1page.title=Implementing graphics 2@jd:body 3 4<!-- 5 Copyright 2014 The Android Open Source Project 6 7 Licensed under the Apache License, Version 2.0 (the "License"); 8 you may not use this file except in compliance with the License. 9 You may obtain a copy of the License at 10 11 http://www.apache.org/licenses/LICENSE-2.0 12 13 Unless required by applicable law or agreed to in writing, software 14 distributed under the License is distributed on an "AS IS" BASIS, 15 WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 16 See the License for the specific language governing permissions and 17 limitations under the License. 18--> 19 20<div id="qv-wrapper"> 21 <div id="qv"> 22 <h2>In this document</h2> 23 <ol id="auto-toc"> 24 </ol> 25 </div> 26</div> 27 28 29<p>Follow the instructions here to implement the Android graphics HAL.</p> 30 31<h2 id=requirements>Requirements</h2> 32 33<p>The following list and sections describe what you need to provide to support 34graphics in your product:</p> 35 36<ul> <li> OpenGL ES 1.x Driver <li> OpenGL ES 2.0 Driver <li> OpenGL ES 3.0 37Driver (optional) <li> EGL Driver <li> Gralloc HAL implementation <li> Hardware 38Composer HAL implementation <li> Framebuffer HAL implementation </ul> 39 40<h2 id=implementation>Implementation</h2> 41 42<h3 id=opengl_and_egl_drivers>OpenGL and EGL drivers</h3> 43 44<p>You must provide drivers for OpenGL ES 1.x, OpenGL ES 2.0, and EGL. Here are 45some key considerations:</p> 46 47<ul> <li> The GL driver needs to be robust and conformant to OpenGL ES 48standards. <li> Do not limit the number of GL contexts. Because Android allows 49apps in the background and tries to keep GL contexts alive, you should not 50limit the number of contexts in your driver. <li> It is not uncommon to have 5120-30 active GL contexts at once, so you should also be careful with the amount 52of memory allocated for each context. <li> Support the YV12 image format and 53any other YUV image formats that come from other components in the system such 54as media codecs or the camera. <li> Support the mandatory extensions: 55<code>GL_OES_texture_external</code>, 56<code>EGL_ANDROID_image_native_buffer</code>, and 57<code>EGL_ANDROID_recordable</code>. The 58<code>EGL_ANDROID_framebuffer_target</code> extension is required for Hardware 59Composer 1.1 and higher, as well. <li> We highly recommend also supporting 60<code>EGL_ANDROID_blob_cache</code>, <code>EGL_KHR_fence_sync</code>, 61<code>EGL_KHR_wait_sync</code>, and <code>EGL_ANDROID_native_fence_sync</code>. 62</ul> 63 64<p>Note the OpenGL API exposed to app developers is different from the OpenGL 65interface that you are implementing. Apps do not have access to the GL driver 66layer and must go through the interface provided by the APIs.</p> 67 68<h3 id=pre-rotation>Pre-rotation</h3> 69 70<p>Many hardware overlays do not support rotation, and even if they do it costs 71processing power. So the solution is to pre-transform the buffer before it 72reaches SurfaceFlinger. A query hint in <code>ANativeWindow</code> was added 73(<code>NATIVE_WINDOW_TRANSFORM_HINT</code>) that represents the most likely 74transform to be applied to the buffer by SurfaceFlinger. Your GL driver can use 75this hint to pre-transform the buffer before it reaches SurfaceFlinger so when 76the buffer arrives, it is correctly transformed.</p> 77 78<p>For example, you may receive a hint to rotate 90 degrees. You must generate 79a matrix and apply it to the buffer to prevent it from running off the end of 80the page. To save power, this should be done in pre-rotation. See the 81<code>ANativeWindow</code> interface defined in 82<code>system/core/include/system/window.h</code> for more details.</p> 83 84<h3 id=gralloc_hal>Gralloc HAL</h3> 85 86<p>The graphics memory allocator is needed to allocate memory that is requested 87by image producers. You can find the interface definition of the HAL at: 88<code>hardware/libhardware/modules/gralloc.h</code></p> 89 90<h3 id=protected_buffers>Protected buffers</h3> 91 92<p>The gralloc usage flag <code>GRALLOC_USAGE_PROTECTED</code> allows the 93graphics buffer to be displayed only through a hardware-protected path. These 94overlay planes are the only way to display DRM content. DRM-protected buffers 95cannot be accessed by SurfaceFlinger or the OpenGL ES driver.</p> 96 97<p>DRM-protected video can be presented only on an overlay plane. Video players 98that support protected content must be implemented with SurfaceView. Software 99running on unprotected hardware cannot read or write the buffer. 100Hardware-protected paths must appear on the Hardware Composer overlay. For 101instance, protected videos will disappear from the display if Hardware Composer 102switches to OpenGL ES composition.</p> 103 104<p>See the <a href="{@docRoot}devices/drm.html">DRM</a> page for a description 105of protected content.</p> 106 107<h3 id=hardware_composer_hal>Hardware Composer HAL</h3> 108 109<p>The Hardware Composer HAL is used by SurfaceFlinger to composite surfaces to 110the screen. The Hardware Composer abstracts objects like overlays and 2D 111blitters and helps offload some work that would normally be done with 112OpenGL.</p> 113 114<p>We recommend you start using version 1.3 of the Hardware Composer HAL as it 115will provide support for the newest features (explicit synchronization, 116external displays, and more). Because the physical display hardware behind the 117Hardware Composer abstraction layer can vary from device to device, it is 118difficult to define recommended features. But here is some guidance:</p> 119 120<ul> <li> The Hardware Composer should support at least four overlays (status 121bar, system bar, application, and wallpaper/background). <li> Layers can be 122bigger than the screen, so the Hardware Composer should be able to handle 123layers that are larger than the display (for example, a wallpaper). <li> 124Pre-multiplied per-pixel alpha blending and per-plane alpha blending should be 125supported at the same time. <li> The Hardware Composer should be able to 126consume the same buffers that the GPU, camera, video decoder, and Skia buffers 127are producing, so supporting some of the following properties is helpful: <ul> 128<li> RGBA packing order <li> YUV formats <li> Tiling, swizzling, and stride 129properties </ul> <li> A hardware path for protected video playback must be 130present if you want to support protected content. </ul> 131 132<p>The general recommendation when implementing your Hardware Composer is to 133implement a non-operational Hardware Composer first. Once you have the 134structure done, implement a simple algorithm to delegate composition to the 135Hardware Composer. For example, just delegate the first three or four surfaces 136to the overlay hardware of the Hardware Composer.</p> 137 138<p>Focus on optimization, such as intelligently selecting the surfaces to send 139to the overlay hardware that maximizes the load taken off of the GPU. Another 140optimization is to detect whether the screen is updating. If not, delegate 141composition to OpenGL instead of the Hardware Composer to save power. When the 142screen updates again, continue to offload composition to the Hardware 143Composer.</p> 144 145<p>Devices must report the display mode (or resolution). Android uses the first 146mode reported by the device. To support televisions, have the TV device report 147the mode selected for it by the manufacturer to Hardware Composer. See 148hwcomposer.h for more details.</p> 149 150<p>Prepare for common use cases, such as:</p> 151 152<ul> <li> Full-screen games in portrait and landscape mode <li> Full-screen 153video with closed captioning and playback control <li> The home screen 154(compositing the status bar, system bar, application window, and live 155wallpapers) <li> Protected video playback <li> Multiple display support </ul> 156 157<p>These use cases should address regular, predictable uses rather than edge 158cases that are rarely encountered. Otherwise, any optimization will have little 159benefit. Implementations must balance two competing goals: animation smoothness 160and interaction latency.</p> 161 162<p>Further, to make best use of Android graphics, you must develop a robust 163clocking strategy. Performance matters little if clocks have been turned down 164to make every operation slow. You need a clocking strategy that puts the clocks 165at high speed when needed, such as to make animations seamless, and then slows 166the clocks whenever the increased speed is no longer needed.</p> 167 168<p>Use the <code>adb shell dumpsys SurfaceFlinger</code> command to see 169precisely what SurfaceFlinger is doing. See the <a 170href="{@docRoot}devices/graphics/architecture.html#hwcomposer">Hardware 171Composer</a> section of the Architecture page for example output and a 172description of relevant fields.</p> 173 174<p>You can find the HAL for the Hardware Composer and additional documentation 175in: <code>hardware/libhardware/include/hardware/hwcomposer.h 176hardware/libhardware/include/hardware/hwcomposer_defs.h</code></p> 177 178<p>A stub implementation is available in the 179<code>hardware/libhardware/modules/hwcomposer</code> directory.</p> 180 181<h3 id=vsync>VSYNC</h3> 182 183<p>VSYNC synchronizes certain events to the refresh cycle of the display. 184Applications always start drawing on a VSYNC boundary, and SurfaceFlinger 185always composites on a VSYNC boundary. This eliminates stutters and improves 186visual performance of graphics. The Hardware Composer has a function 187pointer:</p> 188 189<pre class=prettyprint> int (waitForVsync*) (int64_t *timestamp) </pre> 190 191 192<p>This points to a function you must implement for VSYNC. This function blocks 193until a VSYNC occurs and returns the timestamp of the actual VSYNC. A message 194must be sent every time VSYNC occurs. A client can receive a VSYNC timestamp 195once, at specified intervals, or continuously (interval of 1). You must 196implement VSYNC to have no more than a 1ms lag at the maximum (0.5ms or less is 197recommended), and the timestamps returned must be extremely accurate.</p> 198 199<h4 id=explicit_synchronization>Explicit synchronization</h4> 200 201<p>Explicit synchronization is required and provides a mechanism for Gralloc 202buffers to be acquired and released in a synchronized way. Explicit 203synchronization allows producers and consumers of graphics buffers to signal 204when they are done with a buffer. This allows the Android system to 205asynchronously queue buffers to be read or written with the certainty that 206another consumer or producer does not currently need them. See the <a 207href="#synchronization_framework">Synchronization framework</a> section for an overview of 208this mechanism.</p> 209 210<p>The benefits of explicit synchronization include less behavior variation 211between devices, better debugging support, and improved testing metrics. For 212instance, the sync framework output readily identifies problem areas and root 213causes. And centralized SurfaceFlinger presentation timestamps show when events 214occur in the normal flow of the system.</p> 215 216<p>This communication is facilitated by the use of synchronization fences, 217which are now required when requesting a buffer for consuming or producing. The 218synchronization framework consists of three main building blocks: 219sync_timeline, sync_pt, and sync_fence.</p> 220 221<h5 id=sync_timeline>sync_timeline</h5> 222 223<p>A sync_timeline is a monotonically increasing timeline that should be 224implemented for each driver instance, such as a GL context, display controller, 225or 2D blitter. This is essentially a counter of jobs submitted to the kernel 226for a particular piece of hardware. It provides guarantees about the order of 227operations and allows hardware-specific implementations.</p> 228 229<p>Please note, the sync_timeline is offered as a CPU-only reference 230implementation called sw_sync (which stands for software sync). If possible, 231use sw_sync instead of a sync_timeline to save resources and avoid complexity. 232If you’re not employing a hardware resource, sw_sync should be sufficient.</p> 233 234<p>If you must implement a sync_timeline, use the sw_sync driver as a starting 235point. Follow these guidelines:</p> 236 237<ul> <li> Provide useful names for all drivers, timelines, and fences. This 238simplifies debugging. <li> Implement timeline_value str and pt_value_str 239operators in your timelines as they make debugging output much more readable. 240<li> If you want your userspace libraries (such as the GL library) to have 241access to the private data of your timelines, implement the fill driver_data 242operator. This lets you get information about the immutable sync_fence and 243sync_pts so you might build command lines based upon them. </ul> 244 245<p>When implementing a sync_timeline, <strong>don’t</strong>:</p> 246 247<ul> <li> Base it on any real view of time, such as when a wall clock or other 248piece of work might finish. It is better to create an abstract timeline that 249you can control. <li> Allow userspace to explicitly create or signal a fence. 250This can result in one piece of the user pipeline creating a denial-of-service 251attack that halts all functionality. This is because the userspace cannot make 252promises on behalf of the kernel. <li> Access sync_timeline, sync_pt, or 253sync_fence elements explicitly, as the API should provide all required 254functions. </ul> 255 256<h5 id=sync_pt>sync_pt</h5> 257 258<p>A sync_pt is a single value or point on a sync_timeline. A point has three 259states: active, signaled, and error. Points start in the active state and 260transition to the signaled or error states. For instance, when a buffer is no 261longer needed by an image consumer, this sync_point is signaled so that image 262producers know it is okay to write into the buffer again.</p> 263 264<h5 id=sync_fence>sync_fence</h5> 265 266<p>A sync_fence is a collection of sync_pts that often have different 267sync_timeline parents (such as for the display controller and GPU). These are 268the main primitives over which drivers and userspace communicate their 269dependencies. A fence is a promise from the kernel that it gives upon accepting 270work that has been queued and assures completion in a finite amount of 271time.</p> 272 273<p>This allows multiple consumers or producers to signal they are using a 274buffer and to allow this information to be communicated with one function 275parameter. Fences are backed by a file descriptor and can be passed from 276kernel-space to user-space. For instance, a fence can contain two sync_points 277that signify when two separate image consumers are done reading a buffer. When 278the fence is signaled, the image producers know both consumers are done 279consuming. 280 281Fences, like sync_pts, start active and then change state based upon the state 282of their points. If all sync_pts become signaled, the sync_fence becomes 283signaled. If one sync_pt falls into an error state, the entire sync_fence has 284an error state. 285 286Membership in the sync_fence is immutable once the fence is created. And since 287a sync_pt can be in only one fence, it is included as a copy. Even if two 288points have the same value, there will be two copies of the sync_pt in the 289fence. 290 291To get more than one point in a fence, a merge operation is conducted. In the 292merge, the points from two distinct fences are added to a third fence. If one 293of those points was signaled in the originating fence, and the other was not, 294the third fence will also not be in a signaled state.</p> 295 296<p>To implement explicit synchronization, you need to provide the 297following:</p> 298 299<ul> <li> A kernel-space driver that implements a synchronization timeline for 300a particular piece of hardware. Drivers that need to be fence-aware are 301generally anything that accesses or communicates with the Hardware Composer. 302Here are the key files (found in the android-3.4 kernel branch): <ul> <li> Core 303implementation: <ul> <li> <code>kernel/common/include/linux/sync.h</code> <li> 304<code>kernel/common/drivers/base/sync.c</code> </ul> <li> sw_sync: <ul> <li> 305<code>kernel/common/include/linux/sw_sync.h</code> <li> 306<code>kernel/common/drivers/base/sw_sync.c</code> </ul> <li> Documentation: 307<li> <code>kernel/common//Documentation/sync.txt</code> Finally, the 308<code>platform/system/core/libsync</code> directory includes a library to 309communicate with the kernel-space. </ul> <li> A Hardware Composer HAL module 310(version 1.3 or later) that supports the new synchronization functionality. You 311will need to provide the appropriate synchronization fences as parameters to 312the set() and prepare() functions in the HAL. <li> Two GL-specific extensions 313related to fences, <code>EGL_ANDROID_native_fence_sync</code> and 314<code>EGL_ANDROID_wait_sync</code>, along with incorporating fence support into 315your graphics drivers. </ul> 316 317<p>For example, to use the API supporting the synchronization function, you 318might develop a display driver that has a display buffer function. Before the 319synchronization framework existed, this function would receive dma-bufs, put 320those buffers on the display, and block while the buffer is visible, like 321so:</p> 322 323<pre class=prettyprint> 324/* 325 * assumes buf is ready to be displayed. returns when buffer is no longer on 326 * screen. 327 */ 328void display_buffer(struct dma_buf *buf); </pre> 329 330 331<p>With the synchronization framework, the API call is slightly more complex. 332While putting a buffer on display, you associate it with a fence that says when 333the buffer will be ready. So you queue up the work, which you will initiate 334once the fence clears.</p> 335 336<p>In this manner, you are not blocking anything. You immediately return your 337own fence, which is a guarantee of when the buffer will be off of the display. 338As you queue up buffers, the kernel will list dependencies. With the 339synchronization framework:</p> 340 341<pre class=prettyprint> 342/* 343 * will display buf when fence is signaled. returns immediately with a fence 344 * that will signal when buf is no longer displayed. 345 */ 346struct sync_fence* display_buffer(struct dma_buf *buf, struct sync_fence 347*fence); </pre> 348 349 350<h4 id=sync_integration>Sync integration</h4> 351 352<h5 id=integration_conventions>Integration conventions</h5> 353 354<p>This section explains how to integrate the low-level sync framework with 355different parts of the Android framework and the drivers that need to 356communicate with one another.</p> 357 358<p>The Android HAL interfaces for graphics follow consistent conventions so 359when file descriptors are passed across a HAL interface, ownership of the file 360descriptor is always transferred. This means:</p> 361 362<ul> <li> if you receive a fence file descriptor from the sync framework, you 363must close it. <li> if you return a fence file descriptor to the sync 364framework, the framework will close it. <li> if you want to continue using the 365fence file descriptor, you must duplicate the descriptor. </ul> 366 367<p>Every time a fence is passed through BufferQueue - such as for a window that 368passes a fence to BufferQueue saying when its new contents will be ready - the 369fence object is renamed. Since kernel fence support allows fences to have 370strings for names, the sync framework uses the window name and buffer index 371that is being queued to name the fence, for example: 372<code>SurfaceView:0</code></p> 373 374<p>This is helpful in debugging to identify the source of a deadlock. Those 375names appear in the output of <code>/d/sync</code> and bug reports when 376taken.</p> 377 378<h5 id=anativewindow_integration>ANativeWindow integration</h5> 379 380<p>ANativeWindow is fence aware. <code>dequeueBuffer</code>, 381<code>queueBuffer</code>, and <code>cancelBuffer</code> have fence 382parameters.</p> 383 384<h5 id=opengl_es_integration>OpenGL ES integration</h5> 385 386<p>OpenGL ES sync integration relies upon these two EGL extensions:</p> 387 388<ul> <li> <code>EGL_ANDROID_native_fence_sync</code> - provides a way to either 389wrap or create native Android fence file descriptors in EGLSyncKHR objects. 390<li> <code>EGL_ANDROID_wait_sync</code> - allows GPU-side stalls rather than in 391CPU, making the GPU wait for an EGLSyncKHR. This is essentially the same as the 392<code>EGL_KHR_wait_sync</code> extension. See the 393<code>EGL_KHR_wait_sync</code> specification for details. </ul> 394 395<p>These extensions can be used independently and are controlled by a compile 396flag in libgui. To use them, first implement the 397<code>EGL_ANDROID_native_fence_sync</code> extension along with the associated 398kernel support. Next add a ANativeWindow support for fences to your driver and 399then turn on support in libgui to make use of the 400<code>EGL_ANDROID_native_fence_sync</code> extension.</p> 401 402<p>Then, as a second pass, enable the <code>EGL_ANDROID_wait_sync</code> 403extension in your driver and turn it on separately. The 404<code>EGL_ANDROID_native_fence_sync</code> extension consists of a distinct 405native fence EGLSync object type so extensions that apply to existing EGLSync 406object types don’t necessarily apply to <code>EGL_ANDROID_native_fence</code> 407objects to avoid unwanted interactions.</p> 408 409<p>The EGL_ANDROID_native_fence_sync extension employs a corresponding native 410fence file descriptor attribute that can be set only at creation time and 411cannot be directly queried onward from an existing sync object. This attribute 412can be set to one of two modes:</p> 413 414<ul> <li> A valid fence file descriptor - wraps an existing native Android 415fence file descriptor in an EGLSyncKHR object. <li> -1 - creates a native 416Android fence file descriptor from an EGLSyncKHR object. </ul> 417 418<p>The DupNativeFenceFD function call is used to extract the EGLSyncKHR object 419from the native Android fence file descriptor. This has the same result as 420querying the attribute that was set but adheres to the convention that the 421recipient closes the fence (hence the duplicate operation). Finally, destroying 422the EGLSync object should close the internal fence attribute.</p> 423 424<h5 id=hardware_composer_integration>Hardware Composer integration</h5> 425 426<p>Hardware Composer handles three types of sync fences:</p> 427 428<ul> <li> <em>Acquire fence</em> - one per layer, this is set before calling 429HWC::set. It signals when Hardware Composer may read the buffer. <li> 430<em>Release fence</em> - one per layer, this is filled in by the driver in 431HWC::set. It signals when Hardware Composer is done reading the buffer so the 432framework can start using that buffer again for that particular layer. <li> 433<em>Retire fence</em> - one per the entire frame, this is filled in by the 434driver each time HWC::set is called. This covers all of the layers for the set 435operation. It signals to the framework when all of the effects of this set 436operation has completed. The retire fence signals when the next set operation 437takes place on the screen. </ul> 438 439<p>The retire fence can be used to determine how long each frame appears on the 440screen. This is useful in identifying the location and source of delays, such 441as a stuttering animation. </p> 442 443<h4 id=vsync_offset>VSYNC Offset</h4> 444 445<p>Application and SurfaceFlinger render loops should be synchronized to the 446hardware VSYNC. On a VSYNC event, the display begins showing frame N while 447SurfaceFlinger begins compositing windows for frame N+1. The app handles 448pending input and generates frame N+2.</p> 449 450<p>Synchronizing with VSYNC delivers consistent latency. It reduces errors in 451apps and SurfaceFlinger and the drifting of displays in and out of phase with 452each other. This, however, does assume application and SurfaceFlinger per-frame 453times don’t vary widely. Nevertheless, the latency is at least two frames.</p> 454 455<p>To remedy this, you may employ VSYNC offsets to reduce the input-to-display 456latency by making application and composition signal relative to hardware 457VSYNC. This is possible because application plus composition usually takes less 458than 33 ms.</p> 459 460<p>The result of VSYNC offset is three signals with same period, offset 461phase:</p> 462 463<ul> <li> <em>HW_VSYNC_0</em> - Display begins showing next frame <li> 464<em>VSYNC</em> - App reads input and generates next frame <li> <em>SF 465VSYNC</em> - SurfaceFlinger begins compositing for next frame </ul> 466 467<p>With VSYNC offset, SurfaceFlinger receives the buffer and composites the 468frame, while the application processes the input and renders the frame, all 469within a single frame of time.</p> 470 471<p>Please note, VSYNC offsets reduce the time available for app and composition 472and therefore provide a greater chance for error.</p> 473 474<h5 id=dispsync>DispSync</h5> 475 476<p>DispSync maintains a model of the periodic hardware-based VSYNC events of a 477display and uses that model to execute periodic callbacks at specific phase 478offsets from the hardware VSYNC events.</p> 479 480<p>DispSync is essentially a software phase lock loop (PLL) that generates the 481VSYNC and SF VSYNC signals used by Choreographer and SurfaceFlinger, even if 482not offset from hardware VSYNC.</p> 483 484<img src="images/dispsync.png" alt="DispSync flow"> 485 486<p class="img-caption"><strong>Figure 4.</strong> DispSync flow</p> 487 488<p>DispSync has these qualities:</p> 489 490<ul> <li> <em>Reference</em> - HW_VSYNC_0 <li> <em>Output</em> - VSYNC and SF 491VSYNC <li> <em>Feedback</em> - Retire fence signal timestamps from Hardware 492Composer </ul> 493 494<h5 id=vsync_retire_offset>VSYNC/Retire Offset</h5> 495 496<p>The signal timestamp of retire fences must match HW VSYNC even on devices 497that don’t use the offset phase. Otherwise, errors appear to have greater 498severity than reality.</p> 499 500<p>“Smart” panels often have a delta. Retire fence is the end of direct memory 501access (DMA) to display memory. The actual display switch and HW VSYNC is some 502time later.</p> 503 504<p><code>PRESENT_TIME_OFFSET_FROM_VSYNC_NS</code> is set in the device’s 505BoardConfig.mk make file. It is based upon the display controller and panel 506characteristics. Time from retire fence timestamp to HW Vsync signal is 507measured in nanoseconds.</p> 508 509<h5 id=vsync_and_sf_vsync_offsets>VSYNC and SF_VSYNC Offsets</h5> 510 511<p>The <code>VSYNC_EVENT_PHASE_OFFSET_NS</code> and 512<code>SF_VSYNC_EVENT_PHASE_OFFSET_NS</code> are set conservatively based on 513high-load use cases, such as partial GPU composition during window transition 514or Chrome scrolling through a webpage containing animations. These offsets 515allow for long application render time and long GPU composition time.</p> 516 517<p>More than a millisecond or two of latency is noticeable. We recommend 518integrating thorough automated error testing to minimize latency without 519significantly increasing error counts.</p> 520 521<p>Note these offsets are also set in the device’s BoardConfig.mk make file. 522The default if not set is zero offset. Both settings are offset in nanoseconds 523after HW_VSYNC_0. Either can be negative.</p> 524 525<h3 id=virtual_displays>Virtual displays</h3> 526 527<p>Android added support for virtual displays to Hardware Composer in version 5281.3. This support was implemented in the Android platform and can be used by 529Miracast.</p> 530 531<p>The virtual display composition is similar to the physical display: Input 532layers are described in prepare(), SurfaceFlinger conducts GPU composition, and 533layers and GPU framebuffer are provided to Hardware Composer in set().</p> 534 535<p>Instead of the output going to the screen, it is sent to a gralloc buffer. 536Hardware Composer writes output to a buffer and provides the completion fence. 537The buffer is sent to an arbitrary consumer: video encoder, GPU, CPU, etc. 538Virtual displays can use 2D/blitter or overlays if the display pipeline can 539write to memory.</p> 540 541<h4 id=modes>Modes</h4> 542 543<p>Each frame is in one of three modes after prepare():</p> 544 545<ul> <li> <em>GLES</em> - All layers composited by GPU. GPU writes directly to 546the output buffer while Hardware Composer does nothing. This is equivalent to 547virtual display composition with Hardware Composer <1.3. <li> <em>MIXED</em> - 548GPU composites some layers to framebuffer, and Hardware Composer composites 549framebuffer and remaining layers. GPU writes to scratch buffer (framebuffer). 550Hardware Composer reads scratch buffer and writes to the output buffer. Buffers 551may have different formats, e.g. RGBA and YCbCr. <li> <em>HWC</em> - All 552layers composited by Hardware Composer. Hardware Composer writes directly to 553the output buffer. </ul> 554 555<h4 id=output_format>Output format</h4> 556 557<p><em>MIXED and HWC modes</em>: If the consumer needs CPU access, the consumer 558chooses the format. Otherwise, the format is IMPLEMENTATION_DEFINED. Gralloc 559can choose best format based on usage flags. For example, choose a YCbCr format 560if the consumer is video encoder, and Hardware Composer can write the format 561efficiently.</p> 562 563<p><em>GLES mode</em>: EGL driver chooses output buffer format in 564dequeueBuffer(), typically RGBA8888. The consumer must be able to accept this 565format.</p> 566 567<h4 id=egl_requirement>EGL requirement</h4> 568 569<p>Hardware Composer 1.3 virtual displays require that eglSwapBuffers() does 570not dequeue the next buffer immediately. Instead, it should defer dequeueing 571the buffer until rendering begins. Otherwise, EGL always owns the “next” output 572buffer. SurfaceFlinger can’t get the output buffer for Hardware Composer in 573MIXED/HWC mode. </p> 574 575<p>If Hardware Composer always sends all virtual display layers to GPU, all 576frames will be in GLES mode. Although it is not recommended, you may use this 577method if you need to support Hardware Composer 1.3 for some other reason but 578can’t conduct virtual display composition.</p> 579 580<h2 id=testing>Testing</h2> 581 582<p>For benchmarking, we suggest following this flow by phase:</p> 583 584<ul> <li> <em>Specification</em> - When initially specifying the device, such 585as when using immature drivers, you should use predefined (fixed) clocks and 586workloads to measure the frames per second rendered. This gives a clear view of 587what the hardware is capable of doing. <li> <em>Development</em> - In the 588development phase as drivers mature, you should use a fixed set of user actions 589to measure the number of visible stutters (janks) in animations. <li> 590<em>Production</em> - Once the device is ready for production and you want to 591compare against competitors, you should increase the workload until stutters 592increase. Determine if the current clock settings can keep up with the load. 593This can help you identify where you might be able to slow the clocks and 594reduce power use. </ul> 595 596<p>For the specification phase, Android offers the Flatland tool to help derive 597device capabilities. It can be found at: 598<code>platform/frameworks/native/cmds/flatland/</code></p> 599 600<p>Flatland relies upon fixed clocks and shows the throughput that can be 601achieved with composition-based workloads. It uses gralloc buffers to simulate 602multiple window scenarios, filling in the window with GL and then measuring the 603compositing. Please note, Flatland uses the synchronization framework to 604measure time. So you must support the synchronization framework to readily use 605Flatland.</p> 606