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Robert Ly35f2fda2013-01-29 16:27:05 -08001page.title=Graphics
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Clay Murphye3ae3962014-09-02 17:30:57 -070019
Robert Ly35f2fda2013-01-29 16:27:05 -080020<div id="qv-wrapper">
21 <div id="qv">
22 <h2>In this document</h2>
23 <ol id="auto-toc">
24 </ol>
25 </div>
26</div>
27
Heidi von Markham1e7b8b72015-03-09 10:13:48 -070028<img style="float: right; margin: 0px 15px 15px 0px;" src="images/ape_fwk_hal_graphics.png" alt="Android Graphics HAL icon" width="175" />
29
Clay Murphye3ae3962014-09-02 17:30:57 -070030<p>The Android framework offers a variety of graphics rendering APIs for 2D and
313D that interact with manufacturer implementations of graphics drivers, so it
32is important to have a good understanding of how those APIs work at a higher
33level. This page introduces the graphics hardware abstraction layer (HAL) upon
34which those drivers are built.</p>
Robert Ly35f2fda2013-01-29 16:27:05 -080035
Clay Murphye3ae3962014-09-02 17:30:57 -070036<p>Application developers draw images to the screen in two ways: with Canvas or
37OpenGL. See <a
38href="{@docRoot}devices/graphics/architecture.html">System-level graphics
39architecture</a> for a detailed description of Android graphics
40components.</p>
Robert Ly35f2fda2013-01-29 16:27:05 -080041
Clay Murphye3ae3962014-09-02 17:30:57 -070042<p><a
43href="http://developer.android.com/reference/android/graphics/Canvas.html">android.graphics.Canvas</a>
44is a 2D graphics API and is the most popular graphics API among developers.
45Canvas operations draw all the stock and custom <a
46href="http://developer.android.com/reference/android/view/View.html">android.view.View</a>s
47in Android. In Android, hardware acceleration for Canvas APIs is accomplished
48with a drawing library called OpenGLRenderer that translates Canvas operations
49to OpenGL operations so they can execute on the GPU.</p>
Robert Ly35f2fda2013-01-29 16:27:05 -080050
Clay Murphye3ae3962014-09-02 17:30:57 -070051<p>Beginning in Android 4.0, hardware-accelerated Canvas is enabled by default.
52Consequently, a hardware GPU that supports OpenGL ES 2.0 is mandatory for
53Android 4.0 and later devices. See the <a
54href="https://developer.android.com/guide/topics/graphics/hardware-accel.html">Hardware
55Acceleration guide</a> for an explanation of how the hardware-accelerated
56drawing path works and the differences in its behavior from that of the
57software drawing path.</p>
Robert Ly35f2fda2013-01-29 16:27:05 -080058
Clay Murphye3ae3962014-09-02 17:30:57 -070059<p>In addition to Canvas, the other main way that developers render graphics is
60by using OpenGL ES to directly render to a surface. Android provides OpenGL ES
61interfaces in the <a
62href="http://developer.android.com/reference/android/opengl/package-summary.html">android.opengl</a>
63package that developers can use to call into their GL implementations with the
64SDK or with native APIs provided in the <a
65href="https://developer.android.com/tools/sdk/ndk/index.html">Android
66NDK</a>.</p>
Robert Ly35f2fda2013-01-29 16:27:05 -080067
Bert McMeen14031e92015-02-25 15:21:37 -080068<p>Android implementers can test OpenGL ES functionality using the <a href="DeqpUserGuide.pdf">drawElements Quality Program</a>, also known as deqp.</p>
69
Heidi von Markham1e7b8b72015-03-09 10:13:48 -070070<h2 id="android_graphics_components">Android graphics components</h2>
Robert Ly35f2fda2013-01-29 16:27:05 -080071
Clay Murphye3ae3962014-09-02 17:30:57 -070072<p>No matter what rendering API developers use, everything is rendered onto a
73"surface." The surface represents the producer side of a buffer queue that is
74often consumed by SurfaceFlinger. Every window that is created on the Android
75platform is backed by a surface. All of the visible surfaces rendered are
76composited onto the display by SurfaceFlinger.</p>
Robert Ly35f2fda2013-01-29 16:27:05 -080077
Clay Murphye3ae3962014-09-02 17:30:57 -070078<p>The following diagram shows how the key components work together:</p>
Robert Ly35f2fda2013-01-29 16:27:05 -080079
Heidi von Markham1e7b8b72015-03-09 10:13:48 -070080<img src="images/ape_fwk_graphics.png" alt="image-rendering components">
Robert Ly35f2fda2013-01-29 16:27:05 -080081
Clay Murphye3ae3962014-09-02 17:30:57 -070082<p class="img-caption"><strong>Figure 1.</strong> How surfaces are rendered</p>
Robert Ly35f2fda2013-01-29 16:27:05 -080083
Clay Murphye3ae3962014-09-02 17:30:57 -070084<p>The main components are described below:</p>
Robert Ly35f2fda2013-01-29 16:27:05 -080085
Heidi von Markham1e7b8b72015-03-09 10:13:48 -070086<h3 id="image_stream_producers">Image Stream Producers</h3>
Robert Ly35f2fda2013-01-29 16:27:05 -080087
Clay Murphye3ae3962014-09-02 17:30:57 -070088<p>An image stream producer can be anything that produces graphic buffers for
89consumption. Examples include OpenGL ES, Canvas 2D, and mediaserver video
90decoders.</p>
Robert Ly35f2fda2013-01-29 16:27:05 -080091
Heidi von Markham1e7b8b72015-03-09 10:13:48 -070092<h3 id="image_stream_consumers">Image Stream Consumers</h3>
Robert Ly35f2fda2013-01-29 16:27:05 -080093
Clay Murphye3ae3962014-09-02 17:30:57 -070094<p>The most common consumer of image streams is SurfaceFlinger, the system
95service that consumes the currently visible surfaces and composites them onto
96the display using information provided by the Window Manager. SurfaceFlinger is
97the only service that can modify the content of the display. SurfaceFlinger
98uses OpenGL and the Hardware Composer to compose a group of surfaces.</p>
Robert Ly35f2fda2013-01-29 16:27:05 -080099
Clay Murphye3ae3962014-09-02 17:30:57 -0700100<p>Other OpenGL ES apps can consume image streams as well, such as the camera
101app consuming a camera preview image stream. Non-GL applications can be
102consumers too, for example the ImageReader class.</p>
Robert Ly35f2fda2013-01-29 16:27:05 -0800103
Heidi von Markham1e7b8b72015-03-09 10:13:48 -0700104<h3 id="window_manager">Window Manager</h3>
Robert Ly35f2fda2013-01-29 16:27:05 -0800105
Clay Murphye3ae3962014-09-02 17:30:57 -0700106<p>The Android system service that controls a window, which is a container for
107views. A window is always backed by a surface. This service oversees
108lifecycles, input and focus events, screen orientation, transitions,
109animations, position, transforms, z-order, and many other aspects of a window.
110The Window Manager sends all of the window metadata to SurfaceFlinger so
111SurfaceFlinger can use that data to composite surfaces on the display.</p>
Robert Ly35f2fda2013-01-29 16:27:05 -0800112
Heidi von Markham1e7b8b72015-03-09 10:13:48 -0700113<h3 id="hardware_composer">Hardware Composer</h3>
Robert Ly35f2fda2013-01-29 16:27:05 -0800114
Clay Murphye3ae3962014-09-02 17:30:57 -0700115<p>The hardware abstraction for the display subsystem. SurfaceFlinger can
116delegate certain composition work to the Hardware Composer to offload work from
117OpenGL and the GPU. SurfaceFlinger acts as just another OpenGL ES client. So
118when SurfaceFlinger is actively compositing one buffer or two into a third, for
119instance, it is using OpenGL ES. This makes compositing lower power than having
120the GPU conduct all computation.</p>
Robert Ly35f2fda2013-01-29 16:27:05 -0800121
Clay Murphye3ae3962014-09-02 17:30:57 -0700122<p>The Hardware Composer HAL conducts the other half of the work. This HAL is
123the central point for all Android graphics rendering. Hardware Composer must
124support events, one of which is VSYNC. Another is hotplug for plug-and-play
125HDMI support.</p>
Robert Ly35f2fda2013-01-29 16:27:05 -0800126
Clay Murphye3ae3962014-09-02 17:30:57 -0700127<p>See the <a href="{@docRoot}devices/graphics.html#hardware_composer_hal">Hardware Composer
128HAL</a> section for more information.</p>
Robert Ly35f2fda2013-01-29 16:27:05 -0800129
Heidi von Markham1e7b8b72015-03-09 10:13:48 -0700130<h3 id="gralloc">Gralloc</h3>
Robert Ly35f2fda2013-01-29 16:27:05 -0800131
Clay Murphye3ae3962014-09-02 17:30:57 -0700132<p>The graphics memory allocator is needed to allocate memory that is requested
133by image producers. See the <a
134href="{@docRoot}devices/graphics.html#gralloc">Gralloc HAL</a> section for more
135information.</p>
Robert Ly35f2fda2013-01-29 16:27:05 -0800136
Heidi von Markham1e7b8b72015-03-09 10:13:48 -0700137<h2 id="data_flow">Data flow</h2>
Robert Ly35f2fda2013-01-29 16:27:05 -0800138
Clay Murphye3ae3962014-09-02 17:30:57 -0700139<p>See the following diagram for a depiction of the Android graphics
140pipeline:</p>
Robert Ly35f2fda2013-01-29 16:27:05 -0800141
Clay Murphy0ddab122014-12-01 16:22:40 -0800142<img src="images/graphics_pipeline.png" alt="graphics data flow">
Robert Ly35f2fda2013-01-29 16:27:05 -0800143
Clay Murphye3ae3962014-09-02 17:30:57 -0700144<p class="img-caption"><strong>Figure 2.</strong> How graphic data flow through
145Android</p>
Robert Ly35f2fda2013-01-29 16:27:05 -0800146
Clay Murphye3ae3962014-09-02 17:30:57 -0700147<p>The objects on the left are renderers producing graphics buffers, such as
148the home screen, status bar, and system UI. SurfaceFlinger is the compositor
149and Hardware Composer is the composer.</p>
150
Heidi von Markham1e7b8b72015-03-09 10:13:48 -0700151<h3 id="bufferqueue">BufferQueue</h3>
Clay Murphye3ae3962014-09-02 17:30:57 -0700152
153<p>BufferQueues provide the glue between the Android graphics components. These
154are a pair of queues that mediate the constant cycle of buffers from the
155producer to the consumer. Once the producers hand off their buffers,
156SurfaceFlinger is responsible for compositing everything onto the display.</p>
157
158<p>See the following diagram for the BufferQueue communication process.</p>
159
Clay Murphy0ddab122014-12-01 16:22:40 -0800160<img src="images/bufferqueue.png" alt="BufferQueue communication process">
Clay Murphye3ae3962014-09-02 17:30:57 -0700161
162<p class="img-caption"><strong>Figure 3.</strong> BufferQueue communication
163process</p>
164
165<p>BufferQueue contains the logic that ties image stream producers and image
166stream consumers together. Some examples of image producers are the camera
167previews produced by the camera HAL or OpenGL ES games. Some examples of image
168consumers are SurfaceFlinger or another app that displays an OpenGL ES stream,
169such as the camera app displaying the camera viewfinder.</p>
170
171<p>BufferQueue is a data structure that combines a buffer pool with a queue and
172uses Binder IPC to pass buffers between processes. The producer interface, or
173what you pass to somebody who wants to generate graphic buffers, is
174IGraphicBufferProducer (part of <a
175href="http://developer.android.com/reference/android/graphics/SurfaceTexture.html">SurfaceTexture</a>).
176BufferQueue is often used to render to a Surface and consume with a GL
177Consumer, among other tasks.
178
179BufferQueue can operate in three different modes:</p>
180
181<p><em>Synchronous-like mode</em> - BufferQueue by default operates in a
182synchronous-like mode, in which every buffer that comes in from the producer
183goes out at the consumer. No buffer is ever discarded in this mode. And if the
184producer is too fast and creates buffers faster than they are being drained, it
185will block and wait for free buffers.</p>
186
187<p><em>Non-blocking mode</em> - BufferQueue can also operate in a non-blocking
188mode where it generates an error rather than waiting for a buffer in those
189cases. No buffer is ever discarded in this mode either. This is useful for
190avoiding potential deadlocks in application software that may not understand
191the complex dependencies of the graphics framework.</p>
192
193<p><em>Discard mode</em> - Finally, BufferQueue may be configured to discard
194old buffers rather than generate errors or wait. For instance, if conducting GL
195rendering to a texture view and drawing as quickly as possible, buffers must be
196dropped.</p>
197
198<p>To conduct most of this work, SurfaceFlinger acts as just another OpenGL ES
199client. So when SurfaceFlinger is actively compositing one buffer or two into a
200third, for instance, it is using OpenGL ES.</p>
201
202<p>The Hardware Composer HAL conducts the other half of the work. This HAL acts
203as the central point for all Android graphics rendering.</p>
204
Heidi von Markham1e7b8b72015-03-09 10:13:48 -0700205<h3 id="synchronization_framework">Synchronization framework</h3>
Clay Murphye3ae3962014-09-02 17:30:57 -0700206
207<p>Since Android graphics offer no explicit parallelism, vendors have long
208implemented their own implicit synchronization within their own drivers. This
209is no longer required with the Android graphics synchronization framework. See
210the <a href="#explicit_synchronization">Explicit synchronization</a> section
211for implementation instructions.</p>
212
213<p>The synchronization framework explicitly describes dependencies between
214different asynchronous operations in the system. The framework provides a
215simple API that lets components signal when buffers are released. It also
216allows synchronization primitives to be passed between drivers from the kernel
217to userspace and between userspace processes themselves.</p>
218
219<p>For example, an application may queue up work to be carried out in the GPU.
220The GPU then starts drawing that image. Although the image hasnt been drawn
221into memory yet, the buffer pointer can still be passed to the window
222compositor along with a fence that indicates when the GPU work will be
223finished. The window compositor may then start processing ahead of time and
224hand off the work to the display controller. In this manner, the CPU work can
225be done ahead of time. Once the GPU finishes, the display controller can
226immediately display the image.</p>
227
228<p>The synchronization framework also allows implementers to leverage
229synchronization resources in their own hardware components. Finally, the
230framework provides visibility into the graphics pipeline to aid in
231debugging.</p>