1 page.title=Graphics 2 @jd:body 3 4 <!-- 5 Copyright 2015 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 20 <div id="qv-wrapper"> 21 <div id="qv"> 22 <h2>In this document</h2> 23 <ol id="auto-toc"> 24 </ol> 25 </div> 26 </div> 27 28 <img style="float: right; margin: 0px 15px 15px 15px;" 29 src="images/ape_fwk_hal_graphics.png" alt="Android Graphics HAL icon"/> 30 31 <p>The Android framework offers a variety of graphics rendering APIs for 2D and 32 3D that interact with manufacturer implementations of graphics drivers, so it 33 is important to have a good understanding of how those APIs work at a higher 34 level. This page introduces the graphics hardware abstraction layer (HAL) upon 35 which those drivers are built.</p> 36 37 <p>Application developers draw images to the screen in two ways: with Canvas or 38 OpenGL. See <a 39 href="{@docRoot}devices/graphics/architecture.html">System-level graphics 40 architecture</a> for a detailed description of Android graphics 41 components.</p> 42 43 <p><a 44 href="http://developer.android.com/reference/android/graphics/Canvas.html">android.graphics.Canvas</a> 45 is a 2D graphics API and is the most popular graphics API among developers. 46 Canvas operations draw all the stock and custom <a 47 href="http://developer.android.com/reference/android/view/View.html">android.view.View</a>s 48 in Android. In Android, hardware acceleration for Canvas APIs is accomplished 49 with a drawing library called OpenGLRenderer that translates Canvas operations 50 to OpenGL operations so they can execute on the GPU.</p> 51 52 <p>Beginning in Android 4.0, hardware-accelerated Canvas is enabled by default. 53 Consequently, a hardware GPU that supports OpenGL ES 2.0 is mandatory for 54 Android 4.0 and later devices. See the 55 <a href="https://developer.android.com/guide/topics/graphics/hardware-accel.html">Hardware Acceleration guide</a> for an explanation of how the 56 hardware-accelerated drawing path works and the differences in its behavior 57 from that of the software drawing path.</p> 58 59 <p>In addition to Canvas, the other main way that developers render graphics is 60 by using OpenGL ES to directly render to a surface. Android provides OpenGL ES 61 interfaces in the 62 <a href="http://developer.android.com/reference/android/opengl/package-summary.html">android.opengl</a> 63 package that developers can use to call into their GL implementations with the 64 SDK or with native APIs provided in the <a 65 href="https://developer.android.com/tools/sdk/ndk/index.html">Android 66 NDK</a>.</p> 67 68 <p>Android implementers can test OpenGL ES functionality using the <a href="testing.html">drawElements Quality Program</a>, also known as deqp.</p> 69 70 <h2 id="android_graphics_components">Android graphics components</h2> 71 72 <p>No matter what rendering API developers use, everything is rendered onto a 73 "surface." The surface represents the producer side of a buffer queue that is 74 often consumed by SurfaceFlinger. Every window that is created on the Android 75 platform is backed by a surface. All of the visible surfaces rendered are 76 composited onto the display by SurfaceFlinger.</p> 77 78 <p>The following diagram shows how the key components work together:</p> 79 80 <img src="images/ape_fwk_graphics.png" alt="image-rendering components"> 81 82 <p class="img-caption"><strong>Figure 1.</strong> How surfaces are rendered</p> 83 84 <p>The main components are described below:</p> 85 86 <h3 id="image_stream_producers">Image Stream Producers</h3> 87 88 <p>An image stream producer can be anything that produces graphic buffers for 89 consumption. Examples include OpenGL ES, Canvas 2D, and mediaserver video 90 decoders.</p> 91 92 <h3 id="image_stream_consumers">Image Stream Consumers</h3> 93 94 <p>The most common consumer of image streams is SurfaceFlinger, the system 95 service that consumes the currently visible surfaces and composites them onto 96 the display using information provided by the Window Manager. SurfaceFlinger is 97 the only service that can modify the content of the display. SurfaceFlinger 98 uses OpenGL and the Hardware Composer to compose a group of surfaces.</p> 99 100 <p>Other OpenGL ES apps can consume image streams as well, such as the camera 101 app consuming a camera preview image stream. Non-GL applications can be 102 consumers too, for example the ImageReader class.</p> 103 104 <h3 id="window_manager">Window Manager</h3> 105 106 <p>The Android system service that controls a window, which is a container for 107 views. A window is always backed by a surface. This service oversees 108 lifecycles, input and focus events, screen orientation, transitions, 109 animations, position, transforms, z-order, and many other aspects of a window. 110 The Window Manager sends all of the window metadata to SurfaceFlinger so 111 SurfaceFlinger can use that data to composite surfaces on the display.</p> 112 113 <h3 id="hardware_composer">Hardware Composer</h3> 114 115 <p>The hardware abstraction for the display subsystem. SurfaceFlinger can 116 delegate certain composition work to the Hardware Composer to offload work from 117 OpenGL and the GPU. SurfaceFlinger acts as just another OpenGL ES client. So 118 when SurfaceFlinger is actively compositing one buffer or two into a third, for 119 instance, it is using OpenGL ES. This makes compositing lower power than having 120 the GPU conduct all computation.</p> 121 122 <p>The Hardware Composer HAL conducts the other half of the work. This HAL is 123 the central point for all Android graphics rendering. Hardware Composer must 124 support events, one of which is VSYNC. Another is hotplug for plug-and-play 125 HDMI support.</p> 126 127 <p>See the 128 <a href="{@docRoot}devices/graphics.html#hardware_composer_hal">Hardware 129 Composer HAL</a> section for more information.</p> 130 131 <h3 id="gralloc">Gralloc</h3> 132 133 <p>The graphics memory allocator is needed to allocate memory that is requested 134 by image producers. See the <a 135 href="{@docRoot}devices/graphics.html#gralloc">Gralloc HAL</a> section for more 136 information.</p> 137 138 <h2 id="data_flow">Data flow</h2> 139 140 <p>See the following diagram for a depiction of the Android graphics 141 pipeline:</p> 142 143 <img src="images/graphics_pipeline.png" alt="graphics data flow"> 144 145 <p class="img-caption"><strong>Figure 2.</strong> Graphic data flow through 146 Android</p> 147 148 <p>The objects on the left are renderers producing graphics buffers, such as 149 the home screen, status bar, and system UI. SurfaceFlinger is the compositor 150 and Hardware Composer is the composer.</p> 151 152 <h3 id="bufferqueue">BufferQueue</h3> 153 154 <p>BufferQueues provide the glue between the Android graphics components. These 155 are a pair of queues that mediate the constant cycle of buffers from the 156 producer to the consumer. Once the producers hand off their buffers, 157 SurfaceFlinger is responsible for compositing everything onto the display.</p> 158 159 <p>See the following diagram for the BufferQueue communication process.</p> 160 161 <img src="images/bufferqueue.png" 162 alt="BufferQueue communication process"> 163 164 <p class="img-caption"><strong>Figure 3.</strong> BufferQueue communication 165 process</p> 166 167 <p>BufferQueue contains the logic that ties image stream producers and image 168 stream consumers together. Some examples of image producers are the camera 169 previews produced by the camera HAL or OpenGL ES games. Some examples of image 170 consumers are SurfaceFlinger or another app that displays an OpenGL ES stream, 171 such as the camera app displaying the camera viewfinder.</p> 172 173 <p>BufferQueue is a data structure that combines a buffer pool with a queue and 174 uses Binder IPC to pass buffers between processes. The producer interface, or 175 what you pass to somebody who wants to generate graphic buffers, is 176 IGraphicBufferProducer (part of <a 177 href="http://developer.android.com/reference/android/graphics/SurfaceTexture.html">SurfaceTexture</a>). 178 BufferQueue is often used to render to a Surface and consume with a GL 179 Consumer, among other tasks. 180 181 BufferQueue can operate in three different modes:</p> 182 183 <p><em>Synchronous-like mode</em> - BufferQueue by default operates in a 184 synchronous-like mode, in which every buffer that comes in from the producer 185 goes out at the consumer. No buffer is ever discarded in this mode. And if the 186 producer is too fast and creates buffers faster than they are being drained, it 187 will block and wait for free buffers.</p> 188 189 <p><em>Non-blocking mode</em> - BufferQueue can also operate in a non-blocking 190 mode where it generates an error rather than waiting for a buffer in those 191 cases. No buffer is ever discarded in this mode either. This is useful for 192 avoiding potential deadlocks in application software that may not understand 193 the complex dependencies of the graphics framework.</p> 194 195 <p><em>Discard mode</em> - Finally, BufferQueue may be configured to discard 196 old buffers rather than generate errors or wait. For instance, if conducting GL 197 rendering to a texture view and drawing as quickly as possible, buffers must be 198 dropped.</p> 199 200 <p>To conduct most of this work, SurfaceFlinger acts as just another OpenGL ES 201 client. So when SurfaceFlinger is actively compositing one buffer or two into a 202 third, for instance, it is using OpenGL ES.</p> 203 204 <p>The Hardware Composer HAL conducts the other half of the work. This HAL acts 205 as the central point for all Android graphics rendering.</p> 206 207 <h3 id="synchronization_framework">Synchronization framework</h3> 208 209 <p>Since Android graphics offer no explicit parallelism, vendors have long 210 implemented their own implicit synchronization within their own drivers. This 211 is no longer required with the Android graphics synchronization framework. See 212 the <a href="#explicit_synchronization">Explicit synchronization</a> section 213 for implementation instructions.</p> 214 215 <p>The synchronization framework explicitly describes dependencies between 216 different asynchronous operations in the system. The framework provides a 217 simple API that lets components signal when buffers are released. It also 218 allows synchronization primitives to be passed between drivers from the kernel 219 to userspace and between userspace processes themselves.</p> 220 221 <p>For example, an application may queue up work to be carried out in the GPU. 222 The GPU then starts drawing that image. Although the image hasnt been drawn 223 into memory yet, the buffer pointer can still be passed to the window 224 compositor along with a fence that indicates when the GPU work will be 225 finished. The window compositor may then start processing ahead of time and 226 hand off the work to the display controller. In this manner, the CPU work can 227 be done ahead of time. Once the GPU finishes, the display controller can 228 immediately display the image.</p> 229 230 <p>The synchronization framework also allows implementers to leverage 231 synchronization resources in their own hardware components. Finally, the 232 framework provides visibility into the graphics pipeline to aid in 233 debugging.</p> 234