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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,
29SurfaceView, 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
36place.</p>
37
38<p>Some familiarity with Android devices and application development is assumed.
39You don't need detailed knowledge of the app framework, and very few API calls
40will be mentioned, but the material herein doesn't overlap much with other
41public documentation. The goal here is to provide a sense for the significant
42events involved in rendering a frame for output, so that you can make informed
43choices when designing an application. To achieve this, we work from the bottom
44up, 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
47good idea to read straight through rather than skipping to a section that sounds
48interesting. We start with an explanation of Android's graphics buffers,
49describe the composition and display mechanism, and then proceed to the
50higher-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
54versions will likely be different as well. Version-specific features are called
55out in a few places.</p>
56
57<p>At various points I will refer to source code from the AOSP sources or from
58Grafika. Grafika is a Google open-source project for testing; it can be found at
59<a
60href="https://github.com/google/grafika">https://github.com/google/grafika</a>.
61It'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
65scenes. At the heart of everything graphical in Android is a class called
66BufferQueue. Its role is simple enough: connect something that generates
67buffers of graphical data (the "producer") to something that accepts the data
68for display or further processing (the "consumer"). The producer and consumer
69can live in different processes. Nearly everything that moves buffers of
70graphical 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,
74height, pixel format, and usage flags. The producer populates the buffer and
75returns it to the queue (<code>queueBuffer()</code>). Some time later, the consumer
76acquires the buffer (<code>acquireBuffer()</code>) and makes use of the buffer contents.
77When 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
81system to do some nifty thing when combined with hardware components that can
82manipulate graphics data asynchronously. For example, a producer can submit a
83series of OpenGL ES drawing commands and then enqueue the output buffer before
84rendering completes. The buffer is accompanied by a fence that signals when the
85contents are ready. A second fence accompanies the buffer when it is returned
86to the free list, so that the consumer can release the buffer while the contents
87are still in use. This approach improves latency and throughput as the buffers
88move through the system.</p>
89
90<p>Some characteristics of the queue, such as the maximum number of buffers it can
91hold, 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
94are retained unless the characteristics change; for example, if the producer
95starts requesting buffers with a different size, the old buffers will be freed
96and new buffers will be allocated on demand.</p>
97
98<p>The data structure is currently always created and "owned" by the consumer. In
99Android 4.3 only the producer side was "binderized", i.e. the producer could be
100in a remote process but the consumer had to live in the process where the queue
101was created. This evolved a bit in 4.4, moving toward a more general
102implementation.</p>
103
104<p>Buffer contents are never copied by BufferQueue. Moving that much data around
105would 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
112href="https://android.googlesource.com/platform/hardware/libhardware/+/kitkat-release/include/hardware/gralloc.h">hardware/libhardware/include/hardware/gralloc.h</a>).
113The <code>alloc()</code> function takes the arguments you'd expect -- width,
114height, pixel format -- as well as a set of usage flags. Those flags merit
115closer attention.</p>
116
117<p>The gralloc allocator is not just another way to allocate memory on the native
118heap. In some situations, the allocated memory may not be cache-coherent, or
119could be totally inaccessible from user space. The nature of the allocation is
120determined 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
130the buffer will be accessed from software -- meaning your application will touch
131pixels directly -- then the allocator needs to create a buffer with 4 bytes per
132pixel in R-G-B-A order. If instead you say the buffer will only be
133accessed from hardware and as a GLES texture, the allocator can do anything the
134GLES driver wants -- BGRA ordering, non-linear "swizzled" layouts, alternative
135color formats, etc. Allowing the hardware to use its preferred format can
136improve performance.</p>
137
138<p>Some values cannot be combined on certain platforms. For example, the "video
139encoder" flag may require YUV pixels, so adding "software access" and specifying
140RGBA 8888 would fail.</p>
141
142<p>The handle returned by the gralloc allocator can be passed between processes
143through 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
148get to see them on your device's screen. That's where SurfaceFlinger and the
149Hardware Composer HAL come in.</p>
150
151<p>SurfaceFlinger's role is to accept buffers of data from multiple sources,
152composite them, and send them to the display. Once upon a time this was done
153with 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
157SurfaceFlinger for a drawing surface. SurfaceFlinger creates a "layer" - the
158primary component of which is a BufferQueue - for which SurfaceFlinger acts as
159the consumer. A Binder object for the producer side is passed through the
160WindowManager to the app, which can then start sending frames directly to
161SurfaceFlinger. (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
163SurfaceFlinger terminology. It can be argued that SurfaceFlinger should really
164be called LayerFlinger.)</p>
165
166<p>For most apps, there will be three layers on screen at any time: the "status
167bar" at the top of the screen, the "navigation bar" at the bottom or side, and
168the application's UI. Some apps will have more or less, e.g. the default home app has a
169separate layer for the wallpaper, while a full-screen game might hide the status
170bar. Each layer can be updated independently. The status and navigation bars
171are rendered by a system process, while the app layers are rendered by the app,
172with no coordination between the two.</p>
173
174<p>Device displays refresh at a certain rate, typically 60 frames per second on
175phones and tablets. If the display contents are updated mid-refresh, "tearing"
176will be visible; so it's important to update the contents only between cycles.
177The system receives a signal from the display when it's safe to update the
178contents. 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
181to 62fps depending on current conditions. For an HDMI-attached television, this
182could theoretically dip to 24 or 48Hz to match a video. Because we can update
183the screen only once per refresh cycle, submitting buffers for display at
184200fps would be a waste of effort as most of the frames would never be seen.
185Instead of taking action whenever an app submits a buffer, SurfaceFlinger wakes
186up when the display is ready for something new.</p>
187
188<p>When the VSYNC signal arrives, SurfaceFlinger walks through its list of layers
189looking for new buffers. If it finds a new one, it acquires it; if not, it
190continues to use the previously-acquired buffer. SurfaceFlinger always wants to
191have something to display, so it will hang on to one buffer. If no buffers have
192ever 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
195asks 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
201to determine the most efficient way to composite buffers with the available
202hardware. As a HAL, its implementation is device-specific and usually
203implemented by the display hardware OEM.</p>
204
205<p>The value of this approach is easy to recognize when you consider "overlay
206planes." The purpose of overlay planes is to composite multiple buffers
207together, but in the display hardware rather than the GPU. For example, suppose
208you have a typical Android phone in portrait orientation, with the status bar on
209top and navigation bar at the bottom, and app content everywhere else. The contents
210for each layer are in separate buffers. You could handle composition by
211rendering the app content into a scratch buffer, then rendering the status bar
212over it, then rendering the navigation bar on top of that, and finally passing the
213scratch buffer to the display hardware. Or, you could pass all three buffers to
214the display hardware, and tell it to read data from different buffers for
215different parts of the screen. The latter approach can be significantly more
216efficient.</p>
217
218<p>As you might expect, the capabilities of different display processors vary
219significantly. The number of overlays, whether layers can be rotated or
220blended, and restrictions on positioning and overlap can be difficult to express
221through 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
225you 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
228to 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,
232it'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
235screen is changing. This is particularly true when the overlay contents have
236transparent pixels, and overlapping layers are being blended together. In such
237cases, the HWC can choose to request GLES composition for some or all layers
238and retain the composited buffer. If SurfaceFlinger comes back again asking to
239composite the same set of buffers, the HWC can just continue to show the
240previously-composited scratch buffer. This can improve the battery life of an
241idle device.</p>
242
243<p>Devices shipping with Android 4.4 ("KitKat") typically support four overlay
244planes. Attempting to composite more layers than there are overlays will cause
245the system to use GLES composition for some of them; so the number of layers
246used by an application can have a measurable impact on power consumption and
247performance.</p>
248
249<p>You can see exactly what SurfaceFlinger is up to with the command <code>adb shell
250dumpsys SurfaceFlinger</code>. The output is verbose. The part most relevant to our
251current discussion is the HWC summary that appears near the bottom of the
252output:</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
265overlays ("HWC") or OpenGL ES composition ("GLES"), and gives you a bunch of
266other facts you probably won't care about ("handle" and "hints" and "flags" and
267other 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
271shown above are using overlays, FB_TARGET isn’t being used for this frame. The
272layer'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
274with GLES, and the output would be written to the framebuffer. On recent devices there
275generally 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
277longer work: They're trying to read from The Framebuffer, but there is no such
278thing.)</p>
279
280<p>The overlay planes have another important role: they're the only way to display
281DRM content. DRM-protected buffers cannot be accessed by SurfaceFlinger or the
282GLES driver, which means that your video will disappear if HWC switches to GLES
283composition.</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
288front buffer is displayed while the back buffer is being prepared. At VSYNC, if
289the back buffer is ready, you quickly switch them. This works reasonably well
290in a system where you're drawing directly into the framebuffer, but there's a
291hitch in the flow when a composition step is added. Because of the way
292SurfaceFlinger 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
295SurfaceFlinger for display on the next VSYNC. (Assume frame N is composited
296with an overlay, so we can't alter the buffer contents until the display is done
297with it.) When VSYNC arrives, HWC flips the buffers. While the app is starting
298to render frame N+2 into the buffer that used to hold frame N, SurfaceFlinger is
299scanning the layer list, looking for updates. SurfaceFlinger won't find any new
300buffers, so it prepares to show frame N+1 again after the next VSYNC. A little
301while later, the app finishes rendering frame N+2 and queues it for
302SurfaceFlinger, but it's too late. This has effectively cut our maximum frame
303rate in half.</p>
304
305<p>We can fix this with triple-buffering. Just before VSYNC, frame N is being
306displayed, frame N+1 has been composited (or scheduled for an overlay) and is
307ready to be displayed, and frame N+2 is queued up and ready to be acquired by
308SurfaceFlinger. When the screen flips, the buffers rotate through the stages
309with no bubble. The app has just less than a full VSYNC period (16.7ms at 60fps) to
310do its rendering and queue the buffer. And SurfaceFlinger / HWC has a full VSYNC
311period to figure out the composition before the next flip. The downside is
312that it takes at least two VSYNC periods for anything that the app does to
313appear on the screen. As the latency increases, the device feels less
314responsive 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
323frame:</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
329still has the buffers, but now HWC has prepared them for display via overlay on
330the next VSYNC).</li>
331</ol>
332
333<p>The blue buffer is referenced by both the display and the BufferQueue. The
334app 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
341green twin appears in the BufferQueue</li>
342<li>the blue buffer’s fence is signaled, and the blue buffer in App empties**</li>
343<li>display rect changes from &lt;blue + SystemUI&gt; to &lt;green +
344SystemUI&gt;</li>
345</ul>
346
347<p><strong>*</strong> - The System UI process is providing the status and nav
348bars, which for our purposes here aren’t changing, so SurfaceFlinger keeps using
349the previously-acquired buffer. In practice there would be two separate
350buffers, one for the status bar at the top, one for the navigation bar at the
351bottom, and they would be sized to fit their contents. Each would arrive on its
352own BufferQueue.</p>
353
354<p><strong>**</strong> - The buffer doesn’t actually “empty”; if you submit it
355without drawing on it you’ll get that same blue again. The emptying is the
356result of clearing the buffer contents, which the app should do before it starts
357drawing.</p>
358
359<p>We can reduce the latency by noting layer composition should not require a
360full VSYNC period. If composition is performed by overlays, it takes essentially
361zero CPU and GPU time. But we can't count on that, so we need to allow a little
362time. If the app starts rendering halfway between VSYNC signals, and
363SurfaceFlinger defers the HWC setup until a few milliseconds before the signal
364is due to arrive, we can cut the latency from 2 frames to perhaps 1.5. In
365theory you could render and composite in a single period, allowing a return to
366double-buffering; but getting it down that far is difficult on current devices.
367Minor fluctuations in rendering and composition time, and switching from
368overlays to GLES composition, can cause us to miss a swap deadline and repeat
369the previous frame.</p>
370
371<p>SurfaceFlinger's buffer handling demonstrates the fence-based buffer
372management mentioned earlier. If we're animating at full speed, we need to
373have an acquired buffer for the display ("front") and an acquired buffer for
374the next flip ("back"). If we're showing the buffer on an overlay, the
375contents are being accessed directly by the display and must not be touched.
376But if you look at an active layer's BufferQueue state in the <code>dumpsys
377SurfaceFlinger</code> output, you'll see one acquired buffer, one queued buffer, and
378one free buffer. That's because, when SurfaceFlinger acquires the new "back"
379buffer, it releases the current "front" buffer to the queue. The "front"
380buffer is still in use by the display, so anything that dequeues it must wait
381for the fence to signal before drawing on it. So long as everybody follows
382the fencing rules, all of the queue-management IPC requests can happen in
383parallel 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
388or tablet, and an "external" display, such as a television connected through
389HDMI. It also supports a number of "virtual" displays, which make composited
390output available within the system. Virtual displays can be used to record the
391screen 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
395display, so the VSYNC for the primary display is used to trigger composition for
396all displays.</p>
397
398<p>In the past, virtual displays were always composited with GLES. The Hardware
399Composer managed composition for only the primary display. In Android 4.4, the
400Hardware Composer gained the ability to participate in virtual display
401composition.</p>
402
403<p>As you might expect, the frames generated for a virtual display are written to a
404BufferQueue.</p>
405
406<h3 id="screenrecord">Case study: screenrecord</h3>
407
408<p>Now that we've established some background on BufferQueue and SurfaceFlinger,
409it'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
412command</a>,
413introduced in Android 4.4, allows you to record everything that appears on the
414screen as an .mp4 file on disk. To implement this, we have to receive composited
415frames from SurfaceFlinger, write them to the video encoder, and then write the
416encoded video data to a file. The video codecs are managed by a separate
417process - called "mediaserver" - so we have to move large graphics buffers around
418the system. To make it more challenging, we're trying to record 60fps video at
419full 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
422through a Surface. We'll discuss Surface in more detail later, but for now just
423think of it as a wrapper around the producer end of a BufferQueue. When
424screenrecord requests access to a video encoder, mediaserver creates a
425BufferQueue and connects itself to the consumer side, and then passes the
426producer side back to screenrecord as a Surface.</p>
427
428<p>The screenrecord command then asks SurfaceFlinger to create a virtual display
429that mirrors the main display (i.e. it has all of the same layers), and directs
430it to send output to the Surface that came from mediaserver. Note that, in this
431case, 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
434encoded data to appear. As apps draw, their buffers travel to SurfaceFlinger,
435which composites them into a single buffer that gets sent directly to the video
436encoder in mediaserver. The full frames are never even seen by the screenrecord
437process. Internally, mediaserver has its own way of moving buffers around that
438also 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
443SurfaceFlinger will act as the BufferQueue consumer. It's also possible to ask
444SurfaceFlinger to create a virtual display, for which SurfaceFlinger will act as
445the BufferQueue producer. What happens if you connect them, configuring a
446virtual 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
449course, that window is now part of the composited output, so on the next refresh
450the composited image inside the window will show the window contents as well.
451It'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
453settings, selecting "Simulate secondary displays", and enabling a window. For
454bonus points, use screenrecord to capture the act of enabling the display, then
455play it back frame-by-frame.</p>
456
457<h2 id="surface">Surface and SurfaceHolder</h2>
458
459<p>The <a
460href="http://developer.android.com/reference/android/view/Surface.html">Surface</a>
461class 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
463statement was accurate when initially written but falls well short of the mark
464on a modern system.</p>
465
466<p>The Surface represents the producer side of a buffer queue that is often (but
467not always!) consumed by SurfaceFlinger. When you render onto a Surface, the
468result ends up in a buffer that gets shipped to the consumer. A Surface is not
469simply a raw chunk of memory you can scribble on.</p>
470
471<p>The BufferQueue for a display Surface is typically configured for
472triple-buffering; but buffers are allocated on demand. So if the producer
473generates buffers slowly enough -- maybe it's animating at 30fps on a 60fps
474display -- there might only be two allocated buffers in the queue. This helps
475minimize memory consumption. You can see a summary of the buffers associated
476with 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
481today. The low-level implementation is provided by the Skia graphics library.
482If you want to draw a rectangle, you make a library call, and it sets bytes in a
483buffer appropriately. To ensure that a buffer isn't updated by two clients at
484once, or written to while being displayed, you have to lock the buffer to access
485it. <code>lockCanvas()</code> locks the buffer and returns a Canvas to use for drawing,
486and <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
489reoriented itself around OpenGL ES. However, it was important to keep the old
490API working, for apps as well as app framework code, so an effort was made to
491hardware-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
493Acceleration</a>
494page, this was a bit of a bumpy ride. Note in particular that while the Canvas
495provided to a View's <code>onDraw()</code> method may be hardware-accelerated, the Canvas
496obtained 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
499producer side of the BufferQueue and does not disconnect until the Surface is
500destroyed. Most other producers (like GLES) can be disconnected and reconnected
501to a Surface, but the Canvas-based "CPU renderer" cannot. This means you can't
502draw on a surface with GLES or send it frames from a video decoder if you've
503ever locked it for a Canvas.</p>
504
505<p>The first time the producer requests a buffer from a BufferQueue, it is
506allocated and initialized to zeroes. Initialization is necessary to avoid
507inadvertently sharing data between processes. When you re-use a buffer,
508however, the previous contents will still be present. If you repeatedly call
509<code>lockCanvas()</code> and <code>unlockCanvasAndPost()</code> without
510drawing anything, you'll cycle between previously-rendered frames.</p>
511
512<p>The Surface lock/unlock code keeps a reference to the previously-rendered
513buffer. If you specify a dirty region when locking the Surface, it will copy
514the non-dirty pixels from the previous buffer. There's a fair chance the buffer
515will be handled by SurfaceFlinger or HWC; but since we need to only read from
516it, 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
519through OpenGL ES. That's described in the <a href="#eglsurface">EGLSurface and
520OpenGL 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.
525The original idea was that Surface represented the raw compositor-managed
526buffer, while SurfaceHolder was managed by the app and kept track of
527higher-level information like the dimensions and format. The Java-language
528definition mirrors the underlying native implementation. It's arguably no
529longer 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
532SurfaceHolder. Some other APIs, such as MediaCodec, will operate on the Surface
533itself. You can easily get the Surface from the SurfaceHolder, so hang on to
534the latter when you have it.</p>
535
536<p>APIs to get and set Surface parameters, such as the size and format, are
537implemented 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
542system. To allow GLES to work on a variety of platforms, it is designed to be
543combined with a library that knows how to create and access windows through the
544operating system. The library used for Android is called EGL. If you want to
545draw textured polygons, you use GLES calls; if you want to put your rendering on
546the 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,
549this means creating an EGLContext and an EGLSurface. GLES operations apply to
550the current context, which is accessed through thread-local storage rather than
551passed around as an argument. This means you have to be careful about which
552thread your rendering code executes on, and which context is current on that
553thread.</p>
554
555<p>The EGLSurface can be an off-screen buffer allocated by EGL (called a "pbuffer")
556or a window allocated by the operating system. EGL window surfaces are created
557with the <code>eglCreateWindowSurface()</code> call. It takes a "window object" as an
558argument, which on Android can be a SurfaceView, a SurfaceTexture, a
559SurfaceHolder, or a Surface -- all of which have a BufferQueue underneath. When
560you make this call, EGL creates a new EGLSurface object, and connects it to the
561producer interface of the window object's BufferQueue. From that point onward,
562rendering to that EGLSurface results in a buffer being dequeued, rendered into,
563and queued for use by the consumer. (The term "window" is indicative of the
564expected use, but bear in mind the output might not be destined to appear
565on the display.)</p>
566
567<p>EGL does not provide lock/unlock calls. Instead, you issue drawing commands and
568then call <code>eglSwapBuffers()</code> to submit the current frame. The
569method name comes from the traditional swap of front and back buffers, but the actual
570implementation may be very different.</p>
571
572<p>Only one EGLSurface can be associated with a Surface at a time -- you can have
573only one producer connected to a BufferQueue -- but if you destroy the
574EGLSurface it will disconnect from the BufferQueue and allow something else to
575connect.</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
581just another aspect of Surface (like SurfaceHolder). It's a related but
582independent concept. You can draw on an EGLSurface that isn't backed by a
583Surface, and you can use a Surface without EGL. EGLSurface just gives GLES a
584place 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
589equivalent in C/C++ is the ANativeWindow class, semi-exposed by the <a
590href="https://developer.android.com/tools/sdk/ndk/index.html">Android NDK</a>. You
591can get the ANativeWindow from a Surface with the <code>ANativeWindow_fromSurface()</code>
592call. Just like its Java-language cousin, you can lock it, render in software,
593and unlock-and-post.</p>
594
595<p>To create an EGL window surface from native code, you pass an instance of
596EGLNativeWindowType to <code>eglCreateWindowSurface()</code>. EGLNativeWindowType is just
597a 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
600BufferQueue 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
605fit 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
608View. Most of the details don't matter for this discussion, but it's helpful to
609understand that UI elements go through a complicated measurement and layout
610process that fits them into a rectangular area. All visible View objects are
611rendered to a SurfaceFlinger-created Surface that was set up by the
612WindowManager when the app was brought to the foreground. The layout and
613rendering 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
616a 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
619it a position and size, and fit other elements around it. When it comes time to
620render, however, the contents are completely transparent. The View part of a
621SurfaceView is just a see-through placeholder.</p>
622
623<p>When the SurfaceView's View component is about to become visible, the framework
624asks the WindowManager to ask SurfaceFlinger to create a new Surface. (This
625doesn't happen synchronously, which is why you should provide a callback that
626notifies you when the Surface creation finishes.) By default, the new Surface
627is placed behind the app UI Surface, but the default "Z-ordering" can be
628overridden to put the Surface on top.</p>
629
630<p>Whatever you render onto this Surface will be composited by SurfaceFlinger, not
631by the app. This is the real power of SurfaceView: the Surface you get can be
632rendered by a separate thread or a separate process, isolated from any rendering
633performed by the app UI, and the buffers go directly to SurfaceFlinger. You
634can't totally ignore the UI thread -- you still have to coordinate with the
635Activity lifecycle, and you may need to adjust something if the size or position
636of the View changes -- but you have a whole Surface all to yourself, and
637blending 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
640a BufferQueue whose consumer is a SurfaceFlinger layer. You can update the
641Surface with any mechanism that can feed a BufferQueue. You can: use the
642Surface-supplied Canvas functions, attach an EGLSurface and draw on it
643with 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
648of fields from <code>dumpsys SurfaceFlinger</code> that we skipped over earlier
649on. Back in the <a href="#hwcomposer">Hardware Composer</a> discussion, we
650looked 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)"
663activity, on a Nexus 5 in portrait orientation. Note that the list is ordered
664from back to front: the SurfaceView's Surface is in the back, the app UI layer
665sits on top of that, followed by the status and navigation bars that are above
666everything else. The video is QVGA (320x240).</p>
667
668<p>The "source crop" indicates the portion of the Surface's buffer that
669SurfaceFlinger is going to display. The app UI was given a Surface equal to the
670full size of the display (1080x1920), but there's no point rendering and
671compositing pixels that will be obscured by the status and navigation bars, so
672the source is cropped to a rectangle that starts 75 pixels from the top, and
673ends 144 pixels from the bottom. The status and navigation bars have smaller
674Surfaces, and the source crop describes a rectangle that begins at the the top
675left (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
678app UI layer, the frame matches the source crop, because we're copying (or
679overlaying) a portion of a display-sized layer to the same location in another
680display-sized layer. For the status and navigation bars, the size of the frame
681rectangle is the same, but the position is adjusted so that the navigation bar
682appears at the bottom of the screen.</p>
683
684<p>Now consider the layer labeled "SurfaceView", which holds our video content.
685The source crop matches the video size, which SurfaceFlinger knows because the
686MediaCodec decoder (the buffer producer) is dequeuing buffers that size. The
687frame rectangle has a completely different size -- 984x738.</p>
688
689<p>SurfaceFlinger handles size differences by scaling the buffer contents to fill
690the frame rectangle, upscaling or downscaling as needed. This particular size
691was chosen because it has the same aspect ratio as the video (4:3), and is as
692wide as possible given the constraints of the View layout (which includes some
693padding 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
696BufferQueue would reallocate buffers to the new size automatically, and
697SurfaceFlinger would adjust the source crop. If the aspect ratio of the new
698video is different, the app would need to force a re-layout of the View to match
699it, which causes the WindowManager to tell SurfaceFlinger to update the frame
700rectangle.</p>
701
702<p>If you're rendering on the Surface through some other means, perhaps GLES, you
703can set the Surface size using the <code>SurfaceHolder#setFixedSize()</code>
704call. You could, for example, configure a game to always render at 1280x720,
705which would significantly reduce the number of pixels that must be touched to
706fill the screen on a 2560x1440 tablet or 4K television. The display processor
707handles the scaling. If you don't want to letter- or pillar-box your game, you
708could adjust the game's aspect ratio by setting the size so that the narrow
709dimension is 720 pixels, but the long dimension is set to maintain the aspect
710ratio of the physical display (e.g. 1152x720 to match a 2560x1600 display).
711You can see an example of this approach in Grafika's "Hardware scaler
712exerciser" activity.</p>
713
714<h3 id="glsurfaceview">GLSurfaceView</h3>
715
716<p>The GLSurfaceView class provides some helper classes that help manage EGL
717contexts, inter-thread communication, and interaction with the Activity
718lifecycle. 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
721context there. The state is cleaned up automatically when the activity pauses.
722Most 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
725easier. In some situations, it can get in the way. Use it if it helps, don't
726if 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,
732SurfaceTexture 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
735app is the consumer. When a new buffer is queued by the producer, your app is
736notified via callback (<code>onFrameAvailable()</code>). Your app calls
737<code>updateTexImage()</code>, which releases the previously-held buffer,
738acquires the new buffer from the queue, and makes some EGL calls to make the
739buffer available to GLES as an "external" texture.</p>
740
741<p>External textures (<code>GL_TEXTURE_EXTERNAL_OES</code>) are not quite the
742same as textures created by GLES (<code>GL_TEXTURE_2D</code>). You have to
743configure your renderer a bit differently, and there are things you can't do
744with them. But the key point is this: You can render textured polygons directly
745from 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
748buffer is something GLES can recognize -- gralloc supports a wide variety
749of formats. When SurfaceTexture created the BufferQueue, it set the consumer's
750usage flags to <code>GRALLOC_USAGE_HW_TEXTURE</code>, ensuring that any buffer
751created by gralloc would be usable by GLES.</p>
752
753<p>Because SurfaceTexture interacts with an EGL context, you have to be careful to
754call its methods from the correct thread. This is spelled out in the class
755documentation.</p>
756
757<p>If you look deeper into the class documentation, you will see a couple of odd
758calls. One retrieves a timestamp, the other a transformation matrix, the value
759of each having been set by the previous call to <code>updateTexImage()</code>.
760It turns out that BufferQueue passes more than just a buffer handle to the consumer.
761Each 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
764might be in the "wrong" orientation for the consumer; but instead of rotating
765the data before sending it, we can send the data in its current orientation with
766a transform that corrects it. The transformation matrix can be merged with
767other 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
770connect the producer interface to the output of the camera (with
771<code>setPreviewTexture()</code>). If you want to create a video, you need to
772set the presentation time stamp for each frame; but you want to base that on the time
773when the frame was captured, not the time when the buffer was received by your
774app. The timestamp provided with the buffer is set by the camera code,
775resulting 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
780to create a plain Surface is through a constructor that takes a SurfaceTexture
781as the sole argument. (Prior to API 11, there was no public constructor for
782Surface at all.) This might seem a bit backward if you view SurfaceTexture as a
783combination of a Surface and a texture.</p>
784
785<p>Under the hood, SurfaceTexture is called GLConsumer, which more accurately
786reflects its role as the owner and consumer of a BufferQueue. When you create a
787Surface from a SurfaceTexture, what you're doing is creating an object that
788represents 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
793you 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
796Surface with MediaCodec's <code>createInputSurface()</code>, pass that to the
797camera, and again you sit back and relax. If you want to show the video and
798record 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
801recorded. In this case, encoded video is written to a circular buffer in memory
802that can be saved to disk at any time. It's straightforward to implement so
803long as you keep track of where everything is.</p>
804
805<p>There are three BufferQueues involved. The app uses a SurfaceTexture to receive
806frames from Camera, converting them to an external GLES texture. The app
807declares a SurfaceView, which we use to display the frames, and we configure a
808MediaCodec encoder with an input Surface to create the video. So one
809BufferQueue is created by the app, one by SurfaceFlinger, and one by
810mediaserver.</p>
811
812<img src="images/continuous_capture_activity.png" alt="Grafika continuous
813capture 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
820camera. 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
824written to an MP4 file on disk using the MediaMuxer class when the “capture”
825button is hit.</p>
826
827<p>All three of the BufferQueues are handled with a single EGL context in the
828app, and the GLES operations are performed on the UI thread. Doing the
829SurfaceView rendering on the UI thread is generally discouraged, but since we're
830doing simple operations that are handled asynchronously by the GLES driver we
831should be fine. (If the video encoder locks up and we block trying to dequeue a
832buffer, the app will become unresponsive. But at that point, we're probably
833failing anyway.) The handling of the encoded data -- managing the circular
834buffer 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>
837callback. The EGLContext is created, and EGLSurfaces are created for the
838display and for the video encoder. When a new frame arrives, we tell
839SurfaceTexture to acquire it and make it available as a GLES texture, then
840render it with GLES commands on each EGLSurface (forwarding the transform and
841timestamp from SurfaceTexture). The encoder thread pulls the encoded output
842from 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>
848in Android 4.0 ("Ice Cream Sandwich"). It's the most complex of the View
849objects discussed here, combining a View with a SurfaceTexture.</p>
850
851<p>Recall that the SurfaceTexture is a "GL consumer", consuming buffers of graphics
852data and making them available as textures. TextureView wraps a SurfaceTexture,
853taking over the responsibility of responding to the callbacks and acquiring new
854buffers. The arrival of new buffers causes TextureView to issue a View
855invalidate request. When asked to draw, the TextureView uses the contents of
856the most recently received buffer as its data source, rendering wherever and
857however the View state indicates it should.</p>
858
859<p>You can render on a TextureView with GLES just as you would SurfaceView. Just
860pass the SurfaceTexture to the EGL window creation call. However, doing so
861exposes a potential problem.</p>
862
863<p>In most of what we've looked at, the BufferQueues have passed buffers between
864different processes. When rendering to a TextureView with GLES, both producer
865and consumer are in the same process, and they might even be handled on a single
866thread. Suppose we submit several buffers in quick succession from the UI
867thread. The EGL buffer swap call will need to dequeue a buffer from the
868BufferQueue, and it will stall until one is available. There won't be any
869available until the consumer acquires one for rendering, but that also happens
870on the UI thread… so we're stuck.</p>
871
872<p>The solution is to have BufferQueue ensure there is always a buffer
873available to be dequeued, so the buffer swap never stalls. One way to guarantee
874this is to have BufferQueue discard the contents of the previously-queued buffer
875when a new buffer is queued, and to place restrictions on minimum buffer counts
876and maximum acquired buffer counts. (If your queue has three buffers, and all
877three buffers are acquired by the consumer, then there's nothing to dequeue and
878the buffer swap call must hang or fail. So we need to prevent the consumer from
879acquiring more than two buffers at once.) Dropping buffers is usually
880undesirable, so it's only enabled in specific situations, such as when the
881producer and consumer are in the same process.</p>
882
883<h3 id="surface-or-texture">SurfaceView or TextureView?</h3>
884SurfaceView and TextureView fill similar roles, but have very different
885implementations. To decide which is best requires an understanding of the
886trade-offs.</p>
887
888<p>Because TextureView is a proper citizen of the View hierarchy, it behaves like
889any other View, and can overlap or be overlapped by other elements. You can
890perform arbitrary transformations and retrieve the contents as a bitmap with
891simple API calls.</p>
892
893<p>The main strike against TextureView is the performance of the composition step.
894With SurfaceView, the content is written to a separate layer that SurfaceFlinger
895composites, ideally with an overlay. With TextureView, the View composition is
896always performed with GLES, and updates to its contents may cause other View
897elements to redraw as well (e.g. if they're positioned on top of the
898TextureView). After the View rendering completes, the app UI layer must then be
899composited with other layers by SurfaceFlinger, so you're effectively
900compositing every visible pixel twice. For a full-screen video player, or any
901other application that is effectively just UI elements layered on top of video,
902SurfaceView 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
906SurfaceView.</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
911other with SurfaceView. The video decoding portion, which just sends frames
912from MediaCodec to a Surface, is the same for both. The most interesting
913differences between the implementations are the steps required to present the
914correct aspect ratio.</p>
915
916<p>While SurfaceView requires a custom implementation of FrameLayout, resizing
917SurfaceTexture is a simple matter of configuring a transformation matrix with
918<code>TextureView#setTransform()</code>. For the former, you're sending new
919window position and size values to SurfaceFlinger through WindowManager; for
920the latter, you're just rendering it differently.</p>
921
922<p>Otherwise, both implementations follow the same pattern. Once the Surface has
923been created, playback is enabled. When "play" is hit, a video decoding thread
924is started, with the Surface as the output target. After that, the app code
925doesn't have to do anything -- composition and display will either be handled by
926SurfaceFlinger (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
931TextureView.</p>
932
933<p>The basic structure of this activity is a pair of TextureViews that show two
934different videos playing side-by-side. To simulate the needs of a
935videoconferencing app, we want to keep the MediaCodec decoders alive when the
936activity is paused and resumed for an orientation change. The trick is that you
937can't change the Surface that a MediaCodec decoder uses without fully
938reconfiguring it, which is a fairly expensive operation; so we want to keep the
939Surface alive. The Surface is just a handle to the producer interface in the
940SurfaceTexture's BufferQueue, and the SurfaceTexture is managed by the
941TextureView;, so we also need to keep the SurfaceTexture alive. So how do we deal
942with the TextureView getting torn down?</p>
943
944<p>It just so happens TextureView provides a <code>setSurfaceTexture()</code> call
945that does exactly what we want. We obtain references to the SurfaceTextures
946from the TextureViews and save them in a static field. When the activity is
947shut down, we return "false" from the <code>onSurfaceTextureDestroyed()</code>
948callback to prevent destruction of the SurfaceTexture. When the activity is
949restarted, we stuff the old SurfaceTexture into the new TextureView. The
950TextureView 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
953seem like we need EGL contexts local to each thread; but remember the buffers
954with decoded output are actually being sent from mediaserver to our
955BufferQueue consumers (the SurfaceTextures). The TextureViews take care of the
956rendering 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
959just create a pair of SurfaceViews and direct the output to them, because the
960Surfaces would be destroyed during an orientation change. Besides, that would
961add two layers, and limitations on the number of available overlays strongly
962motivate us to keep the number of layers to a minimum. Instead, we'd want to
963create a pair of SurfaceTextures to receive the output from the video decoders,
964and then perform the rendering in the app, using GLES to render two textured
965quads 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
970graphics at the system level.</p>
971
972<p>Some information and advice on related topics can be found in the appendices
973that 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>
980while (playing) {
981 advance state by one frame
982 render the new frame
983 sleep until it’s 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
988game can define what a "frame" is. Different displays will refresh at different
989rates, and that rate may vary over time. If you generate frames faster than the
990display can show them, you will have to drop one occasionally. If you generate
991them too slowly, SurfaceFlinger will periodically fail to find a new buffer to
992acquire and will re-show the previous frame. Both of these situations can
993cause visible glitches.</p>
994
995<p>What you need to do is match the display's frame rate, and advance game state
996according to how much time has elapsed since the previous frame. There are two
997ways to go about this: (1) stuff the BufferQueue full and rely on the "swap
998buffers" 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
1003versions of Android this could actually result in a penalty where
1004<code>SurfaceView#lockCanvas()</code> would put you to sleep for 100ms. Now
1005it's paced by the BufferQueue, and the BufferQueue is emptied as quickly as
1006SurfaceFlinger is able.</p>
1007
1008<p>One example of this approach can be seen in <a
1009href="https://code.google.com/p/android-breakout/">Android Breakout</a>. It
1010uses GLSurfaceView, which runs in a loop that calls the application's
1011onDrawFrame() callback and then swaps the buffer. If the BufferQueue is full,
1012the <code>eglSwapBuffers()</code> call will wait until a buffer is available.
1013Buffers become available when SurfaceFlinger releases them, which it does after
1014acquiring a new one for display. Because this happens on VSYNC, your draw loop
1015timing 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
1018SurfaceFlinger activity, which is going to take different amounts of time
1019depending on how much work there is to do and whether it's fighting for CPU time
1020with other processes. Since your game state advances according to the time
1021between buffer swaps, your animation won't update at a consistent rate. When
1022running at 60fps with the inconsistencies averaged out over time, though, you
1023probably won't notice the bumps.</p>
1024
1025<p>Second, the first couple of buffer swaps are going to happen very quickly
1026because the BufferQueue isn't full yet. The computed time between frames will
1027be near zero, so the game will generate a few frames in which nothing happens.
1028In a game like Breakout, which updates the screen on every refresh, the queue is
1029always full except when a game is first starting (or un-paused), so the effect
1030isn't noticeable. A game that pauses animation occasionally and then returns to
1031as-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
1036actual VSYNC time is passed in as an argument. So even if your app doesn't wake
1037up right away, you still have an accurate picture of when the display refresh
1038period began. Using this value, rather than the current time, yields a
1039consistent 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
1042guarantee that your callback will be executed in a timely fashion or that you
1043will be able to act upon it sufficiently swiftly. Your app will need to detect
1044situations 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
1047devices (e.g. Nexus 4 and Nexus 5), the activity will start dropping frames if
1048you just sit and watch. The GL rendering is trivial, but occasionally the View
1049elements get redrawn, and the measure/layout pass can take a very long time if
1050the device has dropped into a reduced-power mode. (According to systrace, it
1051takes 28ms instead of 6ms after the clocks slow on Android 4.4. If you drag
1052your finger around the screen, it thinks you're interacting with the activity,
1053so 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
1056time is more than N milliseconds after the VSYNC time. Ideally the value of N
1057is determined based on previously observed VSYNC intervals. For example, if the
1058refresh period is 16.7ms (60fps), you might drop a frame if you're running more
1059than 15ms late.</p>
1060
1061<p>If you watch "Record GL app" run, you will see the dropped-frame counter
1062increase, and even see a flash of red in the border when frames drop. Unless
1063your eyes are very good, though, you won't see the animation stutter. At 60fps,
1064the app can drop the occasional frame without anyone noticing so long as the
1065animation continues to advance at a constant rate. How much you can get away
1066with depends to some extent on what you're drawing, the characteristics of the
1067display, 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
1072TextureView, 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
1074UI thread.</p>
1075
1076<p>Breakout and "Record GL app" use dedicated renderer threads, and they also
1077update animation state on that thread. This is a reasonable approach so long as
1078game state can be updated quickly.</p>
1079
1080<p>Other games separate the game logic and rendering completely. If you had a
1081simple game that did nothing but move a block every 100ms, you could have a
1082dedicated 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 --
1094sleep() isn't perfectly consistent, and moveBlock() takes a nonzero amount of
1095time -- but you get the idea.)</p>
1096
1097<p>When the draw code wakes up, it just grabs the lock, gets the current position
1098of the block, releases the lock, and draws. Instead of doing fractional
1099movement based on inter-frame delta times, you just have one thread that moves
1100things along and another thread that draws things wherever they happen to be
1101when the drawing starts.</p>
1102
1103<p>For a scene with any complexity you'd want to create a list of upcoming events
1104sorted by wake time, and sleep until the next event is due, but it's the same
1105idea.</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
1110from a thread other than the main UI thread. This raises some questions about
1111the 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
1114separate 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
1138get the full cycle. If it matters, you can tell that it's a "quick" restart by
1139checking <code>isFinishing()</code>. (It might be possible to start / stop an
1140Activity 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
1144remains alive, and rendering can continue. You can even keep getting
1145Choreographer events if you continue to request them. If you have a lock
1146screen that forces a different orientation, your Activity may be restarted when
1147the device is unblanked; but if not, you can come out of screen-blank with the
1148same Surface you had before.</p>
1149
1150<p>This raises a fundamental question when using a separate renderer thread with
1151SurfaceView: Should the lifespan of the thread be tied to that of the Surface or
1152the Activity? The answer depends on what you want to have happen when the
1153screen goes blank. There are two basic approaches: (1) start/stop the thread on
1154Activity 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
1158awkward when creating and configuring the thread because sometimes the Surface
1159will already exist and sometimes it won't (e.g. it's still alive after toggling
1160the screen with the power button). We have to wait for the surface to be
1161created before we do some initialization in the thread, but we can't simply do
1162it in the <code>surfaceCreated()</code> callback because that won't fire again
1163if the Surface didn't get recreated. So we need to query or cache the Surface
1164state, and forward it to the renderer thread. Note we have to be a little
1165careful here passing objects between threads -- it is best to pass the Surface or
1166SurfaceHolder through a Handler message, rather than just stuffing it into the
1167thread, to avoid issues on multi-core systems (cf. the <a
1168href="http://developer.android.com/training/articles/smp.html">Android SMP
1169Primer</a>).</p>
1170
1171<p>#2 has a certain appeal because the Surface and the renderer are logically
1172intertwined. We start the thread after the Surface has been created, which
1173avoids some inter-thread communication concerns. Surface created / changed
1174messages are simply forwarded. We need to make sure rendering stops when the
1175screen goes blank, and resumes when it un-blanks; this could be a simple matter
1176of 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
1178renderer thread is running. It may not be so trivial though -- if we animate
1179based on elapsed time between frames, we could have a very large gap when the
1180next 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
1183whether it's executing. A related concern is extracting state from the thread
1184when the Activity is killed (in <code>onPause()</code> or <code>onSaveInstanceState()</code>).
1185Approach #1 will work best for that, because once the renderer thread has been
1186joined 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
1193use systrace. The system-level graphics code is well instrumented, as is much
1194of the relevant app framework code. Enable the "gfx" and "view" tags, and
1195generally "sched" as well.</p>
1196
1197<p>A full description of how to use systrace effectively would fill a rather long
1198document. One noteworthy item is the presence of BufferQueues in the trace. If
1199you've used systrace before, you've probably seen them, but maybe weren't sure
1200what 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
1202tells 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
1205the rendering of frames by the MediaCodec decoder -- and decrements while
1206SurfaceFlinger is doing work, consuming buffers. If you're showing video at
120730fps, the queue's value will vary from 0 to 1, because the ~60fps display can
1208easily keep up with the source. (You'll also notice that SurfaceFlinger is only
1209waking up when there's work to be done, not 60 times per second. The system tries
1210very hard to avoid work and will disable VSYNC entirely if nothing is updating
1211the screen.)</p>
1212
1213<p>If you switch to "Play video (TextureView)" and grab a new trace, you'll see a
1214row with a much longer name
1215("com.android.grafika/com.android.grafika.PlayMovieActivity"). This is the
1216main UI layer, which is of course just another BufferQueue. Because TextureView
1217renders into the UI layer, rather than a separate layer, you'll see all of the
1218video-driven updates here.</p>
1219
1220<p>For more information about systrace, see the <a
1221href="http://developer.android.com/tools/help/systrace.html">Android
1222documentation</a> for the tool.</p>