Merge "Docs: RIL refactoring feature documentation Bug: 28909968" into nyc-dev
diff --git a/src/compatibility/source/android-cdd-cover.html b/src/compatibility/source/android-cdd-cover.html
index ee76ef8..12c0db0 100644
--- a/src/compatibility/source/android-cdd-cover.html
+++ b/src/compatibility/source/android-cdd-cover.html
@@ -1,6 +1,6 @@
<!DOCTYPE html>
<head>
-<title>Android 6.0 Compatibility Definition</title>
+<title>Android 7.0 Compatibility Definition</title>
<link rel="stylesheet" type="text/css" href="android-cdd-cover.css"/>
</head>
@@ -17,15 +17,16 @@
<tr>
<td>
-<img src="images/android-marshmallow-1.png" alt="Marshmallow logo" style="border-top: 5px solid orange; border-bottom: 5px solid orange"/>
+<img src="images/android-nougat-dark.png" alt="Nougat cover images"
+style="border-top: 5px solid orange; border-bottom: 5px solid orange"/>
</td>
</tr>
<tr>
<td>
-<p class="subtitle">Android 6.0</p>
-<p class="cover-text">Last updated: October 7th, 2015</p>
-<p class="cover-text">Copyright © 2015, Google Inc. All rights reserved.</p>
+<p class="subtitle">Android 7.0</p>
+<p class="cover-text">Last updated: July 8th, 2016</p>
+<p class="cover-text">Copyright © 2016, Google Inc. All rights reserved.</p>
<p class="cover-text"><a href="mailto:compatibility@android.com">compatibility@android.com</a></p>
</td>
</tr>
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diff --git a/src/compatibility/source/images/android-nougat-light.png b/src/compatibility/source/images/android-nougat-light.png
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diff --git a/src/devices/audio/implement-policy.jd b/src/devices/audio/implement-policy.jd
new file mode 100644
index 0000000..ae6ede2
--- /dev/null
+++ b/src/devices/audio/implement-policy.jd
@@ -0,0 +1,446 @@
+page.title=Configuring Audio Policies
+@jd:body
+
+<!--
+ Copyright 2016 The Android Open Source Project
+
+ Licensed under the Apache License, Version 2.0 (the "License");
+ you may not use this file except in compliance with the License.
+ You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+ Unless required by applicable law or agreed to in writing, software
+ distributed under the License is distributed on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ See the License for the specific language governing permissions and
+ limitations under the License.
+-->
+<div id="qv-wrapper">
+ <div id="qv">
+ <h2>In this document</h2>
+ <ol id="auto-toc">
+ </ol>
+ </div>
+</div>
+
+<p>Android 7.0 introduces a new audio policy configuration file format (XML) for
+describing your audio topology.</p>
+
+<p>Previous Android releases required using the
+<code>device/<company>/<device>/audio/audio_policy.conf</code>
+to declare the audio devices present on your product (you can see an example of
+this file for the Galaxy Nexus audio hardware in
+<code>device/samsung/tuna/audio/audio_policy.conf</code>). However, .conf is a
+simple proprietary format that is too limited to describe complex topologies for
+applications such as televisions and automobiles.</p>
+
+<p>Android 7.0 deprecates the <code>audio_policy.conf</code> and adds support
+for defining audio topology using an XML file format that is more
+human-readable, has a wide range of editing and parsing tools, and is flexible
+enough to describe complex audio topologies.</p>
+
+<p class="note".<strong>Note:</strong> Android 7.0 preserves support for using
+<code>audio_policy.conf</code>; this legacy format is used by default. To use
+the XML file format, include the build option <code>USE_XML_AUDIO_POLICY_CONF
+:= 1</code> in device makefile.</p>
+
+<h2 id=xml_advantages>Advantages of the XML format</h2>
+<p>As in the .conf file, the new XML file enables defining the number and types
+of output an input stream profiles, devices usable for playback and capture, and
+audio attributes. In addition, the XML format offers the following enhancements:
+</p>
+
+<ul>
+<li>Audio profiles are now structured similar to HDMI Simple Audio Descriptors
+and enable a different set of sampling rates/channel masks for each audio
+format.</li>
+<li>Explicit definitions of all possible connections between devices and
+streams. Previously, an implicit rule made it possible to interconnect all
+devices attached to the same HAL module, preventing the audio policy from
+controlling connections requested with audio patch APIs. In the XML format, the
+topology description now defines connection limitations.</li>
+<li>Support for <em>includes</em> avoids repeating standard A2DP, USB, or
+reroute submit definitions.</li>
+<li>Customizable volume curves. Previously, volume tables were hardcoded. In the
+XML format, volume tables are described and can be customized.</li>
+</ul>
+
+<p>The template at
+<code>frameworks/av/services/audiopolicy/config/audio_policy_configuration.xml</code>
+shows many of these features in use.</p>
+
+<h2 id=xml_file_format>File format and location</h2>
+<p>The new audio policy configuration file is
+<code>audio_policy_configuration.xml</code> and is located in
+<code>/system/etc</code>. To view a simple audio policy configuration in the new
+XML file format, view the example below.</p>
+
+<p>
+<div class="toggle-content closed">
+ <p><a href="#" onclick="return toggleContent(this)">
+ <img src="{@docRoot}assets/images/triangle-closed.png" class="toggle-content-img" />
+ <strong><span class="toggle-content-text">Show audio policy example</span>
+ <span class="toggle-content-text" style="display:none;">Hide audio policy
+ example</span></strong>
+ </a></p>
+
+ <div class="toggle-content-toggleme">
+<pre class="prettyprint">
+<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
+<audioPolicyConfiguration version="1.0" xmlns:xi="http://www.w3.org/2001/XInclude">
+ <globalConfiguration speaker_drc_enabled="true"/>
+ <modules>
+ <module name="primary" halVersion="3.0">
+ <attachedDevices>
+ <item>Speaker</item>
+ <item>Earpiece</item>
+ <item>Built-In Mic</item>
+ </attachedDevices>
+ <defaultOutputDevice>Speaker</defaultOutputDevice>
+ <mixPorts>
+ <mixPort name="primary output" role="source" flags="AUDIO_OUTPUT_FLAG_PRIMARY">
+ <profile name="" format="AUDIO_FORMAT_PCM_16_BIT"
+ samplingRates="48000" channelMasks="AUDIO_CHANNEL_OUT_STEREO"/>
+ </mixPort>
+ <mixPort name="primary input" role="sink">
+ <profile name="" format="AUDIO_FORMAT_PCM_16_BIT"
+ samplingRates="8000,16000,48000"
+ channelMasks="AUDIO_CHANNEL_IN_MONO"/>
+ </mixPort>
+ </mixPorts>
+ <devicePorts>
+ <devicePort tagName="Earpiece" type="AUDIO_DEVICE_OUT_EARPIECE" role="sink">
+ <profile name="" format="AUDIO_FORMAT_PCM_16_BIT"
+ samplingRates="48000" channelMasks="AUDIO_CHANNEL_IN_MONO"/>
+ </devicePort>
+ <devicePort tagName="Speaker" role="sink" type="AUDIO_DEVICE_OUT_SPEAKER" address="">
+ <profile name="" format="AUDIO_FORMAT_PCM_16_BIT"
+ samplingRates="48000" channelMasks="AUDIO_CHANNEL_OUT_STEREO"/>
+ </devicePort>
+ <devicePort tagName="Wired Headset" type="AUDIO_DEVICE_OUT_WIRED_HEADSET" role="sink">
+ <profile name="" format="AUDIO_FORMAT_PCM_16_BIT"
+ samplingRates="48000" channelMasks="AUDIO_CHANNEL_OUT_STEREO"/>
+ </devicePort>
+ <devicePort tagName="Built-In Mic" type="AUDIO_DEVICE_IN_BUILTIN_MIC" role="source">
+ <profile name="" format="AUDIO_FORMAT_PCM_16_BIT"
+ samplingRates="8000,16000,48000"
+ channelMasks="AUDIO_CHANNEL_IN_MONO"/>
+ </devicePort>
+ <devicePort tagName="Wired Headset Mic" type="AUDIO_DEVICE_IN_WIRED_HEADSET" role="source">
+ <profile name="" format="AUDIO_FORMAT_PCM_16_BIT"
+ samplingRates="8000,16000,48000"
+ channelMasks="AUDIO_CHANNEL_IN_MONO"/>
+ </devicePort>
+ </devicePorts>
+ <routes>
+ <route type="mix" sink="Earpiece" sources="primary output"/>
+ <route type="mix" sink="Speaker" sources="primary output"/>
+ <route type="mix" sink="Wired Headset" sources="primary output"/>
+ <route type="mix" sink="primary input" sources="Built-In Mic,Wired Headset Mic"/>
+ </routes>
+ </module>
+ <xi:include href="a2dp_audio_policy_configuration.xml"/>
+ </modules>
+
+ <xi:include href="audio_policy_volumes.xml"/>
+ <xi:include href="default_volume_tables.xml"/>
+</audioPolicyConfiguration>
+</pre></div></div>
+</p>
+
+<p>The top level structure contains modules that correspond to each audio HAL
+hardware module, where each module has a list of mix ports, device ports, and
+routes:</p>
+<ul>
+<li><strong>Mix ports</strong> describe the possible config profiles for streams
+that can be opened at the audio HAL for playback and capture.</li>
+<li><strong>Device ports</strong> describe the devices that can be attached with
+their type (and optionally address and audio properties, if relevant).</li>
+<li><strong>Routes</strong> (new) is now separated from the mix port descriptor,
+enabling description of routes from device to device or stream to device.</li>
+</ul>
+
+<p>Volume tables are simple lists of points defining the curve used to translate
+form a UI index to a volume in dB. A separate include file provides default
+curves, but each curve for a given use case and device category can be
+overwritten.</p>
+
+<div class="toggle-content closed">
+ <p><a href="#" onclick="return toggleContent(this)">
+ <img src="{@docRoot}assets/images/triangle-closed.png" class="toggle-content-img" />
+ <strong><span class="toggle-content-text">Show volume table example</span>
+ <span class="toggle-content-text" style="display:none;">Hide volume table
+ example</span></strong>
+ </a></p>
+
+ <div class="toggle-content-toggleme">
+<p><pre>
+<?xml version="1.0" encoding="UTF-8"?>
+<volumes>
+ <reference name="FULL_SCALE_VOLUME_CURVE">
+ <point>0,0</point>
+ <point>100,0</point>
+ </reference>
+ <reference name="SILENT_VOLUME_CURVE">
+ <point>0,-9600</point>
+ <point>100,-9600</point>
+ </reference>
+ <reference name="DEFAULT_VOLUME_CURVE">
+ <point>1,-4950</point>
+ <point>33,-3350</point>
+ <point>66,-1700</point>
+ <point>100,0</point>
+ </reference>
+</volumes>
+</pre></p></div></div>
+
+<div class="toggle-content closed">
+ <p><a href="#" onclick="return toggleContent(this)">
+ <img src="{@docRoot}assets/images/triangle-closed.png" class="toggle-content-img" />
+ <strong><span class="toggle-content-text">Show volumes example</span>
+ <span class="toggle-content-text" style="display:none;">Hide volumes
+ example</span></strong>
+ </a></p>
+
+ <div class="toggle-content-toggleme">
+<p><pre>
+<?xml version="1.0" encoding="UTF-8"?>
+<volumes>
+ <volume stream="AUDIO_STREAM_VOICE_CALL" deviceCategory="DEVICE_CATEGORY_HEADSET" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_VOICE_CALL" deviceCategory="DEVICE_CATEGORY_SPEAKER" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_VOICE_CALL" deviceCategory="DEVICE_CATEGORY_EARPIECE" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_VOICE_CALL" deviceCategory="DEVICE_CATEGORY_EXT_MEDIA" ref="DEFAULT_VOLUME_CURVE"/>
+
+ <volume stream="AUDIO_STREAM_SYSTEM" deviceCategory="DEVICE_CATEGORY_HEADSET" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_SYSTEM" deviceCategory="DEVICE_CATEGORY_SPEAKER" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_SYSTEM" deviceCategory="DEVICE_CATEGORY_EARPIECE" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_SYSTEM" deviceCategory="DEVICE_CATEGORY_EXT_MEDIA" ref="DEFAULT_VOLUME_CURVE"/>
+
+ <volume stream="AUDIO_STREAM_RING" deviceCategory="DEVICE_CATEGORY_HEADSET" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_RING" deviceCategory="DEVICE_CATEGORY_SPEAKER" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_RING" deviceCategory="DEVICE_CATEGORY_EARPIECE" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_RING" deviceCategory="DEVICE_CATEGORY_EXT_MEDIA"ref="DEFAULT_VOLUME_CURVE"/>
+
+ <volume stream="AUDIO_STREAM_MUSIC" deviceCategory="DEVICE_CATEGORY_HEADSET" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_MUSIC" deviceCategory="DEVICE_CATEGORY_SPEAKER">
+ <point>1,-5500</point>
+ <point>20,-4300</point>
+ <point>86,-1200</point>
+ <point>100,0</point>
+ </volume>
+ <volume stream="AUDIO_STREAM_MUSIC" deviceCategory="DEVICE_CATEGORY_EARPIECE" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_MUSIC" deviceCategory="DEVICE_CATEGORY_EXT_MEDIA" ref="DEFAULT_VOLUME_CURVE"/>
+
+ <volume stream="AUDIO_STREAM_ALARM" deviceCategory="DEVICE_CATEGORY_HEADSET" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_ALARM" deviceCategory="DEVICE_CATEGORY_SPEAKER" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_ALARM" deviceCategory="DEVICE_CATEGORY_EARPIECE" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_ALARM" deviceCategory="DEVICE_CATEGORY_EXT_MEDIA" ref="DEFAULT_VOLUME_CURVE"/>
+
+ <volume stream="AUDIO_STREAM_NOTIFICATION" deviceCategory="DEVICE_CATEGORY_HEADSET" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_NOTIFICATION" deviceCategory="DEVICE_CATEGORY_SPEAKER" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_NOTIFICATION" deviceCategory="DEVICE_CATEGORY_EARPIECE" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_NOTIFICATION" deviceCategory="DEVICE_CATEGORY_EXT_MEDIA" ref="DEFAULT_VOLUME_CURVE"/>
+
+ <volume stream="AUDIO_STREAM_BLUETOOTH_SCO" deviceCategory="DEVICE_CATEGORY_HEADSET" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_BLUETOOTH_SCO" deviceCategory="DEVICE_CATEGORY_SPEAKER" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_BLUETOOTH_SCO" deviceCategory="DEVICE_CATEGORY_EARPIECE" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_BLUETOOTH_SCO" deviceCategory="DEVICE_CATEGORY_EXT_MEDIA" ref="DEFAULT_VOLUME_CURVE"/>
+
+ <volume stream="AUDIO_STREAM_ENFORCED_AUDIBLE" deviceCategory="DEVICE_CATEGORY_HEADSET" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_ENFORCED_AUDIBLE" deviceCategory="DEVICE_CATEGORY_SPEAKER" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_ENFORCED_AUDIBLE" deviceCategory="DEVICE_CATEGORY_EARPIECE" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_ENFORCED_AUDIBLE" deviceCategory="DEVICE_CATEGORY_EXT_MEDIA" ref="DEFAULT_VOLUME_CURVE"/>
+
+ <volume stream="AUDIO_STREAM_DTMF" deviceCategory="DEVICE_CATEGORY_SPEAKER" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_DTMF" deviceCategory="DEVICE_CATEGORY_SPEAKER" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_DTMF" deviceCategory="DEVICE_CATEGORY_EARPIECE" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_DTMF" deviceCategory="DEVICE_CATEGORY_EXT_MEDIA" ref="DEFAULT_VOLUME_CURVE"/>
+
+ <volume stream="AUDIO_STREAM_TTS" deviceCategory="DEVICE_CATEGORY_HEADSET" ref="SILENT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_TTS" deviceCategory="DEVICE_CATEGORY_SPEAKER" ref="FULL_SCALE_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_TTS" deviceCategory="DEVICE_CATEGORY_EARPIECE" ref="SILENT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_TTS" deviceCategory="DEVICE_CATEGORY_EXT_MEDIA" ref="SILENT_VOLUME_CURVE"/>
+
+ <volume stream="AUDIO_STREAM_ACCESSIBILITY" deviceCategory="DEVICE_CATEGORY_HEADSET" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_ACCESSIBILITY" deviceCategory="DEVICE_CATEGORY_SPEAKER" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_ACCESSIBILITY" deviceCategory="DEVICE_CATEGORY_EARPIECE" ref="DEFAULT_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_ACCESSIBILITY" deviceCategory="DEVICE_CATEGORY_EXT_MEDIA" ref="DEFAULT_VOLUME_CURVE"/>
+
+ <volume stream="AUDIO_STREAM_REROUTING" deviceCategory="DEVICE_CATEGORY_HEADSET" ref="FULL_SCALE_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_REROUTING" deviceCategory="DEVICE_CATEGORY_SPEAKER" ref="FULL_SCALE_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_REROUTING" deviceCategory="DEVICE_CATEGORY_EARPIECE" ref="FULL_SCALE_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_REROUTING" deviceCategory="DEVICE_CATEGORY_EXT_MEDIA" ref="FULL_SCALE_VOLUME_CURVE"/>
+
+ <volume stream="AUDIO_STREAM_PATCH" deviceCategory="DEVICE_CATEGORY_HEADSET" ref="FULL_SCALE_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_PATCH" deviceCategory="DEVICE_CATEGORY_SPEAKER" ref="FULL_SCALE_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_PATCH" deviceCategory="DEVICE_CATEGORY_EARPIECE" ref="FULL_SCALE_VOLUME_CURVE"/>
+ <volume stream="AUDIO_STREAM_PATCH" deviceCategory="DEVICE_CATEGORY_EXT_MEDIA" ref="FULL_SCALE_VOLUME_CURVE"/>
+</volumes>
+</pre></p></div></div>
+
+<h2 id=file_inclusions>File inclusions</h2>
+<p>The XML Inclusions (XInclude) method can be used to include audio policy
+configuration information located in other XML files. All included files must
+follow the structure described above with the following restrictions:</p>
+<ul>
+<li>Files can contain only top-level elements.</li>
+<li>Files cannot contain Xinclude elements.</li>
+</ul>
+<p>Use includes to avoid copying standard Android Open Source Project (AOSP)
+audio HAL modules configuration information to all audio policy configuration
+files (which is prone to errors). A standard audio policy configuration xml file
+is provided for the following audio HALs:</p>
+<ul>
+<li><strong>A2DP:</strong> <code>a2dp_audio_policy_configuration.xml</code></li>
+<li><strong>Reroute submix:</strong> <code>rsubmix_audio_policy_configuration.xml</code></li>
+<li><strong>USB:</strong> <code>usb_audio_policy_configuration.xml</code></li>
+</ul>
+
+<h2 id=code_reorg>Audio policy code reorganization</h2>
+<p>Android 7.0 splits <code>AudioPolicyManager.cpp</code> into several modules
+to make it more maintainable and to highlight what is configurable. The new
+organization of <code>frameworks/av/services/audiopolicy</code> includes the
+following modules:</p>
+
+<table>
+<tr>
+<th>Module</th>
+<th>Description</th>
+</tr>
+
+<tr>
+<td><code>/managerdefault</code></td>
+<td>Includes the generic interfaces and behavior implementation common to all
+applications. Similar to <code>AudioPolicyManager.cpp</code> with engine
+functionality and common concepts abstracted away.</td>
+</tr>
+
+<tr>
+<td><code>/common</code></td>
+<td>Defines base classes (e.g data structures for input output audio stream
+profiles, audio device descriptors, audio patches, audio port, etc.). Previously
+defined inside <code>AudioPolicyManager.cpp</code>.</td>
+</tr>
+
+<tr>
+<td><code>/engine</code></td>
+<td><p>Implements the rules that define which device and volumes should be used for
+a given use case. It implements a standard interface with the generic part, such
+as to get the appropriate device for a given playback or capture use case, or to
+set connected devices or external state (i.e. a call state of forced usage) that
+can alter the routing decision.</p>
+<p>Available in two versions, customized and default; use build option
+<code>USE_CONFIGURABLE_AUDIO_POLICY</code> to select.</p></td>
+</tr>
+
+<tr>
+<td><code>/engineconfigurable</code></td>
+<td>Policy engine implementation that relies on parameter framework (see below).
+Configuration is based on the parameter framework and where the policy is
+defined by XML files.</td>
+</tr>
+
+<tr>
+<td><code>/enginedefault</code></td>
+<td>Policy engine implementation based on previous Android Audio Policy Manager
+implementations. This is the default and includes hard coded rules that
+correspond to current Nexus and AOSP implementations.</td>
+</tr>
+
+<tr>
+<td><code>/service</code></td>
+<td>Includes binder interfaces, threading and locking implementation with
+interface to the rest of the framework.</td>
+</tr>
+
+</table>
+
+<h2 id=policy_config>Configuration using parameter-framework</h2>
+<p>Android 7.0 reorganizes audio policy code to make it easier to understand and
+maintain while also supporting an audio policy defined entirely by configuration
+files. The reorganization and audio policy design is based on Intel's parameter
+framework, a plugin-based and rule-based framework for handling parameters.</p>
+
+<p>Using the new configurable audio policy enables vendors OEMs to:</p>
+<ul>
+<li>Describe a system's structure and its parameters in XML.</li>
+<li>Write (in C++) or reuse a backend (plugin) for accessing described
+parameters.</li>
+<li>Define (in XML or in a domain-specific language) conditions/rules upon which
+a given parameter must take a given value.</li>
+</ul>
+
+<p>AOSP includes an example of an audio policy configuration file that uses the parameter-framework at: <code>Frameworks/av/services/audiopolicy/engineconfigurable/parameter-framework/example/Settings/PolicyConfigurableDomains.xml</code>. For
+details, refer to Intel documentation on the
+<a href="https://github.com/01org/parameter-framework">parameter-framework</a>
+and
+<a href="http://01org.github.io/parameter-framework/hosting/Android_M_Configurable_Audio_Policy.pdf">Android
+Configurable Audio Policy</a>.</p>
+
+<h2 id=policy_routing_apis>Audio policy routing APIs</h2>
+<p>Android 6.0 introduced a public Enumeration and Selection API that sits on
+top of the audio patch/audio port infrastructure and allows application
+developers to indicate a preference for a specific device output or input for
+connected audio records or tracks.</p>
+<p>In Android 7.0, the Enumeration and Selection API is verified by CTS tests
+and is extended to include routing for native C/C++ (OpenSL ES) audio streams.
+The routing of native streams continues to be done in Java, with the addition of
+an <code>AudioRouting</code> interface that supersedes, combines, and deprecates
+the explicit routing methods that were specific to <code>AudioTrack</code> and
+<code>AudioRecord</code> classes.</p>
+
+<p>For details on the Enumeration and Selection API, refer to
+<a href="https://developer.android.com/ndk/guides/audio/opensl-for-android.html?hl=fi#configuration-interface">Android
+configuration interfaces</a> and <code>OpenSLES_AndroidConfiguration.h</code>.
+For details on audio routing, refer to
+<a href="https://developer.android.com/reference/android/media/AudioRouting.html">AudioRouting</a>.
+</p>
+
+<h2 id=multichannel>Multi-channel support</h2>
+
+<p>If your hardware and driver supports multichannel audio via HDMI, you can
+output the audio stream directly to the audio hardware (this bypasses the
+AudioFlinger mixer so it doesn't get downmixed to two channels.) The audio HAL
+must expose whether an output stream profile supports multichannel audio
+capabilities. If the HAL exposes its capabilities, the default policy manager
+allows multichannel playback over HDMI. For implementation details, see
+<code>device/samsung/tuna/audio/audio_hw.c</code>.</p>
+
+<p>To specify that your product contains a multichannel audio output, edit the
+audio policy configuration file to describe the multichannel output for your
+product. The following example from a Galaxy Nexus shows a <em>dynamic</em>
+channel mask, which means the audio policy manager queries the actual channel
+masks supported by the HDMI sink after connection.</p>
+
+<pre>
+audio_hw_modules {
+ primary {
+ outputs {
+ ...
+ hdmi {
+ sampling_rates 44100|48000
+ channel_masks dynamic
+ formats AUDIO_FORMAT_PCM_16_BIT
+ devices AUDIO_DEVICE_OUT_AUX_DIGITAL
+ flags AUDIO_OUTPUT_FLAG_DIRECT
+ }
+ ...
+ }
+ ...
+ }
+ ...
+}
+</pre>
+
+<p>You can also specify a static channel mask such as
+<code>AUDIO_CHANNEL_OUT_5POINT1</code>. AudioFlinger's mixer downmixes the
+content to stereo automatically when sent to an audio device that does not
+support multichannel audio.</p>
+
+<h2 id=codecs>Media codecs</h2>
+
+<p>Ensure the audio codecs your hardware and drivers support are properly
+declared for your product. For details, see
+<a href="{@docRoot}devices/media/index.html#expose">Exposing Codecs to the
+Framework</a>.</p>
diff --git a/src/devices/audio/implement-pre-processing.jd b/src/devices/audio/implement-pre-processing.jd
new file mode 100644
index 0000000..ab6cfa9
--- /dev/null
+++ b/src/devices/audio/implement-pre-processing.jd
@@ -0,0 +1,154 @@
+page.title=Configuring Pre-Processing Effects
+@jd:body
+
+<!--
+ Copyright 2016 The Android Open Source Project
+
+ Licensed under the Apache License, Version 2.0 (the "License");
+ you may not use this file except in compliance with the License.
+ You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+ Unless required by applicable law or agreed to in writing, software
+ distributed under the License is distributed on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ See the License for the specific language governing permissions and
+ limitations under the License.
+-->
+<div id="qv-wrapper">
+ <div id="qv">
+ <h2>In this document</h2>
+ <ol id="auto-toc">
+ </ol>
+ </div>
+</div>
+
+<p>The Android platform provides audio effects on supported devices in the
+<a href="http://developer.android.com/reference/android/media/audiofx/package-summary.html">audiofx</a>
+package, which is available for developers to access. For example, the Nexus 10
+supports the following pre-processing effects:</p>
+
+<ul>
+<li>
+<a href="http://developer.android.com/reference/android/media/audiofx/AcousticEchoCanceler.html">Acoustic
+Echo Cancellation</a></li>
+<li>
+<a href="http://developer.android.com/reference/android/media/audiofx/AutomaticGainControl.html">Automatic Gain Control</a></li>
+<li>
+<a href="http://developer.android.com/reference/android/media/audiofx/NoiseSuppressor.html">Noise
+Suppression</a></li>
+</ul>
+
+<h2 id=audiosources>Pairing with AudioSources</h2>
+<p>Pre-processing effects are paired with the use case mode in which the
+pre-processing is requested. In Android app development, a use case is referred
+to as an <code>AudioSource</code>; and app developers request to use the
+<code>AudioSource</code> abstraction instead of the actual audio hardware
+device. The Android Audio Policy Manager maps an <code>AudioSource</code> to a
+given capture path configuration (device, gain, pre processing, etc.) according
+to product-specific rules. The following sources are exposed to developers:</p>
+
+<ul>
+<li><code>android.media.MediaRecorder.AudioSource.CAMCORDER</code></li>
+<li><code>android.media.MediaRecorder.AudioSource.VOICE_COMMUNICATION</code></li>
+<li><code>android.media.MediaRecorder.AudioSource.VOICE_CALL</code></li>
+<li><code>android.media.MediaRecorder.AudioSource.VOICE_DOWNLINK</code></li>
+<li><code>android.media.MediaRecorder.AudioSource.VOICE_UPLINK</code></li>
+<li><code>android.media.MediaRecorder.AudioSource.VOICE_RECOGNITION</code></li>
+<li><code>android.media.MediaRecorder.AudioSource.MIC</code></li>
+<li><code>android.media.MediaRecorder.AudioSource.DEFAULT</code></li>
+</ul>
+
+<p>The default pre-processing effects applied for each <code>AudioSource</code>
+are specified in the <code>/system/etc/audio_effects.conf</code> file. To
+specify your own default effects for every <code>AudioSource</code>, create a
+<code>/system/vendor/etc/audio_effects.conf</code> file and specify the
+pre-processing effects to turn on. For an example, see the implementation for
+the Nexus 10 in <code>device/samsung/manta/audio_effects.conf</code>.
+AudioEffect instances acquire and release a session when created and destroyed,
+enabling the effects (such as the Loudness Enhancer) to persist throughout the
+duration of the session.</p>
+
+<p class="warning"><strong>Warning:</strong> For the
+<code>VOICE_RECOGNITION</code> use case, do not enable the noise suppression
+pre-processing effect. It should not be turned on by default when recording from
+this audio source, and you should not enable it in your own audio_effects.conf
+file. Turning on the effect by default will cause the device to fail the
+<a href="{@docRoot}compatibility/index.html"> compatibility requirement</a>
+regardless of whether this was on by default due to configuration file , or the
+audio HAL implementation's default behavior.</p>
+
+<p>The following example enables pre-processing for the VoIP
+<code>AudioSource</code> and Camcorder <code>AudioSource</code>. By declaring
+the <code>AudioSource</code> configuration in this manner, the framework will
+automatically request from the audio HAL the use of those effects.</p>
+
+<p><pre>
+pre_processing {
+ voice_communication {
+ aec {}
+ ns {}
+ }
+ camcorder {
+ agc {}
+ }
+}
+</pre></p>
+
+<h2 id=tuning>Source tuning</h2>
+
+<p><code>AudioSource</code> tuning does not have explicit requirements on audio
+gain or audio processing with the exception of voice recognition
+(<code>VOICE_RECOGNITION</code>). Requirements for voice recognition include:</p>
+
+<ul>
+<li>Flat frequency response (+/- 3dB) from 100Hz to 4kHz</li>
+<li>Close-talk config: 90dB SPL reads RMS of 2500 (16bit samples)</li>
+<li>Level tracks linearly from -18dB to +12dB relative to 90dB SPL</li>
+<li>THD < 1% (90dB SPL in 100 to 4000Hz range)</li>
+<li>Near-ultrasound requirements (for testing, see
+<a href="{@docRoot}compatibility/cts/near-ultrasound.html">Near Ultrasound
+Tests</a>):
+<ul>
+<li>Support for SUPPORT_PROPERTY_MIC_NEAR_ULTRASOUND as defined in section 7.8.3
+of the CDD.</li>
+<li>Support one or both of 44100 or 48000 sampling rates with no band-pass or
+anti-aliasing filters.</li>
+</ul></li>
+<li>Effects/pre-processing must be disabled by default</li>
+</ul>
+
+<p>Examples of tuning different effects for different sources are:</p>
+
+<ul>
+<li>Noise Suppressor
+<ul>
+<li>Tuned for wind noise suppressor for <code>CAMCORDER</code></li>
+<li>Tuned for stationary noise suppressor for <code>VOICE_COMMUNICATION</code></li>
+</ul>
+</li>
+<li>Automatic Gain Control
+<ul>
+<li>Tuned for close-talk for <code>VOICE_COMMUNICATION</code> and main phone
+mic</li>
+<li>Tuned for far-talk for <code>CAMCORDER</code></li>
+</ul>
+</li>
+</ul>
+
+<h2 id="resources">Resources</h2>
+
+<p>For more information, refer to the following resources:</p>
+
+<ul>
+<li>Android documentation for
+<a href="http://developer.android.com/reference/android/media/audiofx/package-summary.html">audiofx
+package</a></li>
+
+<li>Android documentation for
+<a href="http://developer.android.com/reference/android/media/audiofx/NoiseSuppressor.html">Noise
+Suppression audio effect</a></li>
+
+<li><code>device/samsung/manta/audio_effects.conf</code> file for the Nexus 10</li>
+</ul>
diff --git a/src/devices/audio/implement-shared-library.jd b/src/devices/audio/implement-shared-library.jd
new file mode 100644
index 0000000..f9539a9
--- /dev/null
+++ b/src/devices/audio/implement-shared-library.jd
@@ -0,0 +1,95 @@
+page.title=Configuring a Shared Library
+@jd:body
+
+<!--
+ Copyright 2016 The Android Open Source Project
+
+ Licensed under the Apache License, Version 2.0 (the "License");
+ you may not use this file except in compliance with the License.
+ You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+ Unless required by applicable law or agreed to in writing, software
+ distributed under the License is distributed on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ See the License for the specific language governing permissions and
+ limitations under the License.
+-->
+
+<p>After creating an
+<a href="{@docRoot}devices/audio/implement-policy.html">audio policy
+configuration</a>, you must package the HAL implementation into a shared library
+and copy it to the appropriate location:</p>
+
+<ol>
+<li>Create a <code>device/<company>/<device>/audio</code>
+directory to contain your library's source files.</li>
+<li>Create an <code>Android.mk</code> file to build the shared library. Ensure
+the Makefile contains the following line:
+<br>
+<pre>
+LOCAL_MODULE := audio.primary.<device>
+</pre>
+<br>
+<p>Your library must be named <code>audio.primary.<device>.so</code>
+so Android can correctly load the library. The <code>primary</code> portion of
+this filename indicates that this shared library is for the primary audio
+hardware located on the device. The module names
+<code>audio.a2dp.<device></code> and
+<code>audio.usb.<device></code> are also available for Bluetooth and
+USB audio interfaces. Here is an example of an <code>Android.mk</code> from the
+Galaxy Nexus audio hardware:</p>
+<p><pre>
+LOCAL_PATH := $(call my-dir)
+
+include $(CLEAR_VARS)
+
+LOCAL_MODULE := audio.primary.tuna
+LOCAL_MODULE_RELATIVE_PATH := hw
+LOCAL_SRC_FILES := audio_hw.c ril_interface.c
+LOCAL_C_INCLUDES += \
+ external/tinyalsa/include \
+ $(call include-path-for, audio-utils) \
+ $(call include-path-for, audio-effects)
+LOCAL_SHARED_LIBRARIES := liblog libcutils libtinyalsa libaudioutils libdl
+LOCAL_MODULE_TAGS := optional
+
+include $(BUILD_SHARED_LIBRARY)
+</pre></p>
+</li>
+<br>
+<li>If your product supports low latency audio as specified by the Android CDD,
+copy the corresponding XML feature file into your product. For example, in your
+product's <code>device/<company>/<device>/device.mk</code>
+Makefile:
+<p><pre>
+PRODUCT_COPY_FILES := ...
+
+PRODUCT_COPY_FILES += \
+frameworks/native/data/etc/android.hardware.audio.low_latency.xml:system/etc/permissions/android.hardware.audio.low_latency.xml \
+</pre></p>
+</li>
+<br>
+<li>Copy the audio policy configuration file you created earlier to the
+<code>system/etc/</code> directory in your product's
+<code>device/<company>/<device>/device.mk</code> Makefile.
+For example:
+<p><pre>
+PRODUCT_COPY_FILES += \
+ device/samsung/tuna/audio/audio_policy.conf:system/etc/audio_policy.conf
+</pre></p>
+</li>
+<br>
+<li>Declare the shared modules of your audio HAL that are required by your
+product in the product's
+<code>device/<company>/<device>/device.mk</code> Makefile.
+For example, the Galaxy Nexus requires the primary and Bluetooth audio HAL
+modules:
+<pre>
+PRODUCT_PACKAGES += \
+ audio.primary.tuna \
+ audio.a2dp.default
+</pre>
+</li>
+</ol>
diff --git a/src/devices/audio/implement.jd b/src/devices/audio/implement.jd
index 1e81136..31e795b 100644
--- a/src/devices/audio/implement.jd
+++ b/src/devices/audio/implement.jd
@@ -24,279 +24,46 @@
</div>
</div>
-<p>This page explains how to implement the audio Hardware Abstraction Layer (HAL) and configure the
-shared library.</p>
+<p>This section explains how to implement the audio Hardware Abstraction Layer
+(HAL), provides details about configuring an audio policy (file formats, code
+organization, pre-processing effects), and describes how to configure the shared
+library (creating the <code>Android.mk</code> file).</p>
-<h2 id="implementing">Implementing the HAL</h2>
+<h2 id=implementing>Implementing the audio HAL</h2>
-<p>The audio HAL is composed of three different interfaces that you must implement:</p>
+<p>The audio HAL is composed of the following interfaces:</p>
<ul>
-<li><code>hardware/libhardware/include/hardware/audio.h</code> - represents the main functions
-of an audio device.</li>
-<li><code>hardware/libhardware/include/hardware/audio_policy.h</code> - represents the audio policy
-manager, which handles things like audio routing and volume control policies.</li>
-<li><code>hardware/libhardware/include/hardware/audio_effect.h</code> - represents effects that can
-be applied to audio such as downmixing, echo, or noise suppression.</li>
+<li><code>hardware/libhardware/include/hardware/audio.h</code>. Represents the
+main functions of an audio device.</li>
+<li><code>hardware/libhardware/include/hardware/audio_effect.h</code>.
+Represents effects that can be applied to audio such as downmixing, echo, or
+noise suppression.</li>
+</ul>
+
+<p>You must implement all interfaces.</p>
+
+<h2 id=headers>Audio header files</h2>
+<p>For a reference of the properties you can define, refer to the audio header
+files:</p>
+
+<ul>
+<li>In Android 6.0 and higher, see
+<code>system/media/audio/include/system/audio.h</code>.</li>
+<li>In Android 5.1 and lower, see
+<code>system/core/include/system/audio.h</code>.</li>
</ul>
<p>For an example, refer to the implementation for the Galaxy Nexus at
<code>device/samsung/tuna/audio</code>.</p>
-<p>In addition to implementing the HAL, you need to create a
-<code>device/<company_name>/<device_name>/audio/audio_policy.conf</code> file that
-declares the audio devices present on your product. For an example, see the file for the Galaxy
-Nexus audio hardware in <code>device/samsung/tuna/audio/audio_policy.conf</code>. Also, see the
-audio header files for a reference of the properties that you can define.</p>
+<h2 id=next-steps>Next steps</h2>
-<p>In the Android M release and later, the paths are:<br />
-<code>system/media/audio/include/system/audio.h</code><br />
-<code>system/media/audio/include/system/audio_policy.h</code></p>
-
-<p>In Android 5.1 and earlier, the paths are:<br />
-<code>system/core/include/system/audio.h</code><br />
-<code>system/core/include/system/audio_policy.h</code></p>
-
-<h3 id="multichannel">Multi-channel support</h3>
-
-<p>If your hardware and driver supports multichannel audio via HDMI, you can output the audio
-stream directly to the audio hardware. This bypasses the AudioFlinger mixer so it doesn't get
-downmixed to two channels.</p>
-
-<p>The audio HAL must expose whether an output stream profile supports multichannel audio
-capabilities. If the HAL exposes its capabilities, the default policy manager allows multichannel
-playback over HDMI.</p>
-
-<p>For more implementation details, see the <code>device/samsung/tuna/audio/audio_hw.c</code> in
-the Android 4.1 release.</p>
-
-<p>To specify that your product contains a multichannel audio output, edit the
-<code>audio_policy.conf</code> file to describe the multichannel output for your product. The
-following is an example from the Galaxy Nexus that shows a "dynamic" channel mask, which means the
-audio policy manager queries the actual channel masks supported by the HDMI sink after connection.
-You can also specify a static channel mask like <code>AUDIO_CHANNEL_OUT_5POINT1</code>.</p>
-
-<pre>
-audio_hw_modules {
- primary {
- outputs {
- ...
- hdmi {
- sampling_rates 44100|48000
- channel_masks dynamic
- formats AUDIO_FORMAT_PCM_16_BIT
- devices AUDIO_DEVICE_OUT_AUX_DIGITAL
- flags AUDIO_OUTPUT_FLAG_DIRECT
- }
- ...
- }
- ...
- }
- ...
-}
-</pre>
-
-<p>AudioFlinger's mixer downmixes the content to stereo automatically when sent to an audio device
-that does not support multichannel audio.</p>
-
-<h3 id="codecs">Media codecs</h3>
-
-<p>Ensure the audio codecs your hardware and drivers support are properly declared for your
-product. For details on declaring supported codecs, see <a href="{@docRoot}devices/media.html#expose">Exposing Codecs
-to the Framework</a>.</p>
-
-<h2 id="configuring">Configuring the shared library</h2>
-
-<p>You need to package the HAL implementation into a shared library and copy it to the appropriate
-location by creating an <code>Android.mk</code> file:</p>
-
-<ol>
-<li>Create a <code>device/<company_name>/<device_name>/audio</code> directory to
-contain your library's source files.</li>
-<li>Create an <code>Android.mk</code> file to build the shared library. Ensure that the Makefile
-contains the following line:
-<pre>
-LOCAL_MODULE := audio.primary.<device_name>
-</pre>
-
-<p>Notice your library must be named <code>audio.primary.<device_name>.so</code> so
-that Android can correctly load the library. The "<code>primary</code>" portion of this filename
-indicates that this shared library is for the primary audio hardware located on the device. The
-module names <code>audio.a2dp.<device_name></code> and
-<code>audio.usb.<device_name></code> are also available for bluetooth and USB audio
-interfaces. Here is an example of an <code>Android.mk</code> from the Galaxy Nexus audio hardware:
-</p>
-
-<pre>
-LOCAL_PATH := $(call my-dir)
-
-include $(CLEAR_VARS)
-
-LOCAL_MODULE := audio.primary.tuna
-LOCAL_MODULE_RELATIVE_PATH := hw
-LOCAL_SRC_FILES := audio_hw.c ril_interface.c
-LOCAL_C_INCLUDES += \
- external/tinyalsa/include \
- $(call include-path-for, audio-utils) \
- $(call include-path-for, audio-effects)
-LOCAL_SHARED_LIBRARIES := liblog libcutils libtinyalsa libaudioutils libdl
-LOCAL_MODULE_TAGS := optional
-
-include $(BUILD_SHARED_LIBRARY)
-</pre>
-
-</li>
-
-<li>If your product supports low latency audio as specified by the Android CDD, copy the
-corresponding XML feature file into your product. For example, in your product's
-<code>device/<company_name>/<device_name>/device.mk</code> Makefile:
-
-<pre>
-PRODUCT_COPY_FILES := ...
-
-PRODUCT_COPY_FILES += \
-frameworks/native/data/etc/android.hardware.audio.low_latency.xml:system/etc/permissions/android.hardware.audio.low_latency.xml \
-</pre>
-
-</li>
-
-<li>Copy the <code>audio_policy.conf</code> file that you created earlier to the
-<code>system/etc/</code> directory in your product's
-<code>device/<company_name>/<device_name>/device.mk</code> Makefile. For example:
-
-<pre>
-PRODUCT_COPY_FILES += \
- device/samsung/tuna/audio/audio_policy.conf:system/etc/audio_policy.conf
-</pre>
-
-</li>
-
-<li>Declare the shared modules of your audio HAL that are required by your product in the
-product's <code>device/<company_name>/<device_name>/device.mk</code> Makefile. For
-example, the Galaxy Nexus requires the primary and bluetooth audio HAL modules:
-
-<pre>
-PRODUCT_PACKAGES += \
- audio.primary.tuna \
- audio.a2dp.default
-</pre>
-
-</li>
-</ol>
-
-<h2 id="preprocessing">Audio pre-processing effects</h2>
-
-<p>The Android platform provides audio effects on supported devices in the
-<a href="http://developer.android.com/reference/android/media/audiofx/package-summary.html">audiofx
-</a> package, which is available for developers to access. For example, on the Nexus 10, the
-following pre-processing effects are supported:</p>
-
-<ul>
-<li>
-<a href="http://developer.android.com/reference/android/media/audiofx/AcousticEchoCanceler.html">
-Acoustic Echo Cancellation</a></li>
-<li>
-<a href="http://developer.android.com/reference/android/media/audiofx/AutomaticGainControl.html">
-Automatic Gain Control</a></li>
-<li>
-<a href="http://developer.android.com/reference/android/media/audiofx/NoiseSuppressor.html">
-Noise Suppression</a></li>
-</ul>
-
-
-<p>Pre-processing effects are paired with the use case mode in which the pre-processing is requested
-. In Android app development, a use case is referred to as an <code>AudioSource</code>; and app
-developers request to use the <code>AudioSource</code> abstraction instead of the actual audio
-hardware device. The Android Audio Policy Manager maps an <code>AudioSource</code> to the actual
-hardware with <code>AudioPolicyManagerBase::getDeviceForInputSource(int inputSource)</code>. The
-following sources are exposed to developers:</p>
-
-<ul>
-<li><code>android.media.MediaRecorder.AudioSource.CAMCORDER</code></li>
-<li><code>android.media.MediaRecorder.AudioSource.VOICE_COMMUNICATION</code></li>
-<li><code>android.media.MediaRecorder.AudioSource.VOICE_CALL</code></li>
-<li><code>android.media.MediaRecorder.AudioSource.VOICE_DOWNLINK</code></li>
-<li><code>android.media.MediaRecorder.AudioSource.VOICE_UPLINK</code></li>
-<li><code>android.media.MediaRecorder.AudioSource.VOICE_RECOGNITION</code></li>
-<li><code>android.media.MediaRecorder.AudioSource.MIC</code></li>
-<li><code>android.media.MediaRecorder.AudioSource.DEFAULT</code></li> </ul>
-
-<p>The default pre-processing effects applied for each <code>AudioSource</code> are specified in
-the <code>/system/etc/audio_effects.conf</code> file. To specify your own default effects for every
-<code>AudioSource</code>, create a <code>/system/vendor/etc/audio_effects.conf</code> file and
-specify the pre-processing effects to turn on. For an example, see the implementation for the Nexus
-10 in <code>device/samsung/manta/audio_effects.conf</code>. AudioEffect instances acquire and
-release a session when created and destroyed, enabling the effects (such as the Loudness Enhancer)
-to persist throughout the duration of the session. </p>
-
-<p class="warning"><strong>Warning:</strong> For the <code>VOICE_RECOGNITION</code> use case, do
-not enable the noise suppression pre-processing effect. It should not be turned on by default when
-recording from this audio source, and you should not enable it in your own audio_effects.conf file.
-Turning on the effect by default will cause the device to fail the <a
-href="{@docRoot}compatibility/index.html"> compatibility requirement</a> regardless of whether this was on by
-default due to configuration file , or the audio HAL implementation's default behavior.</p>
-
-<p>The following example enables pre-processing for the VoIP <code>AudioSource</code> and Camcorder
-<code>AudioSource</code>. By declaring the <code>AudioSource</code> configuration in this manner,
-the framework will automatically request from the audio HAL the use of those effects.</p>
-
-<pre>
-pre_processing {
- voice_communication {
- aec {}
- ns {}
- }
- camcorder {
- agc {}
- }
-}
-</pre>
-
-<h3 id="tuning">Source tuning</h3>
-
-<p>For <code>AudioSource</code> tuning, there are no explicit requirements on audio gain or audio
-processing with the exception of voice recognition (<code>VOICE_RECOGNITION</code>).</p>
-
-<p>The requirements for voice recognition are:</p>
-
-<ul>
-<li>"flat" frequency response (+/- 3dB) from 100Hz to 4kHz</li>
-<li>close-talk config: 90dB SPL reads RMS of 2500 (16bit samples)</li>
-<li>level tracks linearly from -18dB to +12dB relative to 90dB SPL</li>
-<li>THD < 1% (90dB SPL in 100 to 4000Hz range)</li>
-<li>8kHz sampling rate (anti-aliasing)</li>
-<li>Effects/pre-processing must be disabled by default</li>
-</ul>
-
-<p>Examples of tuning different effects for different sources are:</p>
-
-<ul>
-<li>Noise Suppressor
-<ul>
-<li>Tuned for wind noise suppressor for <code>CAMCORDER</code></li>
-<li>Tuned for stationary noise suppressor for <code>VOICE_COMMUNICATION</code></li>
-</ul>
-</li>
-<li>Automatic Gain Control
-<ul>
-<li>Tuned for close-talk for <code>VOICE_COMMUNICATION</code> and main phone mic</li>
-<li>Tuned for far-talk for <code>CAMCORDER</code></li>
-</ul>
-</li>
-</ul>
-
-<h3 id="more">More information</h3>
-
-<p>For more information, see:</p>
-
-<ul>
-<li>Android documentation for
-<a href="http://developer.android.com/reference/android/media/audiofx/package-summary.html">
-audiofx package</a></li>
-
-<li>Android documentation for
-<a href="http://developer.android.com/reference/android/media/audiofx/NoiseSuppressor.html">
-Noise Suppression audio effect</a></li>
-
-<li><code>device/samsung/manta/audio_effects.conf</code> file for the Nexus 10</li>
-</ul>
+<p>In addition to implementing the audio HAL, you must also create an
+<a href="{@docRoot}devices/audio/implement-policy.html">audio policy
+configuration file</a> that describes your audio topology and package the HAL
+implementation into a
+<a href="{@docRoot}devices/audio/implement-shared-library.html">shared
+library</a>. You can also configure
+<a href="{@docRoot}devices/audio/implement-pre-processing.html">pre-processing
+effects</a> such as automatic gain control and noise suppression.</p>
diff --git a/src/devices/camera/images/ape_camera_n_api1_hal1.png b/src/devices/camera/images/ape_camera_n_api1_hal1.png
new file mode 100644
index 0000000..8898379
--- /dev/null
+++ b/src/devices/camera/images/ape_camera_n_api1_hal1.png
Binary files differ
diff --git a/src/devices/camera/images/ape_camera_n_api1_hal3.png b/src/devices/camera/images/ape_camera_n_api1_hal3.png
new file mode 100644
index 0000000..c366512
--- /dev/null
+++ b/src/devices/camera/images/ape_camera_n_api1_hal3.png
Binary files differ
diff --git a/src/devices/camera/images/ape_camera_n_api2_hal3.png b/src/devices/camera/images/ape_camera_n_api2_hal3.png
new file mode 100644
index 0000000..9451cb5
--- /dev/null
+++ b/src/devices/camera/images/ape_camera_n_api2_hal3.png
Binary files differ
diff --git a/src/devices/camera/index.jd b/src/devices/camera/index.jd
index 9bf74df..41f42d5 100644
--- a/src/devices/camera/index.jd
+++ b/src/devices/camera/index.jd
@@ -26,6 +26,13 @@
<img style="float: right; margin: 0px 15px 15px 15px;" src="images/ape_fwk_hal_camera.png" alt="Android Camera HAL icon"/>
+<p class="note"><strong>Note:</strong> Please see the following pages for the most up-to-date information:<br>
+<a href="{@docRoot}devices/halref/camera_8h_source.html">camera.h</a> source file<br>
+<a href="{@docRoot}devices/halref/camera3_8h_source.html">camera3.h</a> source file<br>
+<a href="{@docRoot}devices/halref/camera__common_8h_source.html">camera_common.h</a> source file<br>
+<a href="https://developer.android.com/reference/android/hardware/camera2/CameraMetadata.html">CameraMetadata</a> developer reference
+</p>
+
<p>Android's camera Hardware Abstraction Layer (HAL) connects the higher level
camera framework APIs in <a href="http://developer.android.com/reference/android/hardware/package-summary.html">android.hardware</a> to your underlying camera driver and hardware. The camera subsystem includes implementations for camera pipeline components while the camera HAL provides interfaces for use in implementing your version of these components.</p>
diff --git a/src/devices/camera/versioning.jd b/src/devices/camera/versioning.jd
index 7c4d1b3..8983099 100644
--- a/src/devices/camera/versioning.jd
+++ b/src/devices/camera/versioning.jd
@@ -2,7 +2,7 @@
@jd:body
<!--
- Copyright 2014 The Android Open Source Project
+ Copyright 2016 The Android Open Source Project
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
@@ -24,82 +24,101 @@
</div>
</div>
-<p>The Android 5.0 (Lollipop) platform release adds a new app-level camera framework. This
-document outlines some logistical details that OEMs and SoC vendors need to
-know.</p>
+<p>This page details version differences in Camera HALs, APIs, and associated
+Android Compatibility Test Suite (CTS) tests. It also covers several
+architectural changes made to harden and secure the camera framework in Android
+7.0 and the updates vendors must make to support these changes in their camera
+implementations.</p>
-<h2 id=glossary>Terms</h2>
+<h2 id=glossary>Terminology</h2>
-<p>The following terms are used in this document:</p>
+<p>The following terms are used on this page:</p>
+
+<dl>
+
+<dt>Camera API1</dt>
+<dd>The app-level camera framework on Android 4.4 and earlier devices, exposed
+through the <code>android.hardware.Camera</code> class.</dd>
+
+<dt>Camera API2</dt>
+<dd>The app-level camera framework on Android 5.0 and later devices, exposed
+through the<code> android.hardware.camera2</code> package.</dd>
+
+<dt>Camera HAL</dt>
+<dd>The camera module layer implemented by SoC vendors. The app-level public
+frameworks are built on top of the camera HAL.</dd>
+
+<dt>Camera HAL3.1</dt>
+<dd>Version of the camera device HAL released with Android 4.4.</dd>
+
+<dt>Camera HAL3.2</dt>
+<dd>Version of the camera device HAL released with Android 5.0.</dd>
+
+<dt>Camera API1 CTS</dt>
+<dd>Set of camera Compatibility Test Suite (CTS) tests that run on top of Camera
+API1.</dd>
+
+<dt>Camera API2 CTS</dt>
+<dd>Additional set of camera CTS tests that run on top of Camera API2.</dd>
+
+</dl>
+
+
+<h2 id=camera_apis>Camera APIs</h2>
+
+
+<h3 id=camera_api1>Camera API1</h3>
+
+<p>Android 5.0 deprecated Camera API1, which continues to be phased out as new
+platform development focuses on Camera API2. However, the phase-out period will
+be lengthy, and Android releases will continue to support Camera API1 apps for
+some time. Specifically, support continues for:</p>
<ul>
- <li><em>Camera API1</em>: The app-level camera framework on KitKat and earlier devices, exposed
-through the <code>android.hardware.Camera</code> class.
- <li><em>Camera API2</em>: The app-level camera framework on 5.0 and later
-devices, exposed through the<code> android.hardware.camera2</code> package.
- <li><em>Camera HAL</em>: The camera module layer that SoC vendors implement. The app-level public
-frameworks are built on top of the camera HAL.
- <li><em>Camera HAL3.2</em>: The version of the camera device HAL that is
-being released with Lollipop. KitKat launched with an earlier version (Camera HAL3.1).
- <li><em>Camera API1 CTS</em>: The set of camera Compatibility Test Suite (CTS) tests that run on top of
-Camera API1.
- <li><em>Camera API2 CTS</em>: An additional set of camera CTS tests that run on top of Camera API2.
+<li><em>Camera API1 interfaces for apps</em>. Camera apps built on top of Camera API1
+should work as they do on devices running earlier Android release versions.</li>
+<li><em>Camera HAL versions</em>. Includes support for Camera HAL1.0.</li>
</ul>
-<h2 id=camera_api2_overview>Camera API2 overview</h2>
+<h3 id=camera_api2>Camera API2</h3>
-<p>The new camera frameworks expose lower-level camera control to the app,
+<p>The Camera API2 framework exposes lower-level camera control to the app,
including efficient zero-copy burst/streaming flows and per-frame controls of
exposure, gain, white balance gains, color conversion, denoising, sharpening,
-and more. See this <a
-href="https://www.youtube.com/watch?v=92fgcUNCHic&feature=youtu.be&t=29m50s">brief
-video overview from the Google I/O 2014 conference</a> for additional details.
-</p>
+and more. For details, watch the
+<a href="https://www.youtube.com/watch?v=92fgcUNCHic&feature=youtu.be&t=29m50s">Google
+I/O video overview</a>.</p>
-<h2 id=camera_api1_availability_and_deprecation_in_l>Camera API1 availability and deprecation in Android 5.0</h2>
-
-<p>The Camera API1 interfaces are still available for apps to use on Android
-5.0 and later devices, and camera apps built on top of Camera API1 should work
-as before. Camera API1 is being marked as deprecated in Lollipop, indicating that it
-will be phased out over time and new platform development will focus on Camera
-API2. However, we expect this phase-out period to be lengthy, and Camera API1
-apps will continue to be supported in Android for some time to come.</p>
-
-<p>All earlier camera HAL versions, including Camera HAL1.0, will also continue to
-be supported.</p>
-
-<h2 id=camera_api2_capabilities_and_support_levels>Camera API2 capabilities and support levels</h2>
-
-<p>Android 5.0 and later devices feature Camera API2, however they may not fully support all of
-the new features of Camera API2. The
+<p>Android 5.0 and later includes Camera API2; however, devices running Android
+5.0 and later may not support all Camera API2 features. The
<code>android.info.supportedHardwareLevel</code> property that apps can query
-through the Camera API2 interfaces report one of three support levels:
-<code>LEGACY</code>, <code>FULL</code>, and <code>LIMITED</code>.</p>
+through the Camera API2 interfaces reports one of the following support
+levels:</p>
-<p><em>Legacy</em> devices expose a level of capabilities through the Camera API2 interfaces that
-are approximately the same as is exposed to apps through the Camera API1
-interfaces; the legacy frameworks code conceptually translates Camera API2
-calls into Camera API1 calls under the hood. Legacy devices do not support
-the new Camera API2 features including per-frame controls.</p>
+<ul>
+<li><code>LEGACY</code>. These devices expose capabilities to apps through the
+Camera API2 interfaces that are approximately the same capabilities as those
+exposed to apps through the Camera API1 interfaces. The legacy frameworks code
+conceptually translates Camera API2 calls into Camera API1 calls; legacy devices
+do not support Camera API2 features such as per-frame controls.</li>
+<li><code>FULL</code>. These devices support all of major capabilities of Camera
+API2 and must use Camera HAL 3.2 or later and Android 5.0 or later.</li>
+<li><code>LIMITED</code>. These devices support some Camera API2 capabilities
+(but not all) and must use Camera HAL 3.2 or later.</li>
+</ul>
-<p><em>Full</em> devices support all of the major capabilities of Camera API2. Full devices by
-necessity must have a Camera HAL version of 3.2 (shipping with Android 5.0) or later.</p>
+<p>Individual capabilities are exposed via the
+<code>android.request.availableCapabilities</code> property in the Camera API2
+interfaces. <code>FULL</code> devices require the <code>MANUAL_SENSOR</code> and
+<code>MANUAL_POST_PROCESSING</code> capabilities, among others. The
+<code>RAW</code> capability is optional even for <code>FULL</code> devices.
+<code>LIMITED</code> devices can advertise any subset of these capabilities,
+including none of them. However, the <code>BACKWARD_COMPATIBLE</code> capability
+must always be defined.</p>
-<p><em>Limited</em> devices are in between: They support some of the new Camera API2 capabilities,
-but not all of them, and must also comprise a Camera HAL version of 3.2 or later.</p>
-
-<p>Individual capabilities are exposed via the<code>
-android.request.availableCapabilities</code> property in the Camera API2
-interfaces. Full devices require both the <code>MANUAL_SENSOR</code> and
-<code>MANUAL_POST_PROCESSING</code> capabilities, among others. There is also a
-<code>RAW</code> capability that is optional even for full devices. Limited
-devices can advertise any subset of these capabilities, including none of them. However,
-the <code>BACKWARD_COMPATIBLE</code> capability must always be defined.</p>
-
-<p>The supported hardware level of the device, as well as the specific Camera API2
-capabilities it supports, are available as the following feature flags to allow
-Play Store filtering of Camera API2 camera apps; a device must define the
-feature flag if any of its attached camera devices supports the feature.</p>
+<p>The supported hardware level of the device, as well as the specific Camera
+API2 capabilities it supports, are available as the following feature flags to
+allow Google Play filtering of Camera API2 camera apps.</p>
<ul>
<li><code>android.hardware.camera.hardware_level.full</code>
@@ -110,35 +129,165 @@
<h2 id=cts_requirements>CTS requirements</h2>
-<p>Android 5.0 and later devices must pass both Camera API1 CTS and Camera API2
-CTS. And as always, devices are required to pass the CTS Verifier camera
-tests.</p>
+<p>Android 5.0 and later devices must pass the Camera API1 CTS, Camera API2 CTS,
+and CTS Verifier camera tests.</p>
-<p>To add some context: For devices that don’t feature a Camera HAL3.2
-implementation and are not capable of supporting the full Camera API2
-interfaces, the Camera API2 CTS tests must still be passed. However, in this
-case the device will be running in Camera API2 <em>legacy</em> mode (in which
-the Camera API2 calls are conceptually just mapped to Camera
-API1 calls); and any Camera API2 CTS tests that relate to features or
-capabilities beyond Camera API1 have logic that will skip them in the case of
-old (legacy) devices.</p>
+<p>Devices that do not feature a Camera HAL3.2 implementation and are not
+capable of supporting the full Camera API2 interfaces must still pass the Camera
+API2 CTS tests. However, the device will be running in Camera API2
+<code>LEGACY</code> mode (in which the Camera API2 calls are conceptually mapped
+to Camera API1 calls) so any Camera API2 CTS tests related to features or
+capabilities beyond Camera API1 will be automatically skipped.</p>
-<p>On a legacy device, the Camera API2 CTS tests that are not skipped are purely
-using the existing public Camera API1 interfaces and capabilities (with no new
-requirements), and any bugs that are exposed (which will in turn cause a Camera
-API2 CTS failure) are bugs that were already present in the device’s existing
-Camera HAL and would also be a bug that could be easily hit by existing Camera
-API1 apps. The expectation is that there should be very few bugs of this
-nature. Nevertheless, any such bugs will need to be fixed.</p>
+<p>On legacy devices, Camera API2 CTS tests that are not skipped use the
+existing public Camera API1 interfaces and capabilities with no new
+requirements. Bugs that are exposed (and which cause a Camera API2 CTS failure)
+are bugs already present in the device’s existing Camera HAL, and thus would
+be found by existing Camera API1 apps. We do not expect many bugs of this nature
+(however, any such bugs must be fixed to pass the Camera API2 CTS tests).</p>
-<h2 id="version-history">Version history</h2>
+<h2 id=hardening>Camera framework hardening</h2>
+
+<p>To harden media and camera framework security, Android 7.0 moves camera
+service out of mediaserver. Vendors may need to make changes in the camera HAL
+depending on the API and HAL versions in use. The following sections detail
+architectural changes in AP1 and AP2 for HAL1 and HAL3, as well as general
+requirements.</p>
+
+<h3 id=hardening_api1>Architectural changes for API1</h3>
+<p>API1 video recording may assume camera and video encoder live in the same
+process. When using API1 on:</p>
+
+<ul>
+<li>HAL3, where camera service uses BufferQueue to pass buffers between
+processes, <strong>no vendor update</strong> is necessary.
+<p><img src="images/ape_camera_n_api1_hal3.png" alt="Android 7.0 camera and media
+stack in API1 on HAL3" id="figure1" /></p>
+<p class="img-caption"><strong>Figure 1.</strong>Android 7.0 camera and media
+stack in API1 on HAL3.</p>
+</li>
+<li>HAL1, which supports passing metadata in video buffers, <strong>vendors must
+update the HAL to allow camera and video encoder in different processes</strong>
+(e.g., the HAL cannot store virtual addresses in the metadata).
+<p><img src="images/ape_camera_n_api1_hal1.png" alt="Android 7.0 camera and media
+stack in API1 on HAL1" id="figure1" /></p>
+<p class="img-caption"><strong>Figure 2.</strong>Android 7.0 camera and media
+stack in API1 on HAL1.</p>
+</li>
+</ul>
+
+<h3 id=hardening_api2>Architectural changes for API2</h3>
+<p>For API2 on HAL1 or HAL3, BufferQueue passes buffers so those paths continue
+to work. The Android 7.0 architecture for API2 on:</p>
+
+<ul>
+<li>HAL1 is not affected by the cameraservice move, and <strong>no vendor
+update</strong> is necessary.</li>
+<li>HAL3 <em>is</em> affected, but <strong>no vendor update</strong> is
+necessary:
+<p><img src="images/ape_camera_n_api2_hal3.png" alt="Android 7.0 camera and
+media stack in API2 on HAL2" id="figure1" /></p>
+<p class="img-caption"><strong>Figure 3.</strong>Android 7.0 camera and media
+stack in API2 on HAL3.</p>
+</li>
+</ul>
+
+<h3 id=hardening_general>Additional requirements</h3>
+<p>The architectural changes made for hardening media and camera framework
+security include the following additional device requirements.</p>
+
+<ul>
+<li><strong>General</strong>. Devices require additional bandwidth due to IPC,
+which may affect time-sensitive camera use cases such as high-speed video
+recording. Vendors can measure actual impact by running
+<code>android.hardware.camera2.cts.PerformanceTest</code> and the Google Camera
+App for 120/240 FPS high speed video recording. Devices also require a small
+amount of additional RAM to create the new process.</li>
+<li><strong>Pass metadata in video buffers</strong>(<em>HAL1 only</em>). If HAL1
+stores metadata instead of real YUV frame data in video buffers, the HAL must
+not store anything that is invalid across process boundaries, including native
+handles. If HAL passes native handles in the metadata in video buffers, you must
+update it to use <code>kMetadataBufferTypeNativeHandleSource</code> as the
+metadata buffer type and pass <code>VideoNativeHandleMetadata</code> in video
+buffers.
+<p>With <code>VideoNativeHandleMetadata</code>, camera and media frameworks are
+able to pass the video buffers between processes by serializing and
+deserializing the native handles properly. If HAL chooses to continue using
+<code>kMetadataBufferTypeCameraSource</code> as the metadata buffer type, the
+metadata must be able to be passed between processes as plain values.</p>
+</li>
+<li><strong>Buffer handle address does not always store same buffer</strong>
+(<em>HAL3 only</em>). For each capture request, HAL3 gets addresses of buffer
+handles. HAL cannot use the addresses to identify buffers because the addresses
+may store another buffer handle after HAL returns the buffer. You must update
+the HAL to use buffer handles to identify the buffers. For example: HAL receives
+a buffer handle address A, which stores buffer handle A. After HAL returns
+buffer handle A, buffer handle address A may store buffer handle B next time the
+HAL receives it.</li>
+<li><strong>Update SELinux policies for cameraserver</strong>. If
+device-specific SELinux policies give mediaserver permissions to run the camera,
+you must update the SELinux policies to give cameraserver proper permissions. We
+do not encourage replicating the mediaserver's SELinux policies for cameraserver
+(as mediaserver and cameraserver generally require different resources in the
+system). Cameraserver should have only the permissions needed to perform camera
+functionalities and any unnecessary camera-related permissions in mediaserver
+should be removed.</p>
+
+<h3 id=hardening_validation>Validation</h3>
+<p>For all devices that include a camera and run Android 7.0, verify the
+implementation by running Android 7.0 CTS. Although Android 7.0 does not include
+new CTS tests that verify camera service changes, existing CTS tests will fail
+if you have not made the updates indicated above.</p>
+
+<h2 id="version-history">Camera HAL version history</h2>
+<p>For a list of tests available for evaluating the Android Camera HAL, see the
+<a href="{@docRoot}compatibility/cts/camera-hal.html">Camera HAL Testing
+Checklist</a>.</p>
+
+<h3 id="34">3.4</h3>
+
+<p>Minor additions to supported metadata and changes to data_space support:</p>
+
+<ul>
+ <li>Add ANDROID_SENSOR_OPAQUE_RAW_SIZE static metadata as mandatory if
+ RAW_OPAQUE format is supported.</li>
+ <li>Add ANDROID_CONTROL_POST_RAW_SENSITIVITY_BOOST_RANGE static metadata as
+ mandatory if any RAW format is supported.</li>
+ <li>Switch camera3_stream_t data_space field to a more flexible definition,
+ using the version 0 definition of dataspace encoding.</li>
+ <li>General metadata additions which are available to use for HALv3.2 or
+ newer:
+ <ul>
+ <li><a href="https://developer.android.com/reference/android/hardware/camera2/CameraMetadata.html#INFO_SUPPORTED_HARDWARE_LEVEL_3">ANDROID_INFO_SUPPORTED_HARDWARE_LEVEL_3</a></li>
+ <li>ANDROID_CONTROL_POST_RAW_SENSITIVITY_BOOST</li>
+ <li>ANDROID_CONTROL_POST_RAW_SENSITIVITY_BOOST_RANGE</li>
+ <li>ANDROID_SENSOR_DYNAMIC_BLACK_LEVEL</li>
+ <li>ANDROID_SENSOR_DYNAMIC_WHITE_LEVEL</li>
+ <li>ANDROID_SENSOR_OPAQUE_RAW_SIZE</li>
+ <li>ANDROID_SENSOR_OPTICAL_BLACK_REGIONS</li>
+ </ul>
+ <li>
+</ul>
+
+<h3 id="33">3.3</h3>
+
+<p>Minor revision of expanded-capability HAL:</p>
+
+<ul>
+ <li>OPAQUE and YUV reprocessing API updates.</li>
+ <li>Basic support for depth output buffers.</li>
+ <li>Addition of data_space field to camera3_stream_t.</li>
+ <li>Addition of rotation field to camera3_stream_t.</li>
+ <li>Addition of camera3 stream configuration operation mode to
+ camera3_stream_configuration_t.</li>
+</ul>
<h3 id="32">3.2</h3>
-<p>Second revision of expanded-capability HAL:</p>
+<p>Minor revision of expanded-capability HAL:</p>
<ul>
-<li>Deprecates get_metadata_vendor_tag_ops. Please use get_vendor_tag_ops in
+<li>Deprecates get_metadata_vendor_tag_ops. Use get_vendor_tag_ops in
camera_common.h instead.</li>
<li>register_stream_buffers deprecated. All gralloc buffers provided by
framework to HAL in process_capture_request may be new at any time.</li>
@@ -197,3 +346,84 @@
<li>Converted from C++ CameraHardwareInterface abstraction layer.</li>
<li>Supports android.hardware.Camera API.</li>
</ul>
+
+<h2 id="version-history">Camera module version history</h2>
+
+<p>
+This section contains module versioning information for the Camera hardware module, based on
+camera_module_t.common.module_api_version. The two most significant hex
+digits represent the major version, and the two least significant represent
+the minor version.
+</p>
+
+<h3 id="24">2_4</h3>
+
+<p>This camera module version adds below API changes:</p>
+
+<ol>
+ <li>Torch mode support. The framework can use it to turn on torch mode for
+ any camera device that has a flash unit, without opening a camera device. The
+ camera device has a higher priority accessing the flash unit than the camera
+ module; opening a camera device will turn off the torch if it had been enabled
+ through the module interface. When there are any resource conflicts, such as
+ open() is called to open a camera device, the camera HAL module must notify the
+ framework through the torch mode status callback that the torch mode has been
+ turned off.</li>
+
+ <li>External camera (e.g. USB hot-plug camera) support. The API updates specify that
+ the camera static info is only available when camera is connected and ready to
+ use for external hot-plug cameras. Calls to get static info will be invalid
+ calls when camera status is not CAMERA_DEVICE_STATUS_PRESENT. The frameworks
+ will only count on device status change callbacks to manage the available external
+ camera list.</li>
+
+ <li>Camera arbitration hints. This module version adds support for explicitly
+ indicating the number of camera devices that can be simultaneously opened and used.
+ To specify valid combinations of devices, the resource_cost and conflicting_devices
+ fields should always be set in the camera_info structure returned by the
+ get_camera_info call.</li>
+
+ <li>Module initialization method. This will be called by the camera service
+ right after the HAL module is loaded, to allow for one-time initialization
+ of the HAL. It is called before any other module methods are invoked.</li>
+</ol>
+
+<h3 id="23">2_3</h3>
+
+<p>This camera module version adds open legacy camera HAL device support.
+ Framework can use it to open the camera device as lower device HAL version
+ HAL device if the same device can support multiple device API versions.
+ The standard hardware module open call (common.methods->open) continues
+ to open the camera device with the latest supported version, which is
+ also the version listed in camera_info_t.device_version.</p>
+
+<h3 id="22">2_2</h3>
+
+<p>This camera module version adds vendor tag support from the module, and
+deprecates the old vendor_tag_query_ops that were previously only
+accessible with a device open.</p>
+
+<h3 id="21">2_1</h3>
+
+<p>This camera module version adds support for asynchronous callbacks to the
+framework from the camera HAL module, which is used to notify the framework
+about changes to the camera module state. Modules that provide a valid
+set_callbacks() method must report at least this version number.</p>
+
+<h3 id="20">2_0</h3>
+
+<p>Camera modules that report this version number implement the second version
+of the camera module HAL interface. Camera devices openable through this
+module may support either version 1.0 or version 2.0 of the camera device
+HAL interface. The device_version field of camera_info is always valid; the
+static_camera_characteristics field of camera_info is valid if the
+device_version field is 2.0 or higher.</p>
+
+<h3 id="10">1_0</h3>
+
+<p>Camera modules that report these version numbers implement the initial
+camera module HAL interface. All camera devices openable through this
+module support only version 1 of the camera device HAL. The device_version
+and static_camera_characteristics fields of camera_info are not valid. Only
+the android.hardware.Camera API can be supported by this module and its
+devices.</p>
diff --git a/src/devices/devices_toc.cs b/src/devices/devices_toc.cs
index 020847e..90070d0 100644
--- a/src/devices/devices_toc.cs
+++ b/src/devices/devices_toc.cs
@@ -80,7 +80,18 @@
</div>
<ul>
<li><a href="<?cs var:toroot ?>devices/audio/terminology.html">Terminology</a></li>
- <li><a href="<?cs var:toroot ?>devices/audio/implement.html">Implementation</a></li>
+ <li class="nav-section">
+ <div class="nav-section-header">
+ <a href="<?cs var:toroot ?>devices/audio/implement.html">
+ <span class="en">Implementation</span>
+ </a>
+ </div>
+ <ul>
+ <li><a href="<?cs var:toroot ?>devices/audio/implement-policy.html">Policy Configuration</a></li>
+ <li><a href="<?cs var:toroot ?>devices/audio/implement-shared-library.html">Shared Library</a></li>
+ <li><a href="<?cs var:toroot ?>devices/audio/implement-pre-processing.html">Pre-processing Effects</a></li>
+ </ul>
+ </li>
<li><a href="<?cs var:toroot ?>devices/audio/data_formats.html">Data Formats</a></li>
<li><a href="<?cs var:toroot ?>devices/audio/attributes.html">Attributes</a></li>
<li><a href="<?cs var:toroot ?>devices/audio/warmup.html">Warmup</a></li>
@@ -144,8 +155,25 @@
</a>
</div>
<ul>
- <li><a href="<?cs var:toroot ?>devices/graphics/architecture.html">Architecture</a></li>
- <li class="nav-section">
+ <li class="nav-section">
+ <div class="nav-section-header">
+ <a href="<?cs var:toroot ?>devices/graphics/architecture.html">
+ <span class="en">Architecture</span>
+ </a>
+ </div>
+ <ul>
+ <li><a href="<?cs var:toroot ?>devices/graphics/arch-bq-gralloc.html">BufferQueue</a></li>
+ <li><a href="<?cs var:toroot ?>devices/graphics/arch-sf-hwc.html">SurfaceFlinger and HWC</a></li>
+ <li><a href="<?cs var:toroot ?>devices/graphics/arch-sh.html">Surface and SurfaceHolder</a></li>
+ <li><a href="<?cs var:toroot ?>devices/graphics/arch-egl-opengl.html">OpenGL ES</a></li>
+ <li><a href="<?cs var:toroot ?>devices/graphics/arch-vulkan.html">Vulkan</a></li>
+ <li><a href="<?cs var:toroot ?>devices/graphics/arch-sv-glsv.html">SurfaceView</a></li>
+ <li><a href="<?cs var:toroot ?>devices/graphics/arch-st.html">SurfaceTexture</a></li>
+ <li><a href="<?cs var:toroot ?>devices/graphics/arch-tv.html">TextureView</a></li>
+ <li><a href="<?cs var:toroot ?>devices/graphics/arch-gameloops.html">Game Loops</a></li>
+ </ul>
+ </li>
+ <li class="nav-section">
<div class="nav-section-header">
<a href="<?cs var:toroot ?>devices/graphics/implement.html">
<span class="en">Implementing</span>
@@ -200,6 +228,8 @@
</a>
</div>
<ul>
+ <li><a href="<?cs var:toroot ?>devices/media/framework-hardening.html">Framework
+ Hardening</a></li>
<li><a href="<?cs var:toroot ?>devices/media/soc.html">SoC Dependencies</a></li>
<li><a href="<?cs var:toroot ?>devices/media/oem.html">OEM Dependencies</a></li>
</ul>
@@ -269,6 +299,7 @@
<li><a href="<?cs var:toroot ?>devices/tech/dalvik/constraints.html">Constraints</a></li>
<li><a href="<?cs var:toroot ?>devices/tech/dalvik/configure.html">Configuration</a></li>
<li><a href="<?cs var:toroot ?>devices/tech/dalvik/gc-debug.html">Garbage Collection</a></li>
+ <li><a href="<?cs var:toroot ?>devices/tech/dalvik/jit-compiler.html">JIT Compilation</a></li>
</ul>
</li>
@@ -284,6 +315,7 @@
<li><a href="<?cs var:toroot ?>devices/tech/config/kernel.html">Kernel Configuration</a></li>
<li><a href="<?cs var:toroot ?>devices/tech/config/kernel_network_tests.html">Kernel Network Tests</a></li>
<li><a href="<?cs var:toroot ?>devices/tech/config/low-ram.html">Low RAM</a></li>
+ <li><a href="<?cs var:toroot ?>devices/tech/config/namespaces_libraries.html">Namespaces for Libraries</a></li>
<li><a href="<?cs var:toroot ?>devices/tech/config/renderer.html">OpenGLRenderer</a></li>
<li><a href="<?cs var:toroot ?>devices/tech/config/runtime_perms.html">Runtime Permissions</a></li>
<li><a href="<?cs var:toroot ?>devices/tech/config/uicc.html">UICC</a></li>
@@ -298,6 +330,8 @@
</a>
</div>
<ul>
+ <li><a href="<?cs var:toroot ?>devices/tech/connect/block-numbers.html">Block Phone Numbers</a></li>
+ <li><a href="<?cs var:toroot ?>devices/tech/connect/data-saver.html">Data Saver Mode</a></li>
<li><a href="<?cs var:toroot ?>devices/tech/connect/felica.html">Host Card Emulation of FeliCa</a></li>
<li><a href="<?cs var:toroot ?>devices/tech/connect/ril.html">Radio Interface Layer (RIL)</a></li>
</ul>
@@ -346,6 +380,7 @@
<li><a href="<?cs var:toroot ?>devices/tech/admin/managed-profiles.html">Managed Profiles</a></li>
<li><a href="<?cs var:toroot ?>devices/tech/admin/provision.html">Provisioning</a></li>
<li><a href="<?cs var:toroot ?>devices/tech/admin/multiuser-apps.html">Multiuser Apps</a></li>
+ <li><a href="<?cs var:toroot ?>devices/tech/admin/enterprise-telephony.html">Enterprise Telephony</a></li>
<li><a href="<?cs var:toroot ?>devices/tech/admin/testing-setup.html">Testing Setup</a></li>
</ul>
</li>
@@ -357,6 +392,7 @@
</div>
<ul>
<li><a href="<?cs var:toroot ?>devices/tech/display/dnd.html">Do Not Disturb</a></li>
+ <li><a href="<?cs var:toroot ?>devices/tech/display/multi-window.html">Multi-Window</a></li>
</ul>
</li>
diff --git a/src/devices/graphics/arch-bq-gralloc.jd b/src/devices/graphics/arch-bq-gralloc.jd
new file mode 100644
index 0000000..1bf6019
--- /dev/null
+++ b/src/devices/graphics/arch-bq-gralloc.jd
@@ -0,0 +1,141 @@
+page.title=BufferQueue and gralloc
+@jd:body
+
+<!--
+ Copyright 2014 The Android Open Source Project
+
+ Licensed under the Apache License, Version 2.0 (the "License");
+ you may not use this file except in compliance with the License.
+ You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+ Unless required by applicable law or agreed to in writing, software
+ distributed under the License is distributed on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ See the License for the specific language governing permissions and
+ limitations under the License.
+-->
+<div id="qv-wrapper">
+ <div id="qv">
+ <h2>In this document</h2>
+ <ol id="auto-toc">
+ </ol>
+ </div>
+</div>
+
+<p>Understanding the Android graphics system starts behind the scenes with
+BufferQueue and the gralloc HAL.</p>
+
+<p>The BufferQueue class is at the heart of everything graphical in Android. Its
+role is simple: Connect something that generates buffers of graphical data (the
+<em>producer</em>) to something that accepts the data for display or further
+processing (the <em>consumer</em>). Nearly everything that moves buffers of
+graphical data through the system relies on BufferQueue.</p>
+
+<p>The gralloc memory allocator performs buffer allocations and is
+implemented through a vendor-specific HAL interface (see
+<code>hardware/libhardware/include/hardware/gralloc.h</code>). The
+<code>alloc()</code> function takes expected arguments (width, height, pixel
+format) as well as a set of usage flags (detailed below).</p>
+
+<h2 id="BufferQueue">BufferQueue producers and consumers</h2>
+
+<p>Basic usage is straightforward: The producer requests a free buffer
+(<code>dequeueBuffer()</code>), specifying a set of characteristics including
+width, height, pixel format, and usage flags. The producer populates the buffer
+and returns it to the queue (<code>queueBuffer()</code>). Later, the consumer
+acquires the buffer (<code>acquireBuffer()</code>) and makes use of the buffer
+contents. When the consumer is done, it returns the buffer to the queue
+(<code>releaseBuffer()</code>).</p>
+
+<p>Recent Android devices support the <em>sync framework</em>, which enables the
+system to do nifty things when combined with hardware components that can
+manipulate graphics data asynchronously. For example, a producer can submit a
+series of OpenGL ES drawing commands and then enqueue the output buffer before
+rendering completes. The buffer is accompanied by a fence that signals when the
+contents are ready. A second fence accompanies the buffer when it is returned
+to the free list, so the consumer can release the buffer while the contents are
+still in use. This approach improves latency and throughput as the buffers
+move through the system.</p>
+
+<p>Some characteristics of the queue, such as the maximum number of buffers it
+can hold, are determined jointly by the producer and the consumer. However, the
+BufferQueue is responsible for allocating buffers as it needs them. Buffers are
+retained unless the characteristics change; for example, if the producer
+requests buffers with a different size, old buffers are freed and new buffers
+are allocated on demand.</p>
+
+<p>Producers and consumers can live in different processes. Currently, the
+consumer always creates and owns the data structure. In older versions of
+Android, only the producer side was binderized (i.e. producer could be in a
+remote process but consumer had to live in the process where the queue was
+created). Android 4.4 and later releases moved toward a more general
+implementation.</p>
+
+<p>Buffer contents are never copied by BufferQueue (moving that much data around
+would be very inefficient). Instead, buffers are always passed by handle.</p>
+
+<h2 id="gralloc_HAL">gralloc HAL usage flags</h2>
+
+<p>The gralloc allocator is not just another way to allocate memory on the
+native heap; in some situations, the allocated memory may not be cache-coherent
+or could be totally inaccessible from user space. The nature of the allocation
+is determined by the usage flags, which include attributes such as:</p>
+
+<ul>
+<li>How often the memory will be accessed from software (CPU)</li>
+<li>How often the memory will be accessed from hardware (GPU)</li>
+<li>Whether the memory will be used as an OpenGL ES (GLES) texture</li>
+<li>Whether the memory will be used by a video encoder</li>
+</ul>
+
+<p>For example, if your format specifies RGBA 8888 pixels, and you indicate the
+buffer will be accessed from software (meaning your application will touch
+pixels directly) then the allocator must create a buffer with 4 bytes per pixel
+in R-G-B-A order. If instead, you say the buffer will be only accessed from
+hardware and as a GLES texture, the allocator can do anything the GLES driver
+wants—BGRA ordering, non-linear swizzled layouts, alternative color
+formats, etc. Allowing the hardware to use its preferred format can improve
+performance.</p>
+
+<p>Some values cannot be combined on certain platforms. For example, the video
+encoder flag may require YUV pixels, so adding software access and specifying
+RGBA 8888 would fail.</p>
+
+<p>The handle returned by the gralloc allocator can be passed between processes
+through Binder.</p>
+
+<h2 id=tracking>Tracking BufferQueue with systrace</h2>
+
+<p>To really understand how graphics buffers move around, use systrace. The
+system-level graphics code is well instrumented, as is much of the relevant app
+framework code.</p>
+
+<p>A full description of how to use systrace effectively would fill a rather
+long document. Start by enabling the <code>gfx</code>, <code>view</code>, and
+<code>sched</code> tags. You'll also see BufferQueues in the trace. If you've
+used systrace before, you've probably seen them but maybe weren't sure what they
+were. As an example, if you grab a trace while
+<a href="https://github.com/google/grafika">Grafika's</a> "Play video
+(SurfaceView)" is running, the row labeled <em>SurfaceView</em> tells you how
+many buffers were queued up at any given time.</p>
+
+<p>The value increments while the app is active—triggering the rendering
+of frames by the MediaCodec decoder—and decrements while SurfaceFlinger is
+doing work, consuming buffers. When showing video at 30fps, the queue's value
+varies from 0 to 1 because the ~60fps display can easily keep up with the
+source. (Notice also that SurfaceFlinger only wakes when there's work to
+be done, not 60 times per second. The system tries very hard to avoid work and
+will disable VSYNC entirely if nothing is updating the screen.)</p>
+
+<p>If you switch to Grafika's "Play video (TextureView)" and grab a new trace,
+you'll see a row labeled
+com.android.grafika/com.android.grafika.PlayMovieActivity. This is the main UI
+layer, which is just another BufferQueue. Because TextureView renders into the
+UI layer (rather than a separate layer), you'll see all of the video-driven
+updates here.</p>
+
+<p>For more information about the systrace tool, refer to <a
+href="http://developer.android.com/tools/help/systrace.html">Systrace
+documentation</a>.</p>
diff --git a/src/devices/graphics/arch-egl-opengl.jd b/src/devices/graphics/arch-egl-opengl.jd
new file mode 100644
index 0000000..97ca18e
--- /dev/null
+++ b/src/devices/graphics/arch-egl-opengl.jd
@@ -0,0 +1,88 @@
+page.title=EGLSurfaces and OpenGL ES
+@jd:body
+
+<!--
+ Copyright 2014 The Android Open Source Project
+
+ Licensed under the Apache License, Version 2.0 (the "License");
+ you may not use this file except in compliance with the License.
+ You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+ Unless required by applicable law or agreed to in writing, software
+ distributed under the License is distributed on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ See the License for the specific language governing permissions and
+ limitations under the License.
+-->
+<div id="qv-wrapper">
+ <div id="qv">
+ <h2>In this document</h2>
+ <ol id="auto-toc">
+ </ol>
+ </div>
+</div>
+
+<p>OpenGL ES defines an API for rendering graphics. It does not define a windowing
+system. To allow GLES to work on a variety of platforms, it is designed to be
+combined with a library that knows how to create and access windows through the
+operating system. The library used for Android is called EGL. If you want to
+draw textured polygons, you use GLES calls; if you want to put your rendering on
+the screen, you use EGL calls.</p>
+
+<p>Before you can do anything with GLES, you need to create a GL context. In EGL,
+this means creating an EGLContext and an EGLSurface. GLES operations apply to
+the current context, which is accessed through thread-local storage rather than
+passed around as an argument. This means you have to be careful about which
+thread your rendering code executes on, and which context is current on that
+thread.</p>
+
+ <h2 id=egl_surface>EGLSurfaces</h2>
+
+<p>The EGLSurface can be an off-screen buffer allocated by EGL (called a "pbuffer")
+or a window allocated by the operating system. EGL window surfaces are created
+with the <code>eglCreateWindowSurface()</code> call. It takes a "window object" as an
+argument, which on Android can be a SurfaceView, a SurfaceTexture, a
+SurfaceHolder, or a Surface -- all of which have a BufferQueue underneath. When
+you make this call, EGL creates a new EGLSurface object, and connects it to the
+producer interface of the window object's BufferQueue. From that point onward,
+rendering to that EGLSurface results in a buffer being dequeued, rendered into,
+and queued for use by the consumer. (The term "window" is indicative of the
+expected use, but bear in mind the output might not be destined to appear
+on the display.)</p>
+
+<p>EGL does not provide lock/unlock calls. Instead, you issue drawing commands and
+then call <code>eglSwapBuffers()</code> to submit the current frame. The
+method name comes from the traditional swap of front and back buffers, but the actual
+implementation may be very different.</p>
+
+<p>Only one EGLSurface can be associated with a Surface at a time -- you can have
+only one producer connected to a BufferQueue -- but if you destroy the
+EGLSurface it will disconnect from the BufferQueue and allow something else to
+connect.</p>
+
+<p>A given thread can switch between multiple EGLSurfaces by changing what's
+"current." An EGLSurface must be current on only one thread at a time.</p>
+
+<p>The most common mistake when thinking about EGLSurface is assuming that it is
+just another aspect of Surface (like SurfaceHolder). It's a related but
+independent concept. You can draw on an EGLSurface that isn't backed by a
+Surface, and you can use a Surface without EGL. EGLSurface just gives GLES a
+place to draw.</p>
+
+<h2 id="anativewindow">ANativeWindow</h2>
+
+<p>The public Surface class is implemented in the Java programming language. The
+equivalent in C/C++ is the ANativeWindow class, semi-exposed by the <a
+href="https://developer.android.com/tools/sdk/ndk/index.html">Android NDK</a>. You
+can get the ANativeWindow from a Surface with the <code>ANativeWindow_fromSurface()</code>
+call. Just like its Java-language cousin, you can lock it, render in software,
+and unlock-and-post.</p>
+
+<p>To create an EGL window surface from native code, you pass an instance of
+EGLNativeWindowType to <code>eglCreateWindowSurface()</code>. EGLNativeWindowType is just
+a synonym for ANativeWindow, so you can freely cast one to the other.</p>
+
+<p>The fact that the basic "native window" type just wraps the producer side of a
+BufferQueue should not come as a surprise.</p>
diff --git a/src/devices/graphics/arch-gameloops.jd b/src/devices/graphics/arch-gameloops.jd
new file mode 100644
index 0000000..bca4acd
--- /dev/null
+++ b/src/devices/graphics/arch-gameloops.jd
@@ -0,0 +1,155 @@
+page.title=Game Loops
+@jd:body
+
+<!--
+ Copyright 2014 The Android Open Source Project
+
+ Licensed under the Apache License, Version 2.0 (the "License");
+ you may not use this file except in compliance with the License.
+ You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+ Unless required by applicable law or agreed to in writing, software
+ distributed under the License is distributed on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ See the License for the specific language governing permissions and
+ limitations under the License.
+-->
+<div id="qv-wrapper">
+ <div id="qv">
+ <h2>In this document</h2>
+ <ol id="auto-toc">
+ </ol>
+ </div>
+</div>
+
+<p>A very popular way to implement a game loop looks like this:</p>
+
+<pre>
+while (playing) {
+ advance state by one frame
+ render the new frame
+ sleep until it’s time to do the next frame
+}
+</pre>
+
+<p>There are a few problems with this, the most fundamental being the idea that the
+game can define what a "frame" is. Different displays will refresh at different
+rates, and that rate may vary over time. If you generate frames faster than the
+display can show them, you will have to drop one occasionally. If you generate
+them too slowly, SurfaceFlinger will periodically fail to find a new buffer to
+acquire and will re-show the previous frame. Both of these situations can
+cause visible glitches.</p>
+
+<p>What you need to do is match the display's frame rate, and advance game state
+according to how much time has elapsed since the previous frame. There are two
+ways to go about this: (1) stuff the BufferQueue full and rely on the "swap
+buffers" back-pressure; (2) use Choreographer (API 16+).</p>
+
+<h2 id=stuffing>Queue stuffing</h2>
+
+<p>This is very easy to implement: just swap buffers as fast as you can. In early
+versions of Android this could actually result in a penalty where
+<code>SurfaceView#lockCanvas()</code> would put you to sleep for 100ms. Now
+it's paced by the BufferQueue, and the BufferQueue is emptied as quickly as
+SurfaceFlinger is able.</p>
+
+<p>One example of this approach can be seen in <a
+href="https://code.google.com/p/android-breakout/">Android Breakout</a>. It
+uses GLSurfaceView, which runs in a loop that calls the application's
+onDrawFrame() callback and then swaps the buffer. If the BufferQueue is full,
+the <code>eglSwapBuffers()</code> call will wait until a buffer is available.
+Buffers become available when SurfaceFlinger releases them, which it does after
+acquiring a new one for display. Because this happens on VSYNC, your draw loop
+timing will match the refresh rate. Mostly.</p>
+
+<p>There are a couple of problems with this approach. First, the app is tied to
+SurfaceFlinger activity, which is going to take different amounts of time
+depending on how much work there is to do and whether it's fighting for CPU time
+with other processes. Since your game state advances according to the time
+between buffer swaps, your animation won't update at a consistent rate. When
+running at 60fps with the inconsistencies averaged out over time, though, you
+probably won't notice the bumps.</p>
+
+<p>Second, the first couple of buffer swaps are going to happen very quickly
+because the BufferQueue isn't full yet. The computed time between frames will
+be near zero, so the game will generate a few frames in which nothing happens.
+In a game like Breakout, which updates the screen on every refresh, the queue is
+always full except when a game is first starting (or un-paused), so the effect
+isn't noticeable. A game that pauses animation occasionally and then returns to
+as-fast-as-possible mode might see odd hiccups.</p>
+
+<h2 id=choreographer>Choreographer</h2>
+
+<p>Choreographer allows you to set a callback that fires on the next VSYNC. The
+actual VSYNC time is passed in as an argument. So even if your app doesn't wake
+up right away, you still have an accurate picture of when the display refresh
+period began. Using this value, rather than the current time, yields a
+consistent time source for your game state update logic.</p>
+
+<p>Unfortunately, the fact that you get a callback after every VSYNC does not
+guarantee that your callback will be executed in a timely fashion or that you
+will be able to act upon it sufficiently swiftly. Your app will need to detect
+situations where it's falling behind and drop frames manually.</p>
+
+<p>The "Record GL app" activity in Grafika provides an example of this. On some
+devices (e.g. Nexus 4 and Nexus 5), the activity will start dropping frames if
+you just sit and watch. The GL rendering is trivial, but occasionally the View
+elements get redrawn, and the measure/layout pass can take a very long time if
+the device has dropped into a reduced-power mode. (According to systrace, it
+takes 28ms instead of 6ms after the clocks slow on Android 4.4. If you drag
+your finger around the screen, it thinks you're interacting with the activity,
+so the clock speeds stay high and you'll never drop a frame.)</p>
+
+<p>The simple fix was to drop a frame in the Choreographer callback if the current
+time is more than N milliseconds after the VSYNC time. Ideally the value of N
+is determined based on previously observed VSYNC intervals. For example, if the
+refresh period is 16.7ms (60fps), you might drop a frame if you're running more
+than 15ms late.</p>
+
+<p>If you watch "Record GL app" run, you will see the dropped-frame counter
+increase, and even see a flash of red in the border when frames drop. Unless
+your eyes are very good, though, you won't see the animation stutter. At 60fps,
+the app can drop the occasional frame without anyone noticing so long as the
+animation continues to advance at a constant rate. How much you can get away
+with depends to some extent on what you're drawing, the characteristics of the
+display, and how good the person using the app is at detecting jank.</p>
+
+<h2 id=thread>Thread management</h2>
+
+<p>Generally speaking, if you're rendering onto a SurfaceView, GLSurfaceView, or
+TextureView, you want to do that rendering in a dedicated thread. Never do any
+"heavy lifting" or anything that takes an indeterminate amount of time on the
+UI thread.</p>
+
+<p>Breakout and "Record GL app" use dedicated renderer threads, and they also
+update animation state on that thread. This is a reasonable approach so long as
+game state can be updated quickly.</p>
+
+<p>Other games separate the game logic and rendering completely. If you had a
+simple game that did nothing but move a block every 100ms, you could have a
+dedicated thread that just did this:</p>
+
+<pre>
+ run() {
+ Thread.sleep(100);
+ synchronized (mLock) {
+ moveBlock();
+ }
+ }
+</pre>
+
+<p>(You may want to base the sleep time off of a fixed clock to prevent drift --
+sleep() isn't perfectly consistent, and moveBlock() takes a nonzero amount of
+time -- but you get the idea.)</p>
+
+<p>When the draw code wakes up, it just grabs the lock, gets the current position
+of the block, releases the lock, and draws. Instead of doing fractional
+movement based on inter-frame delta times, you just have one thread that moves
+things along and another thread that draws things wherever they happen to be
+when the drawing starts.</p>
+
+<p>For a scene with any complexity you'd want to create a list of upcoming events
+sorted by wake time, and sleep until the next event is due, but it's the same
+idea.</p>
diff --git a/src/devices/graphics/arch-sf-hwc.jd b/src/devices/graphics/arch-sf-hwc.jd
new file mode 100644
index 0000000..d6749c7
--- /dev/null
+++ b/src/devices/graphics/arch-sf-hwc.jd
@@ -0,0 +1,203 @@
+page.title=SurfaceFlinger and Hardware Composer
+@jd:body
+
+<!--
+ Copyright 2014 The Android Open Source Project
+
+ Licensed under the Apache License, Version 2.0 (the "License");
+ you may not use this file except in compliance with the License.
+ You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+ Unless required by applicable law or agreed to in writing, software
+ distributed under the License is distributed on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ See the License for the specific language governing permissions and
+ limitations under the License.
+-->
+<div id="qv-wrapper">
+ <div id="qv">
+ <h2>In this document</h2>
+ <ol id="auto-toc">
+ </ol>
+ </div>
+</div>
+
+<p>Having buffers of graphical data is wonderful, but life is even better when
+you get to see them on your device's screen. That's where SurfaceFlinger and the
+Hardware Composer HAL come in.</p>
+
+
+<h2 id=surfaceflinger>SurfaceFlinger</h2>
+
+<p>SurfaceFlinger's role is to accept buffers of data from multiple sources,
+composite them, and send them to the display. Once upon a time this was done
+with software blitting to a hardware framebuffer (e.g.
+<code>/dev/graphics/fb0</code>), but those days are long gone.</p>
+
+<p>When an app comes to the foreground, the WindowManager service asks
+SurfaceFlinger for a drawing surface. SurfaceFlinger creates a layer (the
+primary component of which is a BufferQueue) for which SurfaceFlinger acts as
+the consumer. A Binder object for the producer side is passed through the
+WindowManager to the app, which can then start sending frames directly to
+SurfaceFlinger.</p>
+
+<p class="note"><strong>Note:</strong> While this section uses SurfaceFlinger
+terminology, WindowManager uses the term <em>window</em> instead of
+<em>layer</em>…and uses layer to mean something else. (It can be argued
+that SurfaceFlinger should really be called LayerFlinger.)</p>
+
+<p>Most applications have three layers on screen at any time: the status bar at
+the top of the screen, the navigation bar at the bottom or side, and the
+application UI. Some apps have more, some less (e.g. the default home app has a
+separate layer for the wallpaper, while a full-screen game might hide the status
+bar. Each layer can be updated independently. The status and navigation bars
+are rendered by a system process, while the app layers are rendered by the app,
+with no coordination between the two.</p>
+
+<p>Device displays refresh at a certain rate, typically 60 frames per second on
+phones and tablets. If the display contents are updated mid-refresh, tearing
+will be visible; so it's important to update the contents only between cycles.
+The system receives a signal from the display when it's safe to update the
+contents. For historical reasons we'll call this the VSYNC signal.</p>
+
+<p>The refresh rate may vary over time, e.g. some mobile devices will range from 58
+to 62fps depending on current conditions. For an HDMI-attached television, this
+could theoretically dip to 24 or 48Hz to match a video. Because we can update
+the screen only once per refresh cycle, submitting buffers for display at 200fps
+would be a waste of effort as most of the frames would never be seen. Instead of
+taking action whenever an app submits a buffer, SurfaceFlinger wakes up when the
+display is ready for something new.</p>
+
+<p>When the VSYNC signal arrives, SurfaceFlinger walks through its list of
+layers looking for new buffers. If it finds a new one, it acquires it; if not,
+it continues to use the previously-acquired buffer. SurfaceFlinger always wants
+to have something to display, so it will hang on to one buffer. If no buffers
+have ever been submitted on a layer, the layer is ignored.</p>
+
+<p>After SurfaceFlinger has collected all buffers for visible layers, it asks
+the Hardware Composer how composition should be performed.</p>
+
+<h2 id=hwc>Hardware Composer</h2>
+
+<p>The Hardware Composer HAL (HWC) was introduced in Android 3.0 and has evolved
+steadily over the years. Its primary purpose is to determine the most efficient
+way to composite buffers with the available hardware. As a HAL, its
+implementation is device-specific and usually done by the display hardware OEM.</p>
+
+<p>The value of this approach is easy to recognize when you consider <em>overlay
+planes</em>, the purpose of which is to composite multiple buffers together in
+the display hardware rather than the GPU. For example, consider a typical
+Android phone in portrait orientation, with the status bar on top, navigation
+bar at the bottom, and app content everywhere else. The contents for each layer
+are in separate buffers. You could handle composition using either of the
+following methods:</p>
+
+<ul>
+<li>Rendering the app content into a scratch buffer, then rendering the status
+bar over it, the navigation bar on top of that, and finally passing the scratch
+buffer to the display hardware.</li>
+<li>Passing all three buffers to the display hardware and tell it to read data
+from different buffers for different parts of the screen.</li>
+</ul>
+
+<p>The latter approach can be significantly more efficient.</p>
+
+<p>Display processor capabilities vary significantly. The number of overlays,
+whether layers can be rotated or blended, and restrictions on positioning and
+overlap can be difficult to express through an API. The HWC attempts to
+accommodate such diversity through a series of decisions:</p>
+
+<ol>
+<li>SurfaceFlinger provides HWC with a full list of layers and asks, "How do
+you want to handle this?"</li>
+<li>HWC responds by marking each layer as overlay or GLES composition.</li>
+<li>SurfaceFlinger takes care of any GLES composition, passing the output buffer
+to HWC, and lets HWC handle the rest.</li>
+</ol>
+
+<p>Since hardware vendors can custom tailor decision-making code, it's possible
+to get the best performance out of every device.</p>
+
+<p>Overlay planes may be less efficient than GL composition when nothing on the
+screen is changing. This is particularly true when overlay contents have
+transparent pixels and overlapping layers are blended together. In such cases,
+the HWC can choose to request GLES composition for some or all layers and retain
+the composited buffer. If SurfaceFlinger comes back asking to composite the same
+set of buffers, the HWC can continue to show the previously-composited scratch
+buffer. This can improve the battery life of an idle device.</p>
+
+<p>Devices running Android 4.4 and later typically support four overlay planes.
+Attempting to composite more layers than overlays causes the system to use GLES
+composition for some of them, meaning the number of layers used by an app can
+have a measurable impact on power consumption and performance.</p>
+
+<h2 id=virtual-displays>Virtual displays</h2>
+
+<p>SurfaceFlinger supports a primary display (i.e. what's built into your phone
+or tablet), an external display (such as a television connected through HDMI),
+and one or more virtual displays that make composited output available within
+the system. Virtual displays can be used to record the screen or send it over a
+network.</p>
+
+<p>Virtual displays may share the same set of layers as the main display
+(the layer stack) or have its own set. There is no VSYNC for a virtual display,
+so the VSYNC for the primary display is used to trigger composition for all
+displays.</p>
+
+<p>In older versions of Android, virtual displays were always composited with
+GLES and the Hardware Composer managed composition for the primary display only.
+In Android 4.4, the Hardware Composer gained the ability to participate in
+virtual display composition.</p>
+
+<p>As you might expect, frames generated for a virtual display are written to a
+BufferQueue.</p>
+
+<h2 id=screenrecord>Case Study: screenrecord</h2>
+
+<p>The <a href="https://android.googlesource.com/platform/frameworks/av/+/marshmallow-release/cmds/screenrecord/">screenrecord
+command</a> allows you to record everything that appears on the screen as an
+.mp4 file on disk. To implement, we have to receive composited frames from
+SurfaceFlinger, write them to the video encoder, and then write the encoded
+video data to a file. The video codecs are managed by a separate process
+(mediaserver) so we have to move large graphics buffers around the system. To
+make it more challenging, we're trying to record 60fps video at full resolution.
+The key to making this work efficiently is BufferQueue.</p>
+
+<p>The MediaCodec class allows an app to provide data as raw bytes in buffers,
+or through a <a href="{@docRoot}devices/graphics/arch-sh.html">Surface</a>. When
+screenrecord requests access to a video encoder, mediaserver creates a
+BufferQueue, connects itself to the consumer side, then passes the producer
+side back to screenrecord as a Surface.</p>
+
+<p>The screenrecord command then asks SurfaceFlinger to create a virtual display
+that mirrors the main display (i.e. it has all of the same layers), and directs
+it to send output to the Surface that came from mediaserver. In this case,
+SurfaceFlinger is the producer of buffers rather than the consumer.</p>
+
+<p>After the configuration is complete, screenrecord waits for encoded data to
+appear. As apps draw, their buffers travel to SurfaceFlinger, which composites
+them into a single buffer that gets sent directly to the video encoder in
+mediaserver. The full frames are never even seen by the screenrecord process.
+Internally, mediaserver has its own way of moving buffers around that also
+passes data by handle, minimizing overhead.</p>
+
+<h2 id=simulate-secondary>Case Study: Simulate secondary displays</h2>
+
+<p>The WindowManager can ask SurfaceFlinger to create a visible layer for which
+SurfaceFlinger acts as the BufferQueue consumer. It's also possible to ask
+SurfaceFlinger to create a virtual display, for which SurfaceFlinger acts as
+the BufferQueue producer. What happens if you connect them, configuring a
+virtual display that renders to a visible layer?</p>
+
+<p>You create a closed loop, where the composited screen appears in a window.
+That window is now part of the composited output, so on the next refresh
+the composited image inside the window will show the window contents as well
+(and then it's
+<a href="https://en.wikipedia.org/wiki/Turtles_all_the_way_down">turtles all the
+way down)</a>. To see this in action, enable
+<a href="http://developer.android.com/tools/index.html">Developer options</a> in
+settings, select <strong>Simulate secondary displays</strong>, and enable a
+window. For bonus points, use screenrecord to capture the act of enabling the
+display then play it back frame-by-frame.</p>
diff --git a/src/devices/graphics/arch-sh.jd b/src/devices/graphics/arch-sh.jd
new file mode 100644
index 0000000..2ef6c3c
--- /dev/null
+++ b/src/devices/graphics/arch-sh.jd
@@ -0,0 +1,105 @@
+page.title=Surface and SurfaceHolder
+@jd:body
+
+<!--
+ Copyright 2014 The Android Open Source Project
+
+ Licensed under the Apache License, Version 2.0 (the "License");
+ you may not use this file except in compliance with the License.
+ You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+ Unless required by applicable law or agreed to in writing, software
+ distributed under the License is distributed on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ See the License for the specific language governing permissions and
+ limitations under the License.
+-->
+<div id="qv-wrapper">
+ <div id="qv">
+ <h2>In this document</h2>
+ <ol id="auto-toc">
+ </ol>
+ </div>
+</div>
+
+<p>The
+<a href="http://developer.android.com/reference/android/view/Surface.html">Surface</a>
+class has been part of the public API since 1.0. Its description simply says,
+"Handle onto a raw buffer that is being managed by the screen compositor." The
+statement was accurate when initially written but falls well short of the mark
+on a modern system.</p>
+
+<p>The Surface represents the producer side of a buffer queue that is often (but
+not always!) consumed by SurfaceFlinger. When you render onto a Surface, the
+result ends up in a buffer that gets shipped to the consumer. A Surface is not
+simply a raw chunk of memory you can scribble on.</p>
+
+<p>The BufferQueue for a display Surface is typically configured for
+triple-buffering; but buffers are allocated on demand. So if the producer
+generates buffers slowly enough -- maybe it's animating at 30fps on a 60fps
+display -- there might only be two allocated buffers in the queue. This helps
+minimize memory consumption. You can see a summary of the buffers associated
+with every layer in the <code>dumpsys SurfaceFlinger</code> output.</p>
+
+<h2 id="canvas">Canvas Rendering</h2>
+
+<p>Once upon a time, all rendering was done in software, and you can still do this
+today. The low-level implementation is provided by the Skia graphics library.
+If you want to draw a rectangle, you make a library call, and it sets bytes in a
+buffer appropriately. To ensure that a buffer isn't updated by two clients at
+once, or written to while being displayed, you have to lock the buffer to access
+it. <code>lockCanvas()</code> locks the buffer and returns a Canvas to use for drawing,
+and <code>unlockCanvasAndPost()</code> unlocks the buffer and sends it to the compositor.</p>
+
+<p>As time went on, and devices with general-purpose 3D engines appeared, Android
+reoriented itself around OpenGL ES. However, it was important to keep the old
+API working, for apps as well as app framework code, so an effort was made to
+hardware-accelerate the Canvas API. As you can see from the charts on the
+<a href="http://developer.android.com/guide/topics/graphics/hardware-accel.html">Hardware
+Acceleration</a>
+page, this was a bit of a bumpy ride. Note in particular that while the Canvas
+provided to a View's <code>onDraw()</code> method may be hardware-accelerated, the Canvas
+obtained when an app locks a Surface directly with <code>lockCanvas()</code> never is.</p>
+
+<p>When you lock a Surface for Canvas access, the "CPU renderer" connects to the
+producer side of the BufferQueue and does not disconnect until the Surface is
+destroyed. Most other producers (like GLES) can be disconnected and reconnected
+to a Surface, but the Canvas-based "CPU renderer" cannot. This means you can't
+draw on a surface with GLES or send it frames from a video decoder if you've
+ever locked it for a Canvas.</p>
+
+<p>The first time the producer requests a buffer from a BufferQueue, it is
+allocated and initialized to zeroes. Initialization is necessary to avoid
+inadvertently sharing data between processes. When you re-use a buffer,
+however, the previous contents will still be present. If you repeatedly call
+<code>lockCanvas()</code> and <code>unlockCanvasAndPost()</code> without
+drawing anything, you'll cycle between previously-rendered frames.</p>
+
+<p>The Surface lock/unlock code keeps a reference to the previously-rendered
+buffer. If you specify a dirty region when locking the Surface, it will copy
+the non-dirty pixels from the previous buffer. There's a fair chance the buffer
+will be handled by SurfaceFlinger or HWC; but since we need to only read from
+it, there's no need to wait for exclusive access.</p>
+
+<p>The main non-Canvas way for an application to draw directly on a Surface is
+through OpenGL ES. That's described in the <a href="#eglsurface">EGLSurface and
+OpenGL ES</a> section.</p>
+
+<h2 id="surfaceholder">SurfaceHolder</h2>
+
+<p>Some things that work with Surfaces want a SurfaceHolder, notably SurfaceView.
+The original idea was that Surface represented the raw compositor-managed
+buffer, while SurfaceHolder was managed by the app and kept track of
+higher-level information like the dimensions and format. The Java-language
+definition mirrors the underlying native implementation. It's arguably no
+longer useful to split it this way, but it has long been part of the public API.</p>
+
+<p>Generally speaking, anything having to do with a View will involve a
+SurfaceHolder. Some other APIs, such as MediaCodec, will operate on the Surface
+itself. You can easily get the Surface from the SurfaceHolder, so hang on to
+the latter when you have it.</p>
+
+<p>APIs to get and set Surface parameters, such as the size and format, are
+implemented through SurfaceHolder.</p>
diff --git a/src/devices/graphics/arch-st.jd b/src/devices/graphics/arch-st.jd
new file mode 100644
index 0000000..573ec66
--- /dev/null
+++ b/src/devices/graphics/arch-st.jd
@@ -0,0 +1,206 @@
+page.title=SurfaceTexture
+@jd:body
+
+<!--
+ Copyright 2014 The Android Open Source Project
+
+ Licensed under the Apache License, Version 2.0 (the "License");
+ you may not use this file except in compliance with the License.
+ You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+ Unless required by applicable law or agreed to in writing, software
+ distributed under the License is distributed on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ See the License for the specific language governing permissions and
+ limitations under the License.
+-->
+<div id="qv-wrapper">
+ <div id="qv">
+ <h2>In this document</h2>
+ <ol id="auto-toc">
+ </ol>
+ </div>
+</div>
+
+
+<p>The SurfaceTexture class was introduced in Android 3.0. Just as SurfaceView
+is the combination of a Surface and a View, SurfaceTexture is a rough
+combination of a Surface and a GLES texture (with a few caveats).</p>
+
+<p>When you create a SurfaceTexture, you are creating a BufferQueue for which
+your app is the consumer. When a new buffer is queued by the producer, your app
+is notified via callback (<code>onFrameAvailable()</code>). Your app calls
+<code>updateTexImage()</code>, which releases the previously-held buffer,
+acquires the new buffer from the queue, and makes some EGL calls to make the
+buffer available to GLES as an external texture.</p>
+
+
+<h2 id=ext_texture>External textures</h2>
+<p>External textures (<code>GL_TEXTURE_EXTERNAL_OES</code>) are not quite the
+same as textures created by GLES (<code>GL_TEXTURE_2D</code>): You have to
+configure your renderer a bit differently, and there are things you can't do
+with them. The key point is that you can render textured polygons directly
+from the data received by your BufferQueue. gralloc supports a wide variety of
+formats, so we need to guarantee the format of the data in the buffer is
+something GLES can recognize. To do so, when SurfaceTexture creates the
+BufferQueue, it sets the consumer usage flags to
+<code>GRALLOC_USAGE_HW_TEXTURE</code>, ensuring that any buffer created by
+gralloc would be usable by GLES.</p>
+
+<p>Because SurfaceTexture interacts with an EGL context, you must be careful to
+call its methods from the correct thread (as detailed in the class
+documentation).</p>
+
+<h2 id=time_transforms>Timestamps and transformations</h2>
+<p>If you look deeper into the class documentation, you will see a couple of odd
+calls. One call retrieves a timestamp, the other a transformation matrix, the
+value of each having been set by the previous call to
+<code>updateTexImage()</code>. It turns out that BufferQueue passes more than
+just a buffer handle to the consumer. Each buffer is accompanied by a timestamp
+and transformation parameters.</p>
+
+<p>The transformation is provided for efficiency. In some cases, the source data
+might be in the incorrect orientation for the consumer; but instead of rotating
+the data before sending it, we can send the data in its current orientation with
+a transform that corrects it. The transformation matrix can be merged with other
+transformations at the point the data is used, minimizing overhead.</p>
+
+<p>The timestamp is useful for certain buffer sources. For example, suppose you
+connect the producer interface to the output of the camera (with
+<code>setPreviewTexture()</code>). To create a video, you need to set the
+presentation timestamp for each frame; but you want to base that on the time
+when the frame was captured, not the time when the buffer was received by your
+app. The timestamp provided with the buffer is set by the camera code, resulting
+in a more consistent series of timestamps.</p>
+
+<h2 id=surfacet>SurfaceTexture and Surface</h2>
+
+<p>If you look closely at the API you'll see the only way for an application
+to create a plain Surface is through a constructor that takes a SurfaceTexture
+as the sole argument. (Prior to API 11, there was no public constructor for
+Surface at all.) This might seem a bit backward if you view SurfaceTexture as a
+combination of a Surface and a texture.</p>
+
+<p>Under the hood, SurfaceTexture is called GLConsumer, which more accurately
+reflects its role as the owner and consumer of a BufferQueue. When you create a
+Surface from a SurfaceTexture, what you're doing is creating an object that
+represents the producer side of the SurfaceTexture's BufferQueue.</p>
+
+<h2 id=continuous_capture>Case Study: Grafika's continuous capture</h2>
+
+<p>The camera can provide a stream of frames suitable for recording as a movie.
+To display it on screen, you create a SurfaceView, pass the Surface to
+<code>setPreviewDisplay()</code>, and let the producer (camera) and consumer
+(SurfaceFlinger) do all the work. To record the video, you create a Surface with
+MediaCodec's <code>createInputSurface()</code>, pass that to the camera, and
+again sit back and relax. To show and record the it at the same time, you have
+to get more involved.</p>
+
+<p>The <em>continuous capture</em> activity displays video from the camera as
+the video is being recorded. In this case, encoded video is written to a
+circular buffer in memory that can be saved to disk at any time. It's
+straightforward to implement so long as you keep track of where everything is.
+</p>
+
+<p>This flow involves three BufferQueues: one created by the app, one created by
+SurfaceFlinger, and one created by mediaserver:</p>
+<ul>
+<li><strong>Application</strong>. The app uses a SurfaceTexture to receive
+frames from Camera, converting them to an external GLES texture.</li>
+<li><strong>SurfaceFlinger</strong>. The app declares a SurfaceView, which we
+use to display the frames.</li>
+<li><strong>MediaServer</strong>. You configure a MediaCodec encoder with an
+input Surface to create the video.</li>
+</ul>
+
+<img src="images/continuous_capture_activity.png" alt="Grafika continuous
+capture activity" />
+
+<p class="img-caption"><strong>Figure 1.</strong>Grafika's continuous capture
+activity. Arrows indicate data propagation from the camera and BufferQueues are
+in color (producers are teal, consumers are green).</p>
+
+<p>Encoded H.264 video goes to a circular buffer in RAM in the app process, and
+is written to an MP4 file on disk using the MediaMuxer class when the capture
+button is hit.</p>
+
+<p>All three of the BufferQueues are handled with a single EGL context in the
+app, and the GLES operations are performed on the UI thread. Doing the
+SurfaceView rendering on the UI thread is generally discouraged, but since we're
+doing simple operations that are handled asynchronously by the GLES driver we
+should be fine. (If the video encoder locks up and we block trying to dequeue a
+buffer, the app will become unresponsive. But at that point, we're probably
+failing anyway.) The handling of the encoded data -- managing the circular
+buffer and writing it to disk -- is performed on a separate thread.</p>
+
+<p>The bulk of the configuration happens in the SurfaceView's <code>surfaceCreated()</code>
+callback. The EGLContext is created, and EGLSurfaces are created for the
+display and for the video encoder. When a new frame arrives, we tell
+SurfaceTexture to acquire it and make it available as a GLES texture, then
+render it with GLES commands on each EGLSurface (forwarding the transform and
+timestamp from SurfaceTexture). The encoder thread pulls the encoded output
+from MediaCodec and stashes it in memory.</p>
+
+<h2 id=st_vid_play>Secure texture video playback</h2>
+<p>Android N supports GPU post-processing of protected video content. This
+allows using the GPU for complex non-linear video effects (such as warps),
+mapping protected video content onto textures for use in general graphics scenes
+(e.g., using OpenGL ES), and virtual reality (VR).</p>
+
+<img src="images/graphics_secure_texture_playback.png" alt="Secure Texture Video Playback" />
+<p class="img-caption"><strong>Figure 2.</strong>Secure texture video playback</p>
+
+<p>Support is enabled using the following two extensions:</p>
+<ul>
+<li><strong>EGL extension</strong>
+(<code><a href="https://www.khronos.org/registry/egl/extensions/EXT/EGL_EXT_protected_content.txt">EGL_EXT_protected_content</code></a>).
+Allows the creation of protected GL contexts and surfaces, which can both
+operate on protected content.</li>
+<li><strong>GLES extension</strong>
+(<code><a href="https://www.khronos.org/registry/gles/extensions/EXT/EXT_protected_textures.txt">GL_EXT_protected_textures</code></a>).
+Allows tagging textures as protected so they can be used as framebuffer texture
+attachments.</li>
+</ul>
+
+<p>Android N also updates SurfaceTexture and ACodec
+(<code>libstagefright.so</code>) to allow protected content to be sent even if
+the windows surface does not queue to the window composer (i.e., SurfaceFlinger)
+and provide a protected video surface for use within a protected context. This
+is done by setting the correct protected consumer bits
+(<code>GRALLOC_USAGE_PROTECTED</code>) on surfaces created in a protected
+context (verified by ACodec).</p>
+
+<p>These changes benefit app developers who can create apps that perform
+enhanced video effects or apply video textures using protected content in GL
+(for example, in VR), end users who can view high-value video content (such as
+movies and TV shows) in GL environment (for example, in VR), and OEMs who can
+achieve higher sales due to added device functionality (for example, watching HD
+movies in VR). The new EGL and GLES extensions can be used by system on chip
+(SoCs) providers and other vendors, and are currently implemented on the
+Qualcomm MSM8994 SoC chipset used in the Nexus 6P.
+
+<p>Secure texture video playback sets the foundation for strong DRM
+implementation in the OpenGL ES environment. Without a strong DRM implementation
+such as Widevine Level 1, many content providers would not allow rendering of
+their high-value content in the OpenGL ES environment, preventing important VR
+use cases such as watching DRM protected content in VR.</p>
+
+<p>AOSP includes framework code for secure texture video playback; driver
+support is up to the vendor. Partners must implement the
+<code>EGL_EXT_protected_content</code> and
+<code>GL_EXT_protected_textures extensions</code>. When using your own codec
+library (to replace libstagefright), note the changes in
+<code>/frameworks/av/media/libstagefright/SurfaceUtils.cpp</code> that allow
+buffers marked with <code>GRALLOC_USAGE_PROTECTED</code> to be sent to
+ANativeWindows (even if the ANativeWindow does not queue directly to the window
+composer) as long as the consumer usage bits contain
+<code>GRALLOC_USAGE_PROTECTED</code>. For detailed documentation on implementing
+the extensions, refer to the Khronos Registry
+(<a href="https://www.khronos.org/registry/egl/extensions/EXT/EGL_EXT_protected_content.txt">EGL_EXT_protected_content</a>,
+<a href="https://www.khronos.org/registry/gles/extensions/EXT/EXT_protected_textures.txt">GL_EXT_protected_textures</a>).</p>
+
+<p>Partners may also need to make hardware changes to ensure that protected
+memory mapped onto the GPU remains protected and unreadable by unprotected
+code.</p>
diff --git a/src/devices/graphics/arch-sv-glsv.jd b/src/devices/graphics/arch-sv-glsv.jd
new file mode 100644
index 0000000..e8df719
--- /dev/null
+++ b/src/devices/graphics/arch-sv-glsv.jd
@@ -0,0 +1,229 @@
+page.title=SurfaceView and GLSurfaceView
+@jd:body
+
+<!--
+ Copyright 2014 The Android Open Source Project
+
+ Licensed under the Apache License, Version 2.0 (the "License");
+ you may not use this file except in compliance with the License.
+ You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+ Unless required by applicable law or agreed to in writing, software
+ distributed under the License is distributed on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ See the License for the specific language governing permissions and
+ limitations under the License.
+-->
+<div id="qv-wrapper">
+ <div id="qv">
+ <h2>In this document</h2>
+ <ol id="auto-toc">
+ </ol>
+ </div>
+</div>
+
+<p>The Android app framework UI is based on a hierarchy of objects that start
+with View. All UI elements go through a complicated measurement and layout
+process that fits them into a rectangular area, and all visible View objects are
+rendered to a SurfaceFlinger-created Surface that was set up by the
+WindowManager when the app was brought to the foreground. The app's UI thread
+performs layout and rendering to a single buffer (regardless of the number of
+Layouts and Views and whether or not the Views are hardware-accelerated).</p>
+
+<p>A SurfaceView takes the same parameters as other views, so you can give it a
+position and size, and fit other elements around it. When it comes time to
+render, however, the contents are completely transparent; The View part of a
+SurfaceView is just a see-through placeholder.</p>
+
+<p>When the SurfaceView's View component is about to become visible, the
+framework asks the WindowManager to ask SurfaceFlinger to create a new Surface.
+(This doesn't happen synchronously, which is why you should provide a callback
+that notifies you when the Surface creation finishes.) By default, the new
+Surface is placed behind the app UI Surface, but the default Z-ordering can be
+overridden to put the Surface on top.</p>
+
+<p>Whatever you render onto this Surface will be composited by SurfaceFlinger,
+not by the app. This is the real power of SurfaceView: The Surface you get can
+be rendered by a separate thread or a separate process, isolated from any
+rendering performed by the app UI, and the buffers go directly to
+SurfaceFlinger. You can't totally ignore the UI thread—you still have to
+coordinate with the Activity lifecycle and you may need to adjust something if
+the size or position of the View changes—but you have a whole Surface all
+to yourself. Blending with the app UI and other layers is handled by the
+Hardware Composer.</p>
+
+<p>The new Surface is the producer side of a BufferQueue, whose consumer is a
+SurfaceFlinger layer. You can update the Surface with any mechanism that can
+feed a BufferQueue, such as surface-supplied Canvas functions, attach an
+EGLSurface and draw on it with GLES, or configure a MediaCodec video decoder to
+write to it.</p>
+
+<h2 id=composition>Composition and the Hardware Scaler</h2>
+
+<p>Let's take a closer look at <code>dumpsys SurfaceFlinger</code>. The
+following output was taken while playing a movie in Grafika's "Play video
+(SurfaceView)" activity on a Nexus 5 in portrait orientation; the video is QVGA
+(320x240):</p>
+<p><pre>
+ type | source crop | frame name
+------------+-----------------------------------+--------------------------------
+ HWC | [ 0.0, 0.0, 320.0, 240.0] | [ 48, 411, 1032, 1149] SurfaceView
+ HWC | [ 0.0, 75.0, 1080.0, 1776.0] | [ 0, 75, 1080, 1776] com.android.grafika/com.android.grafika.PlayMovieSurfaceActivity
+ HWC | [ 0.0, 0.0, 1080.0, 75.0] | [ 0, 0, 1080, 75] StatusBar
+ HWC | [ 0.0, 0.0, 1080.0, 144.0] | [ 0, 1776, 1080, 1920] NavigationBar
+ FB TARGET | [ 0.0, 0.0, 1080.0, 1920.0] | [ 0, 0, 1080, 1920] HWC_FRAMEBUFFER_TARGET
+</pre></p>
+
+<ul>
+<li>The <strong>list order</strong> is back to front: the SurfaceView's Surface
+is in the back, the app UI layer sits on top of that, followed by the status and
+navigation bars that are above everything else.</li>
+<li>The <strong>source crop</strong> values indicate the portion of the
+Surface's buffer that SurfaceFlinger will display. The app UI was given a
+Surface equal to the full size of the display (1080x1920), but as there is no
+point rendering and compositing pixels that will be obscured by the status and
+navigation bars, the source is cropped to a rectangle that starts 75 pixels from
+the top and ends 144 pixels from the bottom. The status and navigation bars have
+smaller Surfaces, and the source crop describes a rectangle that begins at the
+top left (0,0) and spans their content.</li>
+<li>The <strong>frame</strong> values specify the rectangle where pixels
+appear on the display. For the app UI layer, the frame matches the source crop
+because we are copying (or overlaying) a portion of a display-sized layer to the
+same location in another display-sized layer. For the status and navigation
+bars, the size of the frame rectangle is the same, but the position is adjusted
+so the navigation bar appears at the bottom of the screen.</li>
+<li>The <strong>SurfaceView layer</strong> holds our video content. The source crop
+matches the video size, which SurfaceFlinger knows because the MediaCodec
+decoder (the buffer producer) is dequeuing buffers that size. The frame
+rectangle has a completely different size—984x738.</li>
+</ul>
+
+<p>SurfaceFlinger handles size differences by scaling the buffer contents to
+fill the frame rectangle, upscaling or downscaling as needed. This particular
+size was chosen because it has the same aspect ratio as the video (4:3), and is
+as wide as possible given the constraints of the View layout (which includes
+some padding at the edges of the screen for aesthetic reasons).</p>
+
+<p>If you started playing a different video on the same Surface, the underlying
+BufferQueue would reallocate buffers to the new size automatically, and
+SurfaceFlinger would adjust the source crop. If the aspect ratio of the new
+video is different, the app would need to force a re-layout of the View to match
+it, which causes the WindowManager to tell SurfaceFlinger to update the frame
+rectangle.</p>
+
+<p>If you're rendering on the Surface through some other means (such as GLES),
+you can set the Surface size using the <code>SurfaceHolder#setFixedSize()</code>
+call. For example, you could configure a game to always render at 1280x720,
+which would significantly reduce the number of pixels that must be touched to
+fill the screen on a 2560x1440 tablet or 4K television. The display processor
+handles the scaling. If you don't want to letter- or pillar-box your game, you
+could adjust the game's aspect ratio by setting the size so that the narrow
+dimension is 720 pixels but the long dimension is set to maintain the aspect
+ratio of the physical display (e.g. 1152x720 to match a 2560x1600 display).
+For an example of this approach, see Grafika's "Hardware scaler exerciser"
+activity.</p>
+
+<h2 id=glsurfaceview>GLSurfaceView</h2>
+
+<p>The GLSurfaceView class provides helper classes for managing EGL contexts,
+inter-thread communication, and interaction with the Activity lifecycle. That's
+it. You do not need to use a GLSurfaceView to use GLES.</p>
+
+<p>For example, GLSurfaceView creates a thread for rendering and configures an
+EGL context there. The state is cleaned up automatically when the activity
+pauses. Most apps won't need to know anything about EGL to use GLES with
+GLSurfaceView.</p>
+
+<p>In most cases, GLSurfaceView is very helpful and can make working with GLES
+easier. In some situations, it can get in the way. Use it if it helps, don't
+if it doesn't.</p>
+
+<h2 id=activity>SurfaceView and the Activity Lifecycle</h2>
+
+<p>When using a SurfaceView, it's considered good practice to render the Surface
+from a thread other than the main UI thread. This raises some questions about
+the interaction between that thread and the Activity lifecycle.</p>
+
+<p>For an Activity with a SurfaceView, there are two separate but interdependent
+state machines:</p>
+
+<ol>
+<li>Application onCreate/onResume/onPause</li>
+<li>Surface created/changed/destroyed</li>
+</ol>
+
+<p>When the Activity starts, you get callbacks in this order:</p>
+
+<ul>
+<li>onCreate</li>
+<li>onResume</li>
+<li>surfaceCreated</li>
+<li>surfaceChanged</li>
+</ul>
+
+<p>If you hit back you get:</p>
+
+<ul>
+<li>onPause</li>
+<li>surfaceDestroyed (called just before the Surface goes away)</li>
+</ul>
+
+<p>If you rotate the screen, the Activity is torn down and recreated and you
+get the full cycle. You can tell it's a quick restart by checking
+<code>isFinishing()</code>. It might be possible to start/stop an Activity so
+quickly that <code>surfaceCreated()</code> might actually happen after
+<code>onPause()</code>.</p>
+
+<p>If you tap the power button to blank the screen, you get only
+<code>onPause()</code>—no <code>surfaceDestroyed()</code>. The Surface
+remains alive, and rendering can continue. You can even keep getting
+Choreographer events if you continue to request them. If you have a lock
+screen that forces a different orientation, your Activity may be restarted when
+the device is unblanked; but if not, you can come out of screen-blank with the
+same Surface you had before.</p>
+
+<p>This raises a fundamental question when using a separate renderer thread with
+SurfaceView: Should the lifespan of the thread be tied to that of the Surface or
+the Activity? The answer depends on what you want to happen when the screen
+goes blank: (1) start/stop the thread on Activity start/stop or (2) start/stop
+the thread on Surface create/destroy.</p>
+
+<p>Option 1 interacts well with the app lifecycle. We start the renderer thread
+in <code>onResume()</code> and stop it in <code>onPause()</code>. It gets a bit
+awkward when creating and configuring the thread because sometimes the Surface
+will already exist and sometimes it won't (e.g. it's still alive after toggling
+the screen with the power button). We have to wait for the surface to be
+created before we do some initialization in the thread, but we can't simply do
+it in the <code>surfaceCreated()</code> callback because that won't fire again
+if the Surface didn't get recreated. So we need to query or cache the Surface
+state, and forward it to the renderer thread.</p>
+
+<p class="note"><strong>Note:</strong> Be careful when passing objects
+between threads. It is best to pass the Surface or SurfaceHolder through a
+Handler message (rather than just stuffing it into the thread) to avoid issues
+on multi-core systems. For details, refer to
+<a href="http://developer.android.com/training/articles/smp.html">Android
+SMP Primer</a>.</p>
+
+<p>Option 2 is appealing because the Surface and the renderer are logically
+intertwined. We start the thread after the Surface has been created, which
+avoids some inter-thread communication concerns, and Surface created/changed
+messages are simply forwarded. We need to ensure rendering stops when the
+screen goes blank and resumes when it un-blanks; this could be a simple matter
+of telling Choreographer to stop invoking the frame draw callback. Our
+<code>onResume()</code> will need to resume the callbacks if and only if the
+renderer thread is running. It may not be so trivial though—if we animate
+based on elapsed time between frames, we could have a very large gap when the
+next event arrives; an explicit pause/resume message may be desirable.</p>
+
+<p class="note"><strong>Note:</strong> For an example of Option 2, see Grafika's
+"Hardware scaler exerciser."</p>
+
+<p>Both options are primarily concerned with how the renderer thread is
+configured and whether it's executing. A related concern is extracting state
+from the thread when the Activity is killed (in <code>onPause()</code> or
+<code>onSaveInstanceState()</code>); in such cases, Option 1 works best because
+after the renderer thread has been joined its state can be accessed without
+synchronization primitives.</p>
diff --git a/src/devices/graphics/arch-tv.jd b/src/devices/graphics/arch-tv.jd
new file mode 100644
index 0000000..19eb8cc
--- /dev/null
+++ b/src/devices/graphics/arch-tv.jd
@@ -0,0 +1,146 @@
+page.title=TextureView
+@jd:body
+
+<!--
+ Copyright 2014 The Android Open Source Project
+
+ Licensed under the Apache License, Version 2.0 (the "License");
+ you may not use this file except in compliance with the License.
+ You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+ Unless required by applicable law or agreed to in writing, software
+ distributed under the License is distributed on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ See the License for the specific language governing permissions and
+ limitations under the License.
+-->
+<div id="qv-wrapper">
+ <div id="qv">
+ <h2>In this document</h2>
+ <ol id="auto-toc">
+ </ol>
+ </div>
+</div>
+
+
+<p>The TextureView class introduced in Android 4.0 and is the most complex of
+the View objects discussed here, combining a View with a SurfaceTexture.</p>
+
+<h2 id=render_gles>Rendering with GLES</h2>
+<p>Recall that the SurfaceTexture is a "GL consumer", consuming buffers of graphics
+data and making them available as textures. TextureView wraps a SurfaceTexture,
+taking over the responsibility of responding to the callbacks and acquiring new
+buffers. The arrival of new buffers causes TextureView to issue a View
+invalidate request. When asked to draw, the TextureView uses the contents of
+the most recently received buffer as its data source, rendering wherever and
+however the View state indicates it should.</p>
+
+<p>You can render on a TextureView with GLES just as you would SurfaceView. Just
+pass the SurfaceTexture to the EGL window creation call. However, doing so
+exposes a potential problem.</p>
+
+<p>In most of what we've looked at, the BufferQueues have passed buffers between
+different processes. When rendering to a TextureView with GLES, both producer
+and consumer are in the same process, and they might even be handled on a single
+thread. Suppose we submit several buffers in quick succession from the UI
+thread. The EGL buffer swap call will need to dequeue a buffer from the
+BufferQueue, and it will stall until one is available. There won't be any
+available until the consumer acquires one for rendering, but that also happens
+on the UI thread… so we're stuck.</p>
+
+<p>The solution is to have BufferQueue ensure there is always a buffer
+available to be dequeued, so the buffer swap never stalls. One way to guarantee
+this is to have BufferQueue discard the contents of the previously-queued buffer
+when a new buffer is queued, and to place restrictions on minimum buffer counts
+and maximum acquired buffer counts. (If your queue has three buffers, and all
+three buffers are acquired by the consumer, then there's nothing to dequeue and
+the buffer swap call must hang or fail. So we need to prevent the consumer from
+acquiring more than two buffers at once.) Dropping buffers is usually
+undesirable, so it's only enabled in specific situations, such as when the
+producer and consumer are in the same process.</p>
+
+<h2 id=surface_or_texture>SurfaceView or TextureView?</h2>
+SurfaceView and TextureView fill similar roles, but have very different
+implementations. To decide which is best requires an understanding of the
+trade-offs.</p>
+
+<p>Because TextureView is a proper citizen of the View hierarchy, it behaves like
+any other View, and can overlap or be overlapped by other elements. You can
+perform arbitrary transformations and retrieve the contents as a bitmap with
+simple API calls.</p>
+
+<p>The main strike against TextureView is the performance of the composition step.
+With SurfaceView, the content is written to a separate layer that SurfaceFlinger
+composites, ideally with an overlay. With TextureView, the View composition is
+always performed with GLES, and updates to its contents may cause other View
+elements to redraw as well (e.g. if they're positioned on top of the
+TextureView). After the View rendering completes, the app UI layer must then be
+composited with other layers by SurfaceFlinger, so you're effectively
+compositing every visible pixel twice. For a full-screen video player, or any
+other application that is effectively just UI elements layered on top of video,
+SurfaceView offers much better performance.</p>
+
+<p>As noted earlier, DRM-protected video can be presented only on an overlay plane.
+ Video players that support protected content must be implemented with
+SurfaceView.</p>
+
+<h2 id=grafika>Case Study: Grafika's Play Video (TextureView)</h2>
+
+<p>Grafika includes a pair of video players, one implemented with TextureView, the
+other with SurfaceView. The video decoding portion, which just sends frames
+from MediaCodec to a Surface, is the same for both. The most interesting
+differences between the implementations are the steps required to present the
+correct aspect ratio.</p>
+
+<p>While SurfaceView requires a custom implementation of FrameLayout, resizing
+SurfaceTexture is a simple matter of configuring a transformation matrix with
+<code>TextureView#setTransform()</code>. For the former, you're sending new
+window position and size values to SurfaceFlinger through WindowManager; for
+the latter, you're just rendering it differently.</p>
+
+<p>Otherwise, both implementations follow the same pattern. Once the Surface has
+been created, playback is enabled. When "play" is hit, a video decoding thread
+is started, with the Surface as the output target. After that, the app code
+doesn't have to do anything -- composition and display will either be handled by
+SurfaceFlinger (for the SurfaceView) or by TextureView.</p>
+
+<h2 id=decode>Case Study: Grafika's Double Decode</h2>
+
+<p>This activity demonstrates manipulation of the SurfaceTexture inside a
+TextureView.</p>
+
+<p>The basic structure of this activity is a pair of TextureViews that show two
+different videos playing side-by-side. To simulate the needs of a
+videoconferencing app, we want to keep the MediaCodec decoders alive when the
+activity is paused and resumed for an orientation change. The trick is that you
+can't change the Surface that a MediaCodec decoder uses without fully
+reconfiguring it, which is a fairly expensive operation; so we want to keep the
+Surface alive. The Surface is just a handle to the producer interface in the
+SurfaceTexture's BufferQueue, and the SurfaceTexture is managed by the
+TextureView;, so we also need to keep the SurfaceTexture alive. So how do we deal
+with the TextureView getting torn down?</p>
+
+<p>It just so happens TextureView provides a <code>setSurfaceTexture()</code> call
+that does exactly what we want. We obtain references to the SurfaceTextures
+from the TextureViews and save them in a static field. When the activity is
+shut down, we return "false" from the <code>onSurfaceTextureDestroyed()</code>
+callback to prevent destruction of the SurfaceTexture. When the activity is
+restarted, we stuff the old SurfaceTexture into the new TextureView. The
+TextureView class takes care of creating and destroying the EGL contexts.</p>
+
+<p>Each video decoder is driven from a separate thread. At first glance it might
+seem like we need EGL contexts local to each thread; but remember the buffers
+with decoded output are actually being sent from mediaserver to our
+BufferQueue consumers (the SurfaceTextures). The TextureViews take care of the
+rendering for us, and they execute on the UI thread.</p>
+
+<p>Implementing this activity with SurfaceView would be a bit harder. We can't
+just create a pair of SurfaceViews and direct the output to them, because the
+Surfaces would be destroyed during an orientation change. Besides, that would
+add two layers, and limitations on the number of available overlays strongly
+motivate us to keep the number of layers to a minimum. Instead, we'd want to
+create a pair of SurfaceTextures to receive the output from the video decoders,
+and then perform the rendering in the app, using GLES to render two textured
+quads onto the SurfaceView's Surface.</p>
diff --git a/src/devices/graphics/arch-vulkan.jd b/src/devices/graphics/arch-vulkan.jd
new file mode 100644
index 0000000..45c3d34
--- /dev/null
+++ b/src/devices/graphics/arch-vulkan.jd
@@ -0,0 +1,131 @@
+page.title=Vulkan
+@jd:body
+
+<!--
+ Copyright 2016 The Android Open Source Project
+
+ Licensed under the Apache License, Version 2.0 (the "License");
+ you may not use this file except in compliance with the License.
+ You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+ Unless required by applicable law or agreed to in writing, software
+ distributed under the License is distributed on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ See the License for the specific language governing permissions and
+ limitations under the License.
+-->
+<div id="qv-wrapper">
+ <div id="qv">
+ <h2>In this document</h2>
+ <ol id="auto-toc">
+ </ol>
+ </div>
+</div>
+
+<p>Android 7.0 adds support for
+<a href="https://www.khronos.org/vulkan/">Vulkan</a>, a low-overhead,
+cross-platform API for high-performance 3D graphics. Like OpenGL ES, Vulkan
+provides tools for creating high-quality, real-time graphics in applications.
+Vulkan advantages include reductions in CPU overhead and support for the
+<a href="https://www.khronos.org/spir">SPIR-V Binary Intermediate</a> language.
+</p>
+
+<p>System on chip vendors (SoCs) such as GPU Independent Hardware Vendors (IHVs)
+can write Vulkan drivers for Android; OEMs simply need to integrate these
+drivers for specific devices. For details on how a Vulkan driver interacts with
+the system, how GPU-specific tools should be installed, and Android-specific
+requirements, see <a href="{@docRoot}devices/graphics/implement-vulkan.html">Implementing
+Vulkan.</a></p>
+
+<p>Application developers can take advantage of Vulkan to create apps that
+execute commands on the GPU with significantly reduced overhead. Vulkan also
+provides a more direct mapping to the capabilities found in current graphics
+hardware, minimizing opportunities for driver bugs and reducing developer
+testing time (e.g. less time required to troubleshoot Vulkan bugs).</p>
+
+<p>For general information on Vulkan, refer to the
+<a href="http://khr.io/vulkanlaunchoverview">Vulkan Overview</a> or see the list
+of <a href="#resources">Resources</a> below.</p>
+
+<h2 id=vulkan_components>Vulkan components</h2>
+<p>Vulkan support includes the following components:</p>
+<p><img src="{@docRoot}devices/graphics/images/ape_graphics_vulkan.png"></p>
+<p class=img-caption>Figure 1: Vulkan components</p>
+
+<ul>
+<li><strong>Vulkan Validation Layers</strong> (<em>provided in the Android
+NDK</em>). A set of libraries used by developers during the development of
+Vulkan apps. The Vulkan runtime library and the Vulkan driver from graphics
+vendors do not contain runtime error-checking to keep Vulkan runtime efficient.
+Instead, the validation libraries are used (only during development) to find
+errors in an application's use of the Vulkan API. The Vulkan Validation
+libraries are linked into the app during development and perform this error
+checking. After all API usage issues are found, the aplication no longer needs
+to include these libraries in the app.</li>
+<li><strong>Vulkan Runtime </strong><em>(provided by Android)</em>. A native
+library <code>(libvulkan.so</code>) that provides a new public native API
+called <a href="https://www.khronos.org/vulkan">Vulkan</a>. Most functionality
+is implemented by a driver provided by the GPU vendor; the runtime wraps the
+driver, provides API interception capabilities (for debugging and other
+developer tools), and manages the interaction between the driver and platform
+dependencies such as BufferQueue.</li>
+<li><strong>Vulkan Driver </strong><em>(provided by SoC)</em>. Maps the Vulkan
+API onto hardware-specific GPU commands and interactions with the kernel
+graphics driver.</li>
+</ul>
+
+<h2 id=modified_components>Modified components</h2>
+<p>Android 7.0 modifies the following existing graphics components to support
+Vulkan:</p>
+
+<ul>
+<li><strong>BufferQueue</strong>. The Vulkan Runtime interacts with the existing
+BufferQueue component via the existing <code>ANativeWindow</code> interface.
+Includes minor modifications (new enum values and new methods) to
+<code>ANativeWindow</code> and BufferQueue, but no architectural changes.</li>
+<li><strong>Gralloc HAL</strong>. Includes a new, optional interface for
+discovering whether a given format can be used for a particular
+producer/consumer combination without actually allocating a buffer.</li>
+</ul>
+
+<p>For details on these components, see
+<a href="{@docRoot}devices/graphics/arch-bq-gralloc.html">BufferQueue and
+gralloc</a> (for details on <code>ANativeWindow</code>, see
+<a href="{@docRoot}devices/graphics/arch-egl-opengl.html">EGLSurface and OpenGL
+ES</a>).
+
+<h2 id=apis>Vulkan API</h2>
+<p>The Android platform includes an
+<a href="https://developer.android.com/ndk/guides/graphics/index.html">Android-specific
+implementation</a> of the <a href="https://www.khronos.org/vulkan/">Vulkan API
+specification</a> from the Khronos Group. Android applications must use the
+<a href="{@docRoot}devices/graphics/implement-vulkan.html#wsi">Window System
+Integration (WSI) extensions</a> to output their rendering.</p>
+
+<h2 id=resources>Resources</h2>
+<p>Use the following resources to learn more about Vulkan:</p>
+<ul>
+
+<li>
+<a href="https://googleplex-android.git.corp.google.com/platform/frameworks/native/+/nyc-dr1-release/vulkan/#">Vulkan
+Loader </a>(libvulkan.so) at <code>platform/frameworks/native/vulkan</code>.
+Contains Android's Vulkan loader, as well as some Vulkan-related tools useful to
+platform developers.</li>
+
+<li><a href="https://android.googlesource.com/platform/frameworks/native/+/master/vulkan/doc/implementors_guide/implementors_guide.html">Vulkan
+Implementor's Guide</a>. Intended for GPU IHVs writing Vulkan drivers for
+Android and OEMs integrating those drivers for specific devices. It describes
+how a Vulkan driver interacts with the system, how GPU-specific tools should be
+installed, and Android-specific requirements.</li>
+
+<li><a href="https://developer.android.com/ndk/guides/graphics/index.html">Vulkan
+Graphics API Guide</a>. Includes information on getting started with using
+Vulkan in an Android app, details on Vulkan design guidelines on the Android
+platform, how to use Vulkan's shader compilers, and how to use use validation
+layers to help assure stability in apps using Vulkan.</li>
+
+<li><a href="https://www.khronos.org/#slider_vulkan">Vulkan News</a>. Covers
+events, patches, tutorials, and more Vulkan-related news articles.</li>
+</ul>
diff --git a/src/devices/graphics/architecture.jd b/src/devices/graphics/architecture.jd
index 47cc9cc..2548043 100644
--- a/src/devices/graphics/architecture.jd
+++ b/src/devices/graphics/architecture.jd
@@ -25,1118 +25,99 @@
</div>
-<p><em>What every developer should know about Surface, SurfaceHolder, EGLSurface,
-SurfaceView, GLSurfaceView, SurfaceTexture, TextureView, and SurfaceFlinger</em>
-</p>
-<p>This page describes the essential elements of system-level graphics
-architecture in Android N and how it is used by the application framework and
-multimedia system. The focus is on how buffers of graphical data move through
-the system. If you've ever wondered why SurfaceView and TextureView behave the
-way they do, or how Surface and EGLSurface interact, you are in the correct
-place.</p>
+<p><em>What every developer should know about Surface, SurfaceHolder,
+EGLSurface, SurfaceView, GLSurfaceView, SurfaceTexture, TextureView,
+SurfaceFlinger, and Vulkan.</em></p>
+
+<p>This page describes essential elements of the Android system-level graphics
+architecture and how they are used by the application framework and multimedia
+system. The focus is on how buffers of graphical data move through the system.
+If you've ever wondered why SurfaceView and TextureView behave the way they do,
+or how Surface and EGLSurface interact, you are in the correct place.</p>
<p>Some familiarity with Android devices and application development is assumed.
You don't need detailed knowledge of the app framework and very few API calls
are mentioned, but the material doesn't overlap with other public
-documentation. The goal here is to provide details on the significant events
+documentation. The goal is to provide details on the significant events
involved in rendering a frame for output to help you make informed choices
when designing an application. To achieve this, we work from the bottom up,
describing how the UI classes work rather than how they can be used.</p>
-<p>Early sections contain background material used in later sections, so it's a
-good idea to read straight through rather than skipping to a section that sounds
-interesting. We start with an explanation of Android's graphics buffers,
-describe the composition and display mechanism, and then proceed to the
-higher-level mechanisms that supply the compositor with data.</p>
+<p>This section includes several pages covering everything from background
+material to HAL details to use cases. It starts with an explanation of Android
+graphics buffers, describes the composition and display mechanism, then proceeds
+to the higher-level mechanisms that supply the compositor with data. We
+recommend reading pages in the order listed below rather than skipping to a
+topic that sounds interesting.</p>
-<p class="note">This page includes references to AOSP source code and
-<a href="https://github.com/google/grafika">Grafika</a>, a Google open source
-project for testing.</p>
-
-<h2 id="BufferQueue">BufferQueue and gralloc</h2>
-
-<p>To understand how Android's graphics system works, we must start behind the
-scenes. At the heart of everything graphical in Android is a class called
-BufferQueue. Its role is simple: connect something that generates buffers of
-graphical data (the <em>producer</em>) to something that accepts the data for
-display or further processing (the <em>consumer</em>). The producer and consumer
-can live in different processes. Nearly everything that moves buffers of
-graphical data through the system relies on BufferQueue.</p>
-
-<p>Basic usage is straightforward: The producer requests a free buffer
-(<code>dequeueBuffer()</code>), specifying a set of characteristics including
-width, height, pixel format, and usage flags. The producer populates the buffer
-and returns it to the queue (<code>queueBuffer()</code>). Some time later, the
-consumer acquires the buffer (<code>acquireBuffer()</code>) and makes use of the
-buffer contents. When the consumer is done, it returns the buffer to the queue
-(<code>releaseBuffer()</code>).</p>
-
-<p>Recent Android devices support the <em>sync framework</em>, which enables the
-system to do nifty things when combined with hardware components that can
-manipulate graphics data asynchronously. For example, a producer can submit a
-series of OpenGL ES drawing commands and then enqueue the output buffer before
-rendering completes. The buffer is accompanied by a fence that signals when the
-contents are ready. A second fence accompanies the buffer when it is returned
-to the free list, so the consumer can release the buffer while the contents are
-still in use. This approach improves latency and throughput as the buffers
-move through the system.</p>
-
-<p>Some characteristics of the queue, such as the maximum number of buffers it
-can hold, are determined jointly by the producer and the consumer.</p>
-
-<p>The BufferQueue is responsible for allocating buffers as it needs them.
-Buffers are retained unless the characteristics change; for example, if the
-producer requests buffers with a different size, old buffers are freed and new
-buffers are allocated on demand.</p>
-
-<p>Currently, the consumer always creates and owns the data structure. In
-Android 4.3, only the producer side was binderized (i.e. producer could be
-in a remote process but consumer had to live in the process where the queue
-was created). Android 4.4 and later releases moved toward a more general
-implementation.</p>
-
-<p>Buffer contents are never copied by BufferQueue (moving that much data around
-would be very inefficient). Instead, buffers are always passed by handle.</p>
-
-<h3 id="gralloc_HAL">gralloc HAL</h3>
-
-<p>Buffer allocations are performed through the <em>gralloc</em> memory
-allocator, which is implemented through a vendor-specific HAL interface (for
-details, refer to <code>hardware/libhardware/include/hardware/gralloc.h</code>).
-The <code>alloc()</code> function takes expected arguments (width, height, pixel
-format) as well as a set of usage flags that merit closer attention.</p>
-
-<p>The gralloc allocator is not just another way to allocate memory on the
-native heap; in some situations, the allocated memory may not be cache-coherent
-or could be totally inaccessible from user space. The nature of the allocation
-is determined by the usage flags, which include attributes such as:</p>
+<h2 id=low_level>Low-level components</h2>
<ul>
-<li>How often the memory will be accessed from software (CPU)</li>
-<li>How often the memory will be accessed from hardware (GPU)</li>
-<li>Whether the memory will be used as an OpenGL ES (GLES) texture</li>
-<li>Whether the memory will be used by a video encoder</li>
+<li><a href="{@docRoot}devices/graphics/arch-bq-gralloc.html">BufferQueue and
+gralloc</a>. BufferQueue connects something that generates buffers of graphical
+data (the <em>producer</em>) to something that accepts the data for display or
+further processing (the <em>consumer</em>). Buffer allocations are performed
+through the <em>gralloc</em> memory allocator implemented through a
+vendor-specific HAL interface.</li>
+
+<li><a href="{@docRoot}devices/graphics/arch-sf-hwc.html">SurfaceFlinger,
+Hardware Composer, and virtual displays</a>. SurfaceFlinger accepts buffers of
+data from multiple sources, composites them, and sends them to the display. The
+Hardware Composer HAL (HWC) determines the most efficient way to composite
+buffers with the available hardware, and virtual displays make composited output
+available within the system (recording the screen or sending the screen over a
+network).</li>
+
+<li><a href="{@docRoot}devices/graphics/arch-sh.html">Surface, Canvas, and
+SurfaceHolder</a>. A Surface produces a buffer queue that is often consumed by
+SurfaceFlinger. When rendering onto a Surface, the result ends up in a buffer
+that gets shipped to the consumer. Canvas APIs provide a software implementation
+(with hardware-acceleration support) for drawing directly on a Surface
+(low-level alternative to OpenGL ES). Anything having to do with a View involves
+a SurfaceHolder, whose APIs enable getting and setting Surface parameters such
+as size and format.</li>
+
+<li><a href="{@docRoot}devices/graphics/arch-egl-opengl.html">EGLSurface and
+OpenGL ES</a>. OpenGL ES (GLES) defines a graphics-rendering API designed to be
+combined with EGL, a library that knows how to create and access windows through
+the operating system (to draw textured polygons, use GLES calls; to put
+rendering on the screen, use EGL calls). This page also covers ANativeWindow,
+the C/C++ equivalent of the Java Surface class used to create an EGL window
+surface from native code.</li>
+
+<li><a href="{@docRoot}devices/graphics/arch-vulkan.html">Vulkan</a>. Vulkan is
+a low-overhead, cross-platform API for high-performance 3D graphics. Like OpenGL
+ES, Vulkan provides tools for creating high-quality, real-time graphics in
+applications. Vulkan advantages include reductions in CPU overhead and support
+for the <a href="https://www.khronos.org/spir">SPIR-V Binary Intermediate</a>
+language.</li>
+
</ul>
-<p>For example, if your format specifies RGBA 8888 pixels, and you indicate the
-buffer will be accessed from software (meaning your application will touch
-pixels directly) then the allocator must create a buffer with 4 bytes per pixel
-in R-G-B-A order. If instead you say the buffer will be only accessed from
-hardware and as a GLES texture, the allocator can do anything the GLES driver
-wants—BGRA ordering, non-linear swizzled layouts, alternative color
-formats, etc. Allowing the hardware to use its preferred format can improve
-performance.</p>
-
-<p>Some values cannot be combined on certain platforms. For example, the video
-encoder flag may require YUV pixels, so adding software access and specifying
-RGBA 8888 would fail.</p>
-
-<p>The handle returned by the gralloc allocator can be passed between processes
-through Binder.</p>
-
-<h2 id="SurfaceFlinger">SurfaceFlinger and Hardware Composer</h2>
-
-<p>Having buffers of graphical data is wonderful, but life is even better when
-you get to see them on your device's screen. That's where SurfaceFlinger and the
-Hardware Composer HAL come in.</p>
-
-<p>SurfaceFlinger's role is to accept buffers of data from multiple sources,
-composite them, and send them to the display. Once upon a time this was done
-with software blitting to a hardware framebuffer (e.g.
-<code>/dev/graphics/fb0</code>), but those days are long gone.</p>
-
-<p>When an app comes to the foreground, the WindowManager service asks
-SurfaceFlinger for a drawing surface. SurfaceFlinger creates a layer (the
-primary component of which is a BufferQueue) for which SurfaceFlinger acts as
-the consumer. A Binder object for the producer side is passed through the
-WindowManager to the app, which can then start sending frames directly to
-SurfaceFlinger.</p>
-
-<p class="note"><strong>Note:</strong> While this section uses SurfaceFlinger
-terminology, WindowManager uses the term <em>window</em> instead of
-<em>layer</em>…and uses layer to mean something else. (It can be argued
-that SurfaceFlinger should really be called LayerFlinger.)</p>
-
-<p>Most applications have three layers on screen at any time: the status bar at
-the top of the screen, the navigation bar at the bottom or side, and the
-application UI. Some apps have more, some less (e.g. the default home app has a
-separate layer for the wallpaper, while a full-screen game might hide the status
-bar. Each layer can be updated independently. The status and navigation bars
-are rendered by a system process, while the app layers are rendered by the app,
-with no coordination between the two.</p>
-
-<p>Device displays refresh at a certain rate, typically 60 frames per second on
-phones and tablets. If the display contents are updated mid-refresh, tearing
-will be visible; so it's important to update the contents only between cycles.
-The system receives a signal from the display when it's safe to update the
-contents. For historical reasons we'll call this the VSYNC signal.</p>
-
-<p>The refresh rate may vary over time, e.g. some mobile devices will range from 58
-to 62fps depending on current conditions. For an HDMI-attached television, this
-could theoretically dip to 24 or 48Hz to match a video. Because we can update
-the screen only once per refresh cycle, submitting buffers for display at 200fps
-would be a waste of effort as most of the frames would never be seen. Instead of
-taking action whenever an app submits a buffer, SurfaceFlinger wakes up when the
-display is ready for something new.</p>
-
-<p>When the VSYNC signal arrives, SurfaceFlinger walks through its list of
-layers looking for new buffers. If it finds a new one, it acquires it; if not,
-it continues to use the previously-acquired buffer. SurfaceFlinger always wants
-to have something to display, so it will hang on to one buffer. If no buffers
-have ever been submitted on a layer, the layer is ignored.</p>
-
-<p>After SurfaceFlinger has collected all buffers for visible layers, it asks
-the Hardware Composer how composition should be performed.</p>
-
-<h3 id="hwcomposer">Hardware Composer</h3>
-
-<p>The Hardware Composer HAL (HWC) was introduced in Android 3.0 and has evolved
-steadily over the years. Its primary purpose is to determine the most efficient
-way to composite buffers with the available hardware. As a HAL, its
-implementation is device-specific and usually done by the display hardware OEM.</p>
-
-<p>The value of this approach is easy to recognize when you consider <em>overlay
-planes</em>, the purpose of which is to composite multiple buffers together in
-the display hardware rather than the GPU. For example, consider a typical
-Android phone in portrait orientation, with the status bar on top, navigation
-bar at the bottom, and app content everywhere else. The contents for each layer
-are in separate buffers. You could handle composition using either of the
-following methods:</p>
+<h2 id=high_level>High-level components</h2>
<ul>
-<li>Rendering the app content into a scratch buffer, then rendering the status
-bar over it, the navigation bar on top of that, and finally passing the scratch
-buffer to the display hardware.</li>
-<li>Passing all three buffers to the display hardware and tell it to read data
-from different buffers for different parts of the screen.</li>
+<li><a href="{@docRoot}devices/graphics/arch-sv.html">SurfaceView and
+GLSurfaceView</a>. SurfaceView combines a Surface and a View. SurfaceView's View
+components are composited by SurfaceFlinger (and not the app), enabling
+rendering from a separate thread/process and isolation from app UI rendering.
+GLSurfaceView provides helper classes to manage EGL contexts, inter-thread
+communication, and interaction with the Activity lifecycle (but is not required
+to use GLES).</li>
+
+<li><a href="{@docRoot}devices/graphics/arch-st.html">SurfaceTexture</a>.
+SurfaceTexture combines a Surface and GLES texture to create a BufferQueue for
+which your app is the consumer. When a producer queues a new buffer, it notifies
+your app, which in turn releases the previously-held buffer, acquires the new
+buffer from the queue, and makes EGL calls to make the buffer available to GLES
+as an external texture. Android 7.0 adds support for secure texture video
+playback enabling GPU post-processing of protected video content.</li>
+
+<li><a href="{@docRoot}devices/graphics/arch-tv.html">TextureView</a>.
+TextureView combines a View with a SurfaceTexture. TextureView wraps a
+SurfaceTexture and takes responsibility for responding to callbacks and
+acquiring new buffers. When drawing, TextureView uses the contents of the most
+recently received buffer as its data source, rendering wherever and however the
+View state indicates it should. View composition is always performed with GLES,
+meaning updates to contents may cause other View elements to redraw as well.</li>
</ul>
-
-<p>The latter approach can be significantly more efficient.</p>
-
-<p>Display processor capabilities vary significantly. The number of overlays,
-whether layers can be rotated or blended, and restrictions on positioning and
-overlap can be difficult to express through an API. The HWC attempts to
-accommodate such diversity through a series of decisions:</p>
-
-<ol>
-<li>SurfaceFlinger provides HWC with a full list of layers and asks, "How do
-you want to handle this?"</li>
-<li>HWC responds by marking each layer as overlay or GLES composition.</li>
-<li>SurfaceFlinger takes care of any GLES composition, passing the output buffer
-to HWC, and lets HWC handle the rest.</li>
-</ol>
-
-<p>Since hardware vendors can custom tailor decision-making code, it's possible
-to get the best performance out of every device.</p>
-
-<p>Overlay planes may be less efficient than GL composition when nothing on the
-screen is changing. This is particularly true when overlay contents have
-transparent pixels and overlapping layers are blended together. In such cases,
-the HWC can choose to request GLES composition for some or all layers and retain
-the composited buffer. If SurfaceFlinger comes back asking to composite the same
-set of buffers, the HWC can continue to show the previously-composited scratch
-buffer. This can improve the battery life of an idle device.</p>
-
-<p>Devices running Android 4.4 and later typically support four overlay planes.
-Attempting to composite more layers than overlays causes the system to use GLES
-composition for some of them, meaning the number of layers used by an app can
-have a measurable impact on power consumption and performance.</p>
-
-<h3 id="virtual-displays">Virtual Displays</h3>
-
-<p>SurfaceFlinger supports a primary display, i.e. what's built into your phone
-or tablet, and an external display, such as a television connected through
-HDMI. It also supports a number of virtual displays that can make composited
-output available within the system. Virtual displays can be used to record the
-screen or send it over a network.</p>
-
-<p>Virtual displays may share the same set of layers as the main display
-(the layer stack) or have its own set. There is no VSYNC for a virtual
-display, so the VSYNC for the primary display is used to trigger composition for
-all displays.</p>
-
-<p>In the past, virtual displays were always composited with GLES; the Hardware
-Composer managed composition for only the primary display. In Android 4.4, the
-Hardware Composer gained the ability to participate in virtual display
-composition.</p>
-
-<p>As you might expect, the frames generated for a virtual display are written
-to a BufferQueue.</p>
-
-<h3 id="screenrecord">Case study: screenrecord</h3>
-
-<p>Now that we've established some background on BufferQueue and SurfaceFlinger,
-it's useful to examine a practical use case.</p>
-
-<p>The <a href="https://android.googlesource.com/platform/frameworks/av/+/kitkat-release/cmds/screenrecord/">screenrecord
-command</a>,
-introduced in Android 4.4, allows you to record everything that appears on the
-screen as an .mp4 file on disk. To implement this, we have to receive composited
-frames from SurfaceFlinger, write them to the video encoder, and then write the
-encoded video data to a file. The video codecs are managed by a separate
-process - called "mediaserver" - so we have to move large graphics buffers around
-the system. To make it more challenging, we're trying to record 60fps video at
-full resolution. The key to making this work efficiently is BufferQueue.</p>
-
-<p>The MediaCodec class allows an app to provide data as raw bytes in buffers, or
-through a Surface. We'll discuss Surface in more detail later, but for now just
-think of it as a wrapper around the producer end of a BufferQueue. When
-screenrecord requests access to a video encoder, mediaserver creates a
-BufferQueue and connects itself to the consumer side, and then passes the
-producer side back to screenrecord as a Surface.</p>
-
-<p>The screenrecord command then asks SurfaceFlinger to create a virtual display
-that mirrors the main display (i.e. it has all of the same layers), and directs
-it to send output to the Surface that came from mediaserver. Note that, in this
-case, SurfaceFlinger is the producer of buffers rather than the consumer.</p>
-
-<p>Once the configuration is complete, screenrecord can just sit and wait for
-encoded data to appear. As apps draw, their buffers travel to SurfaceFlinger,
-which composites them into a single buffer that gets sent directly to the video
-encoder in mediaserver. The full frames are never even seen by the screenrecord
-process. Internally, mediaserver has its own way of moving buffers around that
-also passes data by handle, minimizing overhead.</p>
-
-<h3 id="simulate-secondary">Case study: Simulate Secondary Displays</h3>
-
-<p>The WindowManager can ask SurfaceFlinger to create a visible layer for which
-SurfaceFlinger will act as the BufferQueue consumer. It's also possible to ask
-SurfaceFlinger to create a virtual display, for which SurfaceFlinger will act as
-the BufferQueue producer. What happens if you connect them, configuring a
-virtual display that renders to a visible layer?</p>
-
-<p>You create a closed loop, where the composited screen appears in a window. Of
-course, that window is now part of the composited output, so on the next refresh
-the composited image inside the window will show the window contents as well.
-It's turtles all the way down. You can see this in action by enabling
-"<a href="http://developer.android.com/tools/index.html">Developer options</a>" in
-settings, selecting "Simulate secondary displays", and enabling a window. For
-bonus points, use screenrecord to capture the act of enabling the display, then
-play it back frame-by-frame.</p>
-
-<h2 id="surface">Surface and SurfaceHolder</h2>
-
-<p>The <a
-href="http://developer.android.com/reference/android/view/Surface.html">Surface</a>
-class has been part of the public API since 1.0. Its description simply says,
-"Handle onto a raw buffer that is being managed by the screen compositor." The
-statement was accurate when initially written but falls well short of the mark
-on a modern system.</p>
-
-<p>The Surface represents the producer side of a buffer queue that is often (but
-not always!) consumed by SurfaceFlinger. When you render onto a Surface, the
-result ends up in a buffer that gets shipped to the consumer. A Surface is not
-simply a raw chunk of memory you can scribble on.</p>
-
-<p>The BufferQueue for a display Surface is typically configured for
-triple-buffering; but buffers are allocated on demand. So if the producer
-generates buffers slowly enough -- maybe it's animating at 30fps on a 60fps
-display -- there might only be two allocated buffers in the queue. This helps
-minimize memory consumption. You can see a summary of the buffers associated
-with every layer in the <code>dumpsys SurfaceFlinger</code> output.</p>
-
-<h3 id="canvas">Canvas Rendering</h3>
-
-<p>Once upon a time, all rendering was done in software, and you can still do this
-today. The low-level implementation is provided by the Skia graphics library.
-If you want to draw a rectangle, you make a library call, and it sets bytes in a
-buffer appropriately. To ensure that a buffer isn't updated by two clients at
-once, or written to while being displayed, you have to lock the buffer to access
-it. <code>lockCanvas()</code> locks the buffer and returns a Canvas to use for drawing,
-and <code>unlockCanvasAndPost()</code> unlocks the buffer and sends it to the compositor.</p>
-
-<p>As time went on, and devices with general-purpose 3D engines appeared, Android
-reoriented itself around OpenGL ES. However, it was important to keep the old
-API working, for apps as well as app framework code, so an effort was made to
-hardware-accelerate the Canvas API. As you can see from the charts on the
-<a href="http://developer.android.com/guide/topics/graphics/hardware-accel.html">Hardware
-Acceleration</a>
-page, this was a bit of a bumpy ride. Note in particular that while the Canvas
-provided to a View's <code>onDraw()</code> method may be hardware-accelerated, the Canvas
-obtained when an app locks a Surface directly with <code>lockCanvas()</code> never is.</p>
-
-<p>When you lock a Surface for Canvas access, the "CPU renderer" connects to the
-producer side of the BufferQueue and does not disconnect until the Surface is
-destroyed. Most other producers (like GLES) can be disconnected and reconnected
-to a Surface, but the Canvas-based "CPU renderer" cannot. This means you can't
-draw on a surface with GLES or send it frames from a video decoder if you've
-ever locked it for a Canvas.</p>
-
-<p>The first time the producer requests a buffer from a BufferQueue, it is
-allocated and initialized to zeroes. Initialization is necessary to avoid
-inadvertently sharing data between processes. When you re-use a buffer,
-however, the previous contents will still be present. If you repeatedly call
-<code>lockCanvas()</code> and <code>unlockCanvasAndPost()</code> without
-drawing anything, you'll cycle between previously-rendered frames.</p>
-
-<p>The Surface lock/unlock code keeps a reference to the previously-rendered
-buffer. If you specify a dirty region when locking the Surface, it will copy
-the non-dirty pixels from the previous buffer. There's a fair chance the buffer
-will be handled by SurfaceFlinger or HWC; but since we need to only read from
-it, there's no need to wait for exclusive access.</p>
-
-<p>The main non-Canvas way for an application to draw directly on a Surface is
-through OpenGL ES. That's described in the <a href="#eglsurface">EGLSurface and
-OpenGL ES</a> section.</p>
-
-<h3 id="surfaceholder">SurfaceHolder</h3>
-
-<p>Some things that work with Surfaces want a SurfaceHolder, notably SurfaceView.
-The original idea was that Surface represented the raw compositor-managed
-buffer, while SurfaceHolder was managed by the app and kept track of
-higher-level information like the dimensions and format. The Java-language
-definition mirrors the underlying native implementation. It's arguably no
-longer useful to split it this way, but it has long been part of the public API.</p>
-
-<p>Generally speaking, anything having to do with a View will involve a
-SurfaceHolder. Some other APIs, such as MediaCodec, will operate on the Surface
-itself. You can easily get the Surface from the SurfaceHolder, so hang on to
-the latter when you have it.</p>
-
-<p>APIs to get and set Surface parameters, such as the size and format, are
-implemented through SurfaceHolder.</p>
-
-<h2 id="eglsurface">EGLSurface and OpenGL ES</h2>
-
-<p>OpenGL ES defines an API for rendering graphics. It does not define a windowing
-system. To allow GLES to work on a variety of platforms, it is designed to be
-combined with a library that knows how to create and access windows through the
-operating system. The library used for Android is called EGL. If you want to
-draw textured polygons, you use GLES calls; if you want to put your rendering on
-the screen, you use EGL calls.</p>
-
-<p>Before you can do anything with GLES, you need to create a GL context. In EGL,
-this means creating an EGLContext and an EGLSurface. GLES operations apply to
-the current context, which is accessed through thread-local storage rather than
-passed around as an argument. This means you have to be careful about which
-thread your rendering code executes on, and which context is current on that
-thread.</p>
-
-<p>The EGLSurface can be an off-screen buffer allocated by EGL (called a "pbuffer")
-or a window allocated by the operating system. EGL window surfaces are created
-with the <code>eglCreateWindowSurface()</code> call. It takes a "window object" as an
-argument, which on Android can be a SurfaceView, a SurfaceTexture, a
-SurfaceHolder, or a Surface -- all of which have a BufferQueue underneath. When
-you make this call, EGL creates a new EGLSurface object, and connects it to the
-producer interface of the window object's BufferQueue. From that point onward,
-rendering to that EGLSurface results in a buffer being dequeued, rendered into,
-and queued for use by the consumer. (The term "window" is indicative of the
-expected use, but bear in mind the output might not be destined to appear
-on the display.)</p>
-
-<p>EGL does not provide lock/unlock calls. Instead, you issue drawing commands and
-then call <code>eglSwapBuffers()</code> to submit the current frame. The
-method name comes from the traditional swap of front and back buffers, but the actual
-implementation may be very different.</p>
-
-<p>Only one EGLSurface can be associated with a Surface at a time -- you can have
-only one producer connected to a BufferQueue -- but if you destroy the
-EGLSurface it will disconnect from the BufferQueue and allow something else to
-connect.</p>
-
-<p>A given thread can switch between multiple EGLSurfaces by changing what's
-"current." An EGLSurface must be current on only one thread at a time.</p>
-
-<p>The most common mistake when thinking about EGLSurface is assuming that it is
-just another aspect of Surface (like SurfaceHolder). It's a related but
-independent concept. You can draw on an EGLSurface that isn't backed by a
-Surface, and you can use a Surface without EGL. EGLSurface just gives GLES a
-place to draw.</p>
-
-<h3 id="anativewindow">ANativeWindow</h3>
-
-<p>The public Surface class is implemented in the Java programming language. The
-equivalent in C/C++ is the ANativeWindow class, semi-exposed by the <a
-href="https://developer.android.com/tools/sdk/ndk/index.html">Android NDK</a>. You
-can get the ANativeWindow from a Surface with the <code>ANativeWindow_fromSurface()</code>
-call. Just like its Java-language cousin, you can lock it, render in software,
-and unlock-and-post.</p>
-
-<p>To create an EGL window surface from native code, you pass an instance of
-EGLNativeWindowType to <code>eglCreateWindowSurface()</code>. EGLNativeWindowType is just
-a synonym for ANativeWindow, so you can freely cast one to the other.</p>
-
-<p>The fact that the basic "native window" type just wraps the producer side of a
-BufferQueue should not come as a surprise.</p>
-
-<h2 id="surfaceview">SurfaceView and GLSurfaceView</h2>
-
-<p>Now that we've explored the lower-level components, it's time to see how they
-fit into the higher-level components that apps are built from.</p>
-
-<p>The Android app framework UI is based on a hierarchy of objects that start with
-View. Most of the details don't matter for this discussion, but it's helpful to
-understand that UI elements go through a complicated measurement and layout
-process that fits them into a rectangular area. All visible View objects are
-rendered to a SurfaceFlinger-created Surface that was set up by the
-WindowManager when the app was brought to the foreground. The layout and
-rendering is performed on the app's UI thread.</p>
-
-<p>Regardless of how many Layouts and Views you have, everything gets rendered into
-a single buffer. This is true whether or not the Views are hardware-accelerated.</p>
-
-<p>A SurfaceView takes the same sorts of parameters as other views, so you can give
-it a position and size, and fit other elements around it. When it comes time to
-render, however, the contents are completely transparent. The View part of a
-SurfaceView is just a see-through placeholder.</p>
-
-<p>When the SurfaceView's View component is about to become visible, the framework
-asks the WindowManager to ask SurfaceFlinger to create a new Surface. (This
-doesn't happen synchronously, which is why you should provide a callback that
-notifies you when the Surface creation finishes.) By default, the new Surface
-is placed behind the app UI Surface, but the default "Z-ordering" can be
-overridden to put the Surface on top.</p>
-
-<p>Whatever you render onto this Surface will be composited by SurfaceFlinger, not
-by the app. This is the real power of SurfaceView: the Surface you get can be
-rendered by a separate thread or a separate process, isolated from any rendering
-performed by the app UI, and the buffers go directly to SurfaceFlinger. You
-can't totally ignore the UI thread -- you still have to coordinate with the
-Activity lifecycle, and you may need to adjust something if the size or position
-of the View changes -- but you have a whole Surface all to yourself, and
-blending with the app UI and other layers is handled by the Hardware Composer.</p>
-
-<p>It's worth taking a moment to note that this new Surface is the producer side of
-a BufferQueue whose consumer is a SurfaceFlinger layer. You can update the
-Surface with any mechanism that can feed a BufferQueue. You can: use the
-Surface-supplied Canvas functions, attach an EGLSurface and draw on it
-with GLES, and configure a MediaCodec video decoder to write to it.</p>
-
-<h3 id="composition">Composition and the Hardware Scaler</h3>
-
-<p>Now that we have a bit more context, it's useful to go back and look at a couple
-of fields from <code>dumpsys SurfaceFlinger</code> that we skipped over earlier
-on. Back in the <a href="#hwcomposer">Hardware Composer</a> discussion, we
-looked at some output like this:</p>
-
-<pre>
- type | source crop | frame name
-------------+-----------------------------------+--------------------------------
- HWC | [ 0.0, 0.0, 320.0, 240.0] | [ 48, 411, 1032, 1149] SurfaceView
- HWC | [ 0.0, 75.0, 1080.0, 1776.0] | [ 0, 75, 1080, 1776] com.android.grafika/com.android.grafika.PlayMovieSurfaceActivity
- HWC | [ 0.0, 0.0, 1080.0, 75.0] | [ 0, 0, 1080, 75] StatusBar
- HWC | [ 0.0, 0.0, 1080.0, 144.0] | [ 0, 1776, 1080, 1920] NavigationBar
- FB TARGET | [ 0.0, 0.0, 1080.0, 1920.0] | [ 0, 0, 1080, 1920] HWC_FRAMEBUFFER_TARGET
-</pre>
-
-<p>This was taken while playing a movie in Grafika's "Play video (SurfaceView)"
-activity, on a Nexus 5 in portrait orientation. Note that the list is ordered
-from back to front: the SurfaceView's Surface is in the back, the app UI layer
-sits on top of that, followed by the status and navigation bars that are above
-everything else. The video is QVGA (320x240).</p>
-
-<p>The "source crop" indicates the portion of the Surface's buffer that
-SurfaceFlinger is going to display. The app UI was given a Surface equal to the
-full size of the display (1080x1920), but there's no point rendering and
-compositing pixels that will be obscured by the status and navigation bars, so
-the source is cropped to a rectangle that starts 75 pixels from the top, and
-ends 144 pixels from the bottom. The status and navigation bars have smaller
-Surfaces, and the source crop describes a rectangle that begins at the the top
-left (0,0) and spans their content.</p>
-
-<p>The "frame" is the rectangle where the pixels end up on the display. For the
-app UI layer, the frame matches the source crop, because we're copying (or
-overlaying) a portion of a display-sized layer to the same location in another
-display-sized layer. For the status and navigation bars, the size of the frame
-rectangle is the same, but the position is adjusted so that the navigation bar
-appears at the bottom of the screen.</p>
-
-<p>Now consider the layer labeled "SurfaceView", which holds our video content.
-The source crop matches the video size, which SurfaceFlinger knows because the
-MediaCodec decoder (the buffer producer) is dequeuing buffers that size. The
-frame rectangle has a completely different size -- 984x738.</p>
-
-<p>SurfaceFlinger handles size differences by scaling the buffer contents to fill
-the frame rectangle, upscaling or downscaling as needed. This particular size
-was chosen because it has the same aspect ratio as the video (4:3), and is as
-wide as possible given the constraints of the View layout (which includes some
-padding at the edges of the screen for aesthetic reasons).</p>
-
-<p>If you started playing a different video on the same Surface, the underlying
-BufferQueue would reallocate buffers to the new size automatically, and
-SurfaceFlinger would adjust the source crop. If the aspect ratio of the new
-video is different, the app would need to force a re-layout of the View to match
-it, which causes the WindowManager to tell SurfaceFlinger to update the frame
-rectangle.</p>
-
-<p>If you're rendering on the Surface through some other means, perhaps GLES, you
-can set the Surface size using the <code>SurfaceHolder#setFixedSize()</code>
-call. You could, for example, configure a game to always render at 1280x720,
-which would significantly reduce the number of pixels that must be touched to
-fill the screen on a 2560x1440 tablet or 4K television. The display processor
-handles the scaling. If you don't want to letter- or pillar-box your game, you
-could adjust the game's aspect ratio by setting the size so that the narrow
-dimension is 720 pixels, but the long dimension is set to maintain the aspect
-ratio of the physical display (e.g. 1152x720 to match a 2560x1600 display).
-You can see an example of this approach in Grafika's "Hardware scaler
-exerciser" activity.</p>
-
-<h3 id="glsurfaceview">GLSurfaceView</h3>
-
-<p>The GLSurfaceView class provides some helper classes that help manage EGL
-contexts, inter-thread communication, and interaction with the Activity
-lifecycle. That's it. You do not need to use a GLSurfaceView to use GLES.</p>
-
-<p>For example, GLSurfaceView creates a thread for rendering and configures an EGL
-context there. The state is cleaned up automatically when the activity pauses.
-Most apps won't need to know anything about EGL to use GLES with GLSurfaceView.</p>
-
-<p>In most cases, GLSurfaceView is very helpful and can make working with GLES
-easier. In some situations, it can get in the way. Use it if it helps, don't
-if it doesn't.</p>
-
-<h2 id="surfacetexture">SurfaceTexture</h2>
-
-<p>The SurfaceTexture class was introduced in Android 3.0. Just as SurfaceView
-is the combination of a Surface and a View, SurfaceTexture is a rough
-combination of a Surface and a GLES texture (with a few caveats).</p>
-
-<p>When you create a SurfaceTexture, you are creating a BufferQueue for which
-your app is the consumer. When a new buffer is queued by the producer, your app
-is notified via callback (<code>onFrameAvailable()</code>). Your app calls
-<code>updateTexImage()</code>, which releases the previously-held buffer,
-acquires the new buffer from the queue, and makes some EGL calls to make the
-buffer available to GLES as an external texture.</p>
-
-<p>External textures (<code>GL_TEXTURE_EXTERNAL_OES</code>) are not quite the
-same as textures created by GLES (<code>GL_TEXTURE_2D</code>): You have to
-configure your renderer a bit differently, and there are things you can't do
-with them. The key point is that you can render textured polygons directly
-from the data received by your BufferQueue. gralloc supports a wide variety of
-formats, so we need to guarantee the format of the data in the buffer is
-something GLES can recognize. To do so, when SurfaceTexture creates the
-BufferQueue, it sets the consumer usage flags to
-<code>GRALLOC_USAGE_HW_TEXTURE</code>, ensuring that any buffer created by
-gralloc would be usable by GLES.</p>
-
-<p>Because SurfaceTexture interacts with an EGL context, you must be careful to
-call its methods from the correct thread (this is detailed in the class
-documentation).</p>
-
-<p>If you look deeper into the class documentation, you will see a couple of odd
-calls. One retrieves a timestamp, the other a transformation matrix, the value
-of each having been set by the previous call to <code>updateTexImage()</code>.
-It turns out that BufferQueue passes more than just a buffer handle to the consumer.
-Each buffer is accompanied by a timestamp and transformation parameters.</p>
-
-<p>The transformation is provided for efficiency. In some cases, the source data
-might be in the "wrong" orientation for the consumer; but instead of rotating
-the data before sending it, we can send the data in its current orientation with
-a transform that corrects it. The transformation matrix can be merged with
-other transformations at the point the data is used, minimizing overhead.</p>
-
-<p>The timestamp is useful for certain buffer sources. For example, suppose you
-connect the producer interface to the output of the camera (with
-<code>setPreviewTexture()</code>). If you want to create a video, you need to
-set the presentation time stamp for each frame; but you want to base that on the time
-when the frame was captured, not the time when the buffer was received by your
-app. The timestamp provided with the buffer is set by the camera code,
-resulting in a more consistent series of timestamps.</p>
-
-<h3 id="surfacet">SurfaceTexture and Surface</h3>
-
-<p>If you look closely at the API you'll see the only way for an application
-to create a plain Surface is through a constructor that takes a SurfaceTexture
-as the sole argument. (Prior to API 11, there was no public constructor for
-Surface at all.) This might seem a bit backward if you view SurfaceTexture as a
-combination of a Surface and a texture.</p>
-
-<p>Under the hood, SurfaceTexture is called GLConsumer, which more accurately
-reflects its role as the owner and consumer of a BufferQueue. When you create a
-Surface from a SurfaceTexture, what you're doing is creating an object that
-represents the producer side of the SurfaceTexture's BufferQueue.</p>
-
-<h3 id="continuous-capture">Case Study: Grafika's "Continuous Capture" Activity</h3>
-
-<p>The camera can provide a stream of frames suitable for recording as a movie. If
-you want to display it on screen, you create a SurfaceView, pass the Surface to
-<code>setPreviewDisplay()</code>, and let the producer (camera) and consumer
-(SurfaceFlinger) do all the work. If you want to record the video, you create a
-Surface with MediaCodec's <code>createInputSurface()</code>, pass that to the
-camera, and again you sit back and relax. If you want to show the video and
-record it at the same time, you have to get more involved.</p>
-
-<p>The "Continuous capture" activity displays video from the camera as it's being
-recorded. In this case, encoded video is written to a circular buffer in memory
-that can be saved to disk at any time. It's straightforward to implement so
-long as you keep track of where everything is.</p>
-
-<p>There are three BufferQueues involved. The app uses a SurfaceTexture to receive
-frames from Camera, converting them to an external GLES texture. The app
-declares a SurfaceView, which we use to display the frames, and we configure a
-MediaCodec encoder with an input Surface to create the video. So one
-BufferQueue is created by the app, one by SurfaceFlinger, and one by
-mediaserver.</p>
-
-<img src="images/continuous_capture_activity.png" alt="Grafika continuous
-capture activity" />
-
-<p class="img-caption">
- <strong>Figure 2.</strong>Grafika's continuous capture activity
-</p>
-
-<p>In the diagram above, the arrows show the propagation of the data from the
-camera. BufferQueues are in color (purple producer, cyan consumer). Note
-“Camera” actually lives in the mediaserver process.</p>
-
-<p>Encoded H.264 video goes to a circular buffer in RAM in the app process, and is
-written to an MP4 file on disk using the MediaMuxer class when the “capture”
-button is hit.</p>
-
-<p>All three of the BufferQueues are handled with a single EGL context in the
-app, and the GLES operations are performed on the UI thread. Doing the
-SurfaceView rendering on the UI thread is generally discouraged, but since we're
-doing simple operations that are handled asynchronously by the GLES driver we
-should be fine. (If the video encoder locks up and we block trying to dequeue a
-buffer, the app will become unresponsive. But at that point, we're probably
-failing anyway.) The handling of the encoded data -- managing the circular
-buffer and writing it to disk -- is performed on a separate thread.</p>
-
-<p>The bulk of the configuration happens in the SurfaceView's <code>surfaceCreated()</code>
-callback. The EGLContext is created, and EGLSurfaces are created for the
-display and for the video encoder. When a new frame arrives, we tell
-SurfaceTexture to acquire it and make it available as a GLES texture, then
-render it with GLES commands on each EGLSurface (forwarding the transform and
-timestamp from SurfaceTexture). The encoder thread pulls the encoded output
-from MediaCodec and stashes it in memory.</p>
-
-
-<h3 id="secure-texture-video-playback">Secure Texture Video Playback</h3>
-<p>Android N supports GPU post-processing of protected video content. This
-allows using the GPU for complex non-linear video effects (such as warps),
-mapping protected video content onto textures for use in general graphics scenes
-(e.g., using OpenGL ES), and virtual reality (VR).</p>
-
-<img src="images/graphics_secure_texture_playback.png" alt="Secure Texture Video Playback" />
-<p class="img-caption"><strong>Figure 3.</strong>Secure texture video playback</p>
-
-<p>Support is enabled using the following two extensions:</p>
-<ul>
-<li><strong>EGL extension</strong>
-(<code><a href="https://www.khronos.org/registry/egl/extensions/EXT/EGL_EXT_protected_content.txt">EGL_EXT_protected_content</code></a>).
-Allows the creation of protected GL contexts and surfaces, which can both
-operate on protected content.</li>
-<li><strong>GLES extension</strong>
-(<code><a href="https://www.khronos.org/registry/gles/extensions/EXT/EXT_protected_textures.txt">GL_EXT_protected_textures</code></a>).
-Allows tagging textures as protected so they can be used as framebuffer texture
-attachments.</li>
-</ul>
-
-<p>Android N also updates SurfaceTexture and ACodec
-(<code>libstagefright.so</code>) to allow protected content to be sent even if
-the windows surface does not queue to the window composer (i.e., SurfaceFlinger)
-and provide a protected video surface for use within a protected context. This
-is done by setting the correct protected consumer bits
-(<code>GRALLOC_USAGE_PROTECTED</code>) on surfaces created in a protected
-context (verified by ACodec).</p>
-
-<p>These changes benefit app developers who can create apps that perform
-enhanced video effects or apply video textures using protected content in GL
-(for example, in VR), end users who can view high-value video content (such as
-movies and TV shows) in GL environment (for example, in VR), and OEMs who can
-achieve higher sales due to added device functionality (for example, watching HD
-movies in VR). The new EGL and GLES extensions can be used by system on chip
-(SoCs) providers and other vendors, and are currently implemented on the
-Qualcomm MSM8994 SoC chipset used in the Nexus 6P.
-
-<p>Secure texture video playback sets the foundation for strong DRM
-implementation in the OpenGL ES environment. Without a strong DRM implementation
-such as Widevine Level 1, many content providers would not allow rendering of
-their high-value content in the OpenGL ES environment, preventing important VR
-use cases such as watching DRM protected content in VR.</p>
-
-<p>AOSP includes framework code for secure texture video playback; driver
-support is up to the vendor. Partners must implement the
-<code>EGL_EXT_protected_content</code> and
-<code>GL_EXT_protected_textures extensions</code>. When using your own codec
-library (to replace libstagefright), note the changes in
-<code>/frameworks/av/media/libstagefright/SurfaceUtils.cpp</code> that allow
-buffers marked with <code>GRALLOC_USAGE_PROTECTED</code> to be sent to
-ANativeWindows (even if the ANativeWindow does not queue directly to the window
-composer) as long as the consumer usage bits contain
-<code>GRALLOC_USAGE_PROTECTED</code>. For detailed documentation on implementing
-the extensions, refer to the Khronos Registry
-(<a href="https://www.khronos.org/registry/egl/extensions/EXT/EGL_EXT_protected_content.txt">EGL_EXT_protected_content</a>,
-<a href="https://www.khronos.org/registry/gles/extensions/EXT/EXT_protected_textures.txt">GL_EXT_protected_textures</a>).</p>
-
-<p>Partners may also need to make hardware changes to ensure that protected
-memory mapped onto the GPU remains protected and unreadable by unprotected
-code.</p>
-
-<h2 id="texture">TextureView</h2>
-
-<p>The TextureView class introduced in Android 4.0 and is the most complex of
-the View objects discussed here, combining a View with a SurfaceTexture.</p>
-
-<p>Recall that the SurfaceTexture is a "GL consumer", consuming buffers of graphics
-data and making them available as textures. TextureView wraps a SurfaceTexture,
-taking over the responsibility of responding to the callbacks and acquiring new
-buffers. The arrival of new buffers causes TextureView to issue a View
-invalidate request. When asked to draw, the TextureView uses the contents of
-the most recently received buffer as its data source, rendering wherever and
-however the View state indicates it should.</p>
-
-<p>You can render on a TextureView with GLES just as you would SurfaceView. Just
-pass the SurfaceTexture to the EGL window creation call. However, doing so
-exposes a potential problem.</p>
-
-<p>In most of what we've looked at, the BufferQueues have passed buffers between
-different processes. When rendering to a TextureView with GLES, both producer
-and consumer are in the same process, and they might even be handled on a single
-thread. Suppose we submit several buffers in quick succession from the UI
-thread. The EGL buffer swap call will need to dequeue a buffer from the
-BufferQueue, and it will stall until one is available. There won't be any
-available until the consumer acquires one for rendering, but that also happens
-on the UI thread… so we're stuck.</p>
-
-<p>The solution is to have BufferQueue ensure there is always a buffer
-available to be dequeued, so the buffer swap never stalls. One way to guarantee
-this is to have BufferQueue discard the contents of the previously-queued buffer
-when a new buffer is queued, and to place restrictions on minimum buffer counts
-and maximum acquired buffer counts. (If your queue has three buffers, and all
-three buffers are acquired by the consumer, then there's nothing to dequeue and
-the buffer swap call must hang or fail. So we need to prevent the consumer from
-acquiring more than two buffers at once.) Dropping buffers is usually
-undesirable, so it's only enabled in specific situations, such as when the
-producer and consumer are in the same process.</p>
-
-<h3 id="surface-or-texture">SurfaceView or TextureView?</h3>
-SurfaceView and TextureView fill similar roles, but have very different
-implementations. To decide which is best requires an understanding of the
-trade-offs.</p>
-
-<p>Because TextureView is a proper citizen of the View hierarchy, it behaves like
-any other View, and can overlap or be overlapped by other elements. You can
-perform arbitrary transformations and retrieve the contents as a bitmap with
-simple API calls.</p>
-
-<p>The main strike against TextureView is the performance of the composition step.
-With SurfaceView, the content is written to a separate layer that SurfaceFlinger
-composites, ideally with an overlay. With TextureView, the View composition is
-always performed with GLES, and updates to its contents may cause other View
-elements to redraw as well (e.g. if they're positioned on top of the
-TextureView). After the View rendering completes, the app UI layer must then be
-composited with other layers by SurfaceFlinger, so you're effectively
-compositing every visible pixel twice. For a full-screen video player, or any
-other application that is effectively just UI elements layered on top of video,
-SurfaceView offers much better performance.</p>
-
-<p>As noted earlier, DRM-protected video can be presented only on an overlay plane.
- Video players that support protected content must be implemented with
-SurfaceView.</p>
-
-<h3 id="grafika">Case Study: Grafika's Play Video (TextureView)</h3>
-
-<p>Grafika includes a pair of video players, one implemented with TextureView, the
-other with SurfaceView. The video decoding portion, which just sends frames
-from MediaCodec to a Surface, is the same for both. The most interesting
-differences between the implementations are the steps required to present the
-correct aspect ratio.</p>
-
-<p>While SurfaceView requires a custom implementation of FrameLayout, resizing
-SurfaceTexture is a simple matter of configuring a transformation matrix with
-<code>TextureView#setTransform()</code>. For the former, you're sending new
-window position and size values to SurfaceFlinger through WindowManager; for
-the latter, you're just rendering it differently.</p>
-
-<p>Otherwise, both implementations follow the same pattern. Once the Surface has
-been created, playback is enabled. When "play" is hit, a video decoding thread
-is started, with the Surface as the output target. After that, the app code
-doesn't have to do anything -- composition and display will either be handled by
-SurfaceFlinger (for the SurfaceView) or by TextureView.</p>
-
-<h3 id="decode">Case Study: Grafika's Double Decode</h3>
-
-<p>This activity demonstrates manipulation of the SurfaceTexture inside a
-TextureView.</p>
-
-<p>The basic structure of this activity is a pair of TextureViews that show two
-different videos playing side-by-side. To simulate the needs of a
-videoconferencing app, we want to keep the MediaCodec decoders alive when the
-activity is paused and resumed for an orientation change. The trick is that you
-can't change the Surface that a MediaCodec decoder uses without fully
-reconfiguring it, which is a fairly expensive operation; so we want to keep the
-Surface alive. The Surface is just a handle to the producer interface in the
-SurfaceTexture's BufferQueue, and the SurfaceTexture is managed by the
-TextureView;, so we also need to keep the SurfaceTexture alive. So how do we deal
-with the TextureView getting torn down?</p>
-
-<p>It just so happens TextureView provides a <code>setSurfaceTexture()</code> call
-that does exactly what we want. We obtain references to the SurfaceTextures
-from the TextureViews and save them in a static field. When the activity is
-shut down, we return "false" from the <code>onSurfaceTextureDestroyed()</code>
-callback to prevent destruction of the SurfaceTexture. When the activity is
-restarted, we stuff the old SurfaceTexture into the new TextureView. The
-TextureView class takes care of creating and destroying the EGL contexts.</p>
-
-<p>Each video decoder is driven from a separate thread. At first glance it might
-seem like we need EGL contexts local to each thread; but remember the buffers
-with decoded output are actually being sent from mediaserver to our
-BufferQueue consumers (the SurfaceTextures). The TextureViews take care of the
-rendering for us, and they execute on the UI thread.</p>
-
-<p>Implementing this activity with SurfaceView would be a bit harder. We can't
-just create a pair of SurfaceViews and direct the output to them, because the
-Surfaces would be destroyed during an orientation change. Besides, that would
-add two layers, and limitations on the number of available overlays strongly
-motivate us to keep the number of layers to a minimum. Instead, we'd want to
-create a pair of SurfaceTextures to receive the output from the video decoders,
-and then perform the rendering in the app, using GLES to render two textured
-quads onto the SurfaceView's Surface.</p>
-
-<h2 id="notes">Conclusion</h2>
-
-<p>We hope this page has provided useful insights into the way Android handles
-graphics at the system level.</p>
-
-<p>Some information and advice on related topics can be found in the appendices
-that follow.</p>
-
-<h2 id="loops">Appendix A: Game Loops</h2>
-
-<p>A very popular way to implement a game loop looks like this:</p>
-
-<pre>
-while (playing) {
- advance state by one frame
- render the new frame
- sleep until it’s time to do the next frame
-}
-</pre>
-
-<p>There are a few problems with this, the most fundamental being the idea that the
-game can define what a "frame" is. Different displays will refresh at different
-rates, and that rate may vary over time. If you generate frames faster than the
-display can show them, you will have to drop one occasionally. If you generate
-them too slowly, SurfaceFlinger will periodically fail to find a new buffer to
-acquire and will re-show the previous frame. Both of these situations can
-cause visible glitches.</p>
-
-<p>What you need to do is match the display's frame rate, and advance game state
-according to how much time has elapsed since the previous frame. There are two
-ways to go about this: (1) stuff the BufferQueue full and rely on the "swap
-buffers" back-pressure; (2) use Choreographer (API 16+).</p>
-
-<h3 id="stuffing">Queue Stuffing</h3>
-
-<p>This is very easy to implement: just swap buffers as fast as you can. In early
-versions of Android this could actually result in a penalty where
-<code>SurfaceView#lockCanvas()</code> would put you to sleep for 100ms. Now
-it's paced by the BufferQueue, and the BufferQueue is emptied as quickly as
-SurfaceFlinger is able.</p>
-
-<p>One example of this approach can be seen in <a
-href="https://code.google.com/p/android-breakout/">Android Breakout</a>. It
-uses GLSurfaceView, which runs in a loop that calls the application's
-onDrawFrame() callback and then swaps the buffer. If the BufferQueue is full,
-the <code>eglSwapBuffers()</code> call will wait until a buffer is available.
-Buffers become available when SurfaceFlinger releases them, which it does after
-acquiring a new one for display. Because this happens on VSYNC, your draw loop
-timing will match the refresh rate. Mostly.</p>
-
-<p>There are a couple of problems with this approach. First, the app is tied to
-SurfaceFlinger activity, which is going to take different amounts of time
-depending on how much work there is to do and whether it's fighting for CPU time
-with other processes. Since your game state advances according to the time
-between buffer swaps, your animation won't update at a consistent rate. When
-running at 60fps with the inconsistencies averaged out over time, though, you
-probably won't notice the bumps.</p>
-
-<p>Second, the first couple of buffer swaps are going to happen very quickly
-because the BufferQueue isn't full yet. The computed time between frames will
-be near zero, so the game will generate a few frames in which nothing happens.
-In a game like Breakout, which updates the screen on every refresh, the queue is
-always full except when a game is first starting (or un-paused), so the effect
-isn't noticeable. A game that pauses animation occasionally and then returns to
-as-fast-as-possible mode might see odd hiccups.</p>
-
-<h3 id="choreographer">Choreographer</h3>
-
-<p>Choreographer allows you to set a callback that fires on the next VSYNC. The
-actual VSYNC time is passed in as an argument. So even if your app doesn't wake
-up right away, you still have an accurate picture of when the display refresh
-period began. Using this value, rather than the current time, yields a
-consistent time source for your game state update logic.</p>
-
-<p>Unfortunately, the fact that you get a callback after every VSYNC does not
-guarantee that your callback will be executed in a timely fashion or that you
-will be able to act upon it sufficiently swiftly. Your app will need to detect
-situations where it's falling behind and drop frames manually.</p>
-
-<p>The "Record GL app" activity in Grafika provides an example of this. On some
-devices (e.g. Nexus 4 and Nexus 5), the activity will start dropping frames if
-you just sit and watch. The GL rendering is trivial, but occasionally the View
-elements get redrawn, and the measure/layout pass can take a very long time if
-the device has dropped into a reduced-power mode. (According to systrace, it
-takes 28ms instead of 6ms after the clocks slow on Android 4.4. If you drag
-your finger around the screen, it thinks you're interacting with the activity,
-so the clock speeds stay high and you'll never drop a frame.)</p>
-
-<p>The simple fix was to drop a frame in the Choreographer callback if the current
-time is more than N milliseconds after the VSYNC time. Ideally the value of N
-is determined based on previously observed VSYNC intervals. For example, if the
-refresh period is 16.7ms (60fps), you might drop a frame if you're running more
-than 15ms late.</p>
-
-<p>If you watch "Record GL app" run, you will see the dropped-frame counter
-increase, and even see a flash of red in the border when frames drop. Unless
-your eyes are very good, though, you won't see the animation stutter. At 60fps,
-the app can drop the occasional frame without anyone noticing so long as the
-animation continues to advance at a constant rate. How much you can get away
-with depends to some extent on what you're drawing, the characteristics of the
-display, and how good the person using the app is at detecting jank.</p>
-
-<h3 id="thread">Thread Management</h3>
-
-<p>Generally speaking, if you're rendering onto a SurfaceView, GLSurfaceView, or
-TextureView, you want to do that rendering in a dedicated thread. Never do any
-"heavy lifting" or anything that takes an indeterminate amount of time on the
-UI thread.</p>
-
-<p>Breakout and "Record GL app" use dedicated renderer threads, and they also
-update animation state on that thread. This is a reasonable approach so long as
-game state can be updated quickly.</p>
-
-<p>Other games separate the game logic and rendering completely. If you had a
-simple game that did nothing but move a block every 100ms, you could have a
-dedicated thread that just did this:</p>
-
-<pre>
- run() {
- Thread.sleep(100);
- synchronized (mLock) {
- moveBlock();
- }
- }
-</pre>
-
-<p>(You may want to base the sleep time off of a fixed clock to prevent drift --
-sleep() isn't perfectly consistent, and moveBlock() takes a nonzero amount of
-time -- but you get the idea.)</p>
-
-<p>When the draw code wakes up, it just grabs the lock, gets the current position
-of the block, releases the lock, and draws. Instead of doing fractional
-movement based on inter-frame delta times, you just have one thread that moves
-things along and another thread that draws things wherever they happen to be
-when the drawing starts.</p>
-
-<p>For a scene with any complexity you'd want to create a list of upcoming events
-sorted by wake time, and sleep until the next event is due, but it's the same
-idea.</p>
-
-<h2 id="activity">Appendix B: SurfaceView and the Activity Lifecycle</h2>
-
-<p>When using a SurfaceView, it's considered good practice to render the Surface
-from a thread other than the main UI thread. This raises some questions about
-the interaction between that thread and the Activity lifecycle.</p>
-
-<p>First, a little background. For an Activity with a SurfaceView, there are two
-separate but interdependent state machines:</p>
-
-<ol>
-<li>Application onCreate / onResume / onPause</li>
-<li>Surface created / changed / destroyed</li>
-</ol>
-
-<p>When the Activity starts, you get callbacks in this order:</p>
-
-<ul>
-<li>onCreate</li>
-<li>onResume</li>
-<li>surfaceCreated</li>
-<li>surfaceChanged</li>
-</ul>
-
-<p>If you hit "back" you get:</p>
-
-<ul>
-<li>onPause</li>
-<li>surfaceDestroyed (called just before the Surface goes away)</li>
-</ul>
-
-<p>If you rotate the screen, the Activity is torn down and recreated, so you
-get the full cycle. If it matters, you can tell that it's a "quick" restart by
-checking <code>isFinishing()</code>. (It might be possible to start / stop an
-Activity so quickly that surfaceCreated() might actually happen after onPause().)</p>
-
-<p>If you tap the power button to blank the screen, you only get
-<code>onPause()</code> -- no <code>surfaceDestroyed()</code>. The Surface
-remains alive, and rendering can continue. You can even keep getting
-Choreographer events if you continue to request them. If you have a lock
-screen that forces a different orientation, your Activity may be restarted when
-the device is unblanked; but if not, you can come out of screen-blank with the
-same Surface you had before.</p>
-
-<p>This raises a fundamental question when using a separate renderer thread with
-SurfaceView: Should the lifespan of the thread be tied to that of the Surface or
-the Activity? The answer depends on what you want to have happen when the
-screen goes blank. There are two basic approaches: (1) start/stop the thread on
-Activity start/stop; (2) start/stop the thread on Surface create/destroy.</p>
-
-<p>#1 interacts well with the app lifecycle. We start the renderer thread in
-<code>onResume()</code> and stop it in <code>onPause()</code>. It gets a bit
-awkward when creating and configuring the thread because sometimes the Surface
-will already exist and sometimes it won't (e.g. it's still alive after toggling
-the screen with the power button). We have to wait for the surface to be
-created before we do some initialization in the thread, but we can't simply do
-it in the <code>surfaceCreated()</code> callback because that won't fire again
-if the Surface didn't get recreated. So we need to query or cache the Surface
-state, and forward it to the renderer thread. Note we have to be a little
-careful here passing objects between threads -- it is best to pass the Surface or
-SurfaceHolder through a Handler message, rather than just stuffing it into the
-thread, to avoid issues on multi-core systems (cf. the <a
-href="http://developer.android.com/training/articles/smp.html">Android SMP
-Primer</a>).</p>
-
-<p>#2 has a certain appeal because the Surface and the renderer are logically
-intertwined. We start the thread after the Surface has been created, which
-avoids some inter-thread communication concerns. Surface created / changed
-messages are simply forwarded. We need to make sure rendering stops when the
-screen goes blank, and resumes when it un-blanks; this could be a simple matter
-of telling Choreographer to stop invoking the frame draw callback. Our
-<code>onResume()</code> will need to resume the callbacks if and only if the
-renderer thread is running. It may not be so trivial though -- if we animate
-based on elapsed time between frames, we could have a very large gap when the
-next event arrives; so an explicit pause/resume message may be desirable.</p>
-
-<p>The above is primarily concerned with how the renderer thread is configured and
-whether it's executing. A related concern is extracting state from the thread
-when the Activity is killed (in <code>onPause()</code> or <code>onSaveInstanceState()</code>).
-Approach #1 will work best for that, because once the renderer thread has been
-joined its state can be accessed without synchronization primitives.</p>
-
-<p>You can see an example of approach #2 in Grafika's "Hardware scaler exerciser."</p>
-
-<h2 id="tracking">Appendix C: Tracking BufferQueue with systrace</h2>
-
-<p>If you really want to understand how graphics buffers move around, you need to
-use systrace. The system-level graphics code is well instrumented, as is much
-of the relevant app framework code. Enable the "gfx" and "view" tags, and
-generally "sched" as well.</p>
-
-<p>A full description of how to use systrace effectively would fill a rather long
-document. One noteworthy item is the presence of BufferQueues in the trace. If
-you've used systrace before, you've probably seen them, but maybe weren't sure
-what they were. As an example, if you grab a trace while Grafika's "Play video
-(SurfaceView)" is running, you will see a row labeled: "SurfaceView" This row
-tells you how many buffers were queued up at any given time.</p>
-
-<p>You'll notice the value increments while the app is active -- triggering
-the rendering of frames by the MediaCodec decoder -- and decrements while
-SurfaceFlinger is doing work, consuming buffers. If you're showing video at
-30fps, the queue's value will vary from 0 to 1, because the ~60fps display can
-easily keep up with the source. (You'll also notice that SurfaceFlinger is only
-waking up when there's work to be done, not 60 times per second. The system tries
-very hard to avoid work and will disable VSYNC entirely if nothing is updating
-the screen.)</p>
-
-<p>If you switch to "Play video (TextureView)" and grab a new trace, you'll see a
-row with a much longer name
-("com.android.grafika/com.android.grafika.PlayMovieActivity"). This is the
-main UI layer, which is of course just another BufferQueue. Because TextureView
-renders into the UI layer, rather than a separate layer, you'll see all of the
-video-driven updates here.</p>
-
-<p>For more information about systrace, see the <a
-href="http://developer.android.com/tools/help/systrace.html">Android
-documentation</a> for the tool.</p>
diff --git a/src/devices/graphics/images/ape_graphics_vulkan.png b/src/devices/graphics/images/ape_graphics_vulkan.png
new file mode 100644
index 0000000..b9910cf
--- /dev/null
+++ b/src/devices/graphics/images/ape_graphics_vulkan.png
Binary files differ
diff --git a/src/devices/graphics/implement-hwc.jd b/src/devices/graphics/implement-hwc.jd
index 63387d9..ecf6cfb 100644
--- a/src/devices/graphics/implement-hwc.jd
+++ b/src/devices/graphics/implement-hwc.jd
@@ -152,7 +152,8 @@
returned when the enumerated value <code>HWC2_FUNCTION_CREATE_LAYER</code> is
passed into <code>getFunction</code>.</p>
<p>For detailed documentation on functions (including functions required for
-every HWC2 implementation), refer to the HWC2 header.</p>
+every HWC2 implementation), refer to the
+<a href="{@docRoot}devices/halref/hwcomposer2_8h.html">HWC2 header</a>.</p>
<h3 id="layer_display_handles">Layer and display handles</h3>
<p>Layers and displays are manipulated by opaque handles.</p>
@@ -315,4 +316,5 @@
for frame N has now replaced the previous content." This is non-speculative,
since this fence should signal shortly after <code>presentDisplay</code> is
called as soon as the hardware presents this frame's content.</p>
-<p>For implementation details, refer to the HWC2 header.</p>
+<p>For implementation details, refer to the
+<a href="{@docRoot}devices/halref/hwcomposer2_8h.html">HWC2 header</a>.</p>
diff --git a/src/devices/graphics/implement-vulkan.jd b/src/devices/graphics/implement-vulkan.jd
index d69ec4b..dcc2efc 100644
--- a/src/devices/graphics/implement-vulkan.jd
+++ b/src/devices/graphics/implement-vulkan.jd
@@ -26,9 +26,284 @@
</div>
-<p>Vulkan is a low-overhead, cross-platform API for high-performance 3D graphics.
-Like OpenGL ES, Vulkan provides tools for creating high-quality, real-time
-graphics in applications. Vulkan advantages include reductions in CPU overhead
-and support for the SPIR-V Binary Intermediate language.</p>
+<p>Vulkan is a low-overhead, cross-platform API for high-performance 3D
+graphics. Like OpenGL ES, Vulkan provides tools for creating high-quality,
+real-time graphics in applications. Vulkan advantages include reductions in CPU
+overhead and support for the <a href="https://www.khronos.org/spir">SPIR-V
+Binary Intermediate</a> language.</p>
-<p>Details coming soon!</p>
+<p class="note"><strong>Note:</strong> This section describes Vulkan
+implementation; for details on Vulkan architecture, advantages, API, and other
+resources, see <a href="{@docRoot}devices/graphics/arch-vulkan.html">Vulkan
+Architecture</a>.</p>
+
+<p>To implement Vulkan, a device:</p>
+<ul>
+<li>Must include the Vulkan Loader (provided by Android) in the build.</li>
+<li>Must include a Vulkan driver (provided by SoCs such as GPU IHVs) that
+implements the
+<a href="https://www.khronos.org/registry/vulkan/specs/1.0-wsi_extensions/xhtml/vkspec.html">Vulkan
+API</a>. To support Vulkan functionality, the Android device needs capable GPU
+hardware and the associated driver. Consult your SoC vendor to request driver
+support.</li>
+</ul>
+<p>If a Vulkan driver is available on the device, the device needs to declare
+<code>FEATURE_VULKAN_HARDWARE_LEVEL</code> and
+<code>FEATURE_VULKAN_HARDWARE_VERSION</code> system features, with versions that
+accurately reflect the capabilities of the device.</p>
+
+<h2 id=vulkan_loader>Vulkan Loader</h2>
+<p>The primary interface between Vulkan applications and a device's Vulkan
+driver is the Vulkan loader, which is part of Android Open Source Project (AOSP)
+(<code>platform/frameworks/native/vulkan</code>) and installed at
+<code>/system/lib[64]/libvulkan.so</code>. The loader provides the core Vulkan
+API entry points, as well as entry points of a few extensions that are required
+on Android and always present. In particular, Window System Integration (WSI)
+extensions are exported by the loader and primarily implemented in it rather
+than the driver. The loader also supports enumerating and loading layers that
+can expose additional extensions and/or intercept core API calls on their way to
+the driver.</p>
+
+<p>The NDK includes a stub <code>libvulkan.so</code> library that exports the
+same symbols as the loader and which is used for linking. When running on a
+device, applications call the Vulkan functions exported from
+<code>libvulkan.so</code> (the real library, not the stub) to enter trampoline
+functions in the loader (which then dispatch to the appropriate layer or driver
+based on their first argument). The <code>vkGetDeviceProcAddr</code> calls
+return the function pointers to which the trampolines would dispatch (i.e. it
+calls directly into the core API code), so calling through these function
+pointers (rather than the exported symbols) is slightly more efficient as it
+skips the trampoline and dispatch. However, <code>vkGetInstanceProcAddr</code>
+must still call into trampoline code.</p>
+
+<h2 id=driver_emun>Driver enumeration and loading</h2>
+<p>Android expects the GPUs available to the system to be known when the system
+image is built. The loader uses the existing HAL mechanism (see
+<code><a href="https://android.googlesource.com/platform/hardware/libhardware/+/marshmallow-release/include/hardware/hardware.h">hardware.h</code></a>) for
+discovering and loading the driver. Preferred paths for 32-bit and 64-bit Vulkan
+drivers are:</p>
+
+<p>
+<pre>
+/vendor/lib/hw/vulkan.<ro.product.platform>.so
+/vendor/lib64/hw/vulkan.<ro.product.platform>.so
+</pre>
+</p>
+
+<p>Where <<code>ro.product.platform</code>> is replaced by the value of
+the system property of that name. For details and supported alternative
+locations, refer to
+<code><a href="https://android.googlesource.com/platform/hardware/libhardware/+/marshmallow-release/hardware.c">libhardware/hardware.c</code></a>.</p>
+
+<p>In Android 7.0, the Vulkan <code>hw_module_t</code> derivative is trivial;
+only one driver is supported and the constant string
+<code>HWVULKAN_DEVICE_0</code> is passed to open. If support for multiple
+drivers is added in future versions of Android, the HAL module will export a
+list of strings that can be passed to the <code>module open</code> call.</p>
+
+<p>The Vulkan <code>hw_device_t</code> derivative corresponds to a single
+driver, though that driver can support multiple physical devices. The
+<code>hw_device_t</code> structure can be extended to export
+<code>vkGetGlobalExtensionProperties</code>, <code>vkCreateInstance</code>, and
+<code>vkGetInstanceProcAddr</code> functions. The loader can find all other
+<code>VkInstance</code>, <code>VkPhysicalDevice</code>, and
+<code>vkGetDeviceProcAddr</code> functions by calling
+<code>vkGetInstanceProcAddr</code>.</p>
+
+<h2 id=layer_discover>Layer discovery and loading</h2>
+<p>The Vulkan loader supports enumerating and loading layers that can expose
+additional extensions and/or intercept core API calls on their way to the
+driver. Android 7.0 does not include layers on the system image; however,
+applications may include layers in their APK.</p>
+<p>When using layers, keep in mind that Android's security model and policies
+differ significantly from other platforms. In particular, Android does not allow
+loading external code into a non-debuggable process on production (non-rooted)
+devices, nor does it allow external code to inspect or control the process's
+memory, state, etc. This includes a prohibition on saving core dumps, API
+traces, etc. to disk for later inspection. Only layers delivered as part of the
+application are enabled on production devices, and drivers must not provide
+functionality that violates these policies.</p>
+
+<p>Use cases for layers include:</p>
+<ul>
+<li><strong>Development-time layers</strong>. These layers (validation layers,
+shims for tracing/profiling/debugging tools, etc.) should not be installed on
+the system image of production devices as they waste space for users and should
+be updateable without requiring a system update. Developers who want to use one
+of these layers during development can modify the application package (e.g.
+adding a file to their native libraries directory). IHV and OEM engineers who
+want to diagnose failures in shipping, unmodifiable apps are assumed to have
+access to non-production (rooted) builds of the system image.</li>
+<li><strong>Utility layers</strong>. These layers almost always expose
+extensions, such as a layer that implements a memory manager for device memory.
+Developers choose layers (and versions of those layers) to use in their
+application; different applications using the same layer may still use
+different versions. Developers choose which of these layers to ship in their
+application package.</li>
+<li><strong>Injected (implicit) layers</strong>. Includes layers such as
+framerate, social network, or game launcher overlays provided by the user or
+some other application without the application's knowledge or consent. These
+violate Android's security policies and are not supported.</li>
+</ul>
+
+<p>In the normal state, the loader searches for layers only in the application's
+native library directory and attempts to load any library with a name matching a
+particular pattern (e.g. <code>libVKLayer_foo.so</code>). It does not need a
+separate manifest file as the developer deliberately included these layers and
+reasons to avoid loading libraries before enabling them don't apply.</p>
+
+<p>Android allows layers to be ported with build-environment changes between
+Android and other platforms. For details on the interface between layers and the
+loader, refer to
+<a href="https://github.com/KhronosGroup/Vulkan-LoaderAndValidationLayers/blob/master/loader/LoaderAndLayerInterface.md">Vulkan
+Loader Specification and Architecture Overview</a>. Versions of the LunarG
+validation layers that have been verified to build and work on Android are
+hosted in the android_layers branch of the
+<a href="https://github.com/KhronosGroup/Vulkan-LoaderAndValidationLayers/tree/android_layers">KhronosGroup/Vulkan-LoaderAndValidationLayers</a>
+project on GitHub.</p>
+
+<h2 id=wsi>Window System Integration (WSI)</h2>
+<p>The Window System Integration (WSI) extensions <code>VK_KHR_surface</code>,
+<code>VK_KHR_android_surface</code>, and <code>VK_KHR_swapchain</code> are
+implemented by the platform and live in <code>libvulkan.so</code>. The
+<code>VkSurfaceKHR</code> and <code>VkSwapchainKHR</code> objects and all
+interaction with <code>ANativeWindow</code> is handled by the platform and is
+not exposed to drivers. The WSI implementation relies on the
+<code>VK_ANDROID_native_buffer</code> extension (described below) which must be
+supported by the driver; this extension is only used by the WSI implementation
+and will not be exposed to applications.</p>
+
+<h3 id=gralloc_usage_flags>Gralloc usage flags</h3>
+<p>Implementations may need swapchain buffers to be allocated with
+implementation-defined private gralloc usage flags. When creating a swapchain,
+the platform asks the driver to translate the requested format and image usage
+flags into gralloc usage flags by calling:</p>
+
+<p>
+<pre>
+VkResult VKAPI vkGetSwapchainGrallocUsageANDROID(
+ VkDevice device,
+ VkFormat format,
+ VkImageUsageFlags imageUsage,
+ int* grallocUsage
+);
+</pre>
+</p>
+
+<p>The <code>format</code> and <code>imageUsage</code> parameters are taken from
+the <code>VkSwapchainCreateInfoKHR</code> structure. The driver should fill
+<code>*grallocUsage</code> with the gralloc usage flags required for the format
+and usage (which are combined with the usage flags requested by the swapchain
+consumer when allocating buffers).</p>
+
+<h3 id=gralloc_usage_flags>Gralloc-backed images</h3>
+
+<p><code>VkNativeBufferANDROID</code> is a <code>vkCreateImage</code> extension
+structure for creating an image backed by a gralloc buffer. This structure is
+provided to <code>vkCreateImage</code> in the <code>VkImageCreateInfo</code>
+structure chain. Calls to <code>vkCreateImage</code> with this structure happen
+during the first call to <code>vkGetSwapChainInfoWSI(..
+VK_SWAP_CHAIN_INFO_TYPE_IMAGES_WSI ..)</code>. The WSI implementation allocates
+the number of native buffers requested for the swapchain, then creates a
+<code>VkImage</code> for each one:</p>
+
+<p><pre>
+typedef struct {
+ VkStructureType sType; // must be VK_STRUCTURE_TYPE_NATIVE_BUFFER_ANDROID
+ const void* pNext;
+
+ // Buffer handle and stride returned from gralloc alloc()
+ buffer_handle_t handle;
+ int stride;
+
+ // Gralloc format and usage requested when the buffer was allocated.
+ int format;
+ int usage;
+} VkNativeBufferANDROID;
+</pre></p>
+
+<p>When creating a gralloc-backed image, the <code>VkImageCreateInfo</code> has
+the following data:</p>
+
+<p><pre>
+ .imageType = VK_IMAGE_TYPE_2D
+ .format = a VkFormat matching the format requested for the gralloc buffer
+ .extent = the 2D dimensions requested for the gralloc buffer
+ .mipLevels = 1
+ .arraySize = 1
+ .samples = 1
+ .tiling = VK_IMAGE_TILING_OPTIMAL
+ .usage = VkSwapChainCreateInfoWSI::imageUsageFlags
+ .flags = 0
+ .sharingMode = VkSwapChainCreateInfoWSI::sharingMode
+ .queueFamilyCount = VkSwapChainCreateInfoWSI::queueFamilyCount
+ .pQueueFamilyIndices = VkSwapChainCreateInfoWSI::pQueueFamilyIndices
+</pre></p>
+
+<h3 id=acquire_image>Aquiring images</h3>
+<p><code>vkAcquireImageANDROID</code> acquires ownership of a swapchain image
+and imports an externally-signalled native fence into both an existing
+<code>VkSemaphore</code> object and an existing <code>VkFence</code> object:</p>
+
+<p><pre>
+VkResult VKAPI vkAcquireImageANDROID(
+ VkDevice device,
+ VkImage image,
+ int nativeFenceFd,
+ VkSemaphore semaphore,
+ VkFence fence
+);
+</pre></p>
+
+<p>This function is called during <code>vkAcquireNextImageWSI</code> to import a
+native fence into the <code>VkSemaphore</code> and <code>VkFence</code> objects
+provided by the application (however, both semaphore and fence objects are
+optional in this call). The driver may also use this opportunity to recognize
+and handle any external changes to the gralloc buffer state; many drivers won't
+need to do anything here. This call puts the <code>VkSemaphore</code> and
+<code>VkFence</code> into the same pending state as
+<code>vkQueueSignalSemaphore</code> and <code>vkQueueSubmit</code> respectively,
+so queues can wait on the semaphore and the application can wait on the fence.</p>
+
+<p>Both objects become signalled when the underlying native fence signals; if
+the native fence has already signalled, then the semaphore is in the signalled
+state when this function returns. The driver takes ownership of the fence fd and
+is responsible for closing it when no longer needed. It must do so even if
+neither a semaphore or fence object is provided, or even if
+<code>vkAcquireImageANDROID</code> fails and returns an error. If fenceFd is -1,
+it is as if the native fence was already signalled.</p>
+
+<h3 id=acquire_image>Releasing images</h3>
+<p><code>vkQueueSignalReleaseImageANDROID</code> prepares a swapchain image for
+external use, and creates a native fence and schedules it to be signalled when
+prior work on the queue has completed:</p>
+
+<p><pre>
+VkResult VKAPI vkQueueSignalReleaseImageANDROID(
+ VkQueue queue,
+ VkImage image,
+ int* pNativeFenceFd
+);
+</pre></p>
+
+<p>This API is called during <code>vkQueuePresentWSI</code> on the provided
+queue. Effects are similar to <code>vkQueueSignalSemaphore</code>, except with a
+native fence instead of a semaphore. Unlike <code>vkQueueSignalSemaphore</code>,
+however, this call creates and returns the synchronization object that will be
+signalled rather than having it provided as input. If the queue is already idle
+when this function is called, it is allowed (but not required) to set
+<code>*pNativeFenceFd</code> to -1. The file descriptor returned in
+*<code>pNativeFenceFd</code> is owned and will be closed by the caller.</p>
+
+<h3 id=update_drivers>Updating drivers</h3>
+
+<p>Many drivers can ignore the image parameter, but some may need to prepare
+CPU-side data structures associated with a gralloc buffer for use by external
+image consumers. Preparing buffer contents for use by external consumers should
+have been done asynchronously as part of transitioning the image to
+<code>VK_IMAGE_LAYOUT_PRESENT_SRC_KHR</code>.</p>
+
+<h2 id=validation>Validation</h2>
+<p>OEMs can test their Vulkan implementation using CTS, which includes
+<a href="{@docRoot}devices/graphics/cts-integration.html">drawElements
+Quality Program (dEQP)</a> tests that exercise the Vulkan Runtime.</p>
diff --git a/src/devices/graphics/implement.jd b/src/devices/graphics/implement.jd
index 178f4b8..54b4620 100644
--- a/src/devices/graphics/implement.jd
+++ b/src/devices/graphics/implement.jd
@@ -38,6 +38,7 @@
<li>OpenGL ES 1.x driver</li>
<li>OpenGL ES 2.0 driver</li>
<li>OpenGL ES 3.x driver (optional)</li>
+ <li>Vulkan (optional)</li>
<li>Gralloc HAL implementation</li>
<li>Hardware Composer HAL implementation</li>
</ul>
@@ -127,6 +128,16 @@
<a href="{@docRoot}devices/graphics/implement-vsync.html">Implementing
VSYNC</a>.</p>
+<h3 id=vulkan>Vulkan</h3>
+
+<p>Vulkan is a low-overhead, cross-platform API for high-performance 3D graphics.
+Like OpenGL ES, Vulkan provides tools for creating high-quality, real-time
+graphics in applications. Vulkan advantages include reductions in CPU overhead
+and support for the <a href="https://www.khronos.org/spir">SPIR-V Binary
+Intermediate</a> language. For details on Vulkan, see
+<a href="{@docRoot}devices/graphics/implement-vulkan.html">Implementing
+Vulkan</a>.</p>
+
<h3 id=virtual_displays>Virtual displays</h3>
<p>Android added platform support for virtual displays in Hardware Composer v1.3.
diff --git a/src/devices/media/framework-hardening.jd b/src/devices/media/framework-hardening.jd
new file mode 100644
index 0000000..bcf4296
--- /dev/null
+++ b/src/devices/media/framework-hardening.jd
@@ -0,0 +1,213 @@
+page.title=Media Framework Hardening
+@jd:body
+
+<!--
+ Copyright 2016 The Android Open Source Project
+
+ Licensed under the Apache License, Version 2.0 (the "License");
+ you may not use this file except in compliance with the License.
+ You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+ Unless required by applicable law or agreed to in writing, software
+ distributed under the License is distributed on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ See the License for the specific language governing permissions and
+ limitations under the License.
+-->
+<div id="qv-wrapper">
+ <div id="qv">
+ <h2>In this document</h2>
+ <ol id="auto-toc">
+ </ol>
+ </div>
+</div>
+
+<p>To improve device security, Android 7.0 breaks up the monolithic
+<code>mediaserver</code> process into multiple processes with permissions and
+capabilities restricted to only those required by each process. These changes
+mitigate media framework security vulnerabilities by:</p>
+<ul>
+<li>Splitting AV pipeline components into app-specific sandboxed processes.</li>
+<li>Enabling updatable media components (extractors, codecs, etc.).</li>
+</ul>
+
+<p>These changes also improve security for end users by significantly reducing
+the severity of most media-related security vulnerabilities, keeping end user
+devices and data safe.</p>
+
+<p>OEMs and SoC vendors need to update their HAL and framework changes to make
+them compatible with the new architecture. Specifically, because vendor-provided
+Android code often assumes everything runs in the same process, vendors must
+update their code to pass around native handles (<code>native_handle</code>)
+that have meaning across processes. For a reference implementation of changes
+related to media hardening, refer to <code>frameworks/av</code> and
+<code>frameworks/native</code>.</p>
+
+<h2 id=arch_changes>Architectural changes</h2>
+<p>Previous versions of Android used a single, monolithic
+<code>mediaserver</code> process with great many permissions (camera access,
+audio access, video driver access, file access, network access, etc.). Android
+7.0 splits the <code>mediaserver</code> process into several new processes that
+each require a much smaller set of permissions:</p>
+
+<p><img src="images/ape_media_split.png" alt="mediaserver hardening"></p>
+<p class="img-caption"><strong>Figure 1.</strong> Architecture changes for
+mediaserver hardening</p>
+
+<p>This new architecture ensures that even if a process is compromised,
+malicious code does not have access to the full set of permissions previously
+held by mediaserver. Processes are restricted by SElinux and seccomp policies.
+</p>
+
+<p class=note><strong>Note:</strong> Because of vendor dependencies, some codecs
+still run in the <code>mediaserver</code> and consequently grant
+<code>mediaserver</code> more permissions than necessary. Specifically, Widevine
+Classic continues to run in the <code>mediaserver</code> for Android 7.0.</p>
+
+<h3 id=mediaserver-changes>MediaServer changes</h3>
+<p>In Android 7.0, the <code>mediaserver</code> process exists for driving
+playback and recording, e.g. passing and synchronizing buffers between
+components and processes. Processes communicate through the standard Binder
+mechanism.</p>
+<p>In a standard local file playback session, the application passes a file
+descriptor (FD) to <code>mediaserver</code> (usually via the MediaPlayer Java
+API), and the <code>mediaserver</code>:</p>
+<ol>
+<li>Wraps the FD into a Binder DataSource object that is passed to the extractor
+process, which uses it to read from the file using Binder IPC. (The
+mediaextractor doesn't get the FD but instead makes Binder calls back to the
+<code>mediaserver</code> to get the data.)</li>
+<li>Examines the file, creates the appropriate extractor for the file type
+(e.g. MP3Extractor, or MPEG4Extractor), and returns a Binder interface for the
+extractor to the <code>mediaserver</code> process.</li>
+<li>Makes Binder IPC calls to the extractor to determine the type of data in the
+file (e.g. MP3 or H.264 data).</li>
+<li>Calls into the <code>mediacodec</code> process to create codecs of the
+required type; receives Binder interfaces for these codecs.</li>
+<li>Makes repeated Binder IPC calls to the extractor to read encoded samples,
+uses the Binder IPC to send encoded data to the <code>mediacodec</code> process
+for decoding, and receives decoded data.</li>
+</ol>
+<p>In some use cases, no codec is involved (such as an offloaded playback where
+encoded data is sent directly to the output device), or the codec may render the
+decoded data directly instead of returning a buffer of decoded data (video
+playback).</p>
+
+<h3 id=mediacodecservice_changes>MediaCodecService changes</h3>
+<p>The codec service is where encoders and decoders live. Due to vendor
+dependencies, not all codecs live in the codec process yet. In Android 7.0:</p>
+<ul>
+<li>Non-secure decoders and software encoders live in the codec process.</li>
+<li>Secure decoders and hardware encoders live in the <code>mediaserver</code>
+(unchanged).</li>
+</ul>
+
+<p>An application (or mediaserver) calls the codec process to create a codec of
+the required type, then calls that codec to pass in encoded data and retrieve
+decoded data (for decoding) or to pass in decoded data and retrieve encoded data
+(for encoding). Data transfer to and from codecs uses shared memory already, so
+that process is unchanged.</p>
+
+<h3 id=mediadrmserver_changes>MediaDrmServer changes</h3>
+<p>The DRM server is used when playing DRM-protected content, such as movies in
+Google Play Movies. It handles decrypting the encrypted data in a secure way,
+and as such has access to certificate and key storage and other sensitive
+components. Due to vendor dependencies, the DRM process is not used in all cases
+yet.</p>
+
+<h3 id=audioserver_changes>AudioServer changes</h3>
+<p>The AudioServer process hosts audio related components such as audio input
+and output, the policymanager service that determines audio routing, and FM
+radio service. For details on Audio changes and implementation guidance, see
+<a href="{@docRoot}devices/audio/implement.html">Implementing Audio</a>.</p>
+
+<h3 id=cameraserver_changes>CameraServer changes</h3>
+<p>The CameraServer controls the camera and is used when recording video to
+obtain video frames from the camera and then pass them to
+<code>mediaserver</code> for further handling. For details on changes and
+implementation guidance for CameraServer changes, refer to
+<a href="{@docRoot}devices/camera/versioning.html#hardening">Camera Framework
+Hardening</a>.</p>
+
+<h3 id=extractor_service_changes>ExtractorService changes</h3>
+<p>The extractor service hosts the <em>extractors</em>, components that parse
+the various file formats supported by the media framework. The extractor service
+is the least privileged of all the services—it can't read FDs so instead
+it makes calls onto a Binder interface (provided to it by the
+<code>mediaserver for</code> each playback session) to access files.</p>
+<p>An application (or <code>mediaserver</code>) makes a call to the extractor
+process to obtain an <code>IMediaExtractor</code>, calls that
+<code>IMediaExtractor</code> to obtain<code> IMediaSources</code> for the track
+contained in the file, and then calls <code>IMediaSources</code> to read data
+from them.</p>
+<p>To transfer the data between processes, the application (or
+<code>mediaserver</code>) includes the data in the reply-Parcel as part of the
+Binder transaction or uses shared memory:</p>
+
+<ul>
+<li>Using <strong>shared memory</strong> requires an extra Binder call to
+release the shared memory but is faster and uses less power for large buffers.
+</li>
+<li>Using <strong>in-Parcel</strong> requires extra copying but is faster and
+uses less power for buffers smaller than 64KB.</li>
+</ul>
+
+<h2 id=implementation>Implementation</h2>
+<p>To support the move of <code>MediaDrm</code> and <code>MediaCrypto</code>
+components into the new <code>mediadrmserver</code> process, vendors must change
+the allocation method for secure buffers to allow buffers to be shared between
+processes.</p>
+<p>In previous Android releases, secure buffers are allocated in
+<code>mediaserver</code> by <code>OMX::allocateBuffer</code> and used during
+decryption in the same process, as shown below:</p>
+
+<p><img src="images/ape_media_buffer_alloc_pren.png"></p>
+<p class="img-caption"><strong>Figure 2.</strong> Android 6.0 and lower buffer
+allocation in mediaserver.</p>
+
+<p>In Android 7.0, the buffer allocation process has changed to a new mechanism
+that provides flexibility while minimizing the impact on existing
+implementations. With <code>MediaDrm</code> and <code>MediaCrypto</code> stacks
+in the new <code>mediadrmserver</code> process, buffers are allocated
+differently and vendors must update the secure buffer handles so they can be
+transported across binder when <code>MediaCodec</code> invokes a decrypt
+operation on <code>MediaCrypto</code>.</p>
+
+<p><img src="images/ape_media_buffer_alloc_n.png"></p>
+<p class="img-caption"><strong>Figure 3.</strong> Android 7.0 and higher buffer
+allocation in mediaserver.</p>
+
+<h3 id=native_handles>Using native handles</h3>
+<p>The <code>OMX::allocateBuffer</code> must return a pointer to a
+<code>native_handle</code> struct, which contains file descriptors (FDs) and
+additional integer data. A <code>native_handle</code> has all of the advantages
+of using FDs, including existing binder support for
+serialization/deserialization, while allowing more flexibility for vendors who
+don't currently use FDs.</p>
+<p>Use <code>native_handle_create()</code> to allocate the native handle.
+Framework code takes ownership of the allocated <code>native_handle</code>
+struct and is responsible for releasing resources in both the process where
+the <code>native_handle</code> is originally allocated and in the process where
+it is deserialized. The framework releases native handles with
+<code>native_handle_close()</code> followed by
+<code>native_handle_delete()</code> and serializes/deserializes the
+<code>native_handle</code> using
+<code>Parcel::writeNativeHandle()/readNativeHandle()</code>.
+</p>
+<p>SoC vendors who use FDs to represent secure buffers can populate the FD in
+the <code>native_handle</code> with their FD. Vendors who don't use FDs can
+represent secure buffers using additional fields in the
+<code>native_buffer</code>.</p>
+
+<h3 id=decrypt_location>Setting decryption location</h3>
+<p>Vendors must update the OEMCrypto decrypt method that operates on the
+<code>native_handle</code> to perform any vendor-specific operations necessary
+to make the <code>native_handle</code> usable in the new process space (changes
+typically include updates to OEMCrypto libraries).</p>
+<p>As <code>allocateBuffer</code> is a standard OMX operation, Android 7.0
+includes a new OMX extension
+(<code>OMX.google.android.index.allocateNativeHandle</code>) to query for this
+support and an <code>OMX_SetParameter</code> call that notifies the OMX
+implementation it should use native handles.</p>
diff --git a/src/devices/media/images/ape_media_buffer_alloc_n.png b/src/devices/media/images/ape_media_buffer_alloc_n.png
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diff --git a/src/devices/media/images/ape_media_split.png b/src/devices/media/images/ape_media_split.png
new file mode 100644
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+++ b/src/devices/media/images/ape_media_split.png
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diff --git a/src/devices/media/index.jd b/src/devices/media/index.jd
index 6d2359d..b7d2a8d 100644
--- a/src/devices/media/index.jd
+++ b/src/devices/media/index.jd
@@ -24,101 +24,107 @@
</div>
</div>
-<img style="float: right; margin: 0px 15px 15px 15px;" src="images/ape_fwk_hal_media.png" alt="Android Media HAL icon"/>
+<img style="float: right; margin: 0px 15px 15px 15px;"
+src="images/ape_fwk_hal_media.png" alt="Android Media HAL icon"/>
-<p>
- Android provides a media playback engine at the native level called
-Stagefright that comes built-in with software-based codecs for several popular
-media formats. Stagefright features for audio and video playback include
-integration with OpenMAX codecs, session management, time-synchronized
-rendering, transport control, and DRM.</p>
+<p>Android includes Stagefright, a media playback engine at the native level
+that has built-in software-based codecs for popular media formats.</p>
-<p class="note"><strong>Note:</strong> The Stagefright media playback engine
-had been updated through our <a
-href="{@docRoot}security/bulletin/index.html">monthly security update</a>
-process.</p>
+<p>Stagefright audio and video playback features include integration with
+OpenMAX codecs, session management, time-synchronized rendering, transport
+control, and DRM.</p>
- <p>In addition, Stagefright supports integration with custom hardware codecs
-that you provide. There actually isn't a HAL to implement for custom codecs,
-but to provide a hardware path to encode and decode media, you must implement
-your hardware-based codec as an OpenMax IL (Integration Layer) component.</p>
+<p>Stagefright also supports integration with custom hardware codecs provided by
+you. To set a hardware path to encode and decode media, you must implement a
+hardware-based codec as an OpenMax IL (Integration Layer) component.</p>
+
+<p class="note"><strong>Note:</strong> Stagefright updates can occur through the
+Android <a href="{@docRoot}security/bulletin/index.html">monthly security
+update</a> process and as part of an Android OS release.</p>
<h2 id="architecture">Architecture</h2>
-<p>The following diagram shows how media applications interact with the Android native multimedia framework.</p>
- <img src="images/ape_fwk_media.png" alt="Android media architecture" id="figure1" />
-<p class="img-caption">
- <strong>Figure 1.</strong> Media architecture
-</p>
+<p>Media applications interact with the Android native multimedia framework
+according to the following architecture.</p>
+<img src="images/ape_fwk_media.png" alt="Android media architecture"
+id="figure1" /><p class="img-caption"><strong>Figure 1.</strong> Media
+architecture</p>
+
<dl>
<dt>Application Framework</dt>
- <dd>At the application framework level is the app's code, which utilizes the
- <a href="http://developer.android.com/reference/android/media/package-summary.html">android.media</a>
- APIs to interact with the multimedia hardware.</dd>
- <dt>Binder IPC</dt>
- <dd>The Binder IPC proxies facilitate communication over process boundaries. They are located in
- the <code>frameworks/av/media/libmedia</code> directory and begin with the letter "I".</dd>
- <dt>Native Multimedia Framework</dt>
- <dd>At the native level, Android provides a multimedia framework that utilizes the Stagefright engine for
- audio and video recording and playback. Stagefright comes with a default list of supported software codecs
- and you can implement your own hardware codec by using the OpenMax integration layer standard. For more
- implementation details, see the various MediaPlayer and Stagefright components located in
- <code>frameworks/av/media</code>.
- </dd>
- <dt>OpenMAX Integration Layer (IL)</dt>
- <dd>The OpenMAX IL provides a standardized way for Stagefright to recognize and use custom hardware-based
- multimedia codecs called components. You must provide an OpenMAX plugin in the form of a shared library
- named <code>libstagefrighthw.so</code>. This plugin links your custom codec components to Stagefright.
- Your custom codecs must be implemented according to the OpenMAX IL component standard.
- </dd>
+<dd>At the application framework level is application code that utilizes
+<a href="http://developer.android.com/reference/android/media/package-summary.html">android.media</a>
+APIs to interact with the multimedia hardware.</dd>
+
+<dt>Binder IPC</dt>
+<dd>The Binder IPC proxies facilitate communication over process boundaries.
+They are located in the <code>frameworks/av/media/libmedia</code> directory and
+begin with the letter "I".</dd>
+
+<dt>Native Multimedia Framework</dt>
+<dd>At the native level, Android provides a multimedia framework that utilizes
+the Stagefright engine for audio and video recording and playback. Stagefright
+comes with a default list of supported software codecs and you can implement
+your own hardware codec by using the OpenMax integration layer standard. For
+more implementation details, see the MediaPlayer and Stagefright components
+located in <code>frameworks/av/media</code>.</dd>
+
+<dt>OpenMAX Integration Layer (IL)</dt>
+<dd>The OpenMAX IL provides a standardized way for Stagefright to recognize and
+use custom hardware-based multimedia codecs called components. You must provide
+an OpenMAX plugin in the form of a shared library named
+<code>libstagefrighthw.so</code>. This plugin links Stagefright with your custom
+codec components, which must be implemented according to the OpenMAX IL
+component standard.</dd>
</dl>
+<h2 id="codecs">Implementing custom codecs</h2>
+<p>Stagefright comes with built-in software codecs for common media formats, but
+you can also add your own custom hardware codecs as OpenMAX components. To do
+this, you must create the OMX components and an OMX plugin that hooks together
+your custom codecs with the Stagefright framework. For example components, see
+the <code>hardware/ti/omap4xxx/domx/</code>; for an example plugin for the
+Galaxy Nexus, see <code>hardware/ti/omap4xx/libstagefrighthw</code>.</p>
-<h2 id="codecs">
-Implementing Custom Codecs
-</h2>
-<p>Stagefright comes with built-in software codecs for common media formats, but you can also add your
- own custom hardware codecs as OpenMAX components. To do this, you need to create OMX components and also an
- OMX plugin that hooks together your custom codecs with the Stagefright framework. For an example, see
- the <code>hardware/ti/omap4xxx/domx/</code> for example components and <code>hardware/ti/omap4xx/libstagefrighthw</code>
- for an example plugin for the Galaxy Nexus.
-</p>
- <p>To add your own codecs:</p>
+<p>To add your own codecs:</p>
<ol>
-<li>Create your components according to the OpenMAX IL component standard. The component interface is located in the
- <code>frameworks/native/include/media/OpenMAX/OMX_Component.h</code> file. To learn more about the
- OpenMAX IL specification, see the <a href="http://www.khronos.org/openmax/">OpenMAX website</a>.</li>
-<li>Create a OpenMAX plugin that links your components with the Stagefright service.
- See the <code>frameworks/native/include/media/hardware/OMXPluginBase.h</code> and <code>HardwareAPI.h</code> header
- files for the interfaces to create the plugin.
-</li>
-<li>Build your plugin as a shared library with the name <code>libstagefrighthw.so</code> in your product Makefile. For example:
-<pre>LOCAL_MODULE := libstagefrighthw</pre>
-
-<p>In your device's Makefile, ensure that you declare the module as a product package:</p>
+<li>Create your components according to the OpenMAX IL component standard. The
+component interface is located in the
+<code>frameworks/native/include/media/OpenMAX/OMX_Component.h</code> file. To
+learn more about the OpenMAX IL specification, refer to the
+<a href="http://www.khronos.org/openmax/">OpenMAX website</a>.</li>
+<li>Create a OpenMAX plugin that links your components with the Stagefright
+service. For the interfaces to create the plugin, see
+<code>frameworks/native/include/media/hardware/OMXPluginBase.h</code> and
+<code>HardwareAPI.h</code> header files.</li>
+<li>Build your plugin as a shared library with the name
+<code>libstagefrighthw.so</code> in your product Makefile. For example:
+<br>
+<p><pre>LOCAL_MODULE := libstagefrighthw</pre></p>
+<p>In your device's Makefile, ensure you declare the module as a product
+package:</p>
<pre>
PRODUCT_PACKAGES += \
libstagefrighthw \
...
-</pre>
-</li>
-</ol>
+</pre></li></ol>
-<h2 id="expose">Exposing Codecs to the Framework</h2>
-<p>The Stagefright service parses the <code>system/etc/media_codecs.xml</code> and <code>system/etc/media_profiles.xml</code>
- to expose the supported codecs and profiles on the device to app developers via the <code>android.media.MediaCodecList</code> and
- <code>android.media.CamcorderProfile</code> classes. You need to create both files in the
- <code>device/<company_name>/<device_name>/</code> directory
- and copy this over to the system image's <code>system/etc</code> directory in your device's Makefile.
- For example:</p>
-
- <pre>
+<h2 id="expose">Exposing codecs to the framework</h2>
+<p>The Stagefright service parses the <code>system/etc/media_codecs.xml</code>
+and <code>system/etc/media_profiles.xml</code> to expose the supported codecs
+and profiles on the device to app developers via the
+<code>android.media.MediaCodecList</code> and
+<code>android.media.CamcorderProfile</code> classes. You must create both files
+in the <code>device/<company>/<device>/</code> directory
+and copy this over to the system image's <code>system/etc</code> directory in
+your device's Makefile. For example:</p>
+<pre>
PRODUCT_COPY_FILES += \
device/samsung/tuna/media_profiles.xml:system/etc/media_profiles.xml \
device/samsung/tuna/media_codecs.xml:system/etc/media_codecs.xml \
</pre>
-<p>See the <code>device/samsung/tuna/media_codecs.xml</code> and
- <code>device/samsung/tuna/media_profiles.xml</code> file for complete examples.</p>
+<p>For complete examples, seee <code>device/samsung/tuna/media_codecs.xml</code>
+and <code>device/samsung/tuna/media_profiles.xml</code> .</p>
-<p class="note"><strong>Note:</strong> The <code><Quirk></code> element for media codecs is no longer supported
- by Android starting in Jelly Bean.</p>
+<p class="note"><strong>Note:</strong> As of Android 4.1, the
+<code><Quirk></code> element for media codecs is no longer supported.</p>
diff --git a/src/devices/sensors/images/axis_auto.png b/src/devices/sensors/images/axis_auto.png
new file mode 100644
index 0000000..dd6b187
--- /dev/null
+++ b/src/devices/sensors/images/axis_auto.png
Binary files differ
diff --git a/src/devices/sensors/sensor-types.jd b/src/devices/sensors/sensor-types.jd
index add3796..e7a742f 100644
--- a/src/devices/sensors/sensor-types.jd
+++ b/src/devices/sensors/sensor-types.jd
@@ -24,71 +24,93 @@
</div>
</div>
-<h2 id="sensor_axis_definition">Sensor axis definition</h2>
-<p>Sensor event values from many sensors are expressed in a specific frame that is
- static relative to the phone. This API is relative only to the NATURAL
- orientation of the screen. In other words, the axes are not swapped when the
- device's screen orientation changes.</p>
+<p>This section describes sensor axes, base sensors, and composite sensors
+(activity, attitude, uncalibrated, and interaction).</p>
-<div class="figure" style="width:269px">
- <img src="http://developer.android.com/images/axis_device.png"
-alt="Coordinate system of sensor API" height="225" />
- <p class="img-caption">
- <strong>Figure 1.</strong> Coordinate system (relative to a device) that's
- used by the Sensor API.
- </p>
-</div>
+<h2 id="sensor_axis_definition">Sensor axes</h2>
+<p>Sensor event values from many sensors are expressed in a specific frame that
+is static relative to the device.
+
+<h3 id=phone_axes>Mobile device axes</h3>
+<p>The Sensor API is relative only to the natural orientation of the screen
+(axes are not swapped when the device's screen orientation changes.</p>
+
+<img src="http://developer.android.com/images/axis_device.png" alt="Coordinate
+system of sensor API for mobile devices"/>
+<p class="img-caption"><strong>Figure 1.</strong> Coordinate system (relative to
+a mobile device) used by the Sensor API.</p>
+
+<h3 id=auto_axes>Automotive axes</h3>
+<p>In Android Automotive implementations, axes are defined with respect to the
+vehicle body frame:</p>
+
+<img src="images/axis_auto.png" alt="Coordinate system of sensor API for
+automotive devices"/>
+<p class="img-caption"><strong>Figure 2.</strong> Coordinate system (relative to
+an automotive device) used by the Sensor API.</p>
+
+<ul>
+<li>X increases towards the right of the vehicle</li>
+<li>Y increases towards the nose of the body frame</li>
+<li>Z increases towards the roof of the body frame</li>
+</ul>
+
+<p>When looking from the positive direction of an axis, positive rotations are
+counterclockwise. Thus, when a vehicle is making a left turn, the z-axis
+gyroscope rate of turn is expected to be a positive value.</p>
<h2 id="base_sensors">Base sensors</h2>
-<p>Some sensor types are named directly after the physical sensors they represent.
- Sensors with such types are called “base” sensors, referring to the fact they
- relay data from a single physical sensor, contrary to “composite” sensors, for
- which the data is generated out of other sensors.</p>
-<p>Examples of base sensor types:</p>
+<p>Base sensor types are named after the physical sensors they represent. These
+sensors relay data from a single physical sensor (as opposed to composite
+sensors that generate data out of other sensors). Examples of base sensor types
+include:</p>
<ul>
<li><code>SENSOR_TYPE_ACCELEROMETER</code></li>
<li><code>SENSOR_TYPE_GYROSCOPE</code></li>
<li><code>SENSOR_TYPE_MAGNETOMETER</code></li>
</ul>
- <p> See the list of Android sensor types below for more details on each
-<h3 id="base_sensors_=_not_equal_to_physical_sensors">Base sensors != (not equal to) physical sensors</h3>
-<p>Base sensors are not to be confused with their underlying physical sensor. The
- data from a base sensor is not the raw output of the physical sensor:
- corrections are be applied, such as bias compensation and temperature
- compensation.</p>
-<p>The characteristics of a base sensor might be different from the
- characteristics of its underlying physical sensor.</p>
+
+<p class='note'><strong>Note:</strong> For details on each Android sensor type,
+review the following sections.</p>
+
+<p>However, base sensors are not equal to and should not be confused with their
+underlying physical sensor. The data from a base sensor is <strong>not</strong>
+the raw output of the physical sensor because corrections (such as bias
+compensation and temperature compensation) are applied.</p>
+
+<p>For example, the characteristics of a base sensor might be different from the
+characteristics of its underlying physical sensor in the following use cases:</p>
<ul>
- <li> For example, a gyroscope chip might be rated to have a bias range of 1 deg/sec.
- <ul>
- <li> After factory calibration, temperature compensation and bias compensation are
- applied, the actual bias of the Android sensor will be reduced, may be to a
- point where the bias is guaranteed to be below 0.01deg/sec. </li>
- <li> In this situation, we say that the Android sensor has a bias below 0.01
- deg/sec, even though the data sheet of the underlying sensor said 1 deg/sec. </li>
- </ul>
- </li>
- <li> As another example, a barometer might have a power consumption of 100uW.
- <ul>
- <li> Because the generated data needs to be transported from the chip to the SoC,
- the actual power cost to gather data from the barometer Android sensor might be
- much higher, for example 1000uW. </li>
- <li> In this situation, we say that the Android sensor has a power consumption of
- 1000uW, even though the power consumption measured at the barometer chip leads
- is 100uW. </li>
- </ul>
- </li>
- <li> As a third example, a magnetometer might consume 100uW when calibrated, but
- consume more when calibrating.
- <ul>
- <li> Its calibration routine might require activating the gyroscope, consuming
- 5000uW, and running some algorithm, costing another 900uW. </li>
- <li> In this situation, we say that the maximum power consumption of the
- (magnetometer) Android sensor is 6000uW. </li>
- <li> In this case, the average power consumption is the more useful measure, and it
- is what is reported in the sensor static characteristics through the HAL. </li>
- </ul>
- </li>
+<li>A gyroscope chip rated to have a bias range of 1 deg/sec.
+ <ul>
+ <li>After factory calibration, temperature compensation and bias compensation are
+ applied, the actual bias of the Android sensor will be reduced, may be to a
+ point where the bias is guaranteed to be below 0.01deg/sec.</li>
+ <li>In this situation, we say that the Android sensor has a bias below 0.01
+ deg/sec, even though the data sheet of the underlying sensor said 1 deg/sec.</li>
+ </ul>
+</li>
+<li>A barometer with a power consumption of 100uW.
+ <ul>
+ <li>Because the generated data needs to be transported from the chip to the SoC,
+ the actual power cost to gather data from the barometer Android sensor might be
+ much higher, for example 1000uW.</li>
+ <li>In this situation, we say that the Android sensor has a power consumption of
+ 1000uW, even though the power consumption measured at the barometer chip leads
+ is 100uW.</li>
+ </ul>
+</li>
+<li>A magnetometer that consumes 100uW when calibrated, but consumes more when
+calibrating.
+ <ul>
+ <li>Its calibration routine might require activating the gyroscope, consuming
+ 5000uW, and running some algorithm, costing another 900uW.</li>
+ <li> In this situation, we say that the maximum power consumption of the
+ (magnetometer) Android sensor is 6000uW.</li>
+ <li>In this case, the average power consumption is the more useful measure, and it
+ is what is reported in the sensor static characteristics through the HAL.</li>
+ </ul>
+</li>
</ul>
<h3 id="accelerometer">Accelerometer</h3>
<p>Reporting-mode: <em><a href="report-modes.html#continuous">Continuous</a></em></p>
@@ -227,45 +249,44 @@
<p><code>getDefaultSensor(SENSOR_TYPE_RELATIVE_HUMIDITY)</code> <em>returns a non-wake-up sensor</em></p>
<p>A relative humidity sensor measures relative ambient air humidity and returns a
value in percent.</p>
+
<h2 id="composite_sensor_types">Composite sensor types</h2>
-<p>Any sensor that is not a base sensor is called a composite sensor. Composite
- sensors generate their data by processing and/or fusing data from one or
- several physical sensors.</p>
-<p>Examples of composite sensor types:</p>
+<p>A composite sensor generates data by processing and/or fusing data from one
+or several physical sensors. (Any sensor that is not a base sensor is called a
+composite sensor.) Examples of composite sensors include:</p>
<ul>
- <li><a href="#step_detector">Step detector</a> and <a href="#significant_motion">Significant motion</a>, which are usually based on an accelerometer, but could be based on other
- sensors as well, if the power consumption and accuracy was acceptable. </li>
- <li><a href="#game_rotation_vector">Game rotation vector</a>, based on an
- accelerometer and a gyroscope. </li>
- <li><a href="#gyroscope_uncalibrated">Uncalibrated gyroscope</a>, which is
- similar to the gyroscope base sensor, but with
- the bias calibration being reported separately instead of being corrected in
- the measurement. </li>
+<li><a href="#step_detector">Step detector</a> and
+<a href="#significant_motion">Significant motion</a>, which are usually based on
+an accelerometer, but could be based on other sensors as well, if the power
+consumption and accuracy was acceptable.</li>
+<li><a href="#game_rotation_vector">Game rotation vector</a>, based on an
+accelerometer and a gyroscope.</li>
+<li><a href="#gyroscope_uncalibrated">Uncalibrated gyroscope</a>, which is
+similar to the gyroscope base sensor, but with the bias calibration being
+reported separately instead of being corrected in the measurement.</li>
</ul>
-<p>Just like base sensors, the characteristics of the composite sensors come from
- the characteristics of their final data.</p>
-<ul>
- <li> For example, the power consumption of a game rotation vector is probably equal
- to the sum of the power consumptions of: the accelerometer chip, the gyroscope
- chip, the chip processing the data, and the buses transporting the data. </li>
- <li> As another example, the drift of a game rotation vector will depend as much on
- the quality of the calibration algorithm as on the physical sensor
- characteristics. </li>
-</ul>
-<h2 id="composite_sensor_type_summary">Composite sensor type summary</h2>
-<p>The following table lists the composite sensor types. Each composite sensor
- relies on data from one or several physical sensors. Choosing other underlying
- physical sensors to approximate results should be avoided as they will provide
- a poor user experience.</p>
-<p>When there is no gyroscope on the device, and only when there is no gyroscope,
- you may implement the rotation vector, linear acceleration and gravity sensors
- without using the gyroscope.</p>
+<p>As with base sensors, the characteristics of the composite sensors come from
+the characteristics of their final data. For example, the power consumption of a
+game rotation vector is probably equal to the sum of the power consumptions of
+the accelerometer chip, the gyroscope chip, the chip processing the data, and
+the buses transporting the data. As another example, the drift of a game
+rotation vector depends as much on the quality of the calibration algorithm as
+on the physical sensor characteristics.</p>
+
+<p>The following table lists available composite sensor types. Each composite
+sensor relies on data from one or several physical sensors. Avoid choosing other
+underlying physical sensors to approximate results as they provide a poor user
+experience.</p>
+<p class="note"><strong>Note:</strong> When there is no gyroscope on the device
+(and only when there is no gyroscope), you may implement the rotation vector,
+linear acceleration, and gravity sensors without using the gyroscope.</p>
+
<table>
<tr>
- <th><p>Sensor type</p></th>
- <th><p>Category</p></th>
- <th><p>Underlying physical sensors</p></th>
- <th><p>Reporting mode</p></th>
+ <th width=34%>Sensor type</th>
+ <th width=10%>Category</th>
+ <th width=34%>Underlying physical sensors</th>
+ <th width=19%>Reporting mode</th>
</tr>
<tr>
<td><p><a href="#game_rotation_vector">Game rotation vector</a></p></td>
@@ -631,7 +652,7 @@
<img src="images/axis_positive_roll.png" alt="Depiction of orientation
relative to a device" height="253" />
<p class="img-caption">
- <strong>Figure 2.</strong> Orientation relative to a device.
+ <strong>Figure 3.</strong> Orientation relative to a device.
</p>
</div>
<p>This definition is different from yaw, pitch and roll used in aviation where
diff --git a/src/devices/tech/admin/enterprise-telephony.jd b/src/devices/tech/admin/enterprise-telephony.jd
new file mode 100644
index 0000000..8a81e76
--- /dev/null
+++ b/src/devices/tech/admin/enterprise-telephony.jd
@@ -0,0 +1,124 @@
+page.title=Implementing Enterprise Telephony
+@jd:body
+
+<!--
+ Copyright 2016 The Android Open Source Project
+
+ Licensed under the Apache License, Version 2.0 (the "License");
+ you may not use this file except in compliance with the License.
+ You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+ Unless required by applicable law or agreed to in writing, software
+ distributed under the License is distributed on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ See the License for the specific language governing permissions and
+ limitations under the License.
+-->
+<div id="qv-wrapper">
+ <div id="qv">
+ <h2>In this document</h2>
+ <ol id="auto-toc">
+ </ol>
+ </div>
+</div>
+
+<p>
+This document outlines the changes made to the telephony-related parts of the
+Android framework in the 7.0 release to support enterprise use cases. This
+document is targeted at manufacturers and focuses entirely on framework-related
+telephony changes. In addition, this document outlines the changes that OEMs
+will need to make to their preloaded applications that handle telephony-related
+functions.
+</p>
+
+<p>
+Android 7.0 introduces several new features to support enterprise telephony use
+cases, in particular:
+</p>
+
+<ul>
+<li>Cross profile contact search - Allows applications in the personal profile
+to search for contacts that are supplied by the managed profile contacts
+provider, which can be backed by any datastore, for example local to the device
+or perhaps within an enterprise directory
+<li>Cross profile contact badging - Allows work contacts to be clearly
+distinguished from personal contacts
+<li>Making Connection Service managed profile aware - Allows applications within
+the Managed Profile to offer telephony features, such as to provide a separate
+work dialer and work ConnectionService</li>
+</ul>
+
+<h2 id="examples-and-source">Examples and source</h2>
+
+<p>
+The Android Open Source Project (AOSP) implementations of Dialer, Contacts, and
+Messaging apps have integrated the cross profile contact search and badging
+capability.
+</p>
+
+<p>
+Examples:
+</p><ul>
+<li><strong>Adding badge to work contacts</strong>: see
+<code>packages/apps/ContactsCommon</code> <em>f3eb5a207bfe0ff3b4ed2350ae5865ed8bc59798</em>
+<li><strong>Cross profile search</strong>: see <code>packages/apps/ContactsCommon</code> <em>cd0b29ddbf3648e48f048196c62245d545bc6122</em></li>
+</ul>
+
+<h2 id="implementation">Implementation</h2>
+
+<p>
+Partners must implement cross-profile, search, lookup and badging for contacts
+in their Dialer Contacts and SMS/MMS Messaging apps.
+</p>
+
+<h3 id="cross-profile-contact-search">Cross-profile contact search</h3>
+
+<p>
+Cross profile contact search should be implemented using the Enterprise Contacts
+API (<code>ContactsContract.Contacts.ENTERPRISE_CONTENT_FILTER_URI</code> etc.)
+see <a
+href="http://developer.android.com/preview/features/afw.html#contacts">http://developer.android.com/preview/features/afw.html#contacts</a>
+</p>
+
+<h3 id="work-profile-contact-badging">Work profile contact badging</h3>
+
+<p>
+Work profile contact badging can be implemented by checking
+<code>ContactsContract.Directory.isEntepriseDirectoryId() </code>if available or
+<a
+href="http://developer.android.com/reference/android/provider/ContactsContract.Contacts.html#isEnterpriseContactId(long)">http://developer.android.com/reference/android/provider/ContactsContract.Contacts.html#isEnterpriseContactId(long)</a>
+<code> </code>
+</p>
+
+<h3 id="managed-profile-aware-connectionservice">Managed Profile Aware
+ConnectionService</h3>
+
+<p>
+Manufacturers should not need to modify the framework code to support this
+functionality, but should be aware of it’s impact on the Telecomm service and
+other telephony features.
+</p>
+
+<h2 id="validation">Validation</h2>
+
+<p>
+The cross profile contact search and badging feature can be validated by:
+</p>
+
+<ol>
+<li>Setting up a managed profile on a test device using <a
+href="https://github.com/googlesamples/android-testdpc">TestDPC</a>.
+<li>Enabling cross profile contact search.
+<li>Adding a local work contact within the managed profile.
+<li>Searching for that contact within the system Dialer Contacts and SMS/MMS
+Messaging Apps within the personal profile, checking that this contact is found
+and it is correctly badged.</li>
+</ol>
+
+<p>
+CTS tests have been added to ensure the underlying cross profile contact search
+API has been implemented in
+<code>com/android/cts/managedprofile/ContactsTest.java</code>.
+</p>
diff --git a/src/devices/tech/config/images/namespace-libraries.png b/src/devices/tech/config/images/namespace-libraries.png
new file mode 100644
index 0000000..9152fa1
--- /dev/null
+++ b/src/devices/tech/config/images/namespace-libraries.png
Binary files differ
diff --git a/src/devices/tech/config/namespaces_libraries.jd b/src/devices/tech/config/namespaces_libraries.jd
new file mode 100644
index 0000000..49c74e4
--- /dev/null
+++ b/src/devices/tech/config/namespaces_libraries.jd
@@ -0,0 +1,79 @@
+page.title=Namespaces for Native Libraries
+@jd:body
+
+<!--
+ Copyright 2016 The Android Open Source Project
+
+ Licensed under the Apache License, Version 2.0 (the "License");
+ you may not use this file except in compliance with the License.
+ You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+ Unless required by applicable law or agreed to in writing, software
+ distributed under the License is distributed on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ See the License for the specific language governing permissions and
+ limitations under the License.
+-->
+
+<div id="qv-wrapper">
+ <div id="qv">
+ <h2>In this document</h2>
+ <ol id="auto-toc">
+ </ol>
+ </div>
+</div>
+
+<p>
+Android N introduces namespaces for native libraries to limit internal API
+visibility and resolve situations when apps accidentally end up using platform
+libraries instead of their own. See the <a
+href="http://android-developers.blogspot.com/2016/06/improving-stability-with-private-cc.html">Improving
+Stability with Private C/C++ Symbol Restrictions in Android N</a> Android
+Developers blog post</a> for application-specific changes.
+</p>
+
+<h2 id="architecture">Architecture</h2>
+
+<p>
+The change separates system libraries from application libraries and makes it
+hard to use internal system libraries by accident (and vice versa).
+</p>
+
+<img src="images/namespace-libraries.png" alt="Namespaces for native libraries" width="466" id="namespace-libraries" />
+<p class="img-caption">
+ <strong>Figure 1.</strong> Namespaces for native libraries
+</p>
+
+<p>
+Namespaces for native libraries prevent apps from using private-platform native
+APIs (as was done with OpenSSL). It also removes situations where apps
+accidentally end up using platform libraries instead of their own (as witnessed
+with <code>libpng</code>).
+</p>
+
+<h2 id="adding-additional-native-libraries">Adding additional native
+libraries</h2>
+
+<p>
+In addition to standard public native libraries, vendors may choose to provide
+additional native libraries accessible to apps by putting them under the
+<code>/vendor</code> library folder (/vendor/lib for 32 bit libraries and,
+/vendor/lib64 for 64 bit) and listing them in:
+<code>/vendor/etc/public.libraries.txt</code>
+</p>
+
+<h2 id="updating-app-non-public">Updating apps to not use non-public native libraries</h2>
+
+<p>
+This feature is enabled only for applications targeting SDK version 24 or later;
+for backward compatibility, see <a
+href="http://android-developers.blogspot.com/2016/06/improving-stability-with-private-cc.html">Table
+1. What to expect if your app is linking against private native libraries</a>.
+The list of Android native libraries accessible to apps (also know as
+public native libraries) is listed in CDD section 3.1.1. Apps targeting 24 or
+later and using any non-public libraries should be updated. Please see <a
+href="https://developer.android.com/preview/behavior-changes.html#ndk">NDK Apps
+Linking to Platform Libraries </a> for more details.
+</p>
diff --git a/src/devices/tech/config/voicemail.jd b/src/devices/tech/config/voicemail.jd
index 609e75d..d13d2ff 100644
--- a/src/devices/tech/config/voicemail.jd
+++ b/src/devices/tech/config/voicemail.jd
@@ -24,19 +24,28 @@
</div>
</div>
-<p>Android 6.0 (Marshmallow) brings an implementation of visual voicemail (VVM)
+<p>Android 6.0 (Marshmallow) brought an implementation of visual voicemail (VVM)
support integrated into the Dialer, allowing compatible Carrier VVM services to
hook into the Dialer with minimal configuration. Visual voicemail lets users
easily check voicemail without making any phone calls. Users can view a list of
messages in an inbox-like interface, listen to them in any order, and can
delete them as desired.</p>
+<p>Android 7.0 added the following configuration parameters to visual voicemail:
+<ul>
+ <li>Prefetching of voicemails controlled by <code>KEY_VVM_PREFETCH_BOOLEAN</code>
+ <li>Control of whether a cellular data connection is required by
+ <code>KEY_VVM_CELLULAR_DATA_REQUIRED_BOOLEAN</code>
+ <li>Fetching of voicemail transcriptions
+ <li>Fetching of voicemail quota
+</ul>
+
<p>This article gives an overview of what is provided, how carriers can integrate
with it, and some details of the implementation.</p>
<h2 id=visual_voicemail_vvm_client>Visual voicemail (VVM) client</h2>
-<p>Android 6.0 includes a OMTP VVM client, which (when provided with the correct
+<p>Android 6.0 and above includes a OMTP VVM client, which (when provided with the correct
configuration) will connect to Carrier VVM servers and populate visual
voicemail messages within the Android Open Source Project (AOSP) Dialer. The VVM client:</p>
@@ -46,6 +55,8 @@
subscriber's mailbox
<li>Syncs the mailbox with the IMAP server
<li>Downloads the voicemails when the user chooses to listen to them
+ <li>Fetches voicemail transcriptions
+ <li>Fetches details of voicemail quota (total mailbox size and occupied size)
<li>Integrates into the Dialer for user functionality such as calling back, viewing
unread messages, deleting messages, etc.
</ul>
@@ -54,14 +65,19 @@
<h3 id=implementation>Implementation</h3>
-<p>The Carrier must provide a visual voicemail server implementing the <a href="http://www.gsma.com/newsroom/wp-content/uploads/2012/07/OMTP_VVM_Specification_1_3.pdf">OMTP VVM specifications</a>. The current implementation of the AOSP VVM client supports the core
+<p>The Carrier must provide a visual voicemail server implementing the
+<a href="http://www.gsma.com/newsroom/wp-content/uploads/2012/07/OMTP_VVM_Specification_1_3.pdf">OMTP
+VVM specifications</a>. The current implementation of the AOSP VVM client supports the core
features (read/delete voicemails, download/sync/listen) but the additional TUI
features (password change, voicemail greeting, languages) are not implemented.
At this time, we only support OMTP version 1.1 and do not use encryption for
-IMAP authentication. </p>
+IMAP authentication.</p>
-<p><strong>Note</strong> that server-originated SMS messages to the device (e.g. STATUS or SYNC) must
-not be class 0 messages.</p>
+<p>To support transcriptions, carriers must support the transcription attachment
+format (MIME type plain/text) specified in the OMTP 1.3 spec, item 2.1.3.</p>
+
+<p class="note"><strong>Note</strong>: Server-originated SMS messages to the device
+(e.g. STATUS or SYNC) must be data SMS messages.</p>
<h3 id=configuration>Configuration</h3>
@@ -71,13 +87,14 @@
<ul>
<li>Destination number and port number for SMS
- <li>Authentication security type for IMAP (SSL, TLS, none, etc.)
<li>The package name of the carrier-provided visual voicemail app (if one is
provided), so that the platform implementation can be disabled if that package
is installed
</ul>
-<p>These values are provided through the <a href="https://developer.android.com/reference/android/telephony/CarrierConfigManager.html">Carrier Config API</a>. This functionality, launched in Android 6.0, allows an application to
+<p>These values are provided through the
+<a href="https://developer.android.com/reference/android/telephony/CarrierConfigManager.html">Carrier Config API</a>.
+This functionality, launched in Android 6.0, allows an application to
dynamically provide telephony-related configuration to the various platform
components that need it. In particular the following keys must have values
defined:</p>
@@ -87,24 +104,32 @@
<li><code>KEY_VVM_PORT_NUMBER_INT</code>
<li><code>KEY_VVM_TYPE_STRING</code>
<li><code>KEY_CARRIER_VVM_PACKAGE_NAME_STRING</code>
+ <li><code>KEY_VVM_PREFETCH_BOOLEAN</code>
+ <li><code>KEY_VVM_CELLULAR_DATA_REQUIRED_BOOLEAN</code>
</ul>
-<p>Please see the <a href="{@docRoot}devices/tech/config/carrier.html">Carrier Configuration</a> article for more detail.</p>
+<p>Please see the <a href="{@docRoot}devices/tech/config/carrier.html">Carrier Configuration</a>
+article for more detail.</p>
<h2 id=implementation>Implementation</h2>
-<p>The OMTP VVM client is implemented within <code>packages/services/Telephony</code>, in particular within <code>src/com/android/phone/vvm/</code></p>
+<p>The OMTP VVM client is implemented within <code>packages/services/Telephony</code>,
+in particular within <code>src/com/android/phone/vvm/</code></p>
<h3 id=setup>Setup</h3>
<ol>
- <li>The VVM client listens for <code>TelephonyIntents#ACTION_SIM_STATE_CHANGED</code> or <code>CarrierConfigManager#ACTION_CARRIER_CONFIG_CHANGED</code>.
- <li>When a SIM is added that has the right Carrier Config values (<code>KEY_VVM_TYPE_STRING</code> set to <code>TelephonyManager.VVM_TYPE_OMTP</code> or <code>TelephonyManager.VVM_TYPE_CVVM</code>), the VVM client sends an ACTIVATE SMS to the value specified in <code>KEY_VVM_DESTINATION_NUMBER_STRING</code>.
+ <li>The VVM client listens for <code>TelephonyIntents#ACTION_SIM_STATE_CHANGED</code>
+ or <code>CarrierConfigManager#ACTION_CARRIER_CONFIG_CHANGED</code>.
+ <li>When a SIM is added that has the right Carrier Config values
+ (<code>KEY_VVM_TYPE_STRING</code> set to <code>TelephonyManager.VVM_TYPE_OMTP</code>
+ or <code>TelephonyManager.VVM_TYPE_CVVM</code>), the VVM client sends an
+ ACTIVATE SMS to the value specified in <code>KEY_VVM_DESTINATION_NUMBER_STRING</code>.
<li>The server activates the visual voicemail service and sends the OMTP
-credentials via STATUS sms. When the VVM client receives the STATUS sms, it
-registers the voicemail source and displays the voicemail tab on the device.
+ credentials via STATUS sms. When the VVM client receives the STATUS sms, it
+ registers the voicemail source and displays the voicemail tab on the device.
<li>The OMTP credentials are saved locally and the device begins a full sync, as
-described below.
+ described below.
</ol>
<h3 id=syncing>Syncing</h3>
@@ -113,34 +138,45 @@
server and vice versa.</p>
<ul>
- <li><strong>Full syncs</strong> occur upon initial download. The VVM client only fetches voicemail metadata
-like date and time, origin number, duration, etc. Full syncs can be triggered
-by a:
- <ul>
- <li>new SIM
- <li>device reboot
- <li>device coming back in service
- </ul>
- <li><strong>Upload sync</strong> happens when a user interacts with a voicemail to read or delete it. Upload
-syncs result in the server changing its data to match the data on the device.
-For example, if the user reads a voicemail, it's marked as read on the server;
-if a user deletes a voicemail, it's deleted on the server.
- <li><strong>Download sync</strong> occurs when the VVM client receives a "MBU" (mailbox update) SYNC sms from the
-carrier. A SYNC message contains the metadata for a new message so that it can
-be stored in the voicemail content provider.
+ <li><strong>Full syncs</strong> occur upon initial download. The VVM client
+ fetches voicemail metadata like date and time; origin number; duration;
+ voicemail transcriptions, if available; and audio data if
+ <code>KEY_VVM_PREFETCH_BOOLEAN</code> is True. Full syncs can be
+ triggered by:
+ <ul>
+ <li>Inserting a new SIM
+ <li>Rebooting the device
+ <li>Coming back in service
+ <li>Receiving the <code>VoicemailContract.ACTION_SYNC_VOICEMAIL</code> broadcast
+ </ul>
+ <li><strong>Upload sync</strong> happens when a user interacts with a voicemail
+ to read or delete it. Upload syncs result in the server changing its data to
+ match the data on the device. For example, if the user reads a voicemail,
+ it's marked as read on the server; if a user deletes a voicemail, it's
+ deleted on the server.
+ <li><strong>Download sync</strong> occurs when the VVM client receives a "MBU"
+ (mailbox update) SYNC sms from the carrier. A SYNC message contains the
+ metadata for a new message so that it can be stored in the voicemail
+ content provider.
</ul>
+<p class="note"><strong>Note</strong>: The voicemail inbox quota values are
+retrieved during every sync.</p>
+
<h3 id=voicemail_download>Voicemail download</h3>
<p>When a user presses play to listen to a voicemail, the corresponding audio file
is downloaded. If the user chooses to listen to the voicemail, the Dialer can
-broadcast <code>VoicemailContract.ACTION_FETCH_VOICEMAIL</code>, which the voicemail client will receive, initiate the download of the
+broadcast <code>VoicemailContract.ACTION_FETCH_VOICEMAIL</code>, which the
+voicemail client will receive, initiate the download of the
content, and update the record in the platform voicemail content provider.</p>
<h3 id=disabling_vvm>Disabling VVM</h3>
<p>The VVM service can be disabled or deactivated by user interaction, removal of
-a valid SIM, or replacement by a carrier VVM app. <em>Disabled</em> means that the local device no longer displays visual voicemail. <em>Deactivated</em> means that the service is turned off for the subscriber. User interaction can
+a valid SIM, or replacement by a carrier VVM app. <em>Disabled</em> means that the
+local device no longer displays visual voicemail. <em>Deactivated</em> means that
+the service is turned off for the subscriber. User interaction can
deactivate the service, SIM removal temporarily disables the service because
it's no longer present, and carrier VVM replacement disables the AOSP VVM client.</p>
@@ -154,7 +190,9 @@
<h4 id=sim_removal>SIM removal</h4>
-<p>If there are changes to the device's SIM state (<code>ACTION_SIM_STATE_CHANGED</code>) or Carrier Config values (<code>ACTION_CARRIER_CONFIG_CHANGED</code>), and a valid configuration for the given SIM no longer exists, then the
+<p>If there are changes to the device's SIM state (<code>ACTION_SIM_STATE_CHANGED</code>)
+or Carrier Config values (<code>ACTION_CARRIER_CONFIG_CHANGED</code>), and
+a valid configuration for the given SIM no longer exists, then the
voicemail source is unregistered locally and the voicemail tab disappears. If
the SIM is replaced, VVM will be re-enabled.</p>
diff --git a/src/devices/tech/connect/block-numbers.jd b/src/devices/tech/connect/block-numbers.jd
new file mode 100644
index 0000000..d9c96c1
--- /dev/null
+++ b/src/devices/tech/connect/block-numbers.jd
@@ -0,0 +1,254 @@
+page.title=Implementing Block Phone Numbers
+@jd:body
+
+<!--
+ Copyright 2016 The Android Open Source Project
+
+ Licensed under the Apache License, Version 2.0 (the "License");
+ you may not use this file except in compliance with the License.
+ You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+ Unless required by applicable law or agreed to in writing, software
+ distributed under the License is distributed on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ See the License for the specific language governing permissions and
+ limitations under the License.
+-->
+
+<div id="qv-wrapper">
+ <div id="qv">
+ <h2>In this document</h2>
+ <ol id="auto-toc">
+ </ol>
+ </div>
+</div>
+
+<p>
+Because telephony is such an open communications channel - anyone may call or
+text any number at any time - Android users need the ability to easily block
+unwanted calls and texts.
+</p>
+
+<p>
+Before N, Android users had to rely on downloaded apps to restrict calls and
+texts from bothersome phone numbers. Many of those apps either do not work as
+desired or provide a less-than ideal experience because there are no proper APIs
+for blocking calls and messages.
+</p>
+
+<p>
+Some manufacturers might ship their own blocking solutions out-of-the-box, but
+if users switch devices, they may lose the blocked list completely due to lack
+of interoperability. Finally, even if users are employing dialing apps and
+messaging clients that provide such functionality, they likely still have to
+perform the block action in each app for the block to take effect for both
+calling and texting.
+</p>
+
+<h2 id="features">Features</h2>
+
+<p>
+The Android N release introduces a <code>BlockedNumberProvider</code> content
+provider that stores a list of phone numbers the user has specified should not
+be able to contact them via telephony communications (calls, SMS, MMS). The
+system will respect the numbers in the blocked list by restricting calls and
+texts from those numbers. Android N displays the list of blocked numbers and
+allows the user to add and remove numbers.
+</p>
+
+<p>
+Further, the number-blocking feature enables the system and the relevant apps on
+the platform to work together to help protect the user and to simplify the
+experience. The default dialer, default messaging client, UICC-privileged app,
+and apps with the same signature as the system can all directly read from and
+write to the blocked list. Because the blocked numbers are stored on the system,
+no matter what dialing or messaging apps the user employs, the numbers stay
+blocked. Finally, the blocked numbers list may be restored on any new device,
+regardless of the manufacturer.
+</p>
+
+<ul>
+<li>User will be guaranteed to have a blocking feature that works out-of-the-box
+and will not lose their block list when they switch apps or get a new phone. All
+relevant apps on the system can share the same list to provide the user with the
+most streamlined experience.
+<li>App developers do not need to develop their own way to manage a block list
+and the calls and messages that come in. They can simply use the
+platform-provided feature.
+<li>Dialer / messenger apps that are selected as the default by the user can
+read and write to the provider. Other apps can launch the block list management
+user interface by using <code>createManageBlockedNumbersIntent()</code>
+<li>OEMs can use platform provided feature to ship a blocking feature
+out-of-the-box. OEMs can rest assured that when users switch from another OEM’s
+device that they have a better onboarding experience because the block list will
+be transferred as well.
+<li>If carrier has their own dialer or messenger app, they can reuse platform
+feature for allowing the user to maintain a block list. They can rest assured
+that the user’s block list can stay with the users, even when they get a new
+device. Finally, all carrier-privileged apps can read the block list, so if the
+carrier wants to provide some additional more powerful blocking for the user
+based on the block list, that is now possible with this feature.</li></ul>
+
+<h2 id="data-flow">Data flow</h2>
+
+<img src="images/block-numbers-flow.png" alt="block numbers data flow" width="642" id="block-numbers-flow" />
+<p class="img-caption">
+ <strong>Figure 1.</strong> Block phone numbers data flow
+</p>
+
+<h2 id="examples-and-source">Examples and source</h2>
+
+<p>
+Here are example calls using the number-blocking new feature:
+</p>
+
+<h3 id="launch-from-app">Launch blocked number manager from app</h3>
+
+<pre>
+Context.startActivity(telecomManager.createManageBlockedNumbersIntent(), null);
+</pre>
+
+<h3 id="query-blocked-numbers">Query blocked numbers</h3>
+
+<pre>
+Cursor c = getContentResolver().query(BlockedNumbers.CONTENT_URI,
+ new String[]{BlockedNumbers.COLUMN_ID,
+ BlockedNumbers.COLUMN_ORIGINAL_NUMBER,
+ BlockedNumbers.COLUMN_E164_NUMBER}, null, null, null);
+</pre>
+
+<h3 id="put-blocked-number">Put blocked number</h3>
+
+<pre>
+ContentValues values = new ContentValues();
+values.put(BlockedNumbers.COLUMN_ORIGINAL_NUMBER, "1234567890");
+Uri uri = getContentResolver().insert(BlockedNumbers.CONTENT_URI, values);
+</pre>
+
+<h3 id="delete-blocked-number">Delete blocked number</h3>
+
+<pre>
+ContentValues values = new ContentValues();
+values.put(BlockedNumbers.COLUMN_ORIGINAL_NUMBER, "1234567890");
+Uri uri = getContentResolver().insert(BlockedNumbers.CONTENT_URI, values);
+getContentResolver().delete(uri, null, null);
+</pre>
+
+<h2 id="implementation">Implementation</h2>
+
+<p>
+These are the high-level tasks that must be completed to put the number-blocking
+feature to use:
+</p>
+
+<ul>
+<li>OEMs implement call/message-restriction features on their devices by using
+<code>BlockedNumberProvider</code>
+<li>If carrier has dialer or messenger application, implement call/message
+restriction features by using <code>BlockedNumberProvider</code>
+<li>Third-party dialer and messenger app vendors use
+<code>BlockedNumberProvider</code> for their blocking features</li>
+</ul>
+
+<h3 id="recommendations-for-oems">Recommendations for OEMs</h3>
+
+<p>
+If the device had previously never shipped with any additional call/message
+restriction features, use the number-blocking feature in the Android Open Source
+Project (AOSP) on all such devices. It is recommended that reasonable entry
+points for blocking are supported, such as blocking a number right from the call
+log or within a message thread.
+</p>
+
+<p>
+If the device had previously shipped with call/message restriction features,
+adapt the features so all <em>strict-match phone numbers</em> that are blocked
+are stored in the <code>BlockedNumberProvider,</code> and that the behavior
+around the provider satisfy the requirements for this feature outlined in the
+Android Compatibility Definition Document (CDD).
+</p>
+
+<p>
+Any other advanced feature can be implemented via custom providers and custom UI
+/ controls, as long as the CDD requirements are satisfied with regards to
+blocking strict-match phone numbers. It is recommended that those other features
+be labeled as “advanced” features to avoid confusion with the basic
+number-blocking feature.
+</p>
+
+<h3 id="apis">APIs</h3>
+
+<p>
+Here are the APIs in use:
+</p>
+<ul>
+<li><code><a
+href="http://developer.android.com/reference/android/telecom/TelecomManager.html">TelecomManager</a>
+API</code>
+ <ul>
+ <li><code>Intent createManageBlockedNumbersIntent()</code>
+ </ul>
+</li>
+<li><code><a
+href="http://developer.android.com/reference/android/telephony/CarrierConfigManager.html">Carrier
+Config</a></code>
+ <ul>
+ <li><code>KEY_DURATION_BLOCKING_DISABLED_AFTER_EMERGENCY_INT</code>
+ </ul>
+</li>
+<li>Please refer to <code>BlockedNumberContract</code>
+ <ul>
+ <li>APIs provided by <code><a
+ href="https://developer.android.com/reference/android/provider/BlockedNumberContract.html">BlockedNumberContract</a></code></li>
+ <li><code>boolean isBlocked(Context context, String phoneNumber)</code></li>
+ <li><code>int unblock(Context context, String phoneNumber)</code></li>
+ <li><code>boolean canCurrentUserBlockNumbers(Context context)</code></li>
+ </ul>
+ </li>
+</ul>
+
+<h3 id="user-interface">User interface</h3>
+<p>
+The BlockedNumbersActivity.java user interface provided in AOSP can be used as
+is. Partners may also implement their own version of the UI, as long as it
+satisfies related CDD requirements.
+</p>
+
+<p>
+Please note, the partner’s PC application for backup and restore may be needed
+to implement restoration of the block list by using
+<code>BlockedNumberProvider</code>. See the images below for the blocked
+numbers interface supplied in AOSP.
+</p>
+
+<img src="images/block-numbers-ui.png" alt="block numbers user interface" width="665" id="block-numbers-ui" />
+<p class="img-caption">
+ <strong>Figure 2.</strong> Block phone numbers user interface
+</p>
+
+<h2 id="validation">Validation</h2>
+
+<p>
+Implementers can ensure their version of the feature works as intended by
+running the following CTS tests:
+</p>
+
+<pre>
+android.provider.cts.BlockedNumberContractTest
+com.android.cts.numberblocking.hostside.NumberBlockingTest
+android.telecom.cts.ExtendedInCallServiceTest#testIncomingCallFromBlockedNumber_IsRejected
+android.telephony.cts.SmsManagerTest#testSmsBlocking
+</pre>
+
+<p>
+The <code>BlockedNumberProvider</code> can be manipulated using <code>adb</code> commands
+after running <code>$ adb root</code>. For example:
+</p>
+<pre>
+$ adb root
+$ adb shell content query --uri content://com.android.blockednumber/blocked
+$ adb shell content insert --uri / content://com.android.blockednumber/blocked --bind / original_number:s:'6501002000'
+$ adb shell content delete --uri / content://com.android.blockednumber/blocked/1
+</pre>
diff --git a/src/devices/tech/connect/data-saver.jd b/src/devices/tech/connect/data-saver.jd
new file mode 100644
index 0000000..5d2a717
--- /dev/null
+++ b/src/devices/tech/connect/data-saver.jd
@@ -0,0 +1,149 @@
+page.title=Data Saver mode
+@jd:body
+
+<!--
+ Copyright 2016 The Android Open Source Project
+
+ Licensed under the Apache License, Version 2.0 (the "License");
+ you may not use this file except in compliance with the License.
+ You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+ Unless required by applicable law or agreed to in writing, software
+ distributed under the License is distributed on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ See the License for the specific language governing permissions and
+ limitations under the License.
+-->
+<div id="qv-wrapper">
+ <div id="qv">
+ <h2>In this document</h2>
+ <ol id="auto-toc">
+ </ol>
+ </div>
+</div>
+
+<p>
+Mobile data use is costly and even more so where data plan costs are not
+affordable by all. Android users need the ability to reduce data use or block it
+from apps altogether. The Data Saver feature in the Android 7.0 release provides
+this functionality to the user.
+</p>
+
+<p>
+The <a href="https://developer.android.com/preview/features/data-saver.html">Data Saver</a>
+feature can be turned on or off by the user. App developers
+should use a new API to check if Data Saver mode is on. If it is on, the app
+developers can handle the situation gracefully by tuning their applications for
+low- or no-data access.
+</p>
+
+<p>
+End users benefit as they will be able to control which apps can access data in
+the background and which can access data only while in the foreground. This
+ensures desired background data exchange when Data Saver is on per user control.
+</p>
+
+<h2 id="implementation">Implementation</h2>
+
+<p>
+Since the Data Saver is a feature in the platform, device manufacturers gain its
+functionality by default with the N release.
+</p>
+
+<h3 id="settings-interface">Settings interface</h3>
+
+<p>
+A default Data Saver settings user interface is supplied in the Android Open
+Source Project (AOSP). See the screenshots below for examples.
+</p>
+
+<p>
+These screenshots show the Data Saver mode in use.
+</p>
+
+<img src="images/data-saver-use.png" width="397" alt="Toggling Data Saver off/on" />
+<p class="img-caption">
+ <strong>Figure 1.</strong> Toggling Data Saver off/on
+ </p>
+
+<img src="images/data-battery-saver.png" width="641" alt="Battery saver and Data Saver are on" />
+<p class="img-caption">
+ <strong>Figure 2.</strong> When both battery saver and Data Saver are on
+ </p>
+
+<img src="images/data-saver-app.png" width="376" alt="App-specific data usage screen" />
+<p class="img-caption">
+ <strong>Figure 3.</strong> App-specific data usage screen: Settings > Apps > Data usage
+ </p>
+
+<img src="images/data-saver-quick-settings.png" width="446" alt="Data saver in the Quick Settings" />
+<p class="img-caption">
+ <strong>Figure 4.</strong> Data saver states on the Quick Settings menu
+ </p>
+
+<h3 id="apps">Apps</h3>
+
+<strong>Important</strong>: Partners should not whitelist apps.
+Even if they do, users may remove them. Including other
+apps forces users to decide on which to apply Data Saver.
+</p>
+
+<p>
+All app developers must act to implement Data Saver, including OEMs and carrier
+partners with preloaded apps. See <a
+href="https://developer.android.com/preview/features/data-saver.html">Data Saver
+on developer.android.com</a> for app developer instructions on detecting and
+monitoring Data Saver states. See the sections below for additional details
+helpful to partners.
+</p>
+
+<p>
+To optimize for Data Saver mode, apps should:
+</p>
+
+<ul>
+ <li>Remove unnecessary images
+ <li>Use lower resolution for remaining images
+ <li>Use lower bitrate video
+ <li>Trigger existing “lite” experiences
+ <li>Compress data
+ <li>Respect metered vs. unmetered network status even when Data Saver is
+off
+</ul>
+
+<p>
+Conversely, to work well with Data Saver, apps should not:
+</p>
+
+<ul>
+ <li>Autoplay videos
+ <li>Prefetch content/attachments
+ <li>Download updates / code
+ <li>Ask to be whitelisted unless background data is truly part of core
+ functionality
+ <li>Treat whitelisting as a license to use more bandwidth
+</ul>
+
+<h2 id="validation">Validation</h2>
+
+<p>
+Implementers can ensure their version of the feature works as intended by
+running the following CTS test:
+</p>
+
+<pre>
+com.android.cts.net.HostsideRestrictBackgroundNetworkTests
+</pre>
+
+<p>
+In addition, <code>adb</code> commands can be used to conduct tests manually by
+first running this command to see all available options:<br>
+<code>$ adb shell cmd netpolicy</code>
+</p>
+
+<p>
+For example, this command returns the UIDs of the whitelisted apps:<br>
+<code>$ adb shell cmd netpolicy list restrict-background-whitelist</code>
+</p>
diff --git a/src/devices/tech/connect/felica.jd b/src/devices/tech/connect/felica.jd
index 8320ba6..d44a6a1 100644
--- a/src/devices/tech/connect/felica.jd
+++ b/src/devices/tech/connect/felica.jd
@@ -34,11 +34,6 @@
<p>HCE FeliCa requires NFC hardware that supports the NFC-F (JIS 6319-4) standard.</p>
-<img src="images/host_card.png" width="800" alt="HCE of FeliCa" id="HCE of FeliCa architecture" />
-<p class="img-caption">
- <strong>Figure 1.</strong> HCE of FeliCa architecture
- </p>
-
<p>Host Card Emulation (HCE) of FeliCa is essentially a parallel implementation to
the existing HCE implementation on Android; it creates new classes for FeliCa
where it makes sense and merges with the existing HCE implementation where
diff --git a/src/devices/tech/connect/images/block-numbers-flow.png b/src/devices/tech/connect/images/block-numbers-flow.png
new file mode 100644
index 0000000..a5eb265
--- /dev/null
+++ b/src/devices/tech/connect/images/block-numbers-flow.png
Binary files differ
diff --git a/src/devices/tech/connect/images/block-numbers-ui.png b/src/devices/tech/connect/images/block-numbers-ui.png
new file mode 100644
index 0000000..093d299
--- /dev/null
+++ b/src/devices/tech/connect/images/block-numbers-ui.png
Binary files differ
diff --git a/src/devices/tech/connect/images/data-battery-saver.png b/src/devices/tech/connect/images/data-battery-saver.png
new file mode 100644
index 0000000..d416183
--- /dev/null
+++ b/src/devices/tech/connect/images/data-battery-saver.png
Binary files differ
diff --git a/src/devices/tech/connect/images/data-saver-app.png b/src/devices/tech/connect/images/data-saver-app.png
new file mode 100644
index 0000000..a67a91a
--- /dev/null
+++ b/src/devices/tech/connect/images/data-saver-app.png
Binary files differ
diff --git a/src/devices/tech/connect/images/data-saver-quick-settings.png b/src/devices/tech/connect/images/data-saver-quick-settings.png
new file mode 100644
index 0000000..89dde02
--- /dev/null
+++ b/src/devices/tech/connect/images/data-saver-quick-settings.png
Binary files differ
diff --git a/src/devices/tech/connect/images/data-saver-use.png b/src/devices/tech/connect/images/data-saver-use.png
new file mode 100644
index 0000000..6ffc58b
--- /dev/null
+++ b/src/devices/tech/connect/images/data-saver-use.png
Binary files differ
diff --git a/src/devices/tech/dalvik/images/jit-arch.png b/src/devices/tech/dalvik/images/jit-arch.png
new file mode 100644
index 0000000..de6177b
--- /dev/null
+++ b/src/devices/tech/dalvik/images/jit-arch.png
Binary files differ
diff --git a/src/devices/tech/dalvik/images/jit-daemon.png b/src/devices/tech/dalvik/images/jit-daemon.png
new file mode 100644
index 0000000..60098b9
--- /dev/null
+++ b/src/devices/tech/dalvik/images/jit-daemon.png
Binary files differ
diff --git a/src/devices/tech/dalvik/images/jit-profile-comp.png b/src/devices/tech/dalvik/images/jit-profile-comp.png
new file mode 100644
index 0000000..0001bdc
--- /dev/null
+++ b/src/devices/tech/dalvik/images/jit-profile-comp.png
Binary files differ
diff --git a/src/devices/tech/dalvik/images/jit-workflow.png b/src/devices/tech/dalvik/images/jit-workflow.png
new file mode 100644
index 0000000..57365eb
--- /dev/null
+++ b/src/devices/tech/dalvik/images/jit-workflow.png
Binary files differ
diff --git a/src/devices/tech/dalvik/jit-compiler.jd b/src/devices/tech/dalvik/jit-compiler.jd
new file mode 100644
index 0000000..00f26e4
--- /dev/null
+++ b/src/devices/tech/dalvik/jit-compiler.jd
@@ -0,0 +1,267 @@
+page.title=Implementing ART Just-In-Time (JIT) Compiler
+@jd:body
+
+<!--
+ Copyright 2016 The Android Open Source Project
+
+ Licensed under the Apache License, Version 2.0 (the "License");
+ you may not use this file except in compliance with the License.
+ You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+ Unless required by applicable law or agreed to in writing, software
+ distributed under the License is distributed on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ See the License for the specific language governing permissions and
+ limitations under the License.
+-->
+
+
+<div id="qv-wrapper">
+<div id="qv">
+ <h2 id="Contents">In this document</h2>
+ <ol id="auto-toc">
+ </ol>
+</div>
+</div>
+
+<p>
+Android N adds a just-in-time (JIT) compiler with code profiling to Android
+runtime (ART) that constantly improves the performance of Android apps as they
+run. The JIT compiler complements ART's current ahead-of-time (AOT) compiler and
+improves runtime performance, saves storage space, and speeds app updates and
+system updates.
+</p>
+
+<p>
+The JIT compiler also improves upon the AOT compiler by avoiding system slowdown
+during automatic application updates or recompilation of applications during
+OTAs. This feature should require minimal device integration on the part of
+manufacturers.
+</p>
+
+<p>
+JIT and AOT use the same compiler with an almost identical set of optimizations.
+The generated code might not be the same but it depends. JIT makes uses of
+runtime type information and can do better inlining. Also, with JIT we sometimes
+do OSR compilation (on stack replacement) which will again generate a bit
+different code.
+</p>
+
+<p>
+See <a
+href="https://developer.android.com/preview/api-overview.html#jit_aot">Profile-guided
+JIT/AOT Compilation</a> on developer.android.com for a more thorough overview.
+</p>
+
+<h2 id="architectural-overview">Architectural Overview</h2>
+
+<img src="images/jit-arch.png" alt="JIT architecture" width="633" id="JIT-architecture" />
+<p class="img-caption">
+ <strong>Figure 1.</strong> JIT architecture - how it works
+</p>
+
+<h2 id="flow">Flow</h2>
+
+<p>
+JIT compilation works in this manner:
+</p>
+
+<ol>
+<li>The user runs the app, which then triggers ART to load the .dex file.
+<li>If the .oat file (the AOT binary for the .dex file) is available, ART uses
+them directly. Note that .oat files are generated regularly. However, that does
+not imply they contain compiled code (AOT binary).
+<li>If no .oat file is available, ART runs through either JIT or an interpreter
+to execute the .dex file. ART will always use the .oat files if available.
+Otherwise, it will use the APK and extract it in memory to get to the .dex
+incurring a big memory overhead (equal to the size of the dex files).
+<li>JIT is enabled for any application that is not compiled according to the
+"speed" compilation filter (which says, compile as much as you can from the
+app).
+<li>The JIT profile data is dumped to a file in a system directory. Only the
+application has access to the directory.
+<li>The AOT compilation (dex2oat) daemon parses that file to drive its
+compilation.</li>
+</ol>
+
+<img src="images/jit-profile-comp.png" alt="Profile-guided comp" width="452" id="JIT-profile-comp" />
+<p class="img-caption">
+ <strong>Figure 2.</strong> Profile-guided compilation
+</p>
+
+<img src="images/jit-daemon.png" alt="JIT daemon" width="718" id="JIT-daemon" />
+<p class="img-caption">
+ <strong>Figure 3.</strong> How the daemon works
+</p>
+
+<p>
+The Google Play service is an example used by other apps. These application tend
+to behave more like shared libraries.
+</p>
+
+<h2 id="jit-workflow">JIT Workflow</h2>
+<p>
+See the following high-level overview of how JIT works in the next diagram.
+</p>
+
+<img src="images/jit-workflow.png" alt="JIT architecture" width="707" id="JIT-workflow" />
+<p class="img-caption">
+ <strong>Figure 4.</strong> JIT data flow
+</p>
+
+<p>
+This means:
+</p>
+
+<ul>
+<li>Profiling information is stored in the code cache and subjected to garbage
+collection under memory pressure.
+<li>As a result, there’s no guarantee the snapshot taken when the application is
+in the background will contain the complete data (i.e. everything that was
+JITed).
+<li>There is no attempt to make sure we record everything as that will impact
+runtime performance.
+<li>Methods can be in three different states: <ul>
+ <li>interpreted (dex code)
+ <li>JIT compiled
+ <li>AOT compiled
+<li>If both, JIT and AOT code exists (e.g. due to repeated de-optimizations),
+the JITed code will be preferred.
+<li>The memory requirement to run JIT without impacting foreground app
+performance depends upon the app in question. Large apps will require more
+memory than small apps. In general, big apps stabilize around 4 MB.</li></ul>
+</li>
+</ul>
+
+<h2 id="system-properties">System Properties</h2>
+
+<p>
+These system properties control JIT behavior:
+</p><ul>
+<li><code>dalvik.vm.usejit <true|false></code> - Whether or not the JIT is
+enabled.
+<li><code>dalvik.vm.jitinitialsize</code> (default 64K) - The initial capacity
+of the code cache. The code cache will regularly GC and increase if needed. It
+is possible to view the size of the code cache for your app with:<br>
+<code> $ adb shell dumpsys meminfo -d <pid></code>
+<li><code>dalvik.vm.jitmaxsize</code> (default 64M) - The maximum capacity of
+the code cache.
+<li><code>dalvik.vm.jitthreshold <integer></code> (default 10000) - This
+is the threshold that the "hotness" counter of a method needs to pass in order
+for the method to be JIT compiled. The "hotness" counter is a metric internal
+to the runtime. It includes the number of calls, backward branches & other
+factors.
+<li><code>dalvik.vm.usejitprofiles <true|false></code> - Whether or not
+JIT profiles are enabled; this may be used even if usejit is false.
+<li><code>dalvik.vm.jitprithreadweight <integer></code> (default to
+<code>dalvik.vm.jitthreshold</code> / 20) - The weight of the JIT "samples"
+(see jitthreshold) for the application UI thread. Use to speed up compilation
+of methods that directly affect users experience when interacting with the
+app.
+<li><code>dalvik.vm.jittransitionweight <integer></code>
+(<code>dalvik.vm.jitthreshold</code> / 10) - The weight of the method
+invocation that transitions between compile code and interpreter. This helps
+make sure the methods involved are compiled to minimize transitions (which are
+expensive).
+</li>
+</ul>
+
+<h2 id="tuning">Tuning</h2>
+
+<p>
+Partners may precompile (some of) the system apps if they want so. Initial JIT
+performance vs pre-compiled depends on the the app, but in general they are
+quite close. It might be worth noting that precompiled apps will not be profiled
+and as such will take more space and may miss on other optimizations.
+</p>
+
+<p>
+In Android N, there's a generic way to specify the level of
+compilation/verification based on the different use cases. For example, the
+default option for install time is to do only verification (and postpone
+compilation to a later stage). The compilation levels can be configured via
+system properties with the defaults being:
+</p>
+
+<pre>
+pm.dexopt.install=interpret-only
+pm.dexopt.bg-dexopt=speed-profile
+pm.dexopt.ab-ota=speed-profile
+pm.dexopt.nsys-library=speed
+pm.dexopt.shared-apk=speed
+pm.dexopt.forced-dexopt=speed
+pm.dexopt.core-app=speed
+pm.dexopt.first-boot=interpret-only
+pm.dexopt.boot=verify-profile
+</pre>
+
+<p>
+Note the reference to A/B over-the-air (OTA) updates here.
+</p>
+
+<p>
+Check <code>$ adb shell cmd package compile</code> for usage. Note all commands
+are preceded by a dollar ($) sign that should be excluded when copying and
+pasting. A few common use cases:
+</p>
+
+<h3 id="turn-on-jit-logging">Turn on JIT logging</h3>
+
+<pre>
+$ adb root
+$ adb shell stop
+$ adb shell setprop dalvik.vm.extra-opts -verbose:jit
+$ adb shell start
+</pre>
+
+<h3 id="disable-jit-and-run-applications-in-interpreter">Disable JIT</h3>
+
+<pre>
+$ adb root
+$ adb shell stop
+$ adb shell setprop dalvik.vm.usejit false
+$ adb shell start
+</pre>
+
+<h3 id="force-compilation-of-a-specific-package">Force compilation of a specific
+package</h3>
+
+<ul>
+<li>Profile-based:
+<code>$ adb shell cmd package compile -m speed-profile -f
+my-package</code>
+<li>Full:
+<code>$ adb shell cmd package compile -m speed -f
+my-package</code></li>
+</ul>
+
+<h3 id="force-compilation-of-all-packages">Force compilation of all
+packages</h3>
+
+<ul>
+<li>Profile-based:
+<code>$ adb shell cmd package compile -m speed-profile -f
+-a</code>
+<li>Full:
+<code>$ adb shell cmd package compile -m speed -f -a</code></li></ul>
+
+<h3 id="clear-profile-data-and-remove-compiled-code">Clear profile data and
+remove compiled code</h3>
+
+<ul>
+<li>One package:
+<code>$ adb shell cmd package compile --reset my-package</code>
+<li>All packages
+<code>$ adb shell cmd package compile --reset
+-a</code></li>
+</ul>
+
+<h2 id="validation">Validation</h2>
+
+<p>
+To ensure their version of the feature works as intended, partners should run
+the ART test in <code>android/art/test</code>. Also, see the CTS test
+<code>hostsidetests/compilation</code> for userdedug builds.
+</p>
diff --git a/src/devices/tech/display/dnd.jd b/src/devices/tech/display/dnd.jd
index 9bf6b53..2e1a80b 100644
--- a/src/devices/tech/display/dnd.jd
+++ b/src/devices/tech/display/dnd.jd
@@ -1,4 +1,4 @@
-lpage.title=Configuring DND
+page.title=Configuring DND
@jd:body
<!--
diff --git a/src/devices/tech/display/multi-window.jd b/src/devices/tech/display/multi-window.jd
new file mode 100644
index 0000000..78a1976
--- /dev/null
+++ b/src/devices/tech/display/multi-window.jd
@@ -0,0 +1,123 @@
+page.title=Supporting Multi-Window
+@jd:body
+
+<!--
+ Copyright 2016 The Android Open Source Project
+
+ Licensed under the Apache License, Version 2.0 (the "License");
+ you may not use this file except in compliance with the License.
+ You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+ Unless required by applicable law or agreed to in writing, software
+ distributed under the License is distributed on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ See the License for the specific language governing permissions and
+ limitations under the License.
+-->
+<div id="qv-wrapper">
+ <div id="qv">
+ <h2>In this document</h2>
+ <ol id="auto-toc">
+ </ol>
+ </div>
+</div>
+
+<p>
+In Android 7.0, users can have multiple apps simultaneously displayed on their
+device screen with the new platform feature, multi-window. In addition to the
+default implementation of multi-window, Android Nougat supports a few varieties
+of multi-window: split-screen, free-form, and picture-in-picture.
+</p>
+
+<ul>
+<li><strong>Split-screen</strong> is the base implementation of multi-window and
+provides two activity panes for users to place apps.
+<li><strong>Freeform</strong> allows users to dynamically resize the activity
+panes and have more than two apps visible on their screen.
+<li><strong>Picture-in-picture (PIP)</strong> allows Android devices to continue
+playing video content in a small window while the user interacts with other
+applications.</li>
+</ul>
+
+<p>
+To implement the multi-window feature, device manufacturers set a flag in the
+config file on their devices to enable or disable multi-window support.
+</p>
+
+<h2 id="implementation">Implementation</h2>
+<p>
+Multi-window support is enabled by default in Android N. To disable it, set
+the <code>config_supportsMultiWindow</code> flag to false in the <a
+href="https://android.googlesource.com/platform/frameworks/base/+/master/core/res/res/values/config.xml">config.xml</a>
+file.
+</p>
+<p>
+For devices that declare <code>ActivityManager.isLowRam()</code>, multi-window
+is disabled regardless of the value of <code>config_supportsMultiWindow</code>
+flag.
+</p>
+<h3 id="split-screen">Split-screen</h3>
+<p>
+The default multi-window experience is split-screen mode, where the System UI is
+divided directly down the middle of the device in portrait or landscape. Users
+can resize the window by dragging the dividing line side-to-side or
+top-to-bottom, depending on the device orientation.
+</p>
+<p>
+Then device manufacturers can choose if they want to enable freeform or PIP.
+</p>
+<h3 id="freeform">Freeform</h3>
+<p>
+After enabling standard multi-window mode with the flag
+<code>config_supportsMultiWindow</code>, device manufacturers can optionally
+allow freeform windowing. This mode is most useful for manufacturers of larger
+devices, like tablets.
+</p>
+<p>
+To support freeform mode, enable the
+PackageManager#FEATURE_FREEFORM_WINDOW_MANAGEMENT system feature in <a
+href="https://android.googlesource.com/platform/frameworks/base/+/master/core/java/android/content/pm/PackageManager.java">/android/frameworks/base/core/java/android/content/pm/PackageManager.java</a>
+and set <code>config_freeformWindowManagement</code> to true in <a
+href="https://android.googlesource.com/platform/frameworks/base/+/master/core/res/res/values/config.xml">config.xml</a>.
+</p>
+
+<pre>
+<bool name="config_freeformWindowManagement">true</bool>
+</pre>
+
+<h3 id="picture-in-picture">Picture-in-picture</h3>
+<p>
+After enabling standard multi-window mode with the flag
+<code>config_supportsMultiWindow</code>, device manufacturers can support <a
+href="http://developer.android.com/preview/features/picture-in-picture.html">picture-in-picture</a>
+to allow users to continue watching video while browsing other activities.
+While this features is primarily targeted at Android Television devices, other
+device form factors may support this feature.
+</p>
+<p>
+To support PIP, enable the PackageManager#FEATURE_PICTURE_IN_PICTURE system
+feature in <a
+href="https://android.googlesource.com/platform/frameworks/base/+/master/core/java/android/content/pm/PackageManager.java">/android/frameworks/base/core/java/android/content/pm/PackageManager.java</a>.
+</p>
+<h3 id="system-ui">System UI</h3>
+<p>
+Support all standard System UIs according to <a
+href="http://developer.android.com/preview/features/multi-window.html#testing">http://developer.android.com/preview/features/multi-window.html#testing</a>
+</p>
+<h3 id="applications">Applications</h3>
+<p>
+To support multi-window mode for preloaded apps, consult the <a
+href="http://developer.android.com/preview/features/multi-window.html">developer
+preview documentation</a>.
+</p>
+<h2 id="validation">Validation</h2>
+<p>
+To validate their implementation of multi-window, device manufacturers should
+run <a
+href="https://android.googlesource.com/platform/cts/+/master/hostsidetests/services/activitymanager/src/android/server/cts">CTS
+tests</a> and follow the <a
+href="http://developer.android.com/preview/features/multi-window.html#testing">testing
+instructions for multi-window</a>.
+</p>
diff --git a/src/devices/tech/images/power_sustained_perf.png b/src/devices/tech/images/power_sustained_perf.png
new file mode 100644
index 0000000..5ed7810
--- /dev/null
+++ b/src/devices/tech/images/power_sustained_perf.png
Binary files differ
diff --git a/src/devices/tech/power/mgmt.jd b/src/devices/tech/power/mgmt.jd
index 481e056..16aed9d 100644
--- a/src/devices/tech/power/mgmt.jd
+++ b/src/devices/tech/power/mgmt.jd
@@ -29,19 +29,25 @@
<p>Android includes the following battery life enhancements:</p>
<ul>
-<li><b><a href="#app-standby">App Standby</b></a>. The platform can place
-unused applications in App Standby mode, temporarily restricting network access
-and deferring syncs and jobs for those applications.</li>
-<li><b><a href="#doze">Doze</b></a>. The platform can enter a state of deep
-sleep (periodically resuming normal operations) if users have not actively used
-their device (screen off and stationary) for extended periods of time. Android N
-also enables Doze to trigger a lighter set of optimizations when users turn
-off the device screen yet continue to move around.</li>
-<li><b><a href="#exempt-apps">Exemptions</b></a>. System apps and cloud
-messaging services preloaded on a device are typically exempted from App Standby
-and Doze by default (although app developers can intent their applications into
-this setting). Users can exempt applications via the Settings menu.</li>
+<li><strong><a href="#app-standby">App Standby</strong></a>. The platform can
+place unused applications in App Standby mode, temporarily restricting network
+access and deferring syncs and jobs for those applications.</li>
+<li><strong><a href="#doze">Doze</strong></a>. The platform can enter a state of
+deep sleep (periodically resuming normal operations) if users have not actively
+used their device (screen off and stationary) for extended periods of time.
+Android 7.0 also enables Doze to trigger a lighter set of optimizations when
+users turn off the device screen yet continue to move around.</li>
+<li><strong><a href="#exempt-apps">Exemptions</strong></a>. System apps and
+cloud messaging services preloaded on a device are typically exempted from App
+Standby and Doze by default (although app developers can intent their
+applications into this setting). Users can exempt applications via the Settings
+menu.</li>
+<li><strong><a href="#sustained_performance">Sustained Performance</a></strong>.
+To address performance variations during high device temperatures, Android 7.0
+includes support for sustained performance, enabling OEMs to provide hints on
+device performance capabilities for long-running applications.</li>
</ul>
+
<p>The following sections describe these enhancements.</p>
<h2 id="app-standby">App Standby</h2>
@@ -92,7 +98,7 @@
a period of time.
</p>
-<h3>Testing App Standby</h3>
+<h3 id=testing_app_standby>Testing App Standby</h3>
<p>You can manually test App Standby using the following ADB commands:</p>
<pre>
@@ -115,14 +121,14 @@
times, a device in Doze remains aware of motion and immediately leaves Doze
if motion is detected.</p>
-<p>Android N extends Doze to trigger a lighter set of optimizations every time
+<p>Android 7.0 extends Doze to trigger a lighter set of optimizations every time
a user turns off the device screen, even when the user continues to move around,
enabling longer lasting battery life.</p>
<p>System services (such as telephony) may be preloaded and exempted from Doze
by default. Users can also exempt specific applications from Doze in the
-Settings menu. By default, Doze is <b>disabled</b> in the Android Open Source
-Project (AOSP). For details on enabling Doze, see
+Settings menu. By default, Doze is <strong>disabled</strong> in the Android Open
+Source Project (AOSP). For details on enabling Doze, see
<a href="#integrate-doze">Integrating Doze</a>.</p>
<h3 id="doze-reqs">Doze requirements</h3>
@@ -132,7 +138,7 @@
<p>Full Doze support also requires a
<a href="{@docRoot}devices/sensors/sensor-types.html#significant_motion">Significant
Motion Detector (SMD)</a> on the device; however, the lightweight Doze mode in
-Android N does not require an SMD. If Doze is enabled on a device that:</p>
+Android 7.0 does not require an SMD. If Doze is enabled on a device that:</p>
<ul>
<li>Has an SMD, full Doze optimizations occur (includes lightweight
optimizations).</li>
@@ -192,7 +198,7 @@
</tbody>
</table>
-<p>Android N extends Doze by enabling a lightweight sleep mode during screen
+<p>Android 7.0 extends Doze by enabling a lightweight sleep mode during screen
off, before the device is idle.</p>
<p><img src="../images/doze_lightweight.png"></p>
<p class="img-caption">Figure 1. Doze modes for non-stationary and stationary
@@ -255,7 +261,7 @@
<li>Confirm the device has a cloud messaging service installed.</li>
<li>In the device overlay config file
<code>overlay/frameworks/base/core/res/res/values/config.xml</code>, set
-<code>config_enableAutoPowerModes</code> to <b>true</b>:
+<code>config_enableAutoPowerModes</code> to <strong>true</strong>:
<pre>
bool name="config_enableAutoPowerModes">true</bool>
</pre>
@@ -267,7 +273,7 @@
<a href="https://developer.android.com/preview/behavior-changes.html#behavior-power">power-saving
optimization guidelines</a>. For details, see <a href="#test-apps">Testing and
optimizing applications</a>.
-<p><b>OR</b></p>
+<p><strong>OR</strong></p>
<li>Are exempted from Doze and App Standby. For details, see
<a href="#exempt-apps">Exempting applications</a>.</li>
</ul>
@@ -300,7 +306,7 @@
<a href="https://developer.android.com/preview/testing/guide.html#doze-standby">Testing
Doze and App Standby</a>.</p>
-<p class="note"><b>Note</b>: MMS/SMS/Telephony services function independently
+<p class="note"><strong>Note</strong>: MMS/SMS/Telephony services function independently
of Doze and will always wake client apps even while the device remains in Doze
mode.</p>
@@ -313,8 +319,8 @@
<li>Third-party application using non-GCM Cloud Messaging platform</li>
</ul>
-<p class="warning"><b>Warning</b>: Do not exempt apps to avoid testing and
-optimizing. Unnecessary exemptions undermine the benefits of Doze and App
+<p class="warning"><strong>Warning</strong>: Do not exempt apps to avoid testing
+and optimizing. Unnecessary exemptions undermine the benefits of Doze and App
Standby and can compromise the user experience, so we strongly suggest
minimizing such exemptions as they allow applications to defeat beneficial
controls the platform has over power use. If users become unhappy about the
@@ -327,9 +333,81 @@
<p>Apps exempted by default are listed in a single view within the Settings >
Battery menu. This list is used for exempting the app from both Doze and App
Standby modes. To provide transparency to the user, the Settings menu
-<b>MUST</b> show all exempted applications.</p>
+<strong>MUST</strong> show all exempted applications.</p>
<p>Users can manually exempt apps via Settings > Battery > Battery optimization
> All apps and then selecting the app to turn off (or back on) optimization.
However, users cannot unexempt any application or service that is exempted by
default in the system image.</p>
+
+<h2 id=sustained_performance>Sustained performance</h2>
+<p>For long-running applications (games, camera, RenderScript, audio
+processing), performance can vary dramatically as device temperature limits are
+reached and system on chip (SoC) engines are throttled. App developers creating
+high-performance, long-running apps are limited because the capabilities of the
+underlying platform are a moving target when the device begins to heat up.</p>
+
+<p>To address these limitations, Android 7.0 includes support for sustained
+performance, enabling OEMs to provide hints on device performance capabilities
+for long-running applications. App developers can use these hints to tune
+applications for a predictable, consistent level of device performance over long
+periods of time.</p>
+
+<h3 id=architecture>Architecture</h3>
+<p>An Android application can request the platform to enter a sustained
+performance mode where the Android device can keep a consistent level of
+performance for prolonged periods of time.</p>
+
+<p><img src="../images/power_sustained_perf.png"></p>
+<p class="img-caption"><strong>Figure 1.</strong> Sustained performance mode
+architecture</p>
+
+<h3 id=implementation>Implementation</h3>
+<p>To support sustained performance in Android 7.0, OEMs must:</p>
+<ul>
+<li>Make device-specific changes to the power HAL to either lock the maximum
+CPU/GPU frequencies <strong>or</strong> perform other optimizations to prevent
+thermal throttling.</li>
+<li>Implement the new hint <code>POWER_HINT_SUSTAINED_PERFORMANCE</code> in
+power HAL.</li>
+<li>Declare support by returning TRUE through the
+<code>isSustainedPerformanceModeSupported()</code> API.</li>
+<li>Implement <code>Window.setSustainedPerformanceMode</code>.</li>
+</ul>
+
+<p>In the Nexus reference implementation, the power hint caps the
+maximum frequencies of the CPU and GPU at the highest sustainable levels. Keep
+in mind that lowering the MAX bar in CPU/GPU frequency will lower the frame
+rate, but this lower rate is preferred in this mode due to its sustainability.
+For example, a device using normal max clocks might be able to render at 60
+FPS for a few minutes, but after the device heats up, it may throttle to 30 FPS
+by the end of 30 minutes. When using sustained mode, the device can, for
+example, render consistently at 45 FPS for the entire 30 minutes. The goal is a
+frame rate when using the mode that is as high (or higher) than the frame rate
+when not using the mode, and consistent over time so that developers don't have
+to chase a moving target.</p>
+<p>We strongly recommend implementing sustained mode such that the device
+achieves the highest possible sustained performance—not just the minimum values
+required to pass the test (e.g. choose the highest possible MAX frequency caps
+that do not cause the device to thermally throttle over time).</p>
+
+<p class="note"><strong>Note</strong>: Capping MAX clock rates is not required
+to implement sustained mode.</p>
+
+
+<h3 id=validation>Validation</h3>
+<p>OEMs can use a new Android 7.0 CTS test to verify their implementation of the
+sustained performance API. The test runs a workload for approximately 30 minutes
+and benchmarks the performance with and without sustained mode enabled:</p>
+<ul>
+<li>With sustained mode enabled, the frame rate must remain relatively constant
+(test measures the percentage of change in frame rate over time and requires a
+<5% change).</li>
+<li>With sustained mode enabled, the frame rate must not be lower than the frame
+rate at the end of 30 minutes with the mode disabled.</li>
+</ul>
+<p>In addition, you can manually test your implementation with several CPU- and
+GPU-intensive workloads to ensure the device does not thermally throttle after
+30 minutes of use. In internal testing, we used sample workloads including
+games and benchmarking apps (e.g.
+<a href="https://gfxbench.com/result.jsp">gfxbench</a>).</p>
diff --git a/src/security/images/boot_orange.png b/src/security/images/boot_orange.png
index 1a239d3..2f82427 100644
--- a/src/security/images/boot_orange.png
+++ b/src/security/images/boot_orange.png
Binary files differ
diff --git a/src/security/images/boot_red.png b/src/security/images/boot_red.png
deleted file mode 100644
index 44deda3..0000000
--- a/src/security/images/boot_red.png
+++ /dev/null
Binary files differ
diff --git a/src/security/images/boot_red1.png b/src/security/images/boot_red1.png
new file mode 100644
index 0000000..52a5700
--- /dev/null
+++ b/src/security/images/boot_red1.png
Binary files differ
diff --git a/src/security/images/boot_red2.png b/src/security/images/boot_red2.png
new file mode 100644
index 0000000..b472338
--- /dev/null
+++ b/src/security/images/boot_red2.png
Binary files differ
diff --git a/src/security/images/boot_yellow1.png b/src/security/images/boot_yellow1.png
index b68572d..31b87c8 100644
--- a/src/security/images/boot_yellow1.png
+++ b/src/security/images/boot_yellow1.png
Binary files differ
diff --git a/src/security/images/boot_yellow2.png b/src/security/images/boot_yellow2.png
index 57732f5..1dd0c36 100644
--- a/src/security/images/boot_yellow2.png
+++ b/src/security/images/boot_yellow2.png
Binary files differ
diff --git a/src/security/images/verified_boot.png b/src/security/images/verified_boot.png
index b1c5cb6..4bad7bc 100644
--- a/src/security/images/verified_boot.png
+++ b/src/security/images/verified_boot.png
Binary files differ
diff --git a/src/security/verifiedboot/index.jd b/src/security/verifiedboot/index.jd
index 05c034f..9bdd94d 100644
--- a/src/security/verifiedboot/index.jd
+++ b/src/security/verifiedboot/index.jd
@@ -24,12 +24,10 @@
</div>
</div>
-<h2 id="introduction">Introduction</h2>
-
<p>Android 4.4 and later supports verified boot through the optional
device-mapper-verity (dm-verity) kernel feature, which provides transparent
integrity checking of block devices. dm-verity helps prevent persistent rootkits
-that can hold onto root privileges and compromise devices. This experimental
+that can hold onto root privileges and compromise devices. This
feature helps Android users be sure when booting a device it is in the same
state as when it was last used.</p>
@@ -43,7 +41,7 @@
configuration. It does this using a cryptographic hash tree. For every block
(typically 4k), there is a SHA256 hash.</p>
-<p>Since the hash values are stored in a tree of pages, only the top-level
+<p>Because the hash values are stored in a tree of pages, only the top-level
"root" hash must be trusted to verify the rest of the tree. The ability to
modify any of the blocks would be equivalent to breaking the cryptographic hash.
See the following diagram for a depiction of this structure.</p>
@@ -61,7 +59,7 @@
<h3 id="verified-boot">Establishing a verified boot flow</h3>
<p>To greatly reduce the risk of compromise, verify the kernel using a key
-burned into the device. For details, see <a href="verified-boot.html">Verified
+burned into the device. For details, see <a href="verified-boot.html">Verifying
boot</a>.</p>
<h3 id="block-otas">Switching to block-oriented OTAs</h3>
diff --git a/src/security/verifiedboot/verified-boot.jd b/src/security/verifiedboot/verified-boot.jd
index e05e729..c13a3db 100644
--- a/src/security/verifiedboot/verified-boot.jd
+++ b/src/security/verifiedboot/verified-boot.jd
@@ -24,7 +24,6 @@
</div>
</div>
-<h2 id=objective>Objective</h2>
<p>Verified boot guarantees the integrity of the device software starting from a
hardware root of trust up to the system partition. During boot, each stage
verifies the integrity and authenticity of the next stage before executing it.</p>
@@ -35,106 +34,77 @@
encryption and Trusted Execution Environment (TEE) root of trust binding, adds
another layer of protection for user data against malicious system software.</p>
-<p>Note that if verification fails at any stage, the user must be visibly
-notified and always be given an option to continue using the device at
-their own discretion.</p>
+<p>If verification fails at any stage, the user is visibly
+notified.</p>
<h2 id=glossary>Glossary</h2>
-<p class="table-caption" id="table1">
- <strong>Table 1.</strong> Glossary of terms related to verified boot</p>
-
<table>
+ <col width="15%">
+ <col width="85%">
<tr>
- <td>
-<p><strong>Term</strong></p>
-</td>
- <td>
-<p><strong>Definition</strong></p>
-</td>
+ <th>Term</th>
+ <th>Definition</th>
</tr>
<tr>
- <td>
-<p>Boot state</p>
-</td>
- <td>
-<p>The boot state of the device describes the level of protection provided to the
-end user if the device boots. Boot states are GREEN, YELLOW, ORANGE, and RED.</p>
-</td>
+ <td>Boot state</td>
+ <td>The boot state of the device describes the level of protection provided
+ to the end user if the device boots. Boot states are GREEN, YELLOW,
+ ORANGE, and RED.</td>
</tr>
<tr>
- <td>
-<p>Device state</p>
-</td>
- <td>
-<p>The device state indicates how freely software can be flashed to the device.
-Device states are LOCKED and UNLOCKED.</p>
-</td>
+ <td>Device state</td>
+ <td>The device state indicates how freely software can be flashed to the device.
+ Device states are LOCKED and UNLOCKED.</td>
</tr>
<tr>
- <td>
-<p>dm-verity</p>
-</td>
- <td>
-<p>Linux kernel driver for verifying the integrity of a partition at runtime using
-a hash tree and signed metadata.</p>
-</td>
+ <td>dm-verity</td>
+ <td>Linux kernel driver for verifying the integrity of a partition at runtime using
+ a hash tree and signed metadata.</td>
</tr>
<tr>
- <td>
-<p>Keystore</p>
-</td>
- <td>
-<p>A keystore is a signed collection of public keys.</p>
-</td>
- </tr>
- <tr>
- <td>
-<p>OEM key</p>
-</td>
- <td>
-<p>The OEM key is a fixed, tamper-protected key available to the bootloader that
-must be used to verify the boot image.</p>
-</td>
+ <td>OEM key</td>
+ <td>The OEM key is a fixed, tamper-protected key available to the bootloader that
+ must be used to verify the boot image.</td>
</tr>
</table>
<h2 id=overview>Overview</h2>
-<p>In addition to device state - which already exists in devices and controls
-whether the bootloader allows new software to be flashed - we introduce the
-concept of boot state that indicates the state of device integrity.</p>
+<p>In addition to device state—which already exists in devices and controls
+whether the bootloader allows new software to be flashed—verified boot introduces
+the concept of boot state that indicates the state of device integrity.</p>
<h3 id=classes>Classes</h3>
-<p>We define two implementation classes for verified boot depending on how
-fully the device implements this specification, as follows:</p>
+<p>Two implementation classes exist for verified boot. Depending on how
+fully the device implements this specification, they are defined as follows:</p>
<p><strong>Class A</strong> implements verified boot with full chain of trust
-up to verified partitions. This implementation must support the LOCKED device
-state, and GREEN and RED boot states.</p>
+up to verified partitions. In other words, the implementation supports the
+LOCKED device state, and GREEN and RED boot states.</p>
-<p><strong>Class B</strong> implements Class A and additionally supports the
+<p><strong>Class B</strong> implements Class A, and additionally supports the
UNLOCKED device state and the ORANGE boot state.</p>
<h3 id=verification_keys>Verification keys</h3>
-<p>Bootloader integrity must be verified using a hardware root of trust. For
-verifying boot and recovery partitions, the bootloader must have a fixed OEM key
-available to it. It must always attempt to verify the boot partition using the OEM
+<p>Bootloader integrity is always verified using a hardware root of trust. For
+verifying boot and recovery partitions, the bootloader has a fixed OEM key
+available to it. It always attempts to verify the boot partition using the OEM
key first and try other possible keys only if this verification fails.</p>
-<p>In Class B implementations, it must be possible for the user to flash
+<p>In Class B implementations, it is possible for the user to flash
software signed with other keys when the device is UNLOCKED. If the device is
-then LOCKED and verification using the OEM key fails, the bootloader must try
+then LOCKED and verification using the OEM key fails, the bootloader tries
verification using the certificate embedded in the partition signature.
-However, using a partition signed with anything other than the OEM key must
-result in a notification or a warning, as described below.</p>
+However, using a partition signed with anything other than the OEM key
+results in a notification or a warning, as described below.</p>
<h3 id=boot_state>Boot state</h3>
-<p>A verified device will ultimately boot into one of four states during each boot
-attempt:</p>
+<p>A verified device will ultimately boot into one of the four states during
+each boot attempt:</p>
<ul>
<li>GREEN, indicating a full chain of trust extending from the bootloader to
@@ -142,29 +112,30 @@
partitions.
<li>YELLOW, indicating the boot partition has been verified using the
-embedded certificate, and the signature is valid. The bootloader is required to
-display a notification and the fingerprint of the public key during boot.
+embedded certificate, and the signature is valid. The bootloader
+displays a warning and the fingerprint of the public key before allowing
+the boot process to continue.
<li>ORANGE, indicating a device may be freely modified. Device integrity is
-left to the user to verify out-of-band. The bootloader must display a warning
+left to the user to verify out-of-band. The bootloader displays a warning
to the user before allowing the boot process to continue.
- <li>RED, indicating the device has failed verification. The bootloader must
-display a warning to the user before allowing the boot process to continue.
+ <li>RED, indicating the device has failed verification. The bootloader
+displays a warning and stops the boot process.
</ul>
-<p>The recovery partition must also be verified in the exact same way.</p>
+<p>The recovery partition is verified in the exact same way, as well.</p>
<h3 id=device_state>Device state</h3>
-<p>The device is required to be in one of two states at all times:</p>
-
+<p>The possible device states and their relationship with the four verified
+boot states are:</p>
<ol>
- <li>LOCKED, indicating the device cannot be flashed. A LOCKED device must
-boot into the GREEN, YELLOW, or RED states during any attempted boot.
+ <li>LOCKED, indicating the device cannot be flashed. A LOCKED device
+boots into the GREEN, YELLOW, or RED states during any attempted boot.
<li>UNLOCKED, indicating the device may be flashed freely and is not intended
-to be verified. An UNLOCKED device must always boot to the ORANGE boot state.
+to be verified. An UNLOCKED device always boots to the ORANGE boot state.
</ol>
<img src="../images/verified_boot.png" alt="Verified boot flow" id="figure1" />
@@ -174,7 +145,7 @@
<p>Achieving full chain of trust requires support from both the bootloader and the
software on the boot partition, which is responsible for mounting further
-partitions. Verification metadata must also be appended to the system partition
+partitions. Verification metadata is also appended to the system partition
and any additional partitions whose integrity should be verified.</p>
<h3 id=bootloader_requirements>Bootloader requirements</h3>
@@ -182,7 +153,7 @@
<p>The bootloader is the guardian of the device state and is responsible for
initializing the TEE and binding its root of trust.</p>
-<p>Most importantly, the bootloader must verify the integrity of the boot and/or
+<p>Most importantly, the bootloader verifies the integrity of the boot and/or
recovery partition before moving execution to the kernel and display the
warnings specified in the section <a href="#boot_state">Boot state</a>.</p>
@@ -190,78 +161,67 @@
<p>State changes are performed using the <code>fastboot flashing [unlock |
lock]</code> command. And to protect user data, <strong>all</strong>
-state transitions require a data wipe. Note the user must be asked for
+state transitions wipe the data partitions and ask the user for
confirmation before data is deleted.</p>
<ol>
<li>The UNLOCKED to LOCKED transition is anticipated when a user buys a used
development device. As a result of locking the device, the user should have
-confidence that it is in a state produced by the OEM.
+confidence that it is in a state produced by the device manufacturer, as long
+as there is no warning.
<li>The LOCKED to UNLOCKED transition is expected in the case where a developer
wishes to disable verification on the device.
</ol>
-<p>Requirements for <code>fastboot</code> commands that alter device state are listed in the table below:</p>
-<p class="table-caption" id="table2">
- <strong>Table 2.</strong> <code>fastboot</code> commands</p>
+<p><code>fastboot</code> commands that alter device state are listed in the table below:</p>
<table>
+ <col width="25%">
+ <col width="75%">
<tr>
- <td>
-<p><strong><code>fastboot</code> command</strong></p>
-</td>
- <td>
-<p><strong>Requirements</strong></p>
-</td>
+ <th><code>fastboot</code> command</th>
+ <th>Description</th>
</tr>
<tr>
+ <td><code>flashing lock</code></td>
<td>
-<code>
-flashing lock</code></td>
- <td>
-<ul>
- <li>Wipe data after asking the user for confirmation
- <li>Clear a write-protected bit indicating the device is unlocked
-</ul>
-</td>
+ <ul>
+ <li>Wipe data after asking the user for confirmation
+ <li>Clear a write-protected bit, readable by the bootloader, indicating
+ the device is unlocked
+ </ul>
+ </td>
</tr>
<tr>
+ <td><code>flashing unlock</code></td>
<td>
-<code>
-flashing unlock</code></td>
- <td>
-<ul>
- <li>Wipe data after asking the user for confirmation
- <li>Set a write-protected bit indicating the device is unlocked
-</ul>
-</td>
+ <ul>
+ <li>If the unlock device setting has not been enabled by the user,
+ abort unlocking
+ <li>Wipe data after asking the user for confirmation
+ <li>Set a write-protected bit, readable by the bootloader, indicating
+ the device is unlocked
+ </ul>
+ </td>
</tr>
</table>
-<p>When altering partition contents, the bootloader must check the bits set by
+<p>When altering partition contents, the bootloader checks the bits set by
the above commands as described in the following table:</p>
-<p class="table-caption" id="table3">
- <strong>Table 3.</strong> <code>fastboot</code> command requirements</p>
-
<table>
+ <col width="25%">
+ <col width="75%">
<tr>
- <td>
-<p><strong><code>fastboot</code> command</strong></p>
-</td>
- <td>
-<p><strong>Requirements</strong></p>
-</td>
+ <th><code>fastboot</code> command</th>
+ <th>Description</th>
</tr>
<tr>
- <td>
-<code>
-flash <partition></code></td>
- <td>
- <p>If the bit set by <code>flashing unlock</code> is set, flash the
- partition. Otherwise, do not allow flashing.<p>
+ <td><code>flash <partition></code></td>
+ <td>If the bit set by <code>flashing unlock</code> is set, flash the
+ partition. Otherwise, do not allow flashing.
</td>
</tr>
</table>
@@ -269,14 +229,14 @@
<p>The same checks should be performed for any <code>fastboot</code> command
that can be used to change the contents of partitions.</p>
-<p class="note"><strong>Note</strong>: Class B implementations must support
+<p class="note"><strong>Note</strong>: Class B implementations support
changing device state.</p>
<h4 id=binding_tee_root_of_trust>Binding TEE root of trust</h4>
-<p>If TEE is available, the bootloader should pass the following information to
-the TEE to bind the Keymaster root of trust, after partition verification and
-TEE initialization:</p>
+<p>If TEE is available, the bootloader passes the following information to
+the TEE after boot/recovery partition verification and TEE initialization
+to bind the Keymaster root of trust:</p>
<ol>
<li>the public key that was used to sign the boot partition
@@ -290,6 +250,16 @@
device state changes, encrypted user data will no longer be accessible as the
TEE will attempt to use a different key to decrypt the data.</p>
+<h4 id="initializing-attestation">Initializing attestation</h4>
+<p>
+Similar to root of trust binding, if TEE is available, the bootloader passes it
+the following information to initialize attestation:
+</p>
+<ol>
+<li>the current boot state (GREEN, YELLOW, ORANGE)
+<li>the operating system version
+<li>the operating system security patch level
+</ol>
<h4 id=booting_into_recovery>Booting into recovery</h4>
<p>The recovery partition should be verified in exactly the same manner as the
@@ -298,14 +268,11 @@
<h4 id=comm_boot_state>Communicating boot state</h4>
<p>System software needs to be able to determine the verification status of
-previous stages. The bootloader must specify the current boot state as a
+previous stages. The bootloader specifies the current boot state as a
parameter on the kernel command line (or through the device tree under
<code>firmware/android/verifiedbootstate</code>) as described in the table
below:</p>
-<p class="table-caption" id="table4">
- <strong>Table 4.</strong> Kernel command line parameters</p>
-
<table>
<tr>
<th>Kernel command line parameter</th>
@@ -327,86 +294,140 @@
<td>Device has booted into ORANGE boot state.<br>
The device is unlocked and no verification has been performed.</td>
</tr>
- <tr>
- <td><code>androidboot.verifiedbootstate=red</code></td>
- <td>Device has booted into RED boot state.<br>
- The device has failed verification.</td>
- </tr>
</table>
+<p class="note"><strong>Note</strong>: The device cannot boot into kernel when
+in the RED boot state, and therefore the kernel command line never includes the
+parameter <code>androidboot.verifiedbootstate=red</code>.</p>
<h3 id=boot_partition>Boot partition</h3>
<p>Once execution has moved to the boot partition, the software there is responsible
for setting up verification of further partitions. Due to its large size, the
-system partition typically cannot be verified similarly to previous parts but must be
+system partition typically cannot be verified similarly to previous parts but is
verified as it’s being accessed instead using the dm-verity kernel driver or a
similar solution.</p>
<p>If dm-verity is used to verify large partitions, the signature of the verity
-metadata appended to each verified partition must be verified before the
+metadata appended to each verified partition is verified before the
partition is mounted and dm-verity is set up for it.</p>
<h4 id=managing_dm-verity>Managing dm-verity</h4>
-<p>By default, dm-verity operates in enforcing mode and verifies each block read
-from the partition against a hash tree passed to it during setup. If it
-comes across a block that fails to verify, it returns an I/O error and makes
-the block with unexpected contents inaccessible to user space. Depending on
-which block is corrupted, this may cause some of the programs that reside on
-the partition to malfunction.</p>
+<p>Implemented as a device mapper target in kernel, dm-verity adds a layer
+on top of a partition and verifies each read block against a hash tree passed to
+it during setup. If it comes across a block that fails to verify, it makes the
+block inaccessible to user space.</p>
-<p>If dm-verity is always enforcing against correctly signed metadata, nothing
-more needs be done. However, using an optional verity table parameter, dm-verity
-can be configured to function in a logging mode where it detects and logs
-errors but allows I/O to be completed despite them. If dm-verity is not started
-in enforcing mode for any reason, or verity metadata cannot be verified, a
-warning must be displayed to the user if the device is allowed to boot, similar
-to the one shown before booting into the RED state.</p>
-
-<img src="../images/dm-verity_mgmt.png" alt="dm-verity management" id="figure2" />
-<p class="img-caption"><strong>Figure 2.</strong> dm-verity management</p>
+<p>When mounting partitions during boot, fs_mgr sets up dm-verity for a
+partition if the <code>verify</code> fs_mgr flag is specified for it in the
+device’s fstab. Verity metadata signature is verified against the public key
+in <code>/verity_key</code>.</p>
<h4 id=recovering_from_dm-verity_errors>Recovering from dm-verity errors</h4>
-<p>Since the system partition is by far larger than the boot partition, the
+<p>Because the system partition is by far larger than the boot partition, the
probability of verification errors is also higher. Specifically, there is a
larger probability of unintentional disk corruption, which will cause a
verification failure and can potentially make an otherwise functional device
-unusable if a critical block in the partition can no longer be accessed.</p>
+unusable if a critical block in the partition can no longer be accessed.
+Forward error correction can be used with dm-verity to mitigate this risk.
+Providing this alternative recovery path is recommended, though it comes at the
+expense of increasing metadata size.</p>
-<p>If dm-verity is always in enforcing mode, nothing further needs to be done.
-If logging mode is implemented and dm-verity detects an error while in
-enforcing mode, the device must be rebooted and dm-verity must be started in
-logging mode during all subsequent restarts until any of the verified
-partitions is reflashed or changed by an OTA update. This means dm-verity state
-should be stored in a persistent flag. When a verified partition has been
-changed, the flag must be cleared and dm-verity must again be started in
-enforcing mode. Anytime dm-verity is not started in enforcing mode, a warning
-must be shown to the user before any of the verified partitions are
-mounted. No unverified data must be allowed to leak to user space without the
-user being warned.</p>
+<p>
+By default, dm-verity is configured to function in a “restart” mode where it
+immediately restarts the device when a corrupted block is detected. This makes
+it possible to safely warn the user when the device is corrupted, or to fall
+back to device specific recovery, if available.
+</p>
+
+<p>
+To make it possible for users to still access their data, dm-verity switches
+to I/O Error (EIO) mode if the device boots with known corruption. When in EIO mode,
+dm-verity returns I/O errors for any reads that access corrupted blocks but
+allows the device to keep running. Keeping track of the current mode requires
+persistently storing dm-verity state. The state can be managed either by fs_mgr
+or the bootloader:
+</p>
+
+<ol>
+ <li>To manage dm-verity state in fs_mgr, an additional argument is specified to
+ the <code>verify</code> flag to inform fs_mgr where to store dm-verity state.
+ For example, to store the state on the metadata partition, specify
+ <code>verify=/path/to/metadata</code>.
+ <p class="note"><strong>Note:</strong> fs_mgr switches dm-verity to EIO
+ mode after the first corruption has been detected and resets the mode
+ back to “restart” after the metadata signature of any verified partition
+ has changed.</p>
+ </li>
+ <li>Alternatively, to manage dm-verity state in the bootloader, pass the current
+ mode to the kernel in the <code>androidboot.veritymode</code> command line
+ parameter as follows:
+
+ <table>
+ <tr>
+ <th>Kernel command line parameter</th>
+ <th>Description</th>
+ </tr>
+ <tr>
+ <td><code>androidboot.veritymode=enforcing</code></td>
+ <td>Set up dm-verity in the default “restart” mode.</td>
+ </tr>
+ <tr>
+ <td><code>androidboot.veritymode=eio</code></td>
+ <td>Set up dm-verity in EIO mode.</td>
+ </tr>
+ </table>
+
+ <p class="note">
+ <strong>Note:</strong> Managing state in the bootloader also requires the kernel
+ to set the restart reason correctly when the device restarts due to dm-verity.
+ After corruption has been detected, the bootloader should switch back to
+ “restart” mode when any of the verified partitions have changed.</p>
+ </li>
+</ol>
+
+<p>
+If dm-verity is not started in the “restart” mode for any reason, or verity
+metadata cannot be verified, a warning displays to the user if the device is
+allowed to boot, similar to the one shown before booting into the RED boot
+state. The user must consent to the device to continue booting in EIO mode. If
+user consent is not received in 30 seconds, the device powers off.
+</p>
+
+<p class="note">
+<strong>Note:</strong> dm-verity never starts in logging mode to prevent
+unverified data from leaking into userspace.
+</p>
+
+
<h3 id=verified_partition>Verified partition</h3>
-<p>In a verified device, the system partition must always be verified. But any
+<p>In a verified device, the system partition is always verified. But any
other read-only partition should also be set to be verified, as well. Any
-read-only partition that contains executable code must be verified on a
+read-only partition that contains executable code is verified on a
verified device. This includes vendor and OEM partitions, if they exist, for example.</p>
-<p>In order for a partition to be verified, signed verity metadata must be
+<p>To verify a partition, signed verity metadata is
appended to it. The metadata consists of a hash tree of the partition contents
and a verity table containing signed parameters and the root of the hash tree.
If this information is missing or invalid when dm-verity is set up for the
-partition, the user must be warned.</p>
+partition, the device doesn't boot.</p>
<h2 id=implementation_details>Implementation details</h2>
<h3 id=key_types_and_sizes>Key types and sizes</h3>
-<p>The OEM key is recommended to be an RSA key with a modulus of 2048 bits or
-higher and a public exponent of 65537 (F4). The OEM key is required to be of
+<p>The OEM key used in AOSP is an RSA key with a modulus of 2048 bits or
+higher and a public exponent of 65537 (F4), meeting the CDD requirements of
equivalent or greater strength than such a key.</p>
+<p>Note that the OEM key typically cannot be rotated if it's compromised, so
+protecting it is important, preferably using a Hardware Security Module (HSM)
+or a similar solution. It's also recommended to use a different key for each
+type of device.</p>
+
<h3 id=signature_format>Signature format</h3>
<p>The signature on an Android verifiable boot image is an ASN.1 DER-encoded
@@ -418,7 +439,7 @@
AndroidVerifiedBootSignature DEFINITIONS ::=
BEGIN
FormatVersion ::= INTEGER
- Certificate ::= Certificate OPTIONAL
+ Certificate ::= Certificate
AlgorithmIdentifier ::= SEQUENCE {
algorithm OBJECT IDENTIFIER,
parameters ANY DEFINED BY algorithm OPTIONAL
@@ -435,7 +456,7 @@
<p>The <code>Certificate</code> field is the full X.509 certificate containing
the public key used for signing, as defined by <a
href="http://tools.ietf.org/html/rfc5280#section-4.1.1.2">RFC5280</a> section
-4.1. When LOCKED, the bootloader must always use the OEM key for verification
+4.1. When LOCKED, the bootloader uses the OEM key for verification
first, and only boot to YELLOW or RED states if the embedded certificate is
used for verification instead.</p>
@@ -448,7 +469,7 @@
<h3 id=signing_and_verifying_an_image>Signing and verifying an image</h3>
-<p>To produce a signed image:</p>
+<p><strong>To produce a signed image:</strong></p>
<ol>
<li>Generate the unsigned image.
<li>0-pad the image to the next page size boundary (omit this step if already
@@ -459,9 +480,9 @@
<li>Sign the image.
</ol>
-<p>To verify the image:</p>
+<p><strong>To verify the image:</strong></p>
<ol>
- <li>Determine the size of the image to be loaded including padding (eg, by reading
+ <li>Determine the size of the image to be loaded including padding (e.g. by reading
a header).
<li>Read the signature located at the offset above.
<li>Validate the contents of the <code>AuthenticatedAttributes</code> field.
@@ -472,55 +493,46 @@
<h3 id=user_experience>User experience</h3>
<p>A user in the GREEN boot state should see no additional user interaction besides that
-required by normal device boot. In other boot states, the user must see a
+required by normal device boot. In ORANGE and YELLOW boot states, the user sees a
warning for at least five seconds. Should the user interact with the device during
-this time, the warning must remain visible at least 30 seconds longer, or until
-the user dismisses the warning.</p>
+this time, the warning remains visible at least 30 seconds longer, or until
+the user dismisses the warning. In the RED boot state, the warning is shown for
+at least 30 seconds, after which the device powers off.</p>
<p>Sample user interaction screens for other states are shown in the following table:</p>
-<p class="table-caption" id="table5">
- <strong>Table 5.</strong> Sample user interaction screens</p>
-
<table>
<tr>
- <td>
-<p><strong>Device state</strong></p>
-</td>
- <td>
-<p><strong>Sample UX</strong></p>
-</td>
+ <th>Device state</th>
+ <th>Sample UX</th>
+ <th> </th>
</tr>
<tr>
- <td>
-<p>YELLOW (before and after user interaction)</p>
-</td>
- <td>
-<img src="../images/boot_yellow1.png" alt="Yellow device state 1" id="figure4" />
-<p class="img-caption"><strong>Figure 3.</strong> Yellow state example 1 UI</p>
-</td>
- <td>
-<img src="../images/boot_yellow2.png" alt="Yellow device state 2" id="figure5" />
-<p class="img-caption"><strong>Figure 4.</strong> Yellow state example 2 UI</p>
-</td>
-
+ <td>YELLOW</td>
+ <td><img src="../images/boot_yellow1.png" alt="Yellow device state 1" id="figure2" />
+ <p class="img-caption"><strong>Figure 2.</strong> Before user interaction</p>
+ </td>
+ <td><img src="../images/boot_yellow2.png" alt="Yellow device state 2" id="figure3" />
+ <p class="img-caption"><strong>Figure 3.</strong> After user interaction</p>
+ </td>
</tr>
<tr>
- <td>
-<p>ORANGE</p>
-</td>
- <td>
-<img src="../images/boot_orange.png" alt="Orange device state" id="figure6" />
-<p class="img-caption"><strong>Figure 5.</strong> Orange state example UI</p>
-</td>
+ <td>ORANGE</td>
+ <td><img src="../images/boot_orange.png" alt="Orange device state" id="figure4" />
+ <p class="img-caption"><strong>Figure 4.</strong> Warning that device is
+ unlocked and can’t be verified.</p>
+ </td>
+ <td> </td>
</tr>
<tr>
- <td>
-<p>RED</p>
-</td>
- <td>
-<img src="../images/boot_red.png" alt="Red device state" id="figure7" />
-<p class="img-caption"><strong>Figure 6.</strong> Red state example UI</p>
-</td>
+ <td>RED</td>
+ <td><img src="../images/boot_red1.png" alt="Red device state" id="figure5" />
+ <p class="img-caption"><strong>Figure 5.</strong> Verified boot failure
+ warning</p>
+ </td>
+ <td><img src="../images/boot_red2.png" alt="Red device state" id="figure6" />
+ <p class="img-caption"><strong>Figure 6.</strong> Booting into EIO mode
+ warning</p>
+ </td>
</tr>
</table>
diff --git a/src/source/jack.jd b/src/source/jack.jd
index 7abead7..b740749 100644
--- a/src/source/jack.jd
+++ b/src/source/jack.jd
@@ -44,6 +44,11 @@
Using a separate package such as ProGuard is no longer necessary.
</ul>
+<p class="note">Note that beginning in Android 7.0 (N), Jack supports code coverage with JaCoCo.
+See <a href="https://android.googlesource.com/platform/prebuilts/sdk/+/master/tools/README-jack-code-coverage.md">
+Code Coverage with JaCoCo</a> and <a href="https://developer.android.com/preview/j8-jack.html">
+Java 9 Language Features</a> for details.</p>
+
<img src="{@docRoot}images/jack-overview.png" height="75%" width="75%" alt="Jack overview" />
<p class="img-caption"><strong>Figure 1. </strong>Jack (Java Android Compiler Kit)</p>
diff --git a/src/source/submit-patches.jd b/src/source/submit-patches.jd
index 0298ea9..0315085 100644
--- a/src/source/submit-patches.jd
+++ b/src/source/submit-patches.jd
@@ -76,22 +76,27 @@
description will be pushed to the public AOSP repository, so please follow our
guidelines for writing changelist descriptions: </p>
<ul>
-<li>
-<p>Start with a one-line summary (60 characters max), followed by a blank line.
-This format is used by git and gerrit for various displays. </p>
-<pre><code>short description on first line
-more detailed description of your patch,
-which is likely to take up multiple lines.
-</code></pre>
-</li>
<li>
-<p>The description should focus on what issue it solves, and how it solves it. The second part is somewhat optional when implementing new features, though desirable.</p>
+<p>Start with a one-line summary (50 characters maximum), followed by a blank line.
+This format is used by git and gerrit for various displays.</p>
+</li>
+
+<li>
+<p>Starting on the third line, enter a longer description, which must hard-wrap at 72 characters maximum. This description should focus on what issue the change solves, and how it solves it. The second part is somewhat optional when implementing new features, though desirable.</p>
</li>
<li>
<p>Include a brief note of any assumptions or background information that may be important when another contributor works on this feature next year. </p>
</li>
</ul>
+
+<p>Here is an example commit message:</p>
+<pre><code>short description on first line
+
+more detailed description of your patch,
+which is likely to take up multiple lines.
+</code></pre>
+
<p>A unique change ID and your name and email as provided during <code>repo init</code> will be automatically added to your commit message. </p>
<h2 id="upload-to-gerrit">Upload to gerrit</h2>
<p>Once you have committed your change to your personal history, upload it to gerrit with</p>