| page.title=Graphics |
| @jd:body |
| |
| <!-- |
| Copyright 2010 The Android Open Source Project |
| |
| Licensed under the Apache License, Version 2.0 (the "License"); |
| you may not use this file except in compliance with the License. |
| You may obtain a copy of the License at |
| |
| http://www.apache.org/licenses/LICENSE-2.0 |
| |
| Unless required by applicable law or agreed to in writing, software |
| distributed under the License is distributed on an "AS IS" BASIS, |
| WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| See the License for the specific language governing permissions and |
| limitations under the License. |
| --> |
| <div id="qv-wrapper"> |
| <div id="qv"> |
| <h2>In this document</h2> |
| <ol id="auto-toc"> |
| </ol> |
| </div> |
| </div> |
| |
| <p> |
| The Android framework has a variety of graphics rendering APIs for 2D and 3D that interact with |
| your HAL implementations and graphics drivers, so it is important to have a good understanding of |
| how they work at a higher level. There are two general ways that app developers can draw things |
| to the screen: with Canvas or OpenGL. |
| </p> |
| <p> |
| <a href="http://developer.android.com/reference/android/graphics/Canvas.html">android.graphics.Canvas</a> |
| is a 2D graphics API and is the most widely used graphics API by |
| developers. Canvas operations draw all the stock <a href="http://developer.android.com/reference/android/view/View.html">android.view.View</a>s |
| and custom <a href="http://developer.android.com/reference/android/view/View.html">android.view.View</a>s in Android. Prior to Android 3.0, Canvas used the Skia 2D drawing library to |
| draw, which could not take advantage of hardware acceleration. |
| </p> |
| <p> |
| Introduced in Android 3.0, hardware acceleration for Canvas APIs uses a new drawing library |
| called OpenGLRenderer that translates Canvas operations to OpenGL operations so that they can |
| execute on the GPU. Developers had to opt-in to this feature previously, but beginning in Android |
| 4.0, hardware-accelerated Canvas is enabled by default. Consequently, a hardware GPU that |
| supports OpenGL ES 2.0 is mandatory for Android 4.0 devices. |
| </p> |
| <p> |
| The OpenGLRenderer does not interact with Skia, so we |
| anticipate Skia to be slowly phased out without adverse effects to developers. Skia is currently |
| deprecated and in maintenance mode but will be neccessary for a while because most apps published |
| today still rely on non-hardware accelerated Canvas operations. In addition, not all Skia |
| operations are supported by OpenGL, so some operations are still done in software with Skia, even |
| with hardware acceleration turned on. |
| </p> |
| <p> |
| The other main way that developers render graphics is by using OpenGL ES 1.x or 2.0 to directly |
| render to a surface. Android provides OpenGL ES interfaces in the |
| <a href="http://developer.android.com/reference/android/opengl/package-summary.html">android.opengl</a> package |
| that a developer can use to call into your GL implementation with the SDK or with native APIs |
| provided in the Android NDK. |
| |
| <p class="note"><strong>Note:</strong>A third option, Renderscript, was introduced in Android 3.0 to |
| serve as a platform-agnostic graphics rendering API (it used OpenGL ES 2.0 under the hood), but |
| will be deprecated starting in the Android 4.1 release. |
| </p> |
| <h2 id="render"> |
| How Android Renders Graphics |
| </h2> |
| <p> |
| No matter what rendering API developers use, everything is rendered onto a buffer of pixel data |
| called a "surface." Every window that is created on the Android platform is backed by a surface. |
| All of the visible surfaces that are rendered to are composited onto the display |
| by the SurfaceFlinger, Android's system service that manages composition of surfaces. |
| Of course, there are more components that are involved in graphics rendering, and the |
| main ones are described below: |
| </p> |
| |
| <dl> |
| <dt> |
| <strong>Image Stream Producers</strong> |
| </dt> |
| <dd>Image stream producers can be things such as an OpenGL ES game, video buffers from the media server, |
| a Canvas 2D application, or basically anything that produces graphic buffers for consumption. |
| </dd> |
| |
| <dt> |
| <strong>Image Stream Consumers</strong> |
| </dt> |
| <dd>The most common consumer of image streams is SurfaceFlinger, the system service that consumes |
| the currently visible surfaces and composites them onto the display using |
| information provided by the Window Manager. SurfaceFlinger is the only service that can |
| modify the content of the display. SurfaceFlinger uses OpenGL and the |
| hardware composer to compose a group of surfaces. Other OpenGL ES apps can consume image |
| streams as well, such as the camera app consuming a camera preview image stream. |
| </dd> |
| <dt> |
| <strong>SurfaceTexture</strong> |
| </dt> |
| <dd>SurfaceTexture contains the logic that ties image stream producers and image stream consumers together |
| and is made of three parts: <code>SurfaceTextureClient</code>, <code>ISurfaceTexture</code>, and |
| <code>SurfaceTexture</code> (in this case, <code>SurfaceTexture</code> is the actual C++ class and not |
| the name of the overall component). These three parts facilitate the producer (<code>SurfaceTextureClient</code>), |
| binder (<code>ISurfaceTexture</code>), and consumer (<code>SurfaceTexture</code>) |
| components of SurfaceTexture in processes such as requesting memory from Gralloc, |
| sharing memory across process boundaries, synchronizing access to buffers, and pairing the appropriate consumer with the producer. |
| SurfaceTexture can operate in both asynchronous (producer never blocks waiting for consumer and drops frames) and |
| synchronous (producer waits for consumer to process textures) modes. Some examples of image |
| producers are the camera preview produced by the camera HAL or an OpenGL ES game. Some examples |
| of image consumers are SurfaceFlinger or another app that wants to display an OpenGL ES stream |
| such as the camera app displaying the camera viewfinder. |
| </dd> |
| |
| <dt> |
| <strong>Window Manager</strong> |
| </dt> |
| <dd> |
| The Android system service that controls window lifecycles, input and focus events, screen |
| orientation, transitions, animations, position, transforms, z-order, and many other aspects of |
| a window (a container for views). A window is always backed by a surface. The Window Manager |
| sends all of the window metadata to SurfaceFlinger, so SurfaceFlinger can use that data |
| to figure out how to composite surfaces on the display. |
| </dd> |
| |
| <dt> |
| <strong>Hardware Composer</strong> |
| </dt> |
| <dd> |
| The hardware abstraction for the display subsystem. SurfaceFlinger can delegate certain |
| composition work to the hardware composer to offload work from the OpenGL and the GPU. This makes |
| compositing faster than having SurfaceFlinger do all the work. Starting with Jellybean MR1, |
| new versions of the hardware composer have been introduced. See the <code>hardware/libhardware/include/hardware/gralloc.h</code> <a href="#hwc">Hardware composer</a> section |
| for more information. |
| </dd> |
| |
| <dt> |
| <strong>Gralloc</strong> |
| </dt> |
| <dd>Allocates memory for graphics buffers. See the If you |
| are using version 1.1 or later of the <a href="#hwc">hardware composer</a>, this HAL is no longer needed.</dd> |
| |
| |
| </dl> |
| <p> |
| The following diagram shows how these components work together: |
| </p><img src="images/graphics_surface.png"> |
| <p class="img-caption"> |
| <strong>Figure 1.</strong> How surfaces are rendered |
| </p> |
| |
| </p> |
| <h2 id="provide"> |
| What You Need to Provide |
| </h2> |
| <p> |
| The following list and sections describe what you need to provide to support graphics in your product: |
| </p> |
| <ul> |
| <li>OpenGL ES 1.x Driver |
| </li> |
| <li>OpenGL ES 2.0 Driver |
| </li> |
| <li>EGL Driver |
| </li> |
| <li>Gralloc HAL implementation |
| </li> |
| <li>Hardware Composer HAL implementation |
| </li> |
| <li>Framebuffer HAL implementation |
| </li> |
| </ul> |
| <h3 id="gl"> |
| OpenGL and EGL drivers |
| </h3> |
| <p> |
| You must provide drivers for OpenGL ES 1.x, OpenGL ES 2.0, and EGL. Some key things to keep in |
| mind are: |
| </p> |
| <ul> |
| <li>The GL driver needs to be robust and conformant to OpenGL ES standards. |
| </li> |
| <li>Do not limit the number of GL contexts. Because Android allows apps in the background and |
| tries to keep GL contexts alive, you should not limit the number of contexts in your driver. It |
| is not uncommon to have 20-30 active GL contexts at once, so you should also be careful with the |
| amount of memory allocated for each context. |
| </li> |
| <li>Support the YV12 image format and any other YUV image formats that come from other |
| components in the system such as media codecs or the camera. |
| </li> |
| <li>Support the mandatory extensions: <code>GL_OES_texture_external</code>, |
| <code>EGL_ANDROID_image_native_buffer</code>, and <code>EGL_ANDROID_recordable</code>. We highly |
| recommend supporting <code>EGL_ANDROID_blob_cache</code> and <code>EGL_KHR_fence_sync</code> as |
| well.</li> |
| </ul> |
| |
| <p> |
| Note that the OpenGL API exposed to app developers is different from the OpenGL interface that |
| you are implementing. Apps do not have access to the GL driver layer, and must go through the |
| interface provided by the APIs. |
| </p> |
| <h4> |
| Pre-rotation |
| </h4> |
| <p>Many times, hardware overlays do not support rotation, so the solution is to pre-transform the buffer before |
| it reaches SurfaceFlinger. A query hint in ANativeWindow was added (<code>NATIVE_WINDOW_TRANSFORM_HINT</code>) |
| that represents the most likely transform to be be applied to the buffer by SurfaceFlinger. |
| |
| Your GL driver can use this hint to pre-transform the buffer before it reaches SurfaceFlinger, so when the buffer |
| actually reaches SurfaceFlinger, it is correctly transformed. See the ANativeWindow |
| interface defined in <code>system/core/include/system/window.h</code> for more details. The following |
| is some pseudo-code that implements this in the hardware composer: |
| </p> |
| |
| <pre> |
| ANativeWindow->query(ANativeWindow, NATIVE_WINDOW_DEFAULT_WIDTH, &w); |
| ANativeWindow->query(ANativeWindow, NATIVE_WINDOW_DEFAULT_HEIGHT, &h); |
| ANativeWindow->query(ANativeWindow, NATIVE_WINDOW_TRANSFORM_HINT, &hintTransform); |
| if (hintTransform & HAL_TRANSFORM_ROT_90) |
| swap(w, h); |
| |
| native_window_set_buffers_dimensions(anw, w, h); |
| ANativeWindow->dequeueBuffer(...); |
| |
| // here GL driver renders content transformed by " hintTransform " |
| |
| int inverseTransform; |
| inverseTransform = hintTransform; |
| if (hintTransform & HAL_TRANSFORM_ROT_90) |
| inverseTransform ^= HAL_TRANSFORM_ROT_180; |
| |
| native_window_set_buffers_transform(anw, inverseTransform); |
| |
| ANativeWindow->queueBuffer(...); |
| </pre> |
| |
| <h3 id="gralloc"> |
| Gralloc HAL |
| </h3> |
| <p> |
| The graphics memory allocator is needed to allocate memory that is requested by |
| SurfaceTextureClient in image producers. You can find a stub implementation of the HAL at |
| <code>hardware/libhardware/modules/gralloc.h</code> |
| </p> |
| <h4> |
| Protected buffers |
| </h4> |
| <p> |
| There is a gralloc usage flag <code>GRALLOC_USAGE_PROTECTED</code> that allows |
| the graphics buffer to be displayed only through a hardware protected path. |
| </p> |
| <h3 id="hwc"> |
| Hardware Composer HAL |
| </h3> |
| <p> |
| The hardware composer is used by SurfaceFlinger to composite surfaces to the screen. The hardware |
| composer abstracts things like overlays and 2D blitters and helps offload some things that would |
| normally be done with OpenGL. |
| </p> |
| |
| <p>Jellybean MR1 introduces a new version of the HAL. We recommend that you start using version 1.1 of the hardware |
| composer HAL as it will provide support for the newest features (explicit synchronization, external displays, etc). |
| Keep in mind that in addition to 1.1 version, there is also a 1.0 version of the HAL that we used for internal |
| compatibility reasons and a 1.2 draft mode of the hardware composer HAL. We recommend that you implement |
| version 1.1 until 1.2 is out of draft mode. |
| </p> |
| |
| <p>Because the physical display hardware behind the hardware composer |
| abstraction layer can vary from device to device, it is difficult to define recommended features, but |
| here is some guidance:</p> |
| |
| <ul> |
| <li>The hardware composer should support at least 4 overlays (status bar, system bar, application, |
| and live wallpaper) for phones and 3 overlays for tablets (no status bar).</li> |
| <li>Layers can be bigger than the screen, so the hardware composer should be able to handle layers |
| that are larger than the display (For example, a wallpaper).</li> |
| <li>Pre-multiplied per-pixel alpha blending and per-plane alpha blending should be supported at the same time.</li> |
| <li>The hardware composer should be able to consume the same buffers that the GPU, camera, video decoder, and Skia buffers are producing, |
| so supporting some of the following properties is helpful: |
| <ul> |
| <li>RGBA packing order</li> |
| <li>YUV formats</li> |
| <li>Tiling, swizzling, and stride properties</li> |
| </ul> |
| </li> |
| <li>A hardware path for protected video playback must be present if you want to support protected content.</li> |
| </ul> |
| <p> |
| The general recommendation when implementing your hardware composer is to implement a no-op |
| hardware composer first. Once you have the structure done, implement a simple algorithm to |
| delegate composition to the hardware composer. For example, just delegate the first three or four |
| surfaces to the overlay hardware of the hardware composer. After that focus on common use cases, |
| such as: |
| </p> |
| <ul> |
| <li>Full-screen games in portrait and landscape mode |
| </li> |
| <li>Full-screen video with closed captioning and playback control |
| </li> |
| <li>The home screen (compositing the status bar, system bar, application window, and live |
| wallpapers) |
| </li> |
| <li>Protected video playback |
| </li> |
| <li>Multiple display support |
| </li> |
| </ul> |
| <p> |
| After implementing the common use cases, you can focus on optimizations such as intelligently |
| selecting the surfaces to send to the overlay hardware that maximizes the load taken off of the |
| GPU. Another optimization is to detect whether the screen is updating. If not, delegate composition |
| to OpenGL instead of the hardware composer to save power. When the screen updates again, contin`ue to |
| offload composition to the hardware composer. |
| </p> |
| |
| <p> |
| You can find the HAL for the hardware composer in the |
| <code>hardware/libhardware/include/hardware/hwcomposer.h</code> and <code>hardware/libhardware/include/hardware/hwcomposer_defs.h</code> |
| files. A stub implementation is available in the <code>hardware/libhardware/modules/hwcomposer</code> directory. |
| </p> |
| |
| <h4> |
| VSYNC |
| </h4> |
| <p> |
| VSYNC synchronizes certain events to the refresh cycle of the display. Applications always |
| start drawing on a VSYNC boundary and SurfaceFlinger always composites on a VSYNC boundary. |
| This eliminates stutters and improves visual performance of graphics. |
| The hardware composer has a function pointer</p> |
| |
| <pre>int (waitForVsync*) (int64_t *timestamp)</pre> |
| |
| <p>that points to a function you must implement for VSYNC. This function blocks until |
| a VSYNC happens and returns the timestamp of the actual VSYNC. |
| A client can receive a VSYNC timestamps once, at specified intervals, or continously (interval of 1). |
| You must implement VSYNC to have no more than a 1ms lag at the maximum (1/2ms or less is recommended), and |
| the timestamps returned must be extremely accurate. |
| </p> |
| |
| <h4>Explicit synchronization</h4> |
| <p>Explicit synchronization is required in Jellybean MR1 and later and provides a mechanism |
| for Gralloc buffers to be acquired and released in a synchronized way. |
| Explicit synchronization allows producers and consumers of graphics buffers to signal when |
| they are done with a buffer. This allows the Android system to asynchronously queue buffers |
| to be read or written with the certainty that another consumer or producer does not currently need them.</p> |
| <p> |
| This communication is facilitated with the use of synchronization fences, which are now required when requesting |
| a buffer for consuming or producing. The |
| synchronization framework consists of three main parts:</p> |
| <ul> |
| <li><code>sync_timeline</code>: a monotonically increasing timeline that should be implemented |
| for each driver instance. This basically is a counter of jobs submitted to the kernel for a particular piece of hardware.</li> |
| <li><code>sync_pt</code>: a single value or point on a <code>sync_timeline</code>. A point |
| has three states: active, signaled, and error. Points start in the active state and transition |
| to the signaled or error states. For instance, when a buffer is no longer needed by an image |
| consumer, this <code>sync_point</code> is signaled so that image producers |
| know that it is okay to write into the buffer again.</li> |
| <li><code>sync_fence</code>: a collection of <code>sync_pt</code>s that often have different |
| <code>sync_timeline</code> parents (such as for the display controller and GPU). This allows |
| multiple consumers or producers to signal that |
| they are using a buffer and to allow this information to be communicated with one function parameter. |
| Fences are backed by a file descriptor and can be passed from kernel-space to user-space. |
| For instance, a fence can contain two <code>sync_point</code>s that signify when two separate |
| image consumers are done reading a buffer. When the fence is signaled, |
| the image producers now know that both consumers are done consuming.</li> |
| </ul> |
| |
| <p>To implement explicit synchronization, you need to do provide the following: |
| |
| <ul> |
| <li>A kernel-space driver that implements a synchronization timeline for a particular piece of hardware. Drivers that |
| need to be fence-aware are generally anything that accesses or communicates with the hardware composer. |
| See the <code>system/core/include/sync/sync.h</code> file for more implementation details. The |
| <code>system/core/libsync</code> directory includes a library to communicate with the kernel-space </li> |
| <li>A hardware composer HAL module (version 1.1 or later) that supports the new synchronization functionality. You will need to provide |
| the appropriate synchronization fences as parameters to the <code>set()</code> and <code>prepare()</code> functions in the HAL. As a last resort, |
| you can pass in -1 for the file descriptor parameters if you cannot support explicit synchronization for some reason. This |
| is not recommended, however.</li> |
| <li>Two GL specific extensions related to fences, <code>EGL_ANDROID_native_fence_sync</code> and <code>EGL_ANDROID_wait_sync</code>, |
| along with incorporating fence support into your graphics drivers.</ul> |
| |
| |
| |