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      1 page.title=Implementing VSYNC
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     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 
     29 <p>VSYNC synchronizes certain events to the refresh cycle of the display.
     30 Applications always start drawing on a VSYNC boundary, and SurfaceFlinger
     31 always composites on a VSYNC boundary. This eliminates stutters and improves
     32 visual performance of graphics.</p>
     33 
     34 <p>The Hardware Composer (HWC) has a function pointer indicating the function
     35 to implement for VSYNC:</p>
     36 
     37 <pre class=prettyprint> int (waitForVsync*) (int64_t *timestamp) </pre>
     38 
     39 <p>This function blocks until a VSYNC occurs and returns the timestamp of the
     40 actual VSYNC. A message must be sent every time VSYNC occurs. A client can
     41 receive a VSYNC timestamp once at specified intervals or continuously at
     42 intervals of 1. You must implement VSYNC with a maximum 1 ms lag (0.5 ms or less
     43 is recommended); timestamps returned must be extremely accurate.</p>
     44 
     45 <h2 id=explicit_synchronization>Explicit synchronization</h2>
     46 
     47 <p>Explicit synchronization is required and provides a mechanism for Gralloc
     48 buffers to be acquired and released in a synchronized way. Explicit
     49 synchronization allows producers and consumers of graphics buffers to signal
     50 when they are done with a buffer. This allows Android to asynchronously queue
     51 buffers to be read or written with the certainty that another consumer or
     52 producer does not currently need them. For details, see
     53 <a href="{@docRoot}devices/graphics/index.html#synchronization_framework">Synchronization
     54 framework</a>.</p>
     55 
     56 <p>The benefits of explicit synchronization include less behavior variation
     57 between devices, better debugging support, and improved testing metrics. For
     58 instance, the sync framework output readily identifies problem areas and root
     59 causes, and centralized SurfaceFlinger presentation timestamps show when events
     60 occur in the normal flow of the system.</p>
     61 
     62 <p>This communication is facilitated by the use of synchronization fences,
     63 which are required when requesting a buffer for consuming or producing. The
     64 synchronization framework consists of three main building blocks:
     65 <code>sync_timeline</code>, <code>sync_pt</code>, and <code>sync_fence</code>.</p>
     66 
     67 <h3 id=sync_timeline>sync_timeline</h3>
     68 
     69 <p>A <code>sync_timeline</code> is a monotonically increasing timeline that
     70 should be implemented for each driver instance, such as a GL context, display
     71 controller, or 2D blitter. This is essentially a counter of jobs submitted to
     72 the kernel for a particular piece of hardware. It provides guarantees about the
     73 order of operations and allows hardware-specific implementations.</p>
     74 
     75 <p>The sync_timeline is offered as a CPU-only reference implementation called
     76 <code>sw_sync</code> (software sync). If possible, use this instead of a
     77 <code>sync_timeline</code> to save resources and avoid complexity. If youre not
     78 employing a hardware resource, <code>sw_sync</code> should be sufficient.</p>
     79 
     80 <p>If you must implement a <code>sync_timeline</code>, use the
     81 <code>sw_sync</code> driver as a starting point. Follow these guidelines:</p>
     82 
     83 <ul>
     84 <li>Provide useful names for all drivers, timelines, and fences. This simplifies
     85 debugging.</li>
     86 <li>Implement <code>timeline_value_str</code> and <code>pt_value_str</code>
     87 operators in your timelines to make debugging output more readable.</li>
     88 <li>If you want your userspace libraries (such as the GL library) to have access
     89 to the private data of your timelines, implement the fill driver_data operator.
     90 This lets you get information about the immutable sync_fence and
     91 <code>sync_pts</code> so you can build command lines based upon them.</li>
     92 </ul>
     93 
     94 <p>When implementing a <code>sync_timeline</code>, <strong>do not</strong>:</p>
     95 
     96 <ul>
     97 <li>Base it on any real view of time, such as when a wall clock or other piece
     98 of work might finish. It is better to create an abstract timeline that you can
     99 control.</li>
    100 <li>Allow userspace to explicitly create or signal a fence. This can result in
    101 one piece of the user pipeline creating a denial-of-service attack that halts
    102 all functionality. This is because the userspace cannot make promises on behalf
    103 of the kernel.</li>
    104 <li>Access <code>sync_timeline</code>, <code>sync_pt</code>, or
    105 <code>sync_fence</code> elements explicitly, as the API should provide all
    106 required functions.</li>
    107 </ul>
    108 
    109 <h3 id=sync_pt>sync_pt</h3>
    110 
    111 <p>A <code>sync_pt</code> is a single value or point on a sync_timeline. A point
    112 has three states: active, signaled, and error. Points start in the active state
    113 and transition to the signaled or error states. For instance, when a buffer is
    114 no longer needed by an image consumer, this sync_point is signaled so image
    115 producers know it is okay to write into the buffer again.</p>
    116 
    117 <h3 id=sync_fence>sync_fence</h3>
    118 
    119 <p>A <code>sync_fence</code> is a collection of <code>sync_pts</code> that often
    120 have different <code>sync_timeline</code> parents (such as for the display
    121 controller and GPU). These are the main primitives over which drivers and
    122 userspace communicate their dependencies. A fence is a promise from the kernel
    123 given upon accepting work that has been queued and assures completion in a
    124 finite amount of time.</p>
    125 
    126 <p>This allows multiple consumers or producers to signal they are using a
    127 buffer and to allow this information to be communicated with one function
    128 parameter. Fences are backed by a file descriptor and can be passed from
    129 kernel-space to user-space. For instance, a fence can contain two
    130 <code>sync_points</code> that signify when two separate image consumers are done
    131 reading a buffer. When the fence is signaled, the image producers know both
    132 consumers are done consuming.</p>
    133 
    134 <p>Fences, like <code>sync_pts</code>, start active and then change state based
    135 upon the state of their points. If all <code>sync_pts</code> become signaled,
    136 the <code>sync_fence</code> becomes signaled. If one <code>sync_pt</code> falls
    137 into an error state, the entire sync_fence has an error state.</p>
    138 
    139 <p>Membership in the <code>sync_fence</code> is immutable after the fence is
    140 created. As a <code>sync_pt</code> can be in only one fence, it is included as a
    141 copy. Even if two points have the same value, there will be two copies of the
    142 <code>sync_pt</code> in the fence. To get more than one point in a fence, a
    143 merge operation is conducted where points from two distinct fences are added to
    144 a third fence. If one of those points was signaled in the originating fence and
    145 the other was not, the third fence will also not be in a signaled state.</p>
    146 
    147 <p>To implement explicit synchronization, provide the following:</p>
    148 
    149 <ul>
    150 <li>A kernel-space driver that implements a synchronization timeline for a
    151 particular piece of hardware. Drivers that need to be fence-aware are generally
    152 anything that accesses or communicates with the Hardware Composer. Key files
    153 include:
    154 <ul>
    155 <li>Core implementation:
    156 <ul>
    157  <li><code>kernel/common/include/linux/sync.h</code></li>
    158  <li><code>kernel/common/drivers/base/sync.c</code></li>
    159 </ul></li>
    160 <li><code>sw_sync</code>:
    161 <ul>
    162  <li><code>kernel/common/include/linux/sw_sync.h</code></li>
    163  <li><code>kernel/common/drivers/base/sw_sync.c</code></li>
    164 </ul></li>
    165 <li>Documentation at <code>kernel/common//Documentation/sync.txt</code>.</li>
    166 <li>Library to communicate with the kernel-space in
    167  <code>platform/system/core/libsync</code>.</li>
    168 </ul></li>
    169 <li>A Hardware Composer HAL module (v1.3 or higher) that supports the new
    170 synchronization functionality. You must provide the appropriate synchronization
    171 fences as parameters to the <code>set()</code> and <code>prepare()</code>
    172 functions in the HAL.</li>
    173 <li>Two fence-related GL extensions (<code>EGL_ANDROID_native_fence_sync</code>
    174 and <code>EGL_ANDROID_wait_sync</code>) and fence support in your graphics
    175 drivers.</li>
    176 </ul>
    177 
    178 <p>For example, to use the API supporting the synchronization function, you
    179 might develop a display driver that has a display buffer function. Before the
    180 synchronization framework existed, this function would receive dma-bufs, put
    181 those buffers on the display, and block while the buffer is visible. For
    182 example:</p>
    183 
    184 <pre class=prettyprint>/*
    185  * assumes buf is ready to be displayed.  returns when buffer is no longer on
    186  * screen.
    187  */
    188 void display_buffer(struct dma_buf *buf);
    189 </pre>
    190 
    191 <p>With the synchronization framework, the API call is slightly more complex.
    192 While putting a buffer on display, you associate it with a fence that says when
    193 the buffer will be ready. You can queue up the work and initiate after the fence
    194 clears.</p>
    195 
    196 <p>In this manner, you are not blocking anything. You immediately return your
    197 own fence, which is a guarantee of when the buffer will be off of the display.
    198 As you queue up buffers, the kernel will list dependencies with the
    199 synchronization framework:</p>
    200 
    201 <pre class=prettyprint>/*
    202  * will display buf when fence is signaled.  returns immediately with a fence
    203  * that will signal when buf is no longer displayed.
    204  */
    205 struct sync_fence* display_buffer(struct dma_buf *buf, struct sync_fence
    206 *fence);
    207 </pre>
    208 
    209 
    210 <h2 id=sync_integration>Sync integration</h2>
    211 <p>This section explains how to integrate the low-level sync framework with
    212 different parts of the Android framework and the drivers that must communicate
    213 with one another.</p>
    214 
    215 <h3 id=integration_conventions>Integration conventions</h3>
    216 
    217 <p>The Android HAL interfaces for graphics follow consistent conventions so
    218 when file descriptors are passed across a HAL interface, ownership of the file
    219 descriptor is always transferred. This means:</p>
    220 
    221 <ul>
    222 <li>If you receive a fence file descriptor from the sync framework, you must
    223 close it.</li>
    224 <li>If you return a fence file descriptor to the sync framework, the framework
    225 will close it.</li>
    226 <li>To continue using the fence file descriptor, you must duplicate the
    227 descriptor.</li>
    228 </ul>
    229 
    230 <p>Every time a fence passes through BufferQueue (such as for a window that
    231 passes a fence to BufferQueue saying when its new contents will be ready) the
    232 fence object is renamed. Since kernel fence support allows fences to have
    233 strings for names, the sync framework uses the window name and buffer index
    234 that is being queued to name the fence (i.e., <code>SurfaceView:0</code>). This
    235 is helpful in debugging to identify the source of a deadlock as the names appear
    236 in the output of <code>/d/sync</code> and bug reports.</p>
    237 
    238 <h3 id=anativewindow_integration>ANativeWindow integration</h3>
    239 
    240 <p>ANativeWindow is fence aware and <code>dequeueBuffer</code>,
    241 <code>queueBuffer</code>, and <code>cancelBuffer</code> have fence parameters.
    242 </p>
    243 
    244 <h3 id=opengl_es_integration>OpenGL ES integration</h3>
    245 
    246 <p>OpenGL ES sync integration relies upon two EGL extensions:</p>
    247 
    248 <ul>
    249 <li><code>EGL_ANDROID_native_fence_sync</code>. Provides a way to either
    250 wrap or create native Android fence file descriptors in EGLSyncKHR objects.</li>
    251 <li><code>EGL_ANDROID_wait_sync</code>. Allows GPU-side stalls rather than in
    252 CPU, making the GPU wait for an EGLSyncKHR. This is essentially the same as the
    253 <code>EGL_KHR_wait_sync</code> extension (refer to that specification for
    254 details).</li>
    255 </ul>
    256 
    257 <p>These extensions can be used independently and are controlled by a compile
    258 flag in libgui. To use them, first implement the
    259 <code>EGL_ANDROID_native_fence_sync</code> extension along with the associated
    260 kernel support. Next, add a ANativeWindow support for fences to your driver then
    261 turn on support in libgui to make use of the
    262 <code>EGL_ANDROID_native_fence_sync</code> extension.</p>
    263 
    264 <p>In a second pass, enable the <code>EGL_ANDROID_wait_sync</code>
    265 extension in your driver and turn it on separately. The
    266 <code>EGL_ANDROID_native_fence_sync</code> extension consists of a distinct
    267 native fence EGLSync object type so extensions that apply to existing EGLSync
    268 object types dont necessarily apply to <code>EGL_ANDROID_native_fence</code>
    269 objects to avoid unwanted interactions.</p>
    270 
    271 <p>The EGL_ANDROID_native_fence_sync extension employs a corresponding native
    272 fence file descriptor attribute that can be set only at creation time and
    273 cannot be directly queried onward from an existing sync object. This attribute
    274 can be set to one of two modes:</p>
    275 
    276 <ul>
    277 <li><em>A valid fence file descriptor</em>. Wraps an existing native Android
    278 fence file descriptor in an EGLSyncKHR object.</li>
    279 <li><em>-1</em>. Creates a native Android fence file descriptor from an
    280 EGLSyncKHR object.</li>
    281 </ul>
    282 
    283 <p>The DupNativeFenceFD function call is used to extract the EGLSyncKHR object
    284 from the native Android fence file descriptor. This has the same result as
    285 querying the attribute that was set but adheres to the convention that the
    286 recipient closes the fence (hence the duplicate operation). Finally, destroying
    287 the EGLSync object should close the internal fence attribute.</p>
    288 
    289 <h3 id=hardware_composer_integration>Hardware Composer integration</h3>
    290 
    291 <p>The Hardware Composer handles three types of sync fences:</p>
    292 
    293 <ul>
    294 <li><em>Acquire fence</em>. One per layer, set before calling
    295 <code>HWC::set</code>. It signals when Hardware Composer may read the buffer.</li>
    296 <li><em>Release fence</em>. One per layer, filled in by the driver in
    297 <code>HWC::set</code>. It signals when Hardware Composer is done reading the
    298 buffer so the framework can start using that buffer again for that particular
    299 layer.</li>
    300 <li><em>Retire fence</em>. One per the entire frame, filled in by the driver
    301 each time <code>HWC::set</code> is called. This covers all layers for the set
    302 operation and signals to the framework when all effects of this set operation
    303 have completed. The retire fence signals when the next set operation takes place
    304 on the screen.</li>
    305 </ul>
    306 
    307 <p>The retire fence can be used to determine how long each frame appears on the
    308 screen. This is useful in identifying the location and source of delays, such
    309 as a stuttering animation.</p>
    310 
    311 <h2 id=vsync_offset>VSYNC offset</h2>
    312 
    313 <p>Application and SurfaceFlinger render loops should be synchronized to the
    314 hardware VSYNC. On a VSYNC event, the display begins showing frame N while
    315 SurfaceFlinger begins compositing windows for frame N+1. The app handles
    316 pending input and generates frame N+2.</p>
    317 
    318 <p>Synchronizing with VSYNC delivers consistent latency. It reduces errors in
    319 apps and SurfaceFlinger and the drifting of displays in and out of phase with
    320 each other. This, however, does assume application and SurfaceFlinger per-frame
    321 times dont vary widely. Nevertheless, the latency is at least two frames.</p>
    322 
    323 <p>To remedy this, you can employ VSYNC offsets to reduce the input-to-display
    324 latency by making application and composition signal relative to hardware
    325 VSYNC. This is possible because application plus composition usually takes less
    326 than 33 ms.</p>
    327 
    328 <p>The result of VSYNC offset is three signals with same period, offset
    329 phase:</p>
    330 
    331 <ul>
    332 <li><code>HW_VSYNC_0</code>. Display begins showing next frame.</li>
    333 <li><code>VSYNC</code>. App reads input and generates next frame.</li>
    334 <li><code>SF VSYNC</code>. SurfaceFlinger begins compositing for next frame.</li>
    335 </ul>
    336 
    337 <p>With VSYNC offset, SurfaceFlinger receives the buffer and composites the
    338 frame, while the application processes the input and renders the frame, all
    339 within a single frame of time.</p>
    340 
    341 <p class="note"><strong>Note:</strong> VSYNC offsets reduce the time available
    342 for app and composition and therefore provide a greater chance for error.</p>
    343 
    344 <h3 id=dispsync>DispSync</h3>
    345 
    346 <p>DispSync maintains a model of the periodic hardware-based VSYNC events of a
    347 display and uses that model to execute periodic callbacks at specific phase
    348 offsets from the hardware VSYNC events.</p>
    349 
    350 <p>DispSync is essentially a software phase lock loop (PLL) that generates the
    351 VSYNC and SF VSYNC signals used by Choreographer and SurfaceFlinger, even if
    352 not offset from hardware VSYNC.</p>
    353 
    354 <img src="images/dispsync.png" alt="DispSync flow">
    355 
    356 <p class="img-caption"><strong>Figure 1.</strong> DispSync flow</p>
    357 
    358 <p>DispSync has the following qualities:</p>
    359 
    360 <ul>
    361 <li><em>Reference</em>. HW_VSYNC_0.</li>
    362 <li><em>Output</em>. VSYNC and SF VSYNC.</li>
    363 <li><em>Feedback</em>. Retire fence signal timestamps from Hardware Composer.
    364 </li>
    365 </ul>
    366 
    367 <h3 id=vsync_retire_offset>VSYNC/Retire offset</h3>
    368 
    369 <p>The signal timestamp of retire fences must match HW VSYNC even on devices
    370 that dont use the offset phase. Otherwise, errors appear to have greater
    371 severity than reality. Smart panels often have a delta: Retire fence is the end
    372 of direct memory access (DMA) to display memory, but the actual display switch
    373 and HW VSYNC is some time later.</p>
    374 
    375 <p><code>PRESENT_TIME_OFFSET_FROM_VSYNC_NS</code> is set in the devices
    376 BoardConfig.mk make file. It is based upon the display controller and panel
    377 characteristics. Time from retire fence timestamp to HW VSYNC signal is
    378 measured in nanoseconds.</p>
    379 
    380 <h3 id=vsync_and_sf_vsync_offsets>VSYNC and SF_VSYNC offsets</h3>
    381 
    382 <p>The <code>VSYNC_EVENT_PHASE_OFFSET_NS</code> and
    383 <code>SF_VSYNC_EVENT_PHASE_OFFSET_NS</code> are set conservatively based on
    384 high-load use cases, such as partial GPU composition during window transition
    385 or Chrome scrolling through a webpage containing animations. These offsets
    386 allow for long application render time and long GPU composition time.</p>
    387 
    388 <p>More than a millisecond or two of latency is noticeable. We recommend
    389 integrating thorough automated error testing to minimize latency without
    390 significantly increasing error counts.</p>
    391 
    392 <p class="note"><strong>Note:</strong> Theses offsets are also configured in the
    393 devices BoardConfig.mk file. Both settings are offset in nanoseconds after
    394 HW_VSYNC_0, default to zero (if not set), and can be negative.</p>
    395