cycles.
    177 The system receives a signal from the display when it's safe to update the
    178 contents.  For historical reasons we'll call this the VSYNC signal.</p>
    179 
    180 <p>The refresh rate may vary over time, e.g. some mobile devices will range from 58
    181 to 62fps depending on current conditions.  For an HDMI-attached television, this
    182 could theoretically dip to 24 or 48Hz to match a video.  Because we can update
    183 the screen only once per refresh cycle, submitting buffers for display at
    184 200fps would be a waste of effort as most of the frames would never be seen.
    185 Instead of taking action whenever an app submits a buffer, SurfaceFlinger wakes
    186 up when the display is ready for something new.</p>
    187 
    188 <p>When the VSYNC signal arrives, SurfaceFlinger walks through its list of layers
    189 looking for new buffers.  If it finds a new one, it acquires it; if not, it
    190 continues to use the previously-acquired buffer.  SurfaceFlinger always wants to
    191 have something to display, so it will hang on to one buffer.  If no buffers have
    192 ever been submitted on a layer, the layer is ignored.</p>
    193 
    194 <p>Once SurfaceFlinger has collected all of the buffers for visible layers, it
    195 asks the Hardware Composer how composition should be performed.</p>
    196 
    197 <h3 id="hwcomposer">Hardware Composer</h3>
    198 
    199 <p>The Hardware Composer HAL ("HWC") was first introduced in Android 3.0
    200 ("Honeycomb") and has evolved steadily over the years.  Its primary purpose is
    201 to determine the most efficient way to composite buffers with the available
    202 hardware.  As a HAL, its implementation is device-specific and usually
    203 implemented by the display hardware OEM.</p>
    204 
    205 <p>The value of this approach is easy to recognize when you consider "overlay
    206 planes."  The purpose of overlay planes is to composite multiple buffers
    207 together, but in the display hardware rather than the GPU.  For example, suppose
    208 you have a typical Android phone in portrait orientation, with the status bar on
    209 top and navigation bar at the bottom, and app content everywhere else.  The contents
    210 for each layer are in separate buffers.  You could handle composition by
    211 rendering the app content into a scratch buffer, then rendering the status bar
    212 over it, then rendering the navigation bar on top of that, and finally passing the
    213 scratch buffer to the display hardware.  Or, you could pass all three buffers to
    214 the display hardware, and tell it to read data from different buffers for
    215 different parts of the screen.  The latter approach can be significantly more
    216 efficient.</p>
    217 
    218 <p>As you might expect, the capabilities of different display processors vary
    219 significantly.  The number of overlays, whether layers can be rotated or
    220 blended, and restrictions on positioning and overlap can be difficult to express
    221 through an API.  So, the HWC works like this:</p>
    222 
    223 <ol>
    224 <li>SurfaceFlinger provides the HWC with a full list of layers, and asks, "how do
    225 you want to handle this?"</li>
    226 <li>The HWC responds by marking each layer as "overlay" or "GLES composition."</li>
    227 <li>SurfaceFlinger takes care of any GLES composition, passing the output buffer
    228 to HWC, and lets HWC handle the rest.</li>
    229 </ol>
    230 
    231 <p>Since the decision-making code can be custom tailored by the hardware vendor,
    232 it's possible to get the best performance out of every device.</p>
    233 
    234 <p>Overlay planes may be less efficient than GL composition when nothing on the
    235 screen is changing.  This is particularly true when the overlay contents have
    236 transparent pixels, and overlapping layers are being blended together.  In such
    237 cases, the HWC can choose to request GLES composition for some or all layers
    238 and retain the composited buffer.  If SurfaceFlinger comes back again asking to
    239 composite the same set of buffers, the HWC can just continue to show the
    240 previously-composited scratch buffer.  This can improve the battery life of an
    241 idle device.</p>
    242 
    243 <p>Devices shipping with Android 4.4 ("KitKat") typically support four overlay
    244 planes.  Attempting to composite more layers than there are overlays will cause
    245 the system to use GLES composition for some of them; so the number of layers
    246 used by an application can have a measurable impact on power consumption and
    247 performance.</p>
    248 
    249 <p>You can see exactly what SurfaceFlinger is up to with the command <code>adb shell
    250 dumpsys SurfaceFlinger</code>.  The output is verbose.  The part most relevant to our
    251 current discussion is the HWC summary that appears near the bottom of the
    252 output:</p>
    253 
    254 <pre>
    255     type    |          source crop              |           frame           name
    256 ------------+-----------------------------------+--------------------------------
    257         HWC | [    0.0,    0.0,  320.0,  240.0] | [   48,  411, 1032, 1149] SurfaceView
    258         HWC | [    0.0,   75.0, 1080.0, 1776.0] | [    0,   75, 1080, 1776] com.android.grafika/com.android.grafika.PlayMovieSurfaceActivity
    259         HWC | [    0.0,    0.0, 1080.0,   75.0] | [    0,    0, 1080,   75] StatusBar
    260         HWC | [    0.0,    0.0, 1080.0,  144.0] | [    0, 1776, 1080, 1920] NavigationBar
    261   FB TARGET | [    0.0,    0.0, 1080.0, 1920.0] | [    0,    0, 1080, 1920] HWC_FRAMEBUFFER_TARGET
    262 </pre>
    263 
    264 <p>This tells you what layers are on screen, whether they're being handled with
    265 overlays ("HWC") or OpenGL ES composition ("GLES"), and gives you a bunch of
    266 other facts you probably won't care about ("handle" and "hints" and "flags" and
    267 other stuff that we've trimmed out of the snippet above).  The "source crop" and
    268 "frame" values will be examined more closely later on.</p>
    269 
    270 <p>The FB_TARGET layer is where GLES composition output goes.  Since all layers
    271 shown above are using overlays, FB_TARGET isnt being used for this frame. The
    272 layer's name is indicative of its original role: On a device with
    273 <code>/dev/graphics/fb0</code> and no overlays, all composition would be done
    274 with GLES, and the output would be written to the framebuffer.  On recent devices there
    275 generally is no simple framebuffer, so the FB_TARGET layer is a scratch buffer.
    276 (Note: This is why screen grabbers written for old versions of Android no
    277 longer work: They're trying to read from The Framebuffer, but there is no such
    278 thing.)</p>
    279 
    280 <p>The overlay planes have another important role: they're the only way to display
    281 DRM content.  DRM-protected buffers cannot be accessed by SurfaceFlinger or the
    282 GLES driver, which means that your video will disappear if HWC switches to GLES
    283 composition.</p>
    284 
    285 <h3 id="triple-buffering">The Need for Triple-Buffering</h3>
    286 
    287 <p>To avoid tearing on the display, the system needs to be double-buffered: the
    288 front buffer is displayed while the back buffer is being prepared.  At VSYNC, if
    289 the back buffer is ready, you quickly switch them.  This works reasonably well
    290 in a system where you're drawing directly into the framebuffer, but there's a
    291 hitch in the flow when a composition step is added.  Because of the way
    292 SurfaceFlinger is triggered, our double-buffered pipeline will have a bubble.</p>
    293 
    294 <p>Suppose frame N is being displayed, and frame N+1 has been acquired by
    295 SurfaceFlinger for display on the next VSYNC.  (Assume frame N is composited
    296 with an overlay, so we can't alter the buffer contents until the display is done
    297 with it.)  When VSYNC arrives, HWC flips the buffers.  While the app is starting
    298 to render frame N+2 into the buffer that used to hold frame N, SurfaceFlinger is
    299 scanning the layer list, looking for updates.  SurfaceFlinger won't find any new
    300 buffers, so it prepares to show frame N+1 again after the next VSYNC.  A little
    301 while later, the app finishes rendering frame N+2 and queues it for
    302 SurfaceFlinger, but it's too late.  This has effectively cut our maximum frame
    303 rate in half.</p>
    304 
    305 <p>We can fix this with triple-buffering.  Just before VSYNC, frame N is being
    306 displayed, frame N+1 has been composited (or scheduled for an overlay) and is
    307 ready to be displayed, and frame N+2 is queued up and ready to be acquired by
    308 SurfaceFlinger.  When the screen flips, the buffers rotate through the stages
    309 with no bubble.  The app has just less than a full VSYNC period (16.7ms at 60fps) to
    310 do its rendering and queue the buffer. And SurfaceFlinger / HWC has a full VSYNC
    311 period to figure out the composition before the next flip.  The downside is
    312 that it takes at least two VSYNC periods for anything that the app does to
    313 appear on the screen.  As the latency increases, the device feels less
    314 responsive to touch input.</p>
    315 
    316 <img src="images/surfaceflinger_bufferqueue.png" alt="SurfaceFlinger with BufferQueue" />
    317 
    318 <p class="img-caption">
    319   <strong>Figure 1.</strong> SurfaceFlinger + BufferQueue
    320 </p>
    321 
    322 <p>The diagram above depicts the flow of SurfaceFlinger and BufferQueue. During
    323 frame:</p>
    324 
    325 <ol>
    326 <li>red buffer fills up, then slides into BufferQueue</li>
    327 <li>after red buffer leaves app, blue buffer slides in, replacing it</li>
    328 <li>green buffer and systemUI* shadow-slide into HWC (showing that SurfaceFlinger
    329 still has the buffers, but now HWC has prepared them for display via overlay on
    330 the next VSYNC).</li>
    331 </ol>
    332 
    333 <p>The blue buffer is referenced by both the display and the BufferQueue.  The
    334 app is not allowed to render to it until the associated sync fence signals.</p>
    335 
    336 <p>On VSYNC, all of these happen at once:</p>
    337 
    338 <ul>
    339 <li>red buffer leaps into SurfaceFlinger, replacing green buffer</li>
    340 <li>green buffer leaps into Display, replacing blue buffer, and a dotted-line
    341 green twin appears in the BufferQueue</li>
    342 <li>the blue buffers fence is signaled, and the blue buffer in App empties**</li>
    343 <li>display rect changes from &lt;blue + SystemUI&gt; to &lt;green +
    344 SystemUI&gt;</li>
    345 </ul>
    346 
    347 <p><strong>*</strong> - The System UI process is providing the status and nav
    348 bars, which for our purposes here arent changing, so SurfaceFlinger keeps using
    349 the previously-acquired buffer.  In practice there would be two separate
    350 buffers, one for the status bar at the top, one for the navigation bar at the
    351 bottom, and they would be sized to fit their contents.  Each would arrive on its
    352 own BufferQueue.</p>
    353 
    354 <p><strong>**</strong> - The buffer doesnt actually empty; if you submit it
    355 without drawing on it youll get that same blue again.  The emptying is the
    356 result of clearing the buffer contents, which the app should do before it starts
    357 drawing.</p>
    358 
    359 <p>We can reduce the latency by noting layer composition should not require a
    360 full VSYNC period.  If composition is performed by overlays, it takes essentially
    361 zero CPU and GPU time. But we can't count on that, so we need to allow a little
    362 time.  If the app starts rendering halfway between VSYNC signals, and
    363 SurfaceFlinger defers the HWC setup until a few milliseconds before the signal
    364 is due to arrive, we can cut the latency from 2 frames to perhaps 1.5.  In
    365 theory you could render and composite in a single period, allowing a return to
    366 double-buffering; but getting it down that far is difficult on current devices.
    367 Minor fluctuations in rendering and composition time, and switching from
    368 overlays to GLES composition, can cause us to miss a swap deadline and repeat
    369 the previous frame.</p>
    370 
    371 <p>SurfaceFlinger's buffer handling demonstrates the fence-based buffer
    372 management mentioned earlier.  If we're animating at full speed, we need to
    373 have an acquired buffer for the display ("front") and an acquired buffer for
    374 the next flip ("back").  If we're showing the buffer on an overlay, the
    375 contents are being accessed directly by the display and must not be touched.
    376 But if you look at an active layer's BufferQueue state in the <code>dumpsys
    377 SurfaceFlinger</code> output, you'll see one acquired buffer, one queued buffer, and
    378 one free buffer.  That's because, when SurfaceFlinger acquires the new "back"
    379 buffer, it releases the current "front" buffer to the queue.  The "front"
    380 buffer is still in use by the display, so anything that dequeues it must wait
    381 for the fence to signal before drawing on it.  So long as everybody follows
    382 the fencing rules, all of the queue-management IPC requests can happen in
    383 parallel with the display.</p>
    384 
    385 <h3 id="virtual-displays">Virtual Displays</h3>
    386 
    387 <p>SurfaceFlinger supports a "primary" display, i.e. what's built into your phone
    388 or tablet, and an "external" display, such as a television connected through
    389 HDMI.  It also supports a number of "virtual" displays, which make composited
    390 output available within the system.  Virtual displays can be used to record the
    391 screen or send it over a network.</p>
    392 
    393 <p>Virtual displays may share the same set of layers as the main display
    394 (the "layer stack") or have its own set.  There is no VSYNC for a virtual
    395 display, so the VSYNC for the primary display is used to trigger composition for
    396 all displays.</p>
    397 
    398 <p>In the past, virtual displays were always composited with GLES.  The Hardware
    399 Composer managed composition for only the primary display.  In Android 4.4, the
    400 Hardware Composer gained the ability to participate in virtual display
    401 composition.</p>
    402 
    403 <p>As you might expect, the frames generated for a virtual display are written to a
    404 BufferQueue.</p>
    405 
    406 <h3 id="screenrecord">Case study: screenrecord</h3>
    407 
    408 <p>Now that we've established some background on BufferQueue and SurfaceFlinger,
    409 it's useful to examine a practical use case.</p>
    410 
    411 <p>The <a href="https://android.googlesource.com/platform/frameworks/av/+/kitkat-release/cmds/screenrecord/">screenrecord
    412 command</a>,
    413 introduced in Android 4.4, allows you to record everything that appears on the
    414 screen as an .mp4 file on disk.  To implement this, we have to receive composited
    415 frames from SurfaceFlinger, write them to the video encoder, and then write the
    416 encoded video data to a file.  The video codecs are managed by a separate
    417 process - called "mediaserver" - so we have to move large graphics buffers around
    418 the system.  To make it more challenging, we're trying to record 60fps video at
    419 full resolution.  The key to making this work efficiently is BufferQueue.</p>
    420 
    421 <p>The MediaCodec class allows an app to provide data as raw bytes in buffers, or
    422 through a Surface.  We'll discuss Surface in more detail later, but for now just
    423 think of it as a wrapper around the producer end of a BufferQueue.  When
    424 screenrecord requests access to a video encoder, mediaserver creates a
    425 BufferQueue and connects itself to the consumer side, and then passes the
    426 producer side back to screenrecord as a Surface.</p>
    427 
    428 <p>The screenrecord command then asks SurfaceFlinger to create a virtual display
    429 that mirrors the main display (i.e. it has all of the same layers), and directs
    430 it to send output to the Surface that came from mediaserver.  Note that, in this
    431 case, SurfaceFlinger is the producer of buffers rather than the consumer.</p>
    432 
    433 <p>Once the configuration is complete, screenrecord can just sit and wait for
    434 encoded data to appear.  As apps draw, their buffers travel to SurfaceFlinger,
    435 which composites them into a single buffer that gets sent directly to the video
    436 encoder in mediaserver.  The full frames are never even seen by the screenrecord
    437 process.  Internally, mediaserver has its own way of moving buffers around that
    438 also passes data by handle, minimizing overhead.</p>
    439 
    440 <h3 id="simulate-secondary">Case study: Simulate Secondary Displays</h3>
    441 
    442 <p>The WindowManager can ask SurfaceFlinger to create a visible layer for which
    443 SurfaceFlinger will act as the BufferQueue consumer.  It's also possible to ask
    444 SurfaceFlinger to create a virtual display, for which SurfaceFlinger will act as
    445 the BufferQueue producer.  What happens if you connect them, configuring a
    446 virtual display that renders to a visible layer?</p>
    447 
    448 <p>You create a closed loop, where the composited screen appears in a window.  Of
    449 course, that window is now part of the composited output, so on the next refresh
    450 the composited image inside the window will show the window contents as well.
    451 It's turtles all the way down.  You can see this in action by enabling
    452 "<a href="http://developer.android.com/tools/index.html">Developer options</a>" in
    453 settings, selecting "Simulate secondary displays", and enabling a window.  For
    454 bonus points, use screenrecord to capture the act of enabling the display, then
    455 play it back frame-by-frame.</p>
    456 
    457 <h2 id="surface">Surface and SurfaceHolder</h2>
    458 
    459 <p>The <a
    460 href="http://developer.android.com/reference/android/view/Surface.html">Surface</a>
    461 class has been part of the public API since 1.0.  Its description simply says,
    462 "Handle onto a raw buffer that is being managed by the screen compositor."  The
    463 statement was accurate when initially written but falls well short of the mark
    464 on a modern system.</p>
    465 
    466 <p>The Surface represents the producer side of a buffer queue that is often (but
    467 not always!) consumed by SurfaceFlinger.  When you render onto a Surface, the
    468 result ends up in a buffer that gets shipped to the consumer.  A Surface is not
    469 simply a raw chunk of memory you can scribble on.</p>
    470 
    471 <p>The BufferQueue for a display Surface is typically configured for
    472 triple-buffering; but buffers are allocated on demand.  So if the producer
    473 generates buffers slowly enough -- maybe it's animating at 30fps on a 60fps
    474 display -- there might only be two allocated buffers in the queue.  This helps
    475 minimize memory consumption.  You can see a summary of the buffers associated
    476 with every layer in the <code>dumpsys SurfaceFlinger</code> output.</p>
    477 
    478 <h3 id="canvas">Canvas Rendering</h3>
    479 
    480 <p>Once upon a time, all rendering was done in software, and you can still do this
    481 today.  The low-level implementation is provided by the Skia graphics library.
    482 If you want to draw a rectangle, you make a library call, and it sets bytes in a
    483 buffer appropriately.  To ensure that a buffer isn't updated by two clients at
    484 once, or written to while being displayed, you have to lock the buffer to access
    485 it.  <code>lockCanvas()</code> locks the buffer and returns a Canvas to use for drawing,
    486 and <code>unlockCanvasAndPost()</code> unlocks the buffer and sends it to the compositor.</p>
    487 
    488 <p>As time went on, and devices with general-purpose 3D engines appeared, Android
    489 reoriented itself around OpenGL ES.  However, it was important to keep the old
    490 API working, for apps as well as app framework code, so an effort was made to
    491 hardware-accelerate the Canvas API.  As you can see from the charts on the
    492 <a href="http://developer.android.com/guide/topics/graphics/hardware-accel.html">Hardware
    493 Acceleration</a>
    494 page, this was a bit of a bumpy ride.  Note in particular that while the Canvas
    495 provided to a View's <code>onDraw()</code> method may be hardware-accelerated, the Canvas
    496 obtained when an app locks a Surface directly with <code>lockCanvas()</code> never is.</p>
    497 
    498 <p>When you lock a Surface for Canvas access, the "CPU renderer" connects to the
    499 producer side of the BufferQueue and does not disconnect until the Surface is
    500 destroyed.  Most other producers (like GLES) can be disconnected and reconnected
    501 to a Surface, but the Canvas-based "CPU renderer" cannot.  This means you can't
    502 draw on a surface with GLES or send it frames from a video decoder if you've
    503 ever locked it for a Canvas.</p>
    504 
    505 <p>The first time the producer requests a buffer from a BufferQueue, it is
    506 allocated and initialized to zeroes.  Initialization is necessary to avoid
    507 inadvertently sharing data between processes.  When you re-use a buffer,
    508 however, the previous contents will still be present.  If you repeatedly call
    509 <code>lockCanvas()</code> and <code>unlockCanvasAndPost()</code> without
    510 drawing anything, you'll cycle between previously-rendered frames.</p>
    511 
    512 <p>The Surface lock/unlock code keeps a reference to the previously-rendered
    513 buffer.  If you specify a dirty region when locking the Surface, it will copy
    514 the non-dirty pixels from the previous buffer.  There's a fair chance the buffer
    515 will be handled by SurfaceFlinger or HWC; but since we need to only read from
    516 it, there's no need to wait for exclusive access.</p>
    517 
    518 <p>The main non-Canvas way for an application to draw directly on a Surface is
    519 through OpenGL ES.  That's described in the <a href="#eglsurface">EGLSurface and
    520 OpenGL ES</a> section.</p>
    521 
    522 <h3 id="surfaceholder">SurfaceHolder</h3>
    523 
    524 <p>Some things that work with Surfaces want a SurfaceHolder, notably SurfaceView.
    525 The original idea was that Surface represented the raw compositor-managed
    526 buffer, while SurfaceHolder was managed by the app and kept track of
    527 higher-level information like the dimensions and format.  The Java-language
    528 definition mirrors the underlying native implementation.  It's arguably no
    529 longer useful to split it this way, but it has long been part of the public API.</p>
    530 
    531 <p>Generally speaking, anything having to do with a View will involve a
    532 SurfaceHolder.  Some other APIs, such as MediaCodec, will operate on the Surface
    533 itself.  You can easily get the Surface from the SurfaceHolder, so hang on to
    534 the latter when you have it.</p>
    535 
    536 <p>APIs to get and set Surface parameters, such as the size and format, are
    537 implemented through SurfaceHolder.</p>
    538 
    539 <h2 id="eglsurface">EGLSurface and OpenGL ES</h2>
    540 
    541 <p>OpenGL ES defines an API for rendering graphics.  It does not define a windowing
    542 system.  To allow GLES to work on a variety of platforms, it is designed to be
    543 combined with a library that knows how to create and access windows through the
    544 operating system.  The library used for Android is called EGL.  If you want to
    545 draw textured polygons, you use GLES calls; if you want to put your rendering on
    546 the screen, you use EGL calls.</p>
    547 
    548 <p>Before you can do anything with GLES, you need to create a GL context.  In EGL,
    549 this means creating an EGLContext and an EGLSurface.  GLES operations apply to
    550 the current context, which is accessed through thread-local storage rather than
    551 passed around as an argument.  This means you have to be careful about which
    552 thread your rendering code executes on, and which context is current on that
    553 thread.</p>
    554 
    555 <p>The EGLSurface can be an off-screen buffer allocated by EGL (called a "pbuffer")
    556 or a window allocated by the operating system.  EGL window surfaces are created
    557 with the <code>eglCreateWindowSurface()</code> call.  It takes a "window object" as an
    558 argument, which on Android can be a SurfaceView, a SurfaceTexture, a
    559 SurfaceHolder, or a Surface -- all of which have a BufferQueue underneath.  When
    560 you make this call, EGL creates a new EGLSurface object, and connects it to the
    561 producer interface of the window object's BufferQueue.  From that point onward,
    562 rendering to that EGLSurface results in a buffer being dequeued, rendered into,
    563 and queued for use by the consumer.  (The term "window" is indicative of the
    564 expected use, but bear in mind the output might not be destined to appear
    565 on the display.)</p>
    566 
    567 <p>EGL does not provide lock/unlock calls.  Instead, you issue drawing commands and
    568 then call <code>eglSwapBuffers()</code> to submit the current frame.  The
    569 method name comes from the traditional swap of front and back buffers, but the actual
    570 implementation may be very different.</p>
    571 
    572 <p>Only one EGLSurface can be associated with a Surface at a time -- you can have
    573 only one producer connected to a BufferQueue -- but if you destroy the
    574 EGLSurface it will disconnect from the BufferQueue and allow something else to
    575 connect.</p>
    576 
    577 <p>A given thread can switch between multiple EGLSurfaces by changing what's
    578 "current."  An EGLSurface must be current on only one thread at a time.</p>
    579 
    580 <p>The most common mistake when thinking about EGLSurface is assuming that it is
    581 just another aspect of Surface (like SurfaceHolder).  It's a related but
    582 independent concept.  You can draw on an EGLSurface that isn't backed by a
    583 Surface, and you can use a Surface without EGL.  EGLSurface just gives GLES a
    584 place to draw.</p>
    585 
    586 <h3 id="anativewindow">ANativeWindow</h3>
    587 
    588 <p>The public Surface class is implemented in the Java programming language.  The
    589 equivalent in C/C++ is the ANativeWindow class, semi-exposed by the <a
    590 href="https://developer.android.com/tools/sdk/ndk/index.html">Android NDK</a>.  You
    591 can get the ANativeWindow from a Surface with the <code>ANativeWindow_fromSurface()</code>
    592 call.  Just like its Java-language cousin, you can lock it, render in software,
    593 and unlock-and-post.</p>
    594 
    595 <p>To create an EGL window surface from native code, you pass an instance of
    596 EGLNativeWindowType to <code>eglCreateWindowSurface()</code>.  EGLNativeWindowType is just
    597 a synonym for ANativeWindow, so you can freely cast one to the other.</p>
    598 
    599 <p>The fact that the basic "native window" type just wraps the producer side of a
    600 BufferQueue should not come as a surprise.</p>
    601 
    602 <h2 id="surfaceview">SurfaceView and GLSurfaceView</h2>
    603 
    604 <p>Now that we've explored the lower-level components, it's time to see how they
    605 fit into the higher-level components that apps are built from.</p>
    606 
    607 <p>The Android app framework UI is based on a hierarchy of objects that start with
    608 View.  Most of the details don't matter for this discussion, but it's helpful to
    609 understand that UI elements go through a complicated measurement and layout
    610 process that fits them into a rectangular area.  All visible View objects are
    611 rendered to a SurfaceFlinger-created Surface that was set up by the
    612 WindowManager when the app was brought to the foreground.  The layout and
    613 rendering is performed on the app's UI thread.</p>
    614 
    615 <p>Regardless of how many Layouts and Views you have, everything gets rendered into
    616 a single buffer.  This is true whether or not the Views are hardware-accelerated.</p>
    617 
    618 <p>A SurfaceView takes the same sorts of parameters as other views, so you can give
    619 it a position and size, and fit other elements around it.  When it comes time to
    620 render, however, the contents are completely transparent.  The View part of a
    621 SurfaceView is just a see-through placeholder.</p>
    622 
    623 <p>When the SurfaceView's View component is about to become visible, the framework
    624 asks the WindowManager to ask SurfaceFlinger to create a new Surface.  (This
    625 doesn't happen synchronously, which is why you should provide a callback that
    626 notifies you when the Surface creation finishes.)  By default, the new Surface
    627 is placed behind the app UI Surface, but the default "Z-ordering" can be
    628 overridden to put the Surface on top.</p>
    629 
    630 <p>Whatever you render onto this Surface will be composited by SurfaceFlinger, not
    631 by the app.  This is the real power of SurfaceView: the Surface you get can be
    632 rendered by a separate thread or a separate process, isolated from any rendering
    633 performed by the app UI, and the buffers go directly to SurfaceFlinger.  You
    634 can't totally ignore the UI thread -- you still have to coordinate with the
    635 Activity lifecycle, and you may need to adjust something if the size or position
    636 of the View changes -- but you have a whole Surface all to yourself, and
    637 blending with the app UI and other layers is handled by the Hardware Composer.</p>
    638 
    639 <p>It's worth taking a moment to note that this new Surface is the producer side of
    640 a BufferQueue whose consumer is a SurfaceFlinger layer.  You can update the
    641 Surface with any mechanism that can feed a BufferQueue.  You can: use the
    642 Surface-supplied Canvas functions, attach an EGLSurface and draw on it
    643 with GLES, and configure a MediaCodec video decoder to write to it.</p>
    644 
    645 <h3 id="composition">Composition and the Hardware Scaler</h3>
    646 
    647 <p>Now that we have a bit more context, it's useful to go back and look at a couple
    648 of fields from <code>dumpsys SurfaceFlinger</code> that we skipped over earlier
    649 on.  Back in the <a href="#hwcomposer">Hardware Composer</a> discussion, we
    650 looked at some output like this:</p>
    651 
    652 <pre>
    653     type    |          source crop              |           frame           name
    654 ------------+-----------------------------------+--------------------------------
    655         HWC | [    0.0,    0.0,  320.0,  240.0] | [   48,  411, 1032, 1149] SurfaceView
    656         HWC | [    0.0,   75.0, 1080.0, 1776.0] | [    0,   75, 1080, 1776] com.android.grafika/com.android.grafika.PlayMovieSurfaceActivity
    657         HWC | [    0.0,    0.0, 1080.0,   75.0] | [    0,    0, 1080,   75] StatusBar
    658         HWC | [    0.0,    0.0, 1080.0,  144.0] | [    0, 1776, 1080, 1920] NavigationBar
    659   FB TARGET | [    0.0,    0.0, 1080.0, 1920.0] | [    0,    0, 1080, 1920] HWC_FRAMEBUFFER_TARGET
    660 </pre>
    661 
    662 <p>This was taken while playing a movie in Grafika's "Play video (SurfaceView)"
    663 activity, on a Nexus 5 in portrait orientation.  Note that the list is ordered
    664 from back to front: the SurfaceView's Surface is in the back, the app UI layer
    665 sits on top of that, followed by the status and navigation bars that are above
    666 everything else.  The video is QVGA (320x240).</p>
    667 
    668 <p>The "source crop" indicates the portion of the Surface's buffer that
    669 SurfaceFlinger is going to display.  The app UI was given a Surface equal to the
    670 full size of the display (1080x1920), but there's no point rendering and
    671 compositing pixels that will be obscured by the status and navigation bars, so
    672 the source is cropped to a rectangle that starts 75 pixels from the top, and
    673 ends 144 pixels from the bottom.  The status and navigation bars have smaller
    674 Surfaces, and the source crop describes a rectangle that begins at the the top
    675 left (0,0) and spans their content.</p>
    676 
    677 <p>The "frame" is the rectangle where the pixels end up on the display.  For the
    678 app UI layer, the frame matches the source crop, because we're copying (or
    679 overlaying) a portion of a display-sized layer to the same location in another
    680 display-sized layer.  For the status and navigation bars, the size of the frame
    681 rectangle is the same, but the position is adjusted so that the navigation bar
    682 appears at the bottom of the screen.</p>
    683 
    684 <p>Now consider the layer labeled "SurfaceView", which holds our video content.
    685 The source crop matches the video size, which SurfaceFlinger knows because the
    686 MediaCodec decoder (the buffer producer) is dequeuing buffers that size.  The
    687 frame rectangle has a completely different size -- 984x738.</p>
    688 
    689 <p>SurfaceFlinger handles size differences by scaling the buffer contents to fill
    690 the frame rectangle, upscaling or downscaling as needed.  This particular size
    691 was chosen because it has the same aspect ratio as the video (4:3), and is as
    692 wide as possible given the constraints of the View layout (which includes some
    693 padding at the edges of the screen for aesthetic reasons).</p>
    694 
    695 <p>If you started playing a different video on the same Surface, the underlying
    696 BufferQueue would reallocate buffers to the new size automatically, and
    697 SurfaceFlinger would adjust the source crop.  If the aspect ratio of the new
    698 video is different, the app would need to force a re-layout of the View to match
    699 it, which causes the WindowManager to tell SurfaceFlinger to update the frame
    700 rectangle.</p>
    701 
    702 <p>If you're rendering on the Surface through some other means, perhaps GLES, you
    703 can set the Surface size using the <code>SurfaceHolder#setFixedSize()</code>
    704 call.  You could, for example, configure a game to always render at 1280x720,
    705 which would significantly reduce the number of pixels that must be touched to
    706 fill the screen on a 2560x1440 tablet or 4K television.  The display processor
    707 handles the scaling.  If you don't want to letter- or pillar-box your game, you
    708 could adjust the game's aspect ratio by setting the size so that the narrow
    709 dimension is 720 pixels, but the long dimension is set to maintain the aspect
    710 ratio of the physical display (e.g. 1152x720 to match a 2560x1600 display).
    711 You can see an example of this approach in Grafika's "Hardware scaler
    712 exerciser" activity.</p>
    713 
    714 <h3 id="glsurfaceview">GLSurfaceView</h3>
    715 
    716 <p>The GLSurfaceView class provides some helper classes that help manage EGL
    717 contexts, inter-thread communication, and interaction with the Activity
    718 lifecycle.  That's it.  You do not need to use a GLSurfaceView to use GLES.</p>
    719 
    720 <p>For example, GLSurfaceView creates a thread for rendering and configures an EGL
    721 context there.  The state is cleaned up automatically when the activity pauses.
    722 Most apps won't need to know anything about EGL to use GLES with GLSurfaceView.</p>
    723 
    724 <p>In most cases, GLSurfaceView is very helpful and can make working with GLES
    725 easier.  In some situations, it can get in the way.  Use it if it helps, don't
    726 if it doesn't.</p>
    727 
    728 <h2 id="surfacetexture">SurfaceTexture</h2>
    729 
    730 <p>The SurfaceTexture class is a relative newcomer, added in Android 3.0
    731 ("Honeycomb").  Just as SurfaceView is the combination of a Surface and a View,
    732 SurfaceTexture is the combination of a Surface and a GLES texture.  Sort of.</p>
    733 
    734 <p>When you create a SurfaceTexture, you are creating a BufferQueue for which your
    735 app is the consumer.  When a new buffer is queued by the producer, your app is
    736 notified via callback (<code>onFrameAvailable()</code>).  Your app calls
    737 <code>updateTexImage()</code>, which releases the previously-held buffer,
    738 acquires the new buffer from the queue, and makes some EGL calls to make the
    739 buffer available to GLES as an "external" texture.</p>
    740 
    741 <p>External textures (<code>GL_TEXTURE_EXTERNAL_OES</code>) are not quite the
    742 same as textures created by GLES (<code>GL_TEXTURE_2D</code>).  You have to
    743 configure your renderer a bit differently, and there are things you can't do
    744 with them. But the key point is this: You can render textured polygons directly
    745 from the data received by your BufferQueue.</p>
    746 
    747 <p>You may be wondering how we can guarantee the format of the data in the
    748 buffer is something GLES can recognize -- gralloc supports a wide variety
    749 of formats.  When SurfaceTexture created the BufferQueue, it set the consumer's
    750 usage flags to <code>GRALLOC_USAGE_HW_TEXTURE</code>, ensuring that any buffer
    751 created by gralloc would be usable by GLES.</p>
    752 
    753 <p>Because SurfaceTexture interacts with an EGL context, you have to be careful to
    754 call its methods from the correct thread.  This is spelled out in the class
    755 documentation.</p>
    756 
    757 <p>If you look deeper into the class documentation, you will see a couple of odd
    758 calls.  One retrieves a timestamp, the other a transformation matrix, the value
    759 of each having been set by the previous call to <code>updateTexImage()</code>.
    760 It turns out that BufferQueue passes more than just a buffer handle to the consumer.
    761 Each buffer is accompanied by a timestamp and transformation parameters.</p>
    762 
    763 <p>The transformation is provided for efficiency.  In some cases, the source data
    764 might be in the "wrong" orientation for the consumer; but instead of rotating
    765 the data before sending it, we can send the data in its current orientation with
    766 a transform that corrects it.  The transformation matrix can be merged with
    767 other transformations at the point the data is used, minimizing overhead.</p>
    768 
    769 <p>The timestamp is useful for certain buffer sources.  For example, suppose you
    770 connect the producer interface to the output of the camera (with
    771 <code>setPreviewTexture()</code>).  If you want to create a video, you need to
    772 set the presentation time stamp for each frame; but you want to base that on the time
    773 when the frame was captured, not the time when the buffer was received by your
    774 app.  The timestamp provided with the buffer is set by the camera code,
    775 resulting in a more consistent series of timestamps.</p>
    776 
    777 <h3 id="surfacet">SurfaceTexture and Surface</h3>
    778 
    779 <p>If you look closely at the API you'll see the only way for an application
    780 to create a plain Surface is through a constructor that takes a SurfaceTexture
    781 as the sole argument.  (Prior to API 11, there was no public constructor for
    782 Surface at all.)  This might seem a bit backward if you view SurfaceTexture as a
    783 combination of a Surface and a texture.</p>
    784 
    785 <p>Under the hood, SurfaceTexture is called GLConsumer, which more accurately
    786 reflects its role as the owner and consumer of a BufferQueue.  When you create a
    787 Surface from a SurfaceTexture, what you're doing is creating an object that
    788 represents the producer side of the SurfaceTexture's BufferQueue.</p>
    789 
    790 <h3 id="continuous-capture">Case Study: Grafika's "Continuous Capture" Activity</h3>
    791 
    792 <p>The camera can provide a stream of frames suitable for recording as a movie.  If
    793 you want to display it on screen, you create a SurfaceView, pass the Surface to
    794 <code>setPreviewDisplay()</code>, and let the producer (camera) and consumer
    795 (SurfaceFlinger) do all the work.  If you want to record the video, you create a
    796 Surface with MediaCodec's <code>createInputSurface()</code>, pass that to the
    797 camera, and again you sit back and relax.  If you want to show the video and
    798 record it at the same time, you have to get more involved.</p>
    799 
    800 <p>The "Continuous capture" activity displays video from the camera as it's being
    801 recorded.  In this case, encoded video is written to a circular buffer in memory
    802 that can be saved to disk at any time.  It's straightforward to implement so
    803 long as you keep track of where everything is.</p>
    804 
    805 <p>There are three BufferQueues involved.  The app uses a SurfaceTexture to receive
    806 frames from Camera, converting them to an external GLES texture.  The app
    807 declares a SurfaceView, which we use to display the frames, and we configure a
    808 MediaCodec encoder with an input Surface to create the video.  So one
    809 BufferQueue is created by the app, one by SurfaceFlinger, and one by
    810 mediaserver.</p>
    811 
    812 <img src="images/continuous_capture_activity.png" alt="Grafika continuous
    813 capture activity" />
    814 
    815 <p class="img-caption">
    816   <strong>Figure 2.</strong>Grafika's continuous capture activity
    817 </p>
    818 
    819 <p>In the diagram above, the arrows show the propagation of the data from the
    820 camera.  BufferQueues are in color (purple producer, cyan consumer).  Note
    821 Camera actually lives in the mediaserver process.</p>
    822 
    823 <p>Encoded H.264 video goes to a circular buffer in RAM in the app process, and is
    824 written to an MP4 file on disk using the MediaMuxer class when the capture
    825 button is hit.</p>
    826 
    827 <p>All three of the BufferQueues are handled with a single EGL context in the
    828 app, and the GLES operations are performed on the UI thread.  Doing the
    829 SurfaceView rendering on the UI thread is generally discouraged, but since we're
    830 doing simple operations that are handled asynchronously by the GLES driver we
    831 should be fine.  (If the video encoder locks up and we block trying to dequeue a
    832 buffer, the app will become unresponsive. But at that point, we're probably
    833 failing anyway.)  The handling of the encoded data -- managing the circular
    834 buffer and writing it to disk -- is performed on a separate thread.</p>
    835 
    836 <p>The bulk of the configuration happens in the SurfaceView's <code>surfaceCreated()</code>
    837 callback.  The EGLContext is created, and EGLSurfaces are created for the
    838 display and for the video encoder.  When a new frame arrives, we tell
    839 SurfaceTexture to acquire it and make it available as a GLES texture, then
    840 render it with GLES commands on each EGLSurface (forwarding the transform and
    841 timestamp from SurfaceTexture).  The encoder thread pulls the encoded output
    842 from MediaCodec and stashes it in memory.</p>
    843 
    844 <h2 id="texture">TextureView</h2>
    845 
    846 <p>The TextureView class was
    847 <a href="http://android-developers.blogspot.com/2011/11/android-40-graphics-and-animations.html">introduced</a>
    848 in Android 4.0 ("Ice Cream Sandwich").  It's the most complex of the View
    849 objects discussed here, combining a View with a SurfaceTexture.</p>
    850 
    851 <p>Recall that the SurfaceTexture is a "GL consumer", consuming buffers of graphics
    852 data and making them available as textures.  TextureView wraps a SurfaceTexture,
    853 taking over the responsibility of responding to the callbacks and acquiring new
    854 buffers.  The arrival of new buffers causes TextureView to issue a View
    855 invalidate request.  When asked to draw, the TextureView uses the contents of
    856 the most recently received buffer as its data source, rendering wherever and
    857 however the View state indicates it should.</p>
    858 
    859 <p>You can render on a TextureView with GLES just as you would SurfaceView.  Just
    860 pass the SurfaceTexture to the EGL window creation call.  However, doing so
    861 exposes a potential problem.</p>
    862 
    863 <p>In most of what we've looked at, the BufferQueues have passed buffers between
    864 different processes.  When rendering to a TextureView with GLES, both producer
    865 and consumer are in the same process, and they might even be handled on a single
    866 thread.  Suppose we submit several buffers in quick succession from the UI
    867 thread.  The EGL buffer swap call will need to dequeue a buffer from the
    868 BufferQueue, and it will stall until one is available.  There won't be any
    869 available until the consumer acquires one for rendering, but that also happens
    870 on the UI thread so we're stuck.</p>
    871 
    872 <p>The solution is to have BufferQueue ensure there is always a buffer
    873 available to be dequeued, so the buffer swap never stalls.  One way to guarantee
    874 this is to have BufferQueue discard the contents of the previously-queued buffer
    875 when a new buffer is queued, and to place restrictions on minimum buffer counts
    876 and maximum acquired buffer counts.  (If your queue has three buffers, and all
    877 three buffers are acquired by the consumer, then there's nothing to dequeue and
    878 the buffer swap call must hang or fail.  So we need to prevent the consumer from
    879 acquiring more than two buffers at once.)  Dropping buffers is usually
    880 undesirable, so it's only enabled in specific situations, such as when the
    881 producer and consumer are in the same process.</p>
    882 
    883 <h3 id="surface-or-texture">SurfaceView or TextureView?</h3>
    884 SurfaceView and TextureView fill similar roles, but have very different
    885 implementations.  To decide which is best requires an understanding of the
    886 trade-offs.</p>
    887 
    888 <p>Because TextureView is a proper citizen of the View hierarchy, it behaves like
    889 any other View, and can overlap or be overlapped by other elements.  You can
    890 perform arbitrary transformations and retrieve the contents as a bitmap with
    891 simple API calls.</p>
    892 
    893 <p>The main strike against TextureView is the performance of the composition step.
    894 With SurfaceView, the content is written to a separate layer that SurfaceFlinger
    895 composites, ideally with an overlay.  With TextureView, the View composition is
    896 always performed with GLES, and updates to its contents may cause other View
    897 elements to redraw as well (e.g. if they're positioned on top of the
    898 TextureView).  After the View rendering completes, the app UI layer must then be
    899 composited with other layers by SurfaceFlinger, so you're effectively
    900 compositing every visible pixel twice.  For a full-screen video player, or any
    901 other application that is effectively just UI elements layered on top of video,
    902 SurfaceView offers much better performance.</p>
    903 
    904 <p>As noted earlier, DRM-protected video can be presented only on an overlay plane.
    905  Video players that support protected content must be implemented with
    906 SurfaceView.</p>
    907 
    908 <h3 id="grafika">Case Study: Grafika's Play Video (TextureView)</h3>
    909 
    910 <p>Grafika includes a pair of video players, one implemented with TextureView, the
    911 other with SurfaceView.  The video decoding portion, which just sends frames
    912 from MediaCodec to a Surface, is the same for both.  The most interesting
    913 differences between the implementations are the steps required to present the
    914 correct aspect ratio.</p>
    915 
    916 <p>While SurfaceView requires a custom implementation of FrameLayout, resizing
    917 SurfaceTexture is a simple matter of configuring a transformation matrix with
    918 <code>TextureView#setTransform()</code>.  For the former, you're sending new
    919 window position and size values to SurfaceFlinger through WindowManager; for
    920 the latter, you're just rendering it differently.</p>
    921 
    922 <p>Otherwise, both implementations follow the same pattern.  Once the Surface has
    923 been created, playback is enabled.  When "play" is hit, a video decoding thread
    924 is started, with the Surface as the output target.  After that, the app code
    925 doesn't have to do anything -- composition and display will either be handled by
    926 SurfaceFlinger (for the SurfaceView) or by TextureView.</p>
    927 
    928 <h3 id="decode">Case Study: Grafika's Double Decode</h3>
    929 
    930 <p>This activity demonstrates manipulation of the SurfaceTexture inside a
    931 TextureView.</p>
    932 
    933 <p>The basic structure of this activity is a pair of TextureViews that show two
    934 different videos playing side-by-side.  To simulate the needs of a
    935 videoconferencing app, we want to keep the MediaCodec decoders alive when the
    936 activity is paused and resumed for an orientation change.  The trick is that you
    937 can't change the Surface that a MediaCodec decoder uses without fully
    938 reconfiguring it, which is a fairly expensive operation; so we want to keep the
    939 Surface alive.  The Surface is just a handle to the producer interface in the
    940 SurfaceTexture's BufferQueue, and the SurfaceTexture is managed by the
    941 TextureView;, so we also need to keep the SurfaceTexture alive.  So how do we deal
    942 with the TextureView getting torn down?</p>
    943 
    944 <p>It just so happens TextureView provides a <code>setSurfaceTexture()</code> call
    945 that does exactly what we want.  We obtain references to the SurfaceTextures
    946 from the TextureViews and save them in a static field.  When the activity is
    947 shut down, we return "false" from the <code>onSurfaceTextureDestroyed()</code>
    948 callback to prevent destruction of the SurfaceTexture.  When the activity is
    949 restarted, we stuff the old SurfaceTexture into the new TextureView.  The
    950 TextureView class takes care of creating and destroying the EGL contexts.</p>
    951 
    952 <p>Each video decoder is driven from a separate thread.  At first glance it might
    953 seem like we need EGL contexts local to each thread; but remember the buffers
    954 with decoded output are actually being sent from mediaserver to our
    955 BufferQueue consumers (the SurfaceTextures).  The TextureViews take care of the
    956 rendering for us, and they execute on the UI thread.</p>
    957 
    958 <p>Implementing this activity with SurfaceView would be a bit harder.  We can't
    959 just create a pair of SurfaceViews and direct the output to them, because the
    960 Surfaces would be destroyed during an orientation change.  Besides, that would
    961 add two layers, and limitations on the number of available overlays strongly
    962 motivate us to keep the number of layers to a minimum.  Instead, we'd want to
    963 create a pair of SurfaceTextures to receive the output from the video decoders,
    964 and then perform the rendering in the app, using GLES to render two textured
    965 quads onto the SurfaceView's Surface.</p>
    966 
    967 <h2 id="notes">Conclusion</h2>
    968 
    969 <p>We hope this page has provided useful insights into the way Android handles
    970 graphics at the system level.</p>
    971 
    972 <p>Some information and advice on related topics can be found in the appendices
    973 that follow.</p>
    974 
    975 <h2 id="loops">Appendix A: Game Loops</h2>
    976 
    977 <p>A very popular way to implement a game loop looks like this:</p>
    978 
    979 <pre>
    980 while (playing) {
    981     advance state by one frame
    982     render the new frame
    983     sleep until its time to do the next frame
    984 }
    985 </pre>
    986 
    987 <p>There are a few problems with this, the most fundamental being the idea that the
    988 game can define what a "frame" is.  Different displays will refresh at different
    989 rates, and that rate may vary over time.  If you generate frames faster than the
    990 display can show them, you will have to drop one occasionally.  If you generate
    991 them too slowly, SurfaceFlinger will periodically fail to find a new buffer to
    992 acquire and will re-show the previous frame.  Both of these situations can
    993 cause visible glitches.</p>
    994 
    995 <p>What you need to do is match the display's frame rate, and advance game state
    996 according to how much time has elapsed since the previous frame.  There are two
    997 ways to go about this: (1) stuff the BufferQueue full and rely on the "swap
    998 buffers" back-pressure; (2) use Choreographer (API 16+).</p>
    999 
   1000 <h3 id="stuffing">Queue Stuffing</h3>
   1001 
   1002 <p>This is very easy to implement: just swap buffers as fast as you can.  In early
   1003 versions of Android this could actually result in a penalty where
   1004 <code>SurfaceView#lockCanvas()</code> would put you to sleep for 100ms.  Now
   1005 it's paced by the BufferQueue, and the BufferQueue is emptied as quickly as
   1006 SurfaceFlinger is able.</p>
   1007 
   1008 <p>One example of this approach can be seen in <a
   1009 href="https://code.google.com/p/android-breakout/">Android Breakout</a>.  It
   1010 uses GLSurfaceView, which runs in a loop that calls the application's
   1011 onDrawFrame() callback and then swaps the buffer.  If the BufferQueue is full,
   1012 the <code>eglSwapBuffers()</code> call will wait until a buffer is available.
   1013 Buffers become available when SurfaceFlinger releases them, which it does after
   1014 acquiring a new one for display.  Because this happens on VSYNC, your draw loop
   1015 timing will match the refresh rate.  Mostly.</p>
   1016 
   1017 <p>There are a couple of problems with this approach.  First, the app is tied to
   1018 SurfaceFlinger activity, which is going to take different amounts of time
   1019 depending on how much work there is to do and whether it's fighting for CPU time
   1020 with other processes.  Since your game state advances according to the time
   1021 between buffer swaps, your animation won't update at a consistent rate.  When
   1022 running at 60fps with the inconsistencies averaged out over time, though, you
   1023 probably won't notice the bumps.</p>
   1024 
   1025 <p>Second, the first couple of buffer swaps are going to happen very quickly
   1026 because the BufferQueue isn't full yet.  The computed time between frames will
   1027 be near zero, so the game will generate a few frames in which nothing happens.
   1028 In a game like Breakout, which updates the screen on every refresh, the queue is
   1029 always full except when a game is first starting (or un-paused), so the effect
   1030 isn't noticeable.  A game that pauses animation occasionally and then returns to
   1031 as-fast-as-possible mode might see odd hiccups.</p>
   1032 
   1033 <h3 id="choreographer">Choreographer</h3>
   1034 
   1035 <p>Choreographer allows you to set a callback that fires on the next VSYNC.  The
   1036 actual VSYNC time is passed in as an argument.  So even if your app doesn't wake
   1037 up right away, you still have an accurate picture of when the display refresh
   1038 period began.  Using this value, rather than the current time, yields a
   1039 consistent time source for your game state update logic.</p>
   1040 
   1041 <p>Unfortunately, the fact that you get a callback after every VSYNC does not
   1042 guarantee that your callback will be executed in a timely fashion or that you
   1043 will be able to act upon it sufficiently swiftly.  Your app will need to detect
   1044 situations where it's falling behind and drop frames manually.</p>
   1045 
   1046 <p>The "Record GL app" activity in Grafika provides an example of this.  On some
   1047 devices (e.g. Nexus 4 and Nexus 5), the activity will start dropping frames if
   1048 you just sit and watch.  The GL rendering is trivial, but occasionally the View
   1049 elements get redrawn, and the measure/layout pass can take a very long time if
   1050 the device has dropped into a reduced-power mode.  (According to systrace, it
   1051 takes 28ms instead of 6ms after the clocks slow on Android 4.4.  If you drag
   1052 your finger around the screen, it thinks you're interacting with the activity,
   1053 so the clock speeds stay high and you'll never drop a frame.)</p>
   1054 
   1055 <p>The simple fix was to drop a frame in the Choreographer callback if the current
   1056 time is more than N milliseconds after the VSYNC time.  Ideally the value of N
   1057 is determined based on previously observed VSYNC intervals.  For example, if the
   1058 refresh period is 16.7ms (60fps), you might drop a frame if you're running more
   1059 than 15ms late.</p>
   1060 
   1061 <p>If you watch "Record GL app" run, you will see the dropped-frame counter
   1062 increase, and even see a flash of red in the border when frames drop.  Unless
   1063 your eyes are very good, though, you won't see the animation stutter.  At 60fps,
   1064 the app can drop the occasional frame without anyone noticing so long as the
   1065 animation continues to advance at a constant rate.  How much you can get away
   1066 with depends to some extent on what you're drawing, the characteristics of the
   1067 display, and how good the person using the app is at detecting jank.</p>
   1068 
   1069 <h3 id="thread">Thread Management</h3>
   1070 
   1071 <p>Generally speaking, if you're rendering onto a SurfaceView, GLSurfaceView, or
   1072 TextureView, you want to do that rendering in a dedicated thread.  Never do any
   1073 "heavy lifting" or anything that takes an indeterminate amount of time on the
   1074 UI thread.</p>
   1075 
   1076 <p>Breakout and "Record GL app" use dedicated renderer threads, and they also
   1077 update animation state on that thread.  This is a reasonable approach so long as
   1078 game state can be updated quickly.</p>
   1079 
   1080 <p>Other games separate the game logic and rendering completely.  If you had a
   1081 simple game that did nothing but move a block every 100ms, you could have a
   1082 dedicated thread that just did this:</p>
   1083 
   1084 <pre>
   1085     run() {
   1086         Thread.sleep(100);
   1087         synchronized (mLock) {
   1088             moveBlock();
   1089         }
   1090     }
   1091 </pre>
   1092 
   1093 <p>(You may want to base the sleep time off of a fixed clock to prevent drift --
   1094 sleep() isn't perfectly consistent, and moveBlock() takes a nonzero amount of
   1095 time -- but you get the idea.)</p>
   1096 
   1097 <p>When the draw code wakes up, it just grabs the lock, gets the current position
   1098 of the block, releases the lock, and draws.  Instead of doing fractional
   1099 movement based on inter-frame delta times, you just have one thread that moves
   1100 things along and another thread that draws things wherever they happen to be
   1101 when the drawing starts.</p>
   1102 
   1103 <p>For a scene with any complexity you'd want to create a list of upcoming events
   1104 sorted by wake time, and sleep until the next event is due, but it's the same
   1105 idea.</p>
   1106 
   1107 <h2 id="activity">Appendix B: SurfaceView and the Activity Lifecycle</h2>
   1108 
   1109 <p>When using a SurfaceView, it's considered good practice to render the Surface
   1110 from a thread other than the main UI thread.  This raises some questions about
   1111 the interaction between that thread and the Activity lifecycle.</p>
   1112 
   1113 <p>First, a little background.  For an Activity with a SurfaceView, there are two
   1114 separate but interdependent state machines:</p>
   1115 
   1116 <ol>
   1117 <li>Application onCreate / onResume / onPause</li>
   1118 <li>Surface created / changed / destroyed</li>
   1119 </ol>
   1120 
   1121 <p>When the Activity starts, you get callbacks in this order:</p>
   1122 
   1123 <ul>
   1124 <li>onCreate</li>
   1125 <li>onResume</li>
   1126 <li>surfaceCreated</li>
   1127 <li>surfaceChanged</li>
   1128 </ul>
   1129 
   1130 <p>If you hit "back" you get:</p>
   1131 
   1132 <ul>
   1133 <li>onPause</li>
   1134 <li>surfaceDestroyed (called just before the Surface goes away)</li>
   1135 </ul>
   1136 
   1137 <p>If you rotate the screen, the Activity is torn down and recreated, so you
   1138 get the full cycle.  If it matters, you can tell that it's a "quick" restart by
   1139 checking <code>isFinishing()</code>.  (It might be possible to start / stop an
   1140 Activity so quickly that surfaceCreated() might actually happen after onPause().)</p>
   1141 
   1142 <p>If you tap the power button to blank the screen, you only get
   1143 <code>onPause()</code> -- no <code>surfaceDestroyed()</code>.  The Surface
   1144 remains alive, and rendering can continue.  You can even keep getting
   1145 Choreographer events if you continue to request them.  If you have a lock
   1146 screen that forces a different orientation, your Activity may be restarted when
   1147 the device is unblanked; but if not, you can come out of screen-blank with the
   1148 same Surface you had before.</p>
   1149 
   1150 <p>This raises a fundamental question when using a separate renderer thread with
   1151 SurfaceView: Should the lifespan of the thread be tied to that of the Surface or
   1152 the Activity?  The answer depends on what you want to have happen when the
   1153 screen goes blank. There are two basic approaches: (1) start/stop the thread on
   1154 Activity start/stop; (2) start/stop the thread on Surface create/destroy.</p>
   1155 
   1156 <p>#1 interacts well with the app lifecycle. We start the renderer thread in
   1157 <code>onResume()</code> and stop it in <code>onPause()</code>. It gets a bit
   1158 awkward when creating and configuring the thread because sometimes the Surface
   1159 will already exist and sometimes it won't (e.g. it's still alive after toggling
   1160 the screen with the power button).  We have to wait for the surface to be
   1161 created before we do some initialization in the thread, but we can't simply do
   1162 it in the <code>surfaceCreated()</code> callback because that won't fire again
   1163 if the Surface didn't get recreated.  So we need to query or cache the Surface
   1164 state, and forward it to the renderer thread. Note we have to be a little
   1165 careful here passing objects between threads -- it is best to pass the Surface or
   1166 SurfaceHolder through a Handler message, rather than just stuffing it into the
   1167 thread, to avoid issues on multi-core systems (cf. the <a
   1168 href="http://developer.android.com/training/articles/smp.html">Android SMP
   1169 Primer</a>).</p>
   1170 
   1171 <p>#2 has a certain appeal because the Surface and the renderer are logically
   1172 intertwined. We start the thread after the Surface has been created, which
   1173 avoids some inter-thread communication concerns.  Surface created / changed
   1174 messages are simply forwarded.  We need to make sure rendering stops when the
   1175 screen goes blank, and resumes when it un-blanks; this could be a simple matter
   1176 of telling Choreographer to stop invoking the frame draw callback.  Our
   1177 <code>onResume()</code> will need to resume the callbacks if and only if the
   1178 renderer thread is running.  It may not be so trivial though -- if we animate
   1179 based on elapsed time between frames, we could have a very large gap when the
   1180 next event arrives; so an explicit pause/resume message may be desirable.</p>
   1181 
   1182 <p>The above is primarily concerned with how the renderer thread is configured and
   1183 whether it's executing. A related concern is extracting state from the thread
   1184 when the Activity is killed (in <code>onPause()</code> or <code>onSaveInstanceState()</code>).
   1185 Approach #1 will work best for that, because once the renderer thread has been
   1186 joined its state can be accessed without synchronization primitives.</p>
   1187 
   1188 <p>You can see an example of approach #2 in Grafika's "Hardware scaler exerciser."</p>
   1189 
   1190 <h2 id="tracking">Appendix C: Tracking BufferQueue with systrace</h2>
   1191 
   1192 <p>If you really want to understand how graphics buffers move around, you need to
   1193 use systrace.  The system-level graphics code is well instrumented, as is much
   1194 of the relevant app framework code.  Enable the "gfx" and "view" tags, and
   1195 generally "sched" as well.</p>
   1196 
   1197 <p>A full description of how to use systrace effectively would fill a rather long
   1198 document.  One noteworthy item is the presence of BufferQueues in the trace.  If
   1199 you've used systrace before, you've probably seen them, but maybe weren't sure
   1200 what they were.  As an example, if you grab a trace while Grafika's "Play video
   1201 (SurfaceView)" is running, you will see a row labeled: "SurfaceView"  This row
   1202 tells you how many buffers were queued up at any given time.</p>
   1203 
   1204 <p>You'll notice the value increments while the app is active -- triggering
   1205 the rendering of frames by the MediaCodec decoder -- and decrements while
   1206 SurfaceFlinger is doing work, consuming buffers.  If you're showing video at
   1207 30fps, the queue's value will vary from 0 to 1, because the ~60fps display can
   1208 easily keep up with the source.  (You'll also notice that SurfaceFlinger is only
   1209 waking up when there's work to be done, not 60 times per second.  The system tries
   1210 very hard to avoid work and will disable VSYNC entirely if nothing is updating
   1211 the screen.)</p>
   1212 
   1213 <p>If you switch to "Play video (TextureView)" and grab a new trace, you'll see a
   1214 row with a much longer name
   1215 ("com.android.grafika/com.android.grafika.PlayMovieActivity").  This is the
   1216 main UI layer, which is of course just another BufferQueue.  Because TextureView
   1217 renders into the UI layer, rather than a separate layer, you'll see all of the
   1218 video-driven updates here.</p>
   1219 
   1220 <p>For more information about systrace, see the <a
   1221 href="http://developer.android.com/tools/help/systrace.html">Android
   1222 documentation</a> for the tool.</p>
   1223