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Clay Murphye3ae3962014-09-02 17:30:57 -07001page.title=Graphics architecture
Clay Murphyccf30372014-04-07 16:13:19 -07002@jd:body
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19<div id="qv-wrapper">
20 <div id="qv">
21 <h2>In this document</h2>
22 <ol id="auto-toc">
23 </ol>
24 </div>
25</div>
26
27
28<p><em>What every developer should know about Surface, SurfaceHolder, EGLSurface,
29SurfaceView, GLSurfaceView, SurfaceTexture, TextureView, and SurfaceFlinger</em>
30</p>
Heidi von Markham2684c462016-06-24 13:46:53 -070031<p>This page describes the essential elements of system-level graphics
32architecture in Android N and how it is used by the application framework and
33multimedia system. The focus is on how buffers of graphical data move through
34the system. If you've ever wondered why SurfaceView and TextureView behave the
35way they do, or how Surface and EGLSurface interact, you are in the correct
Clay Murphyccf30372014-04-07 16:13:19 -070036place.</p>
37
38<p>Some familiarity with Android devices and application development is assumed.
Heidi von Markham2684c462016-06-24 13:46:53 -070039You don't need detailed knowledge of the app framework and very few API calls
40are mentioned, but the material doesn't overlap with other public
41documentation. The goal here is to provide details on the significant events
42involved in rendering a frame for output to help you make informed choices
43when designing an application. To achieve this, we work from the bottom up,
44describing how the UI classes work rather than how they can be used.</p>
Clay Murphyccf30372014-04-07 16:13:19 -070045
46<p>Early sections contain background material used in later sections, so it's a
47good idea to read straight through rather than skipping to a section that sounds
Heidi von Markham2684c462016-06-24 13:46:53 -070048interesting. We start with an explanation of Android's graphics buffers,
Clay Murphyccf30372014-04-07 16:13:19 -070049describe the composition and display mechanism, and then proceed to the
50higher-level mechanisms that supply the compositor with data.</p>
51
Heidi von Markham2684c462016-06-24 13:46:53 -070052<p class="note">This page includes references to AOSP source code and
53<a href="https://github.com/google/grafika">Grafika</a>, a Google open source
54project for testing.</p>
Clay Murphyccf30372014-04-07 16:13:19 -070055
Clay Murphyccf30372014-04-07 16:13:19 -070056<h2 id="BufferQueue">BufferQueue and gralloc</h2>
57
Heidi von Markham2684c462016-06-24 13:46:53 -070058<p>To understand how Android's graphics system works, we must start behind the
59scenes. At the heart of everything graphical in Android is a class called
60BufferQueue. Its role is simple: connect something that generates buffers of
61graphical data (the <em>producer</em>) to something that accepts the data for
62display or further processing (the <em>consumer</em>). The producer and consumer
63can live in different processes. Nearly everything that moves buffers of
Clay Murphyccf30372014-04-07 16:13:19 -070064graphical data through the system relies on BufferQueue.</p>
65
Heidi von Markham2684c462016-06-24 13:46:53 -070066<p>Basic usage is straightforward: The producer requests a free buffer
67(<code>dequeueBuffer()</code>), specifying a set of characteristics including
68width, height, pixel format, and usage flags. The producer populates the buffer
69and returns it to the queue (<code>queueBuffer()</code>). Some time later, the
70consumer acquires the buffer (<code>acquireBuffer()</code>) and makes use of the
71buffer contents. When the consumer is done, it returns the buffer to the queue
Clay Murphyccf30372014-04-07 16:13:19 -070072(<code>releaseBuffer()</code>).</p>
73
Heidi von Markham2684c462016-06-24 13:46:53 -070074<p>Recent Android devices support the <em>sync framework</em>, which enables the
75system to do nifty things when combined with hardware components that can
76manipulate graphics data asynchronously. For example, a producer can submit a
Clay Murphyccf30372014-04-07 16:13:19 -070077series of OpenGL ES drawing commands and then enqueue the output buffer before
Heidi von Markham2684c462016-06-24 13:46:53 -070078rendering completes. The buffer is accompanied by a fence that signals when the
79contents are ready. A second fence accompanies the buffer when it is returned
80to the free list, so the consumer can release the buffer while the contents are
81still in use. This approach improves latency and throughput as the buffers
Clay Murphyccf30372014-04-07 16:13:19 -070082move through the system.</p>
83
Heidi von Markham2684c462016-06-24 13:46:53 -070084<p>Some characteristics of the queue, such as the maximum number of buffers it
85can hold, are determined jointly by the producer and the consumer.</p>
Clay Murphyccf30372014-04-07 16:13:19 -070086
Heidi von Markham2684c462016-06-24 13:46:53 -070087<p>The BufferQueue is responsible for allocating buffers as it needs them.
88Buffers are retained unless the characteristics change; for example, if the
89producer requests buffers with a different size, old buffers are freed and new
90buffers are allocated on demand.</p>
Clay Murphyccf30372014-04-07 16:13:19 -070091
Heidi von Markham2684c462016-06-24 13:46:53 -070092<p>Currently, the consumer always creates and owns the data structure. In
93Android 4.3, only the producer side was binderized (i.e. producer could be
94in a remote process but consumer had to live in the process where the queue
95was created). Android 4.4 and later releases moved toward a more general
Clay Murphyccf30372014-04-07 16:13:19 -070096implementation.</p>
97
Heidi von Markham2684c462016-06-24 13:46:53 -070098<p>Buffer contents are never copied by BufferQueue (moving that much data around
99would be very inefficient). Instead, buffers are always passed by handle.</p>
Clay Murphyccf30372014-04-07 16:13:19 -0700100
101<h3 id="gralloc_HAL">gralloc HAL</h3>
102
Heidi von Markham2684c462016-06-24 13:46:53 -0700103<p>Buffer allocations are performed through the <em>gralloc</em> memory
104allocator, which is implemented through a vendor-specific HAL interface (for
105details, refer to <code>hardware/libhardware/include/hardware/gralloc.h</code>).
106The <code>alloc()</code> function takes expected arguments (width, height, pixel
107format) as well as a set of usage flags that merit closer attention.</p>
Clay Murphyccf30372014-04-07 16:13:19 -0700108
Heidi von Markham2684c462016-06-24 13:46:53 -0700109<p>The gralloc allocator is not just another way to allocate memory on the
110native heap; in some situations, the allocated memory may not be cache-coherent
111or could be totally inaccessible from user space. The nature of the allocation
112is determined by the usage flags, which include attributes such as:</p>
Clay Murphyccf30372014-04-07 16:13:19 -0700113
114<ul>
Heidi von Markham2684c462016-06-24 13:46:53 -0700115<li>How often the memory will be accessed from software (CPU)</li>
116<li>How often the memory will be accessed from hardware (GPU)</li>
117<li>Whether the memory will be used as an OpenGL ES (GLES) texture</li>
118<li>Whether the memory will be used by a video encoder</li>
Clay Murphyccf30372014-04-07 16:13:19 -0700119</ul>
120
Heidi von Markham2684c462016-06-24 13:46:53 -0700121<p>For example, if your format specifies RGBA 8888 pixels, and you indicate the
122buffer will be accessed from software (meaning your application will touch
123pixels directly) then the allocator must create a buffer with 4 bytes per pixel
124in R-G-B-A order. If instead you say the buffer will be only accessed from
125hardware and as a GLES texture, the allocator can do anything the GLES driver
126wants&mdash;BGRA ordering, non-linear swizzled layouts, alternative color
127formats, etc. Allowing the hardware to use its preferred format can improve
128performance.</p>
Clay Murphyccf30372014-04-07 16:13:19 -0700129
Heidi von Markham2684c462016-06-24 13:46:53 -0700130<p>Some values cannot be combined on certain platforms. For example, the video
131encoder flag may require YUV pixels, so adding software access and specifying
Clay Murphyccf30372014-04-07 16:13:19 -0700132RGBA 8888 would fail.</p>
133
134<p>The handle returned by the gralloc allocator can be passed between processes
135through Binder.</p>
136
137<h2 id="SurfaceFlinger">SurfaceFlinger and Hardware Composer</h2>
138
Heidi von Markham2684c462016-06-24 13:46:53 -0700139<p>Having buffers of graphical data is wonderful, but life is even better when
140you get to see them on your device's screen. That's where SurfaceFlinger and the
Clay Murphyccf30372014-04-07 16:13:19 -0700141Hardware Composer HAL come in.</p>
142
143<p>SurfaceFlinger's role is to accept buffers of data from multiple sources,
Heidi von Markham2684c462016-06-24 13:46:53 -0700144composite them, and send them to the display. Once upon a time this was done
Clay Murphyccf30372014-04-07 16:13:19 -0700145with software blitting to a hardware framebuffer (e.g.
146<code>/dev/graphics/fb0</code>), but those days are long gone.</p>
147
148<p>When an app comes to the foreground, the WindowManager service asks
Heidi von Markham2684c462016-06-24 13:46:53 -0700149SurfaceFlinger for a drawing surface. SurfaceFlinger creates a layer (the
150primary component of which is a BufferQueue) for which SurfaceFlinger acts as
151the consumer. A Binder object for the producer side is passed through the
Clay Murphyccf30372014-04-07 16:13:19 -0700152WindowManager to the app, which can then start sending frames directly to
Bert McMeen3bb4b8f2015-05-06 17:21:27 -0700153SurfaceFlinger.</p>
154
Heidi von Markham2684c462016-06-24 13:46:53 -0700155<p class="note"><strong>Note:</strong> While this section uses SurfaceFlinger
156terminology, WindowManager uses the term <em>window</em> instead of
157<em>layer</em>&hellip;and uses layer to mean something else. (It can be argued
158that SurfaceFlinger should really be called LayerFlinger.)</p>
Clay Murphyccf30372014-04-07 16:13:19 -0700159
Heidi von Markham2684c462016-06-24 13:46:53 -0700160<p>Most applications have three layers on screen at any time: the status bar at
161the top of the screen, the navigation bar at the bottom or side, and the
162application UI. Some apps have more, some less (e.g. the default home app has a
Clay Murphyccf30372014-04-07 16:13:19 -0700163separate layer for the wallpaper, while a full-screen game might hide the status
Heidi von Markham2684c462016-06-24 13:46:53 -0700164bar. Each layer can be updated independently. The status and navigation bars
Clay Murphyccf30372014-04-07 16:13:19 -0700165are rendered by a system process, while the app layers are rendered by the app,
166with no coordination between the two.</p>
167
168<p>Device displays refresh at a certain rate, typically 60 frames per second on
Heidi von Markham2684c462016-06-24 13:46:53 -0700169phones and tablets. If the display contents are updated mid-refresh, tearing
Clay Murphyccf30372014-04-07 16:13:19 -0700170will be visible; so it's important to update the contents only between cycles.
171The system receives a signal from the display when it's safe to update the
Heidi von Markham2684c462016-06-24 13:46:53 -0700172contents. For historical reasons we'll call this the VSYNC signal.</p>
Clay Murphyccf30372014-04-07 16:13:19 -0700173
174<p>The refresh rate may vary over time, e.g. some mobile devices will range from 58
Heidi von Markham2684c462016-06-24 13:46:53 -0700175to 62fps depending on current conditions. For an HDMI-attached television, this
176could theoretically dip to 24 or 48Hz to match a video. Because we can update
177the screen only once per refresh cycle, submitting buffers for display at 200fps
178would be a waste of effort as most of the frames would never be seen. Instead of
179taking action whenever an app submits a buffer, SurfaceFlinger wakes up when the
180display is ready for something new.</p>
Clay Murphyccf30372014-04-07 16:13:19 -0700181
Heidi von Markham2684c462016-06-24 13:46:53 -0700182<p>When the VSYNC signal arrives, SurfaceFlinger walks through its list of
183layers looking for new buffers. If it finds a new one, it acquires it; if not,
184it continues to use the previously-acquired buffer. SurfaceFlinger always wants
185to have something to display, so it will hang on to one buffer. If no buffers
186have ever been submitted on a layer, the layer is ignored.</p>
Clay Murphyccf30372014-04-07 16:13:19 -0700187
Heidi von Markham2684c462016-06-24 13:46:53 -0700188<p>After SurfaceFlinger has collected all buffers for visible layers, it asks
189the Hardware Composer how composition should be performed.</p>
Clay Murphyccf30372014-04-07 16:13:19 -0700190
191<h3 id="hwcomposer">Hardware Composer</h3>
192
Heidi von Markham2684c462016-06-24 13:46:53 -0700193<p>The Hardware Composer HAL (HWC) was introduced in Android 3.0 and has evolved
194steadily over the years. Its primary purpose is to determine the most efficient
195way to composite buffers with the available hardware. As a HAL, its
196implementation is device-specific and usually done by the display hardware OEM.</p>
Clay Murphyccf30372014-04-07 16:13:19 -0700197
Heidi von Markham2684c462016-06-24 13:46:53 -0700198<p>The value of this approach is easy to recognize when you consider <em>overlay
199planes</em>, the purpose of which is to composite multiple buffers together in
200the display hardware rather than the GPU. For example, consider a typical
201Android phone in portrait orientation, with the status bar on top, navigation
202bar at the bottom, and app content everywhere else. The contents for each layer
203are in separate buffers. You could handle composition using either of the
204following methods:</p>
Clay Murphyccf30372014-04-07 16:13:19 -0700205
Heidi von Markham2684c462016-06-24 13:46:53 -0700206<ul>
207<li>Rendering the app content into a scratch buffer, then rendering the status
208bar over it, the navigation bar on top of that, and finally passing the scratch
209buffer to the display hardware.</li>
210<li>Passing all three buffers to the display hardware and tell it to read data
211from different buffers for different parts of the screen.</li>
212</ul>
213
214<p>The latter approach can be significantly more efficient.</p>
215
216<p>Display processor capabilities vary significantly. The number of overlays,
217whether layers can be rotated or blended, and restrictions on positioning and
218overlap can be difficult to express through an API. The HWC attempts to
219accommodate such diversity through a series of decisions:</p>
Clay Murphyccf30372014-04-07 16:13:19 -0700220
221<ol>
Heidi von Markham2684c462016-06-24 13:46:53 -0700222<li>SurfaceFlinger provides HWC with a full list of layers and asks, "How do
Clay Murphyccf30372014-04-07 16:13:19 -0700223you want to handle this?"</li>
Heidi von Markham2684c462016-06-24 13:46:53 -0700224<li>HWC responds by marking each layer as overlay or GLES composition.</li>
Clay Murphyccf30372014-04-07 16:13:19 -0700225<li>SurfaceFlinger takes care of any GLES composition, passing the output buffer
226to HWC, and lets HWC handle the rest.</li>
227</ol>
228
229<p>Since the decision-making code can be custom tailored by the hardware vendor,
230it's possible to get the best performance out of every device.</p>
231
232<p>Overlay planes may be less efficient than GL composition when nothing on the
Heidi von Markham2684c462016-06-24 13:46:53 -0700233screen is changing. This is particularly true when overlay contents have
234transparent pixels and overlapping layers are blended together. In such cases,
235the HWC can choose to request GLES composition for some or all layers and retain
236the composited buffer. If SurfaceFlinger comes back asking to composite the same
237set of buffers, the HWC can continue to show the previously-composited scratch
238buffer. This can improve the battery life of an idle device.</p>
Clay Murphyccf30372014-04-07 16:13:19 -0700239
Heidi von Markham2684c462016-06-24 13:46:53 -0700240<p>Devices running Android 4.4 and later typically support four overlay planes.
241Attempting to composite more layers than overlays causes the system to use GLES
242composition for some of them, meaning the number of layers used by an app can
243have a measurable impact on power consumption and performance.</p>
Clay Murphyccf30372014-04-07 16:13:19 -0700244
Heidi von Markham2684c462016-06-24 13:46:53 -0700245<p>You can see exactly what SurfaceFlinger is up to with the command <code>adb
246shell dumpsys SurfaceFlinger</code>. The output is verbose; the relevant section
247is HWC summary that appears near the bottom of the output:</p>
Clay Murphyccf30372014-04-07 16:13:19 -0700248
249<pre>
250 type | source crop | frame name
251------------+-----------------------------------+--------------------------------
252 HWC | [ 0.0, 0.0, 320.0, 240.0] | [ 48, 411, 1032, 1149] SurfaceView
253 HWC | [ 0.0, 75.0, 1080.0, 1776.0] | [ 0, 75, 1080, 1776] com.android.grafika/com.android.grafika.PlayMovieSurfaceActivity
254 HWC | [ 0.0, 0.0, 1080.0, 75.0] | [ 0, 0, 1080, 75] StatusBar
255 HWC | [ 0.0, 0.0, 1080.0, 144.0] | [ 0, 1776, 1080, 1920] NavigationBar
256 FB TARGET | [ 0.0, 0.0, 1080.0, 1920.0] | [ 0, 0, 1080, 1920] HWC_FRAMEBUFFER_TARGET
257</pre>
258
Heidi von Markham2684c462016-06-24 13:46:53 -0700259<p>The summary includes what layers are on screen and whether they are handled
260with overlays (HWC) or OpenGL ES composition (GLES). It also includes other data
261you likely don't care about (handle, hints, flags, etc.) and which has been
262trimmed from the snippet above; source crop and frame values will be examined
263more closely later on.</p>
Clay Murphyccf30372014-04-07 16:13:19 -0700264
Heidi von Markham2684c462016-06-24 13:46:53 -0700265<p>The FB_TARGET layer is where GLES composition output goes. Since all layers
Clay Murphyccf30372014-04-07 16:13:19 -0700266shown above are using overlays, FB_TARGET isn’t being used for this frame. The
267layer's name is indicative of its original role: On a device with
268<code>/dev/graphics/fb0</code> and no overlays, all composition would be done
Heidi von Markham2684c462016-06-24 13:46:53 -0700269with GLES, and the output would be written to the framebuffer. On newer devices,
270generally is no simple framebuffer so the FB_TARGET layer is a scratch buffer.</p>
Bert McMeen3bb4b8f2015-05-06 17:21:27 -0700271
Heidi von Markham2684c462016-06-24 13:46:53 -0700272<p class="note"><strong>Note:</strong> This is why screen grabbers written for
273older versions of Android no longer work: They are trying to read from the
274Framebuffer, but there is no such thing.</p>
Clay Murphyccf30372014-04-07 16:13:19 -0700275
Heidi von Markham2684c462016-06-24 13:46:53 -0700276<p>The overlay planes have another important role: They're the only way to
277display DRM content. DRM-protected buffers cannot be accessed by SurfaceFlinger
278or the GLES driver, which means your video will disappear if HWC switches to
279GLES composition.</p>
Clay Murphyccf30372014-04-07 16:13:19 -0700280
Heidi von Markham2684c462016-06-24 13:46:53 -0700281<h3 id="triple-buffering">Triple-Buffering</h3>
Clay Murphyccf30372014-04-07 16:13:19 -0700282
283<p>To avoid tearing on the display, the system needs to be double-buffered: the
Heidi von Markham2684c462016-06-24 13:46:53 -0700284front buffer is displayed while the back buffer is being prepared. At VSYNC, if
285the back buffer is ready, you quickly switch them. This works reasonably well
Clay Murphyccf30372014-04-07 16:13:19 -0700286in a system where you're drawing directly into the framebuffer, but there's a
Heidi von Markham2684c462016-06-24 13:46:53 -0700287hitch in the flow when a composition step is added. Because of the way
Clay Murphyccf30372014-04-07 16:13:19 -0700288SurfaceFlinger is triggered, our double-buffered pipeline will have a bubble.</p>
289
290<p>Suppose frame N is being displayed, and frame N+1 has been acquired by
Heidi von Markham2684c462016-06-24 13:46:53 -0700291SurfaceFlinger for display on the next VSYNC. (Assume frame N is composited
Clay Murphyccf30372014-04-07 16:13:19 -0700292with an overlay, so we can't alter the buffer contents until the display is done
293with it.) When VSYNC arrives, HWC flips the buffers. While the app is starting
294to render frame N+2 into the buffer that used to hold frame N, SurfaceFlinger is
295scanning the layer list, looking for updates. SurfaceFlinger won't find any new
296buffers, so it prepares to show frame N+1 again after the next VSYNC. A little
297while later, the app finishes rendering frame N+2 and queues it for
298SurfaceFlinger, but it's too late. This has effectively cut our maximum frame
299rate in half.</p>
300
301<p>We can fix this with triple-buffering. Just before VSYNC, frame N is being
302displayed, frame N+1 has been composited (or scheduled for an overlay) and is
303ready to be displayed, and frame N+2 is queued up and ready to be acquired by
304SurfaceFlinger. When the screen flips, the buffers rotate through the stages
305with no bubble. The app has just less than a full VSYNC period (16.7ms at 60fps) to
306do its rendering and queue the buffer. And SurfaceFlinger / HWC has a full VSYNC
307period to figure out the composition before the next flip. The downside is
308that it takes at least two VSYNC periods for anything that the app does to
309appear on the screen. As the latency increases, the device feels less
310responsive to touch input.</p>
311
312<img src="images/surfaceflinger_bufferqueue.png" alt="SurfaceFlinger with BufferQueue" />
313
Heidi von Markham2684c462016-06-24 13:46:53 -0700314<p class="img-caption"><strong>Figure 1.</strong> SurfaceFlinger + BufferQueue</p>
Clay Murphyccf30372014-04-07 16:13:19 -0700315
316<p>The diagram above depicts the flow of SurfaceFlinger and BufferQueue. During
317frame:</p>
318
319<ol>
320<li>red buffer fills up, then slides into BufferQueue</li>
321<li>after red buffer leaves app, blue buffer slides in, replacing it</li>
322<li>green buffer and systemUI* shadow-slide into HWC (showing that SurfaceFlinger
323still has the buffers, but now HWC has prepared them for display via overlay on
324the next VSYNC).</li>
325</ol>
326
327<p>The blue buffer is referenced by both the display and the BufferQueue. The
328app is not allowed to render to it until the associated sync fence signals.</p>
329
330<p>On VSYNC, all of these happen at once:</p>
331
332<ul>
333<li>red buffer leaps into SurfaceFlinger, replacing green buffer</li>
334<li>green buffer leaps into Display, replacing blue buffer, and a dotted-line
335green twin appears in the BufferQueue</li>
336<li>the blue buffer’s fence is signaled, and the blue buffer in App empties**</li>
337<li>display rect changes from &lt;blue + SystemUI&gt; to &lt;green +
338SystemUI&gt;</li>
339</ul>
340
341<p><strong>*</strong> - The System UI process is providing the status and nav
342bars, which for our purposes here aren’t changing, so SurfaceFlinger keeps using
343the previously-acquired buffer. In practice there would be two separate
344buffers, one for the status bar at the top, one for the navigation bar at the
345bottom, and they would be sized to fit their contents. Each would arrive on its
346own BufferQueue.</p>
347
348<p><strong>**</strong> - The buffer doesn’t actually “empty”; if you submit it
349without drawing on it you’ll get that same blue again. The emptying is the
350result of clearing the buffer contents, which the app should do before it starts
351drawing.</p>
352
353<p>We can reduce the latency by noting layer composition should not require a
354full VSYNC period. If composition is performed by overlays, it takes essentially
355zero CPU and GPU time. But we can't count on that, so we need to allow a little
356time. If the app starts rendering halfway between VSYNC signals, and
357SurfaceFlinger defers the HWC setup until a few milliseconds before the signal
358is due to arrive, we can cut the latency from 2 frames to perhaps 1.5. In
359theory you could render and composite in a single period, allowing a return to
360double-buffering; but getting it down that far is difficult on current devices.
361Minor fluctuations in rendering and composition time, and switching from
362overlays to GLES composition, can cause us to miss a swap deadline and repeat
363the previous frame.</p>
364
365<p>SurfaceFlinger's buffer handling demonstrates the fence-based buffer
366management mentioned earlier. If we're animating at full speed, we need to
367have an acquired buffer for the display ("front") and an acquired buffer for
368the next flip ("back"). If we're showing the buffer on an overlay, the
369contents are being accessed directly by the display and must not be touched.
370But if you look at an active layer's BufferQueue state in the <code>dumpsys
371SurfaceFlinger</code> output, you'll see one acquired buffer, one queued buffer, and
372one free buffer. That's because, when SurfaceFlinger acquires the new "back"
373buffer, it releases the current "front" buffer to the queue. The "front"
374buffer is still in use by the display, so anything that dequeues it must wait
375for the fence to signal before drawing on it. So long as everybody follows
376the fencing rules, all of the queue-management IPC requests can happen in
377parallel with the display.</p>
378
379<h3 id="virtual-displays">Virtual Displays</h3>
380
381<p>SurfaceFlinger supports a "primary" display, i.e. what's built into your phone
382or tablet, and an "external" display, such as a television connected through
383HDMI. It also supports a number of "virtual" displays, which make composited
384output available within the system. Virtual displays can be used to record the
385screen or send it over a network.</p>
386
387<p>Virtual displays may share the same set of layers as the main display
388(the "layer stack") or have its own set. There is no VSYNC for a virtual
389display, so the VSYNC for the primary display is used to trigger composition for
390all displays.</p>
391
392<p>In the past, virtual displays were always composited with GLES. The Hardware
393Composer managed composition for only the primary display. In Android 4.4, the
394Hardware Composer gained the ability to participate in virtual display
395composition.</p>
396
397<p>As you might expect, the frames generated for a virtual display are written to a
398BufferQueue.</p>
399
400<h3 id="screenrecord">Case study: screenrecord</h3>
401
402<p>Now that we've established some background on BufferQueue and SurfaceFlinger,
403it's useful to examine a practical use case.</p>
404
405<p>The <a href="https://android.googlesource.com/platform/frameworks/av/+/kitkat-release/cmds/screenrecord/">screenrecord
406command</a>,
407introduced in Android 4.4, allows you to record everything that appears on the
408screen as an .mp4 file on disk. To implement this, we have to receive composited
409frames from SurfaceFlinger, write them to the video encoder, and then write the
410encoded video data to a file. The video codecs are managed by a separate
411process - called "mediaserver" - so we have to move large graphics buffers around
412the system. To make it more challenging, we're trying to record 60fps video at
413full resolution. The key to making this work efficiently is BufferQueue.</p>
414
415<p>The MediaCodec class allows an app to provide data as raw bytes in buffers, or
416through a Surface. We'll discuss Surface in more detail later, but for now just
417think of it as a wrapper around the producer end of a BufferQueue. When
418screenrecord requests access to a video encoder, mediaserver creates a
419BufferQueue and connects itself to the consumer side, and then passes the
420producer side back to screenrecord as a Surface.</p>
421
422<p>The screenrecord command then asks SurfaceFlinger to create a virtual display
423that mirrors the main display (i.e. it has all of the same layers), and directs
424it to send output to the Surface that came from mediaserver. Note that, in this
425case, SurfaceFlinger is the producer of buffers rather than the consumer.</p>
426
427<p>Once the configuration is complete, screenrecord can just sit and wait for
428encoded data to appear. As apps draw, their buffers travel to SurfaceFlinger,
429which composites them into a single buffer that gets sent directly to the video
430encoder in mediaserver. The full frames are never even seen by the screenrecord
431process. Internally, mediaserver has its own way of moving buffers around that
432also passes data by handle, minimizing overhead.</p>
433
434<h3 id="simulate-secondary">Case study: Simulate Secondary Displays</h3>
435
436<p>The WindowManager can ask SurfaceFlinger to create a visible layer for which
437SurfaceFlinger will act as the BufferQueue consumer. It's also possible to ask
438SurfaceFlinger to create a virtual display, for which SurfaceFlinger will act as
439the BufferQueue producer. What happens if you connect them, configuring a
440virtual display that renders to a visible layer?</p>
441
442<p>You create a closed loop, where the composited screen appears in a window. Of
443course, that window is now part of the composited output, so on the next refresh
444the composited image inside the window will show the window contents as well.
445It's turtles all the way down. You can see this in action by enabling
446"<a href="http://developer.android.com/tools/index.html">Developer options</a>" in
447settings, selecting "Simulate secondary displays", and enabling a window. For
448bonus points, use screenrecord to capture the act of enabling the display, then
449play it back frame-by-frame.</p>
450
451<h2 id="surface">Surface and SurfaceHolder</h2>
452
453<p>The <a
454href="http://developer.android.com/reference/android/view/Surface.html">Surface</a>
455class has been part of the public API since 1.0. Its description simply says,
456"Handle onto a raw buffer that is being managed by the screen compositor." The
457statement was accurate when initially written but falls well short of the mark
458on a modern system.</p>
459
460<p>The Surface represents the producer side of a buffer queue that is often (but
461not always!) consumed by SurfaceFlinger. When you render onto a Surface, the
462result ends up in a buffer that gets shipped to the consumer. A Surface is not
463simply a raw chunk of memory you can scribble on.</p>
464
465<p>The BufferQueue for a display Surface is typically configured for
466triple-buffering; but buffers are allocated on demand. So if the producer
467generates buffers slowly enough -- maybe it's animating at 30fps on a 60fps
468display -- there might only be two allocated buffers in the queue. This helps
469minimize memory consumption. You can see a summary of the buffers associated
470with every layer in the <code>dumpsys SurfaceFlinger</code> output.</p>
471
472<h3 id="canvas">Canvas Rendering</h3>
473
474<p>Once upon a time, all rendering was done in software, and you can still do this
475today. The low-level implementation is provided by the Skia graphics library.
476If you want to draw a rectangle, you make a library call, and it sets bytes in a
477buffer appropriately. To ensure that a buffer isn't updated by two clients at
478once, or written to while being displayed, you have to lock the buffer to access
479it. <code>lockCanvas()</code> locks the buffer and returns a Canvas to use for drawing,
480and <code>unlockCanvasAndPost()</code> unlocks the buffer and sends it to the compositor.</p>
481
482<p>As time went on, and devices with general-purpose 3D engines appeared, Android
483reoriented itself around OpenGL ES. However, it was important to keep the old
484API working, for apps as well as app framework code, so an effort was made to
485hardware-accelerate the Canvas API. As you can see from the charts on the
486<a href="http://developer.android.com/guide/topics/graphics/hardware-accel.html">Hardware
487Acceleration</a>
488page, this was a bit of a bumpy ride. Note in particular that while the Canvas
489provided to a View's <code>onDraw()</code> method may be hardware-accelerated, the Canvas
490obtained when an app locks a Surface directly with <code>lockCanvas()</code> never is.</p>
491
492<p>When you lock a Surface for Canvas access, the "CPU renderer" connects to the
493producer side of the BufferQueue and does not disconnect until the Surface is
494destroyed. Most other producers (like GLES) can be disconnected and reconnected
495to a Surface, but the Canvas-based "CPU renderer" cannot. This means you can't
496draw on a surface with GLES or send it frames from a video decoder if you've
497ever locked it for a Canvas.</p>
498
499<p>The first time the producer requests a buffer from a BufferQueue, it is
500allocated and initialized to zeroes. Initialization is necessary to avoid
501inadvertently sharing data between processes. When you re-use a buffer,
502however, the previous contents will still be present. If you repeatedly call
503<code>lockCanvas()</code> and <code>unlockCanvasAndPost()</code> without
504drawing anything, you'll cycle between previously-rendered frames.</p>
505
506<p>The Surface lock/unlock code keeps a reference to the previously-rendered
507buffer. If you specify a dirty region when locking the Surface, it will copy
508the non-dirty pixels from the previous buffer. There's a fair chance the buffer
509will be handled by SurfaceFlinger or HWC; but since we need to only read from
510it, there's no need to wait for exclusive access.</p>
511
512<p>The main non-Canvas way for an application to draw directly on a Surface is
513through OpenGL ES. That's described in the <a href="#eglsurface">EGLSurface and
514OpenGL ES</a> section.</p>
515
516<h3 id="surfaceholder">SurfaceHolder</h3>
517
518<p>Some things that work with Surfaces want a SurfaceHolder, notably SurfaceView.
519The original idea was that Surface represented the raw compositor-managed
520buffer, while SurfaceHolder was managed by the app and kept track of
521higher-level information like the dimensions and format. The Java-language
522definition mirrors the underlying native implementation. It's arguably no
523longer useful to split it this way, but it has long been part of the public API.</p>
524
525<p>Generally speaking, anything having to do with a View will involve a
526SurfaceHolder. Some other APIs, such as MediaCodec, will operate on the Surface
527itself. You can easily get the Surface from the SurfaceHolder, so hang on to
528the latter when you have it.</p>
529
530<p>APIs to get and set Surface parameters, such as the size and format, are
531implemented through SurfaceHolder.</p>
532
533<h2 id="eglsurface">EGLSurface and OpenGL ES</h2>
534
535<p>OpenGL ES defines an API for rendering graphics. It does not define a windowing
536system. To allow GLES to work on a variety of platforms, it is designed to be
537combined with a library that knows how to create and access windows through the
538operating system. The library used for Android is called EGL. If you want to
539draw textured polygons, you use GLES calls; if you want to put your rendering on
540the screen, you use EGL calls.</p>
541
542<p>Before you can do anything with GLES, you need to create a GL context. In EGL,
543this means creating an EGLContext and an EGLSurface. GLES operations apply to
544the current context, which is accessed through thread-local storage rather than
545passed around as an argument. This means you have to be careful about which
546thread your rendering code executes on, and which context is current on that
547thread.</p>
548
549<p>The EGLSurface can be an off-screen buffer allocated by EGL (called a "pbuffer")
550or a window allocated by the operating system. EGL window surfaces are created
551with the <code>eglCreateWindowSurface()</code> call. It takes a "window object" as an
552argument, which on Android can be a SurfaceView, a SurfaceTexture, a
553SurfaceHolder, or a Surface -- all of which have a BufferQueue underneath. When
554you make this call, EGL creates a new EGLSurface object, and connects it to the
555producer interface of the window object's BufferQueue. From that point onward,
556rendering to that EGLSurface results in a buffer being dequeued, rendered into,
557and queued for use by the consumer. (The term "window" is indicative of the
558expected use, but bear in mind the output might not be destined to appear
559on the display.)</p>
560
561<p>EGL does not provide lock/unlock calls. Instead, you issue drawing commands and
562then call <code>eglSwapBuffers()</code> to submit the current frame. The
563method name comes from the traditional swap of front and back buffers, but the actual
564implementation may be very different.</p>
565
566<p>Only one EGLSurface can be associated with a Surface at a time -- you can have
567only one producer connected to a BufferQueue -- but if you destroy the
568EGLSurface it will disconnect from the BufferQueue and allow something else to
569connect.</p>
570
571<p>A given thread can switch between multiple EGLSurfaces by changing what's
572"current." An EGLSurface must be current on only one thread at a time.</p>
573
574<p>The most common mistake when thinking about EGLSurface is assuming that it is
575just another aspect of Surface (like SurfaceHolder). It's a related but
576independent concept. You can draw on an EGLSurface that isn't backed by a
577Surface, and you can use a Surface without EGL. EGLSurface just gives GLES a
578place to draw.</p>
579
580<h3 id="anativewindow">ANativeWindow</h3>
581
582<p>The public Surface class is implemented in the Java programming language. The
583equivalent in C/C++ is the ANativeWindow class, semi-exposed by the <a
584href="https://developer.android.com/tools/sdk/ndk/index.html">Android NDK</a>. You
585can get the ANativeWindow from a Surface with the <code>ANativeWindow_fromSurface()</code>
586call. Just like its Java-language cousin, you can lock it, render in software,
587and unlock-and-post.</p>
588
589<p>To create an EGL window surface from native code, you pass an instance of
590EGLNativeWindowType to <code>eglCreateWindowSurface()</code>. EGLNativeWindowType is just
591a synonym for ANativeWindow, so you can freely cast one to the other.</p>
592
593<p>The fact that the basic "native window" type just wraps the producer side of a
594BufferQueue should not come as a surprise.</p>
595
596<h2 id="surfaceview">SurfaceView and GLSurfaceView</h2>
597
598<p>Now that we've explored the lower-level components, it's time to see how they
599fit into the higher-level components that apps are built from.</p>
600
601<p>The Android app framework UI is based on a hierarchy of objects that start with
602View. Most of the details don't matter for this discussion, but it's helpful to
603understand that UI elements go through a complicated measurement and layout
604process that fits them into a rectangular area. All visible View objects are
605rendered to a SurfaceFlinger-created Surface that was set up by the
606WindowManager when the app was brought to the foreground. The layout and
607rendering is performed on the app's UI thread.</p>
608
609<p>Regardless of how many Layouts and Views you have, everything gets rendered into
610a single buffer. This is true whether or not the Views are hardware-accelerated.</p>
611
612<p>A SurfaceView takes the same sorts of parameters as other views, so you can give
613it a position and size, and fit other elements around it. When it comes time to
614render, however, the contents are completely transparent. The View part of a
615SurfaceView is just a see-through placeholder.</p>
616
617<p>When the SurfaceView's View component is about to become visible, the framework
618asks the WindowManager to ask SurfaceFlinger to create a new Surface. (This
619doesn't happen synchronously, which is why you should provide a callback that
620notifies you when the Surface creation finishes.) By default, the new Surface
621is placed behind the app UI Surface, but the default "Z-ordering" can be
622overridden to put the Surface on top.</p>
623
624<p>Whatever you render onto this Surface will be composited by SurfaceFlinger, not
625by the app. This is the real power of SurfaceView: the Surface you get can be
626rendered by a separate thread or a separate process, isolated from any rendering
627performed by the app UI, and the buffers go directly to SurfaceFlinger. You
628can't totally ignore the UI thread -- you still have to coordinate with the
629Activity lifecycle, and you may need to adjust something if the size or position
630of the View changes -- but you have a whole Surface all to yourself, and
631blending with the app UI and other layers is handled by the Hardware Composer.</p>
632
633<p>It's worth taking a moment to note that this new Surface is the producer side of
634a BufferQueue whose consumer is a SurfaceFlinger layer. You can update the
635Surface with any mechanism that can feed a BufferQueue. You can: use the
636Surface-supplied Canvas functions, attach an EGLSurface and draw on it
637with GLES, and configure a MediaCodec video decoder to write to it.</p>
638
639<h3 id="composition">Composition and the Hardware Scaler</h3>
640
641<p>Now that we have a bit more context, it's useful to go back and look at a couple
642of fields from <code>dumpsys SurfaceFlinger</code> that we skipped over earlier
643on. Back in the <a href="#hwcomposer">Hardware Composer</a> discussion, we
644looked at some output like this:</p>
645
646<pre>
647 type | source crop | frame name
648------------+-----------------------------------+--------------------------------
649 HWC | [ 0.0, 0.0, 320.0, 240.0] | [ 48, 411, 1032, 1149] SurfaceView
650 HWC | [ 0.0, 75.0, 1080.0, 1776.0] | [ 0, 75, 1080, 1776] com.android.grafika/com.android.grafika.PlayMovieSurfaceActivity
651 HWC | [ 0.0, 0.0, 1080.0, 75.0] | [ 0, 0, 1080, 75] StatusBar
652 HWC | [ 0.0, 0.0, 1080.0, 144.0] | [ 0, 1776, 1080, 1920] NavigationBar
653 FB TARGET | [ 0.0, 0.0, 1080.0, 1920.0] | [ 0, 0, 1080, 1920] HWC_FRAMEBUFFER_TARGET
654</pre>
655
656<p>This was taken while playing a movie in Grafika's "Play video (SurfaceView)"
657activity, on a Nexus 5 in portrait orientation. Note that the list is ordered
658from back to front: the SurfaceView's Surface is in the back, the app UI layer
659sits on top of that, followed by the status and navigation bars that are above
660everything else. The video is QVGA (320x240).</p>
661
662<p>The "source crop" indicates the portion of the Surface's buffer that
663SurfaceFlinger is going to display. The app UI was given a Surface equal to the
664full size of the display (1080x1920), but there's no point rendering and
665compositing pixels that will be obscured by the status and navigation bars, so
666the source is cropped to a rectangle that starts 75 pixels from the top, and
667ends 144 pixels from the bottom. The status and navigation bars have smaller
668Surfaces, and the source crop describes a rectangle that begins at the the top
669left (0,0) and spans their content.</p>
670
671<p>The "frame" is the rectangle where the pixels end up on the display. For the
672app UI layer, the frame matches the source crop, because we're copying (or
673overlaying) a portion of a display-sized layer to the same location in another
674display-sized layer. For the status and navigation bars, the size of the frame
675rectangle is the same, but the position is adjusted so that the navigation bar
676appears at the bottom of the screen.</p>
677
678<p>Now consider the layer labeled "SurfaceView", which holds our video content.
679The source crop matches the video size, which SurfaceFlinger knows because the
680MediaCodec decoder (the buffer producer) is dequeuing buffers that size. The
681frame rectangle has a completely different size -- 984x738.</p>
682
683<p>SurfaceFlinger handles size differences by scaling the buffer contents to fill
684the frame rectangle, upscaling or downscaling as needed. This particular size
685was chosen because it has the same aspect ratio as the video (4:3), and is as
686wide as possible given the constraints of the View layout (which includes some
687padding at the edges of the screen for aesthetic reasons).</p>
688
689<p>If you started playing a different video on the same Surface, the underlying
690BufferQueue would reallocate buffers to the new size automatically, and
691SurfaceFlinger would adjust the source crop. If the aspect ratio of the new
692video is different, the app would need to force a re-layout of the View to match
693it, which causes the WindowManager to tell SurfaceFlinger to update the frame
694rectangle.</p>
695
696<p>If you're rendering on the Surface through some other means, perhaps GLES, you
697can set the Surface size using the <code>SurfaceHolder#setFixedSize()</code>
698call. You could, for example, configure a game to always render at 1280x720,
699which would significantly reduce the number of pixels that must be touched to
700fill the screen on a 2560x1440 tablet or 4K television. The display processor
701handles the scaling. If you don't want to letter- or pillar-box your game, you
702could adjust the game's aspect ratio by setting the size so that the narrow
703dimension is 720 pixels, but the long dimension is set to maintain the aspect
704ratio of the physical display (e.g. 1152x720 to match a 2560x1600 display).
705You can see an example of this approach in Grafika's "Hardware scaler
706exerciser" activity.</p>
707
708<h3 id="glsurfaceview">GLSurfaceView</h3>
709
710<p>The GLSurfaceView class provides some helper classes that help manage EGL
711contexts, inter-thread communication, and interaction with the Activity
712lifecycle. That's it. You do not need to use a GLSurfaceView to use GLES.</p>
713
714<p>For example, GLSurfaceView creates a thread for rendering and configures an EGL
715context there. The state is cleaned up automatically when the activity pauses.
716Most apps won't need to know anything about EGL to use GLES with GLSurfaceView.</p>
717
718<p>In most cases, GLSurfaceView is very helpful and can make working with GLES
719easier. In some situations, it can get in the way. Use it if it helps, don't
720if it doesn't.</p>
721
722<h2 id="surfacetexture">SurfaceTexture</h2>
723
Heidi von Markham2684c462016-06-24 13:46:53 -0700724<p>The SurfaceTexture class was introduced in Android 3.0. Just as SurfaceView
725is the combination of a Surface and a View, SurfaceTexture is a rough
726combination of a Surface and a GLES texture (with a few caveats).</p>
Clay Murphyccf30372014-04-07 16:13:19 -0700727
Heidi von Markham2684c462016-06-24 13:46:53 -0700728<p>When you create a SurfaceTexture, you are creating a BufferQueue for which
729your app is the consumer. When a new buffer is queued by the producer, your app
730is notified via callback (<code>onFrameAvailable()</code>). Your app calls
Clay Murphyccf30372014-04-07 16:13:19 -0700731<code>updateTexImage()</code>, which releases the previously-held buffer,
732acquires the new buffer from the queue, and makes some EGL calls to make the
Heidi von Markham2684c462016-06-24 13:46:53 -0700733buffer available to GLES as an external texture.</p>
Clay Murphyccf30372014-04-07 16:13:19 -0700734
735<p>External textures (<code>GL_TEXTURE_EXTERNAL_OES</code>) are not quite the
Heidi von Markham2684c462016-06-24 13:46:53 -0700736same as textures created by GLES (<code>GL_TEXTURE_2D</code>): You have to
Clay Murphyccf30372014-04-07 16:13:19 -0700737configure your renderer a bit differently, and there are things you can't do
Heidi von Markham2684c462016-06-24 13:46:53 -0700738with them. The key point is that you can render textured polygons directly
739from the data received by your BufferQueue. gralloc supports a wide variety of
740formats, so we need to guarantee the format of the data in the buffer is
741something GLES can recognize. To do so, when SurfaceTexture creates the
742BufferQueue, it sets the consumer usage flags to
743<code>GRALLOC_USAGE_HW_TEXTURE</code>, ensuring that any buffer created by
744gralloc would be usable by GLES.</p>
Clay Murphyccf30372014-04-07 16:13:19 -0700745
Heidi von Markham2684c462016-06-24 13:46:53 -0700746<p>Because SurfaceTexture interacts with an EGL context, you must be careful to
747call its methods from the correct thread (this is detailed in the class
748documentation).</p>
Clay Murphyccf30372014-04-07 16:13:19 -0700749
750<p>If you look deeper into the class documentation, you will see a couple of odd
Heidi von Markham2684c462016-06-24 13:46:53 -0700751calls. One retrieves a timestamp, the other a transformation matrix, the value
Clay Murphyccf30372014-04-07 16:13:19 -0700752of each having been set by the previous call to <code>updateTexImage()</code>.
753It turns out that BufferQueue passes more than just a buffer handle to the consumer.
754Each buffer is accompanied by a timestamp and transformation parameters.</p>
755
756<p>The transformation is provided for efficiency. In some cases, the source data
757might be in the "wrong" orientation for the consumer; but instead of rotating
758the data before sending it, we can send the data in its current orientation with
759a transform that corrects it. The transformation matrix can be merged with
760other transformations at the point the data is used, minimizing overhead.</p>
761
762<p>The timestamp is useful for certain buffer sources. For example, suppose you
763connect the producer interface to the output of the camera (with
764<code>setPreviewTexture()</code>). If you want to create a video, you need to
765set the presentation time stamp for each frame; but you want to base that on the time
766when the frame was captured, not the time when the buffer was received by your
767app. The timestamp provided with the buffer is set by the camera code,
768resulting in a more consistent series of timestamps.</p>
769
770<h3 id="surfacet">SurfaceTexture and Surface</h3>
771
772<p>If you look closely at the API you'll see the only way for an application
773to create a plain Surface is through a constructor that takes a SurfaceTexture
774as the sole argument. (Prior to API 11, there was no public constructor for
775Surface at all.) This might seem a bit backward if you view SurfaceTexture as a
776combination of a Surface and a texture.</p>
777
778<p>Under the hood, SurfaceTexture is called GLConsumer, which more accurately
779reflects its role as the owner and consumer of a BufferQueue. When you create a
780Surface from a SurfaceTexture, what you're doing is creating an object that
781represents the producer side of the SurfaceTexture's BufferQueue.</p>
782
783<h3 id="continuous-capture">Case Study: Grafika's "Continuous Capture" Activity</h3>
784
785<p>The camera can provide a stream of frames suitable for recording as a movie. If
786you want to display it on screen, you create a SurfaceView, pass the Surface to
787<code>setPreviewDisplay()</code>, and let the producer (camera) and consumer
788(SurfaceFlinger) do all the work. If you want to record the video, you create a
789Surface with MediaCodec's <code>createInputSurface()</code>, pass that to the
790camera, and again you sit back and relax. If you want to show the video and
791record it at the same time, you have to get more involved.</p>
792
793<p>The "Continuous capture" activity displays video from the camera as it's being
794recorded. In this case, encoded video is written to a circular buffer in memory
795that can be saved to disk at any time. It's straightforward to implement so
796long as you keep track of where everything is.</p>
797
798<p>There are three BufferQueues involved. The app uses a SurfaceTexture to receive
799frames from Camera, converting them to an external GLES texture. The app
800declares a SurfaceView, which we use to display the frames, and we configure a
801MediaCodec encoder with an input Surface to create the video. So one
802BufferQueue is created by the app, one by SurfaceFlinger, and one by
803mediaserver.</p>
804
805<img src="images/continuous_capture_activity.png" alt="Grafika continuous
806capture activity" />
807
808<p class="img-caption">
809 <strong>Figure 2.</strong>Grafika's continuous capture activity
810</p>
811
812<p>In the diagram above, the arrows show the propagation of the data from the
813camera. BufferQueues are in color (purple producer, cyan consumer). Note
814“Camera” actually lives in the mediaserver process.</p>
815
816<p>Encoded H.264 video goes to a circular buffer in RAM in the app process, and is
817written to an MP4 file on disk using the MediaMuxer class when the “capture”
818button is hit.</p>
819
820<p>All three of the BufferQueues are handled with a single EGL context in the
821app, and the GLES operations are performed on the UI thread. Doing the
822SurfaceView rendering on the UI thread is generally discouraged, but since we're
823doing simple operations that are handled asynchronously by the GLES driver we
824should be fine. (If the video encoder locks up and we block trying to dequeue a
825buffer, the app will become unresponsive. But at that point, we're probably
826failing anyway.) The handling of the encoded data -- managing the circular
827buffer and writing it to disk -- is performed on a separate thread.</p>
828
829<p>The bulk of the configuration happens in the SurfaceView's <code>surfaceCreated()</code>
830callback. The EGLContext is created, and EGLSurfaces are created for the
831display and for the video encoder. When a new frame arrives, we tell
832SurfaceTexture to acquire it and make it available as a GLES texture, then
833render it with GLES commands on each EGLSurface (forwarding the transform and
834timestamp from SurfaceTexture). The encoder thread pulls the encoded output
835from MediaCodec and stashes it in memory.</p>
836
Heidi von Markham2684c462016-06-24 13:46:53 -0700837
838<h3 id="secure-texture-video-playback">Secure Texture Video Playback</h3>
839<p>Android N supports GPU post-processing of protected video content. This
840allows using the GPU for complex non-linear video effects (such as warps),
841mapping protected video content onto textures for use in general graphics scenes
842(e.g., using OpenGL ES), and virtual reality (VR).</p>
843
844<img src="images/graphics_secure_texture_playback.png" alt="Secure Texture Video Playback" />
845<p class="img-caption"><strong>Figure 3.</strong>Secure texture video playback</p>
846
847<p>Support is enabled using the following two extensions:</p>
848<ul>
849<li><strong>EGL extension</strong>
850(<code><a href="https://www.khronos.org/registry/egl/extensions/EXT/EGL_EXT_protected_content.txt">EGL_EXT_protected_content</code></a>).
851Allows the creation of protected GL contexts and surfaces, which can both
852operate on protected content.</li>
853<li><strong>GLES extension</strong>
854(<code><a href="https://www.khronos.org/registry/gles/extensions/EXT/EXT_protected_textures.txt">GL_EXT_protected_textures</code></a>).
855Allows tagging textures as protected so they can be used as framebuffer texture
856attachments.</li>
857</ul>
858
859<p>Android N also updates SurfaceTexture and ACodec
860(<code>libstagefright.so</code>) to allow protected content to be sent even if
861the windows surface does not queue to the window composer (i.e., SurfaceFlinger)
862and provide a protected video surface for use within a protected context. This
863is done by setting the correct protected consumer bits
864(<code>GRALLOC_USAGE_PROTECTED</code>) on surfaces created in a protected
865context (verified by ACodec).</p>
866
867<p>These changes benefit app developers who can create apps that perform
868enhanced video effects or apply video textures using protected content in GL
869(for example, in VR), end users who can view high-value video content (such as
870movies and TV shows) in GL environment (for example, in VR), and OEMs who can
871achieve higher sales due to added device functionality (for example, watching HD
872movies in VR). The new EGL and GLES extensions can be used by system on chip
873(SoCs) providers and other vendors, and are currently implemented on the
874Qualcomm MSM8994 SoC chipset used in the Nexus 6P.
875
876<p>Secure texture video playback sets the foundation for strong DRM
877implementation in the OpenGL ES environment. Without a strong DRM implementation
878such as Widevine Level 1, many content providers would not allow rendering of
879their high-value content in the OpenGL ES environment, preventing important VR
880use cases such as watching DRM protected content in VR.</p>
881
882<p>AOSP includes framework code for secure texture video playback; driver
883support is up to the vendor. Partners must implement the
884<code>EGL_EXT_protected_content</code> and
885<code>GL_EXT_protected_textures extensions</code>. When using your own codec
886library (to replace libstagefright), note the changes in
887<code>/frameworks/av/media/libstagefright/SurfaceUtils.cpp</code> that allow
888buffers marked with <code>GRALLOC_USAGE_PROTECTED</code> to be sent to
889ANativeWindows (even if the ANativeWindow does not queue directly to the window
890composer) as long as the consumer usage bits contain
891<code>GRALLOC_USAGE_PROTECTED</code>. For detailed documentation on implementing
892the extensions, refer to the Khronos Registry
893(<a href="https://www.khronos.org/registry/egl/extensions/EXT/EGL_EXT_protected_content.txt">EGL_EXT_protected_content</a>,
894<a href="https://www.khronos.org/registry/gles/extensions/EXT/EXT_protected_textures.txt">GL_EXT_protected_textures</a>).</p>
895
896<p>Partners may also need to make hardware changes to ensure that protected
897memory mapped onto the GPU remains protected and unreadable by unprotected
898code.</p>
899
Clay Murphyccf30372014-04-07 16:13:19 -0700900<h2 id="texture">TextureView</h2>
901
Heidi von Markham2684c462016-06-24 13:46:53 -0700902<p>The TextureView class introduced in Android 4.0 and is the most complex of
903the View objects discussed here, combining a View with a SurfaceTexture.</p>
Clay Murphyccf30372014-04-07 16:13:19 -0700904
905<p>Recall that the SurfaceTexture is a "GL consumer", consuming buffers of graphics
906data and making them available as textures. TextureView wraps a SurfaceTexture,
907taking over the responsibility of responding to the callbacks and acquiring new
908buffers. The arrival of new buffers causes TextureView to issue a View
909invalidate request. When asked to draw, the TextureView uses the contents of
910the most recently received buffer as its data source, rendering wherever and
911however the View state indicates it should.</p>
912
913<p>You can render on a TextureView with GLES just as you would SurfaceView. Just
914pass the SurfaceTexture to the EGL window creation call. However, doing so
915exposes a potential problem.</p>
916
917<p>In most of what we've looked at, the BufferQueues have passed buffers between
918different processes. When rendering to a TextureView with GLES, both producer
919and consumer are in the same process, and they might even be handled on a single
920thread. Suppose we submit several buffers in quick succession from the UI
921thread. The EGL buffer swap call will need to dequeue a buffer from the
922BufferQueue, and it will stall until one is available. There won't be any
923available until the consumer acquires one for rendering, but that also happens
924on the UI thread… so we're stuck.</p>
925
926<p>The solution is to have BufferQueue ensure there is always a buffer
927available to be dequeued, so the buffer swap never stalls. One way to guarantee
928this is to have BufferQueue discard the contents of the previously-queued buffer
929when a new buffer is queued, and to place restrictions on minimum buffer counts
930and maximum acquired buffer counts. (If your queue has three buffers, and all
931three buffers are acquired by the consumer, then there's nothing to dequeue and
932the buffer swap call must hang or fail. So we need to prevent the consumer from
933acquiring more than two buffers at once.) Dropping buffers is usually
934undesirable, so it's only enabled in specific situations, such as when the
935producer and consumer are in the same process.</p>
936
937<h3 id="surface-or-texture">SurfaceView or TextureView?</h3>
938SurfaceView and TextureView fill similar roles, but have very different
939implementations. To decide which is best requires an understanding of the
940trade-offs.</p>
941
942<p>Because TextureView is a proper citizen of the View hierarchy, it behaves like
943any other View, and can overlap or be overlapped by other elements. You can
944perform arbitrary transformations and retrieve the contents as a bitmap with
945simple API calls.</p>
946
947<p>The main strike against TextureView is the performance of the composition step.
948With SurfaceView, the content is written to a separate layer that SurfaceFlinger
949composites, ideally with an overlay. With TextureView, the View composition is
950always performed with GLES, and updates to its contents may cause other View
951elements to redraw as well (e.g. if they're positioned on top of the
952TextureView). After the View rendering completes, the app UI layer must then be
953composited with other layers by SurfaceFlinger, so you're effectively
954compositing every visible pixel twice. For a full-screen video player, or any
955other application that is effectively just UI elements layered on top of video,
956SurfaceView offers much better performance.</p>
957
958<p>As noted earlier, DRM-protected video can be presented only on an overlay plane.
959 Video players that support protected content must be implemented with
960SurfaceView.</p>
961
962<h3 id="grafika">Case Study: Grafika's Play Video (TextureView)</h3>
963
964<p>Grafika includes a pair of video players, one implemented with TextureView, the
965other with SurfaceView. The video decoding portion, which just sends frames
966from MediaCodec to a Surface, is the same for both. The most interesting
967differences between the implementations are the steps required to present the
968correct aspect ratio.</p>
969
970<p>While SurfaceView requires a custom implementation of FrameLayout, resizing
971SurfaceTexture is a simple matter of configuring a transformation matrix with
972<code>TextureView#setTransform()</code>. For the former, you're sending new
973window position and size values to SurfaceFlinger through WindowManager; for
974the latter, you're just rendering it differently.</p>
975
976<p>Otherwise, both implementations follow the same pattern. Once the Surface has
977been created, playback is enabled. When "play" is hit, a video decoding thread
978is started, with the Surface as the output target. After that, the app code
979doesn't have to do anything -- composition and display will either be handled by
980SurfaceFlinger (for the SurfaceView) or by TextureView.</p>
981
982<h3 id="decode">Case Study: Grafika's Double Decode</h3>
983
984<p>This activity demonstrates manipulation of the SurfaceTexture inside a
985TextureView.</p>
986
987<p>The basic structure of this activity is a pair of TextureViews that show two
988different videos playing side-by-side. To simulate the needs of a
989videoconferencing app, we want to keep the MediaCodec decoders alive when the
990activity is paused and resumed for an orientation change. The trick is that you
991can't change the Surface that a MediaCodec decoder uses without fully
992reconfiguring it, which is a fairly expensive operation; so we want to keep the
993Surface alive. The Surface is just a handle to the producer interface in the
994SurfaceTexture's BufferQueue, and the SurfaceTexture is managed by the
995TextureView;, so we also need to keep the SurfaceTexture alive. So how do we deal
996with the TextureView getting torn down?</p>
997
998<p>It just so happens TextureView provides a <code>setSurfaceTexture()</code> call
999that does exactly what we want. We obtain references to the SurfaceTextures
1000from the TextureViews and save them in a static field. When the activity is
1001shut down, we return "false" from the <code>onSurfaceTextureDestroyed()</code>
1002callback to prevent destruction of the SurfaceTexture. When the activity is
1003restarted, we stuff the old SurfaceTexture into the new TextureView. The
1004TextureView class takes care of creating and destroying the EGL contexts.</p>
1005
1006<p>Each video decoder is driven from a separate thread. At first glance it might
1007seem like we need EGL contexts local to each thread; but remember the buffers
1008with decoded output are actually being sent from mediaserver to our
1009BufferQueue consumers (the SurfaceTextures). The TextureViews take care of the
1010rendering for us, and they execute on the UI thread.</p>
1011
1012<p>Implementing this activity with SurfaceView would be a bit harder. We can't
1013just create a pair of SurfaceViews and direct the output to them, because the
1014Surfaces would be destroyed during an orientation change. Besides, that would
1015add two layers, and limitations on the number of available overlays strongly
1016motivate us to keep the number of layers to a minimum. Instead, we'd want to
1017create a pair of SurfaceTextures to receive the output from the video decoders,
1018and then perform the rendering in the app, using GLES to render two textured
1019quads onto the SurfaceView's Surface.</p>
1020
1021<h2 id="notes">Conclusion</h2>
1022
1023<p>We hope this page has provided useful insights into the way Android handles
1024graphics at the system level.</p>
1025
1026<p>Some information and advice on related topics can be found in the appendices
1027that follow.</p>
1028
1029<h2 id="loops">Appendix A: Game Loops</h2>
1030
1031<p>A very popular way to implement a game loop looks like this:</p>
1032
1033<pre>
1034while (playing) {
1035 advance state by one frame
1036 render the new frame
1037 sleep until it’s time to do the next frame
1038}
1039</pre>
1040
1041<p>There are a few problems with this, the most fundamental being the idea that the
1042game can define what a "frame" is. Different displays will refresh at different
1043rates, and that rate may vary over time. If you generate frames faster than the
1044display can show them, you will have to drop one occasionally. If you generate
1045them too slowly, SurfaceFlinger will periodically fail to find a new buffer to
1046acquire and will re-show the previous frame. Both of these situations can
1047cause visible glitches.</p>
1048
1049<p>What you need to do is match the display's frame rate, and advance game state
1050according to how much time has elapsed since the previous frame. There are two
1051ways to go about this: (1) stuff the BufferQueue full and rely on the "swap
1052buffers" back-pressure; (2) use Choreographer (API 16+).</p>
1053
1054<h3 id="stuffing">Queue Stuffing</h3>
1055
1056<p>This is very easy to implement: just swap buffers as fast as you can. In early
1057versions of Android this could actually result in a penalty where
1058<code>SurfaceView#lockCanvas()</code> would put you to sleep for 100ms. Now
1059it's paced by the BufferQueue, and the BufferQueue is emptied as quickly as
1060SurfaceFlinger is able.</p>
1061
1062<p>One example of this approach can be seen in <a
1063href="https://code.google.com/p/android-breakout/">Android Breakout</a>. It
1064uses GLSurfaceView, which runs in a loop that calls the application's
1065onDrawFrame() callback and then swaps the buffer. If the BufferQueue is full,
1066the <code>eglSwapBuffers()</code> call will wait until a buffer is available.
1067Buffers become available when SurfaceFlinger releases them, which it does after
1068acquiring a new one for display. Because this happens on VSYNC, your draw loop
1069timing will match the refresh rate. Mostly.</p>
1070
1071<p>There are a couple of problems with this approach. First, the app is tied to
1072SurfaceFlinger activity, which is going to take different amounts of time
1073depending on how much work there is to do and whether it's fighting for CPU time
1074with other processes. Since your game state advances according to the time
1075between buffer swaps, your animation won't update at a consistent rate. When
1076running at 60fps with the inconsistencies averaged out over time, though, you
1077probably won't notice the bumps.</p>
1078
1079<p>Second, the first couple of buffer swaps are going to happen very quickly
1080because the BufferQueue isn't full yet. The computed time between frames will
1081be near zero, so the game will generate a few frames in which nothing happens.
1082In a game like Breakout, which updates the screen on every refresh, the queue is
1083always full except when a game is first starting (or un-paused), so the effect
1084isn't noticeable. A game that pauses animation occasionally and then returns to
1085as-fast-as-possible mode might see odd hiccups.</p>
1086
1087<h3 id="choreographer">Choreographer</h3>
1088
1089<p>Choreographer allows you to set a callback that fires on the next VSYNC. The
1090actual VSYNC time is passed in as an argument. So even if your app doesn't wake
1091up right away, you still have an accurate picture of when the display refresh
1092period began. Using this value, rather than the current time, yields a
1093consistent time source for your game state update logic.</p>
1094
1095<p>Unfortunately, the fact that you get a callback after every VSYNC does not
1096guarantee that your callback will be executed in a timely fashion or that you
1097will be able to act upon it sufficiently swiftly. Your app will need to detect
1098situations where it's falling behind and drop frames manually.</p>
1099
1100<p>The "Record GL app" activity in Grafika provides an example of this. On some
1101devices (e.g. Nexus 4 and Nexus 5), the activity will start dropping frames if
1102you just sit and watch. The GL rendering is trivial, but occasionally the View
1103elements get redrawn, and the measure/layout pass can take a very long time if
1104the device has dropped into a reduced-power mode. (According to systrace, it
1105takes 28ms instead of 6ms after the clocks slow on Android 4.4. If you drag
1106your finger around the screen, it thinks you're interacting with the activity,
1107so the clock speeds stay high and you'll never drop a frame.)</p>
1108
1109<p>The simple fix was to drop a frame in the Choreographer callback if the current
1110time is more than N milliseconds after the VSYNC time. Ideally the value of N
1111is determined based on previously observed VSYNC intervals. For example, if the
1112refresh period is 16.7ms (60fps), you might drop a frame if you're running more
1113than 15ms late.</p>
1114
1115<p>If you watch "Record GL app" run, you will see the dropped-frame counter
1116increase, and even see a flash of red in the border when frames drop. Unless
1117your eyes are very good, though, you won't see the animation stutter. At 60fps,
1118the app can drop the occasional frame without anyone noticing so long as the
1119animation continues to advance at a constant rate. How much you can get away
1120with depends to some extent on what you're drawing, the characteristics of the
1121display, and how good the person using the app is at detecting jank.</p>
1122
1123<h3 id="thread">Thread Management</h3>
1124
1125<p>Generally speaking, if you're rendering onto a SurfaceView, GLSurfaceView, or
1126TextureView, you want to do that rendering in a dedicated thread. Never do any
1127"heavy lifting" or anything that takes an indeterminate amount of time on the
1128UI thread.</p>
1129
1130<p>Breakout and "Record GL app" use dedicated renderer threads, and they also
1131update animation state on that thread. This is a reasonable approach so long as
1132game state can be updated quickly.</p>
1133
1134<p>Other games separate the game logic and rendering completely. If you had a
1135simple game that did nothing but move a block every 100ms, you could have a
1136dedicated thread that just did this:</p>
1137
1138<pre>
1139 run() {
1140 Thread.sleep(100);
1141 synchronized (mLock) {
1142 moveBlock();
1143 }
1144 }
1145</pre>
1146
1147<p>(You may want to base the sleep time off of a fixed clock to prevent drift --
1148sleep() isn't perfectly consistent, and moveBlock() takes a nonzero amount of
1149time -- but you get the idea.)</p>
1150
1151<p>When the draw code wakes up, it just grabs the lock, gets the current position
1152of the block, releases the lock, and draws. Instead of doing fractional
1153movement based on inter-frame delta times, you just have one thread that moves
1154things along and another thread that draws things wherever they happen to be
1155when the drawing starts.</p>
1156
1157<p>For a scene with any complexity you'd want to create a list of upcoming events
1158sorted by wake time, and sleep until the next event is due, but it's the same
1159idea.</p>
1160
1161<h2 id="activity">Appendix B: SurfaceView and the Activity Lifecycle</h2>
1162
1163<p>When using a SurfaceView, it's considered good practice to render the Surface
1164from a thread other than the main UI thread. This raises some questions about
1165the interaction between that thread and the Activity lifecycle.</p>
1166
1167<p>First, a little background. For an Activity with a SurfaceView, there are two
1168separate but interdependent state machines:</p>
1169
1170<ol>
1171<li>Application onCreate / onResume / onPause</li>
1172<li>Surface created / changed / destroyed</li>
1173</ol>
1174
1175<p>When the Activity starts, you get callbacks in this order:</p>
1176
1177<ul>
1178<li>onCreate</li>
1179<li>onResume</li>
1180<li>surfaceCreated</li>
1181<li>surfaceChanged</li>
1182</ul>
1183
1184<p>If you hit "back" you get:</p>
1185
1186<ul>
1187<li>onPause</li>
1188<li>surfaceDestroyed (called just before the Surface goes away)</li>
1189</ul>
1190
1191<p>If you rotate the screen, the Activity is torn down and recreated, so you
1192get the full cycle. If it matters, you can tell that it's a "quick" restart by
1193checking <code>isFinishing()</code>. (It might be possible to start / stop an
1194Activity so quickly that surfaceCreated() might actually happen after onPause().)</p>
1195
1196<p>If you tap the power button to blank the screen, you only get
1197<code>onPause()</code> -- no <code>surfaceDestroyed()</code>. The Surface
1198remains alive, and rendering can continue. You can even keep getting
1199Choreographer events if you continue to request them. If you have a lock
1200screen that forces a different orientation, your Activity may be restarted when
1201the device is unblanked; but if not, you can come out of screen-blank with the
1202same Surface you had before.</p>
1203
1204<p>This raises a fundamental question when using a separate renderer thread with
1205SurfaceView: Should the lifespan of the thread be tied to that of the Surface or
1206the Activity? The answer depends on what you want to have happen when the
1207screen goes blank. There are two basic approaches: (1) start/stop the thread on
1208Activity start/stop; (2) start/stop the thread on Surface create/destroy.</p>
1209
1210<p>#1 interacts well with the app lifecycle. We start the renderer thread in
1211<code>onResume()</code> and stop it in <code>onPause()</code>. It gets a bit
1212awkward when creating and configuring the thread because sometimes the Surface
1213will already exist and sometimes it won't (e.g. it's still alive after toggling
1214the screen with the power button). We have to wait for the surface to be
1215created before we do some initialization in the thread, but we can't simply do
1216it in the <code>surfaceCreated()</code> callback because that won't fire again
1217if the Surface didn't get recreated. So we need to query or cache the Surface
1218state, and forward it to the renderer thread. Note we have to be a little
1219careful here passing objects between threads -- it is best to pass the Surface or
1220SurfaceHolder through a Handler message, rather than just stuffing it into the
1221thread, to avoid issues on multi-core systems (cf. the <a
1222href="http://developer.android.com/training/articles/smp.html">Android SMP
1223Primer</a>).</p>
1224
1225<p>#2 has a certain appeal because the Surface and the renderer are logically
1226intertwined. We start the thread after the Surface has been created, which
1227avoids some inter-thread communication concerns. Surface created / changed
1228messages are simply forwarded. We need to make sure rendering stops when the
1229screen goes blank, and resumes when it un-blanks; this could be a simple matter
1230of telling Choreographer to stop invoking the frame draw callback. Our
1231<code>onResume()</code> will need to resume the callbacks if and only if the
1232renderer thread is running. It may not be so trivial though -- if we animate
1233based on elapsed time between frames, we could have a very large gap when the
1234next event arrives; so an explicit pause/resume message may be desirable.</p>
1235
1236<p>The above is primarily concerned with how the renderer thread is configured and
1237whether it's executing. A related concern is extracting state from the thread
1238when the Activity is killed (in <code>onPause()</code> or <code>onSaveInstanceState()</code>).
1239Approach #1 will work best for that, because once the renderer thread has been
1240joined its state can be accessed without synchronization primitives.</p>
1241
1242<p>You can see an example of approach #2 in Grafika's "Hardware scaler exerciser."</p>
1243
1244<h2 id="tracking">Appendix C: Tracking BufferQueue with systrace</h2>
1245
1246<p>If you really want to understand how graphics buffers move around, you need to
1247use systrace. The system-level graphics code is well instrumented, as is much
1248of the relevant app framework code. Enable the "gfx" and "view" tags, and
1249generally "sched" as well.</p>
1250
1251<p>A full description of how to use systrace effectively would fill a rather long
1252document. One noteworthy item is the presence of BufferQueues in the trace. If
1253you've used systrace before, you've probably seen them, but maybe weren't sure
1254what they were. As an example, if you grab a trace while Grafika's "Play video
1255(SurfaceView)" is running, you will see a row labeled: "SurfaceView" This row
1256tells you how many buffers were queued up at any given time.</p>
1257
1258<p>You'll notice the value increments while the app is active -- triggering
1259the rendering of frames by the MediaCodec decoder -- and decrements while
1260SurfaceFlinger is doing work, consuming buffers. If you're showing video at
126130fps, the queue's value will vary from 0 to 1, because the ~60fps display can
1262easily keep up with the source. (You'll also notice that SurfaceFlinger is only
1263waking up when there's work to be done, not 60 times per second. The system tries
1264very hard to avoid work and will disable VSYNC entirely if nothing is updating
1265the screen.)</p>
1266
1267<p>If you switch to "Play video (TextureView)" and grab a new trace, you'll see a
1268row with a much longer name
1269("com.android.grafika/com.android.grafika.PlayMovieActivity"). This is the
1270main UI layer, which is of course just another BufferQueue. Because TextureView
1271renders into the UI layer, rather than a separate layer, you'll see all of the
1272video-driven updates here.</p>
1273
1274<p>For more information about systrace, see the <a
1275href="http://developer.android.com/tools/help/systrace.html">Android
1276documentation</a> for the tool.</p>