| page.title=Graphics | 
 | @jd:body | 
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 |  | 
 | <div id="qv-wrapper"> | 
 |   <div id="qv"> | 
 |     <h2>In this document</h2> | 
 |     <ol id="auto-toc"> | 
 |     </ol> | 
 |   </div> | 
 | </div> | 
 |  | 
 | <p>The Android framework offers a variety of graphics rendering APIs for 2D and | 
 | 3D that interact with manufacturer implementations of graphics drivers, so it | 
 | is important to have a good understanding of how those APIs work at a higher | 
 | level. This page introduces the graphics hardware abstraction layer (HAL) upon | 
 | which those drivers are built.</p> | 
 |  | 
 | <p>Application developers draw images to the screen in two ways: with Canvas or | 
 | OpenGL. See <a | 
 | href="{@docRoot}devices/graphics/architecture.html">System-level graphics | 
 | architecture</a> for a detailed description of Android graphics | 
 | components.</p> | 
 |  | 
 | <p><a | 
 | href="http://developer.android.com/reference/android/graphics/Canvas.html">android.graphics.Canvas</a> | 
 | is a 2D graphics API and is the most popular graphics API among developers. | 
 | Canvas operations draw all the stock and custom <a | 
 | href="http://developer.android.com/reference/android/view/View.html">android.view.View</a>s | 
 | in Android. In Android, hardware acceleration for Canvas APIs is accomplished | 
 | with a drawing library called OpenGLRenderer that translates Canvas operations | 
 | to OpenGL operations so they can execute on the GPU.</p> | 
 |  | 
 | <p>Beginning in Android 4.0, hardware-accelerated Canvas is enabled by default. | 
 | Consequently, a hardware GPU that supports OpenGL ES 2.0 is mandatory for | 
 | Android 4.0 and later devices. See the <a | 
 | href="https://developer.android.com/guide/topics/graphics/hardware-accel.html">Hardware | 
 | Acceleration guide</a> for an explanation of how the hardware-accelerated | 
 | drawing path works and the differences in its behavior from that of the | 
 | software drawing path.</p> | 
 |  | 
 | <p>In addition to Canvas, the other main way that developers render graphics is | 
 | by using OpenGL ES to directly render to a surface. Android provides OpenGL ES | 
 | interfaces in the <a | 
 | href="http://developer.android.com/reference/android/opengl/package-summary.html">android.opengl</a> | 
 | package that developers can use to call into their GL implementations with the | 
 | SDK or with native APIs provided in the <a | 
 | href="https://developer.android.com/tools/sdk/ndk/index.html">Android | 
 | NDK</a>.</p> | 
 |  | 
 | <h2 id=android_graphics_components>Android graphics components</h2> | 
 |  | 
 | <p>No matter what rendering API developers use, everything is rendered onto a | 
 | "surface." The surface represents the producer side of a buffer queue that is | 
 | often consumed by SurfaceFlinger. Every window that is created on the Android | 
 | platform is backed by a surface. All of the visible surfaces rendered are | 
 | composited onto the display by SurfaceFlinger.</p> | 
 |  | 
 | <p>The following diagram shows how the key components work together:</p> | 
 |  | 
 | <img src="graphics/images/graphics_surface.png" alt="image-rendering components"> | 
 |  | 
 | <p class="img-caption"><strong>Figure 1.</strong> How surfaces are rendered</p> | 
 |  | 
 | <p>The main components are described below:</p> | 
 |  | 
 | <h3 id=image_stream_producers>Image Stream Producers</h3> | 
 |  | 
 | <p>An image stream producer can be anything that produces graphic buffers for | 
 | consumption. Examples include OpenGL ES, Canvas 2D, and mediaserver video | 
 | decoders.</p> | 
 |  | 
 | <h3 id=image_stream_consumers>Image Stream Consumers</h3> | 
 |  | 
 | <p>The most common consumer of image streams is SurfaceFlinger, the system | 
 | service that consumes the currently visible surfaces and composites them onto | 
 | the display using information provided by the Window Manager. SurfaceFlinger is | 
 | the only service that can modify the content of the display. SurfaceFlinger | 
 | uses OpenGL and the Hardware Composer to compose a group of surfaces.</p> | 
 |  | 
 | <p>Other OpenGL ES apps can consume image streams as well, such as the camera | 
 | app consuming a camera preview image stream. Non-GL applications can be | 
 | consumers too, for example the ImageReader class.</p> | 
 |  | 
 | <h3 id=window_manager>Window Manager</h3> | 
 |  | 
 | <p>The Android system service that controls a window, which is a container for | 
 | views. A window is always backed by a surface. This service oversees | 
 | lifecycles, input and focus events, screen orientation, transitions, | 
 | animations, position, transforms, z-order, and many other aspects of a window. | 
 | The Window Manager sends all of the window metadata to SurfaceFlinger so | 
 | SurfaceFlinger can use that data to composite surfaces on the display.</p> | 
 |  | 
 | <h3 id=hardware_composer>Hardware Composer</h3> | 
 |  | 
 | <p>The hardware abstraction for the display subsystem. SurfaceFlinger can | 
 | delegate certain composition work to the Hardware Composer to offload work from | 
 | OpenGL and the GPU. SurfaceFlinger acts as just another OpenGL ES client. So | 
 | when SurfaceFlinger is actively compositing one buffer or two into a third, for | 
 | instance, it is using OpenGL ES. This makes compositing lower power than having | 
 | the GPU conduct all computation.</p> | 
 |  | 
 | <p>The Hardware Composer HAL conducts the other half of the work. This HAL is | 
 | the central point for all Android graphics rendering. Hardware Composer must | 
 | support events, one of which is VSYNC. Another is hotplug for plug-and-play | 
 | HDMI support.</p> | 
 |  | 
 | <p>See the <a href="{@docRoot}devices/graphics.html#hardware_composer_hal">Hardware Composer | 
 | HAL</a> section for more information.</p> | 
 |  | 
 | <h3 id=gralloc>Gralloc</h3> | 
 |  | 
 | <p>The graphics memory allocator is needed to allocate memory that is requested | 
 | by image producers. See the <a | 
 | href="{@docRoot}devices/graphics.html#gralloc">Gralloc HAL</a> section for more | 
 | information.</p> | 
 |  | 
 | <h2 id=data_flow>Data flow</h2> | 
 |  | 
 | <p>See the following diagram for a depiction of the Android graphics | 
 | pipeline:</p> | 
 |  | 
 | <img src="graphics/images/graphics_pipeline.png" alt="graphics data flow"> | 
 |  | 
 | <p class="img-caption"><strong>Figure 2.</strong> How graphic data flow through | 
 | Android</p> | 
 |  | 
 | <p>The objects on the left are renderers producing graphics buffers, such as | 
 | the home screen, status bar, and system UI. SurfaceFlinger is the compositor | 
 | and Hardware Composer is the composer.</p> | 
 |  | 
 | <h3 id=bufferqueue>BufferQueue</h3> | 
 |  | 
 | <p>BufferQueues provide the glue between the Android graphics components. These | 
 | are a pair of queues that mediate the constant cycle of buffers from the | 
 | producer to the consumer. Once the producers hand off their buffers, | 
 | SurfaceFlinger is responsible for compositing everything onto the display.</p> | 
 |  | 
 | <p>See the following diagram for the BufferQueue communication process.</p> | 
 |  | 
 | <img src="graphics/images/bufferqueue.png" alt="BufferQueue communication process"> | 
 |  | 
 | <p class="img-caption"><strong>Figure 3.</strong> BufferQueue communication | 
 | process</p> | 
 |  | 
 | <p>BufferQueue contains the logic that ties image stream producers and image | 
 | stream consumers together. Some examples of image producers are the camera | 
 | previews produced by the camera HAL or OpenGL ES games. Some examples of image | 
 | consumers are SurfaceFlinger or another app that displays an OpenGL ES stream, | 
 | such as the camera app displaying the camera viewfinder.</p> | 
 |  | 
 | <p>BufferQueue is a data structure that combines a buffer pool with a queue and | 
 | uses Binder IPC to pass buffers between processes. The producer interface, or | 
 | what you pass to somebody who wants to generate graphic buffers, is | 
 | IGraphicBufferProducer (part of <a | 
 | href="http://developer.android.com/reference/android/graphics/SurfaceTexture.html">SurfaceTexture</a>). | 
 | BufferQueue is often used to render to a Surface and consume with a GL | 
 | Consumer, among other tasks. | 
 |  | 
 | BufferQueue can operate in three different modes:</p> | 
 |  | 
 | <p><em>Synchronous-like mode</em> - BufferQueue by default operates in a | 
 | synchronous-like mode, in which every buffer that comes in from the producer | 
 | goes out at the consumer. No buffer is ever discarded in this mode. And if the | 
 | producer is too fast and creates buffers faster than they are being drained, it | 
 | will block and wait for free buffers.</p> | 
 |  | 
 | <p><em>Non-blocking mode</em> - BufferQueue can also operate in a non-blocking | 
 | mode where it generates an error rather than waiting for a buffer in those | 
 | cases. No buffer is ever discarded in this mode either. This is useful for | 
 | avoiding potential deadlocks in application software that may not understand | 
 | the complex dependencies of the graphics framework.</p> | 
 |  | 
 | <p><em>Discard mode</em> - Finally, BufferQueue may be configured to discard | 
 | old buffers rather than generate errors or wait. For instance, if conducting GL | 
 | rendering to a texture view and drawing as quickly as possible, buffers must be | 
 | dropped.</p> | 
 |  | 
 | <p>To conduct most of this work, SurfaceFlinger acts as just another OpenGL ES | 
 | client. So when SurfaceFlinger is actively compositing one buffer or two into a | 
 | third, for instance, it is using OpenGL ES.</p> | 
 |  | 
 | <p>The Hardware Composer HAL conducts the other half of the work. This HAL acts | 
 | as the central point for all Android graphics rendering.</p> | 
 |  | 
 | <h3 id=synchronization_framework>Synchronization framework</h3> | 
 |  | 
 | <p>Since Android graphics offer no explicit parallelism, vendors have long | 
 | implemented their own implicit synchronization within their own drivers. This | 
 | is no longer required with the Android graphics synchronization framework. See | 
 | the <a href="#explicit_synchronization">Explicit synchronization</a> section | 
 | for implementation instructions.</p> | 
 |  | 
 | <p>The synchronization framework explicitly describes dependencies between | 
 | different asynchronous operations in the system. The framework provides a | 
 | simple API that lets components signal when buffers are released. It also | 
 | allows synchronization primitives to be passed between drivers from the kernel | 
 | to userspace and between userspace processes themselves.</p> | 
 |  | 
 | <p>For example, an application may queue up work to be carried out in the GPU. | 
 | The GPU then starts drawing that image. Although the image hasn’t been drawn | 
 | into memory yet, the buffer pointer can still be passed to the window | 
 | compositor along with a fence that indicates when the GPU work will be | 
 | finished. The window compositor may then start processing ahead of time and | 
 | hand off the work to the display controller. In this manner, the CPU work can | 
 | be done ahead of time. Once the GPU finishes, the display controller can | 
 | immediately display the image.</p> | 
 |  | 
 | <p>The synchronization framework also allows implementers to leverage | 
 | synchronization resources in their own hardware components. Finally, the | 
 | framework provides visibility into the graphics pipeline to aid in | 
 | debugging.</p> |