1page.title=Implementing graphics
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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>To implement the Android graphics HAL, review the following requirements,
30implementation details, and testing advice.</p>
31
32<h2 id=requirements>Requirements</h2>
33
34<p>Android graphics support requires the following components:</p>
35
36<ul>
37    <li>EGL driver</li>
38    <li>OpenGL ES 1.x driver</li>
39    <li>OpenGL ES 2.0 driver</li>
40    <li>OpenGL ES 3.x driver (optional)</li>
41    <li>Vulkan (optional)</li>
42    <li>Gralloc HAL implementation</li>
43    <li>Hardware Composer HAL implementation</li>
44</ul>
45
46<h2 id=implementation>Implementation</h2>
47
48<h3 id=opengl_and_egl_drivers>OpenGL and EGL drivers</h3>
49
50<p>You must provide drivers for EGL, OpenGL ES 1.x, and OpenGL ES 2.0 (support
51for OpenGL 3.x is optional). Key considerations include:</p>
52
53<ul>
54    <li>GL driver must be robust and conformant to OpenGL ES standards.</li>
55    <li>Do not limit the number of GL contexts. Because Android allows apps in
56    the background and tries to keep GL contexts alive, you should not limit the
57    number of contexts in your driver.</li>
58    <li> It is common to have 20-30 active GL contexts at once, so be
59    mindful of the amount of memory allocated for each context.</li>
60    <li>Support the YV12 image format and other YUV image formats that come from
61    other components in the system, such as media codecs or the camera.</li>
62    <li>Support the mandatory extensions: <code>GL_OES_texture_external</code>,
63    <code>EGL_ANDROID_image_native_buffer</code>, and
64    <code>EGL_ANDROID_recordable</code>. In addition, the
65    <code>EGL_ANDROID_framebuffer_target</code> extension is required for
66    Hardware Composer v1.1 and higher.</li>
67    </ul>
68<p>We highly recommend also supporting <code>EGL_ANDROID_blob_cache</code>,
69<code>EGL_KHR_fence_sync</code>, <code>EGL_KHR_wait_sync</code>, and <code>EGL_ANDROID_native_fence_sync</code>.</p>
70
71<p class="note"><strong>Note</strong>: The OpenGL API exposed to app developers
72differs from the OpenGL implemented on the device. Apps cannot directly access
73the GL driver layer and must go through the interface provided by the APIs.</p>
74
75<h3 id=pre-rotation>Pre-rotation</h3>
76
77<p>Many hardware overlays do not support rotation (and even if they do it costs
78processing power); the solution is to pre-transform the buffer before it reaches
79SurfaceFlinger. Android supports a query hint
80(<code>NATIVE_WINDOW_TRANSFORM_HINT</code>) in <code>ANativeWindow</code> to
81represent the most likely transform to be applied to the buffer by
82SurfaceFlinger. GL drivers can use this hint to pre-transform the buffer
83before it reaches SurfaceFlinger so when the buffer arrives, it is correctly
84transformed.</p>
85
86<p>For example, when receiving a hint to rotate 90 degrees, generate and apply a
87matrix to the buffer to prevent it from running off the end of the page. To save
88power, do this pre-rotation. For details, see the <code>ANativeWindow</code>
89interface defined in <code>system/core/include/system/window.h</code>.</p>
90
91<h3 id=gralloc_hal>Gralloc HAL</h3>
92
93<p>The graphics memory allocator allocates memory requested by image producers.
94You can find the interface definition of the HAL at
95<code>hardware/libhardware/include/hardware/gralloc.h</code>.</p>
96
97<h3 id=protected_buffers>Protected buffers</h3>
98
99<p>The gralloc usage flag <code>GRALLOC_USAGE_PROTECTED</code> allows the
100graphics buffer to be displayed only through a hardware-protected path. These
101overlay planes are the only way to display DRM content (DRM-protected buffers
102cannot be accessed by SurfaceFlinger or the OpenGL ES driver).</p>
103
104<p>DRM-protected video can be presented only on an overlay plane. Video players
105that support protected content must be implemented with SurfaceView. Software
106running on unprotected hardware cannot read or write the buffer;
107hardware-protected paths must appear on the Hardware Composer overlay (i.e.,
108protected videos will disappear from the display if Hardware Composer switches
109to OpenGL ES composition).</p>
110
111<p>For details on protected content, see
112<a href="{@docRoot}devices/drm.html">DRM</a>.</p>
113
114<h3 id=hardware_composer_hal>Hardware Composer HAL</h3>
115
116<p>The Hardware Composer HAL (HWC) is used by SurfaceFlinger to composite
117surfaces to the screen. It abstracts objects such as overlays and 2D blitters
118and helps offload some work that would normally be done with OpenGL. For details
119on the HWC, see <a href="{@docRoot}devices/graphics/implement-hwc.html">Hardware
120Composer HAL</a>.</p>
121
122<h3 id=vsync>VSYNC</h3>
123
124<p>VSYNC synchronizes certain events to the refresh cycle of the display.
125Applications always start drawing on a VSYNC boundary, and SurfaceFlinger always
126composites on a VSYNC boundary. This eliminates stutters and improves visual
127performance of graphics. For details on VSYNC, see
128<a href="{@docRoot}devices/graphics/implement-vsync.html">Implementing
129VSYNC</a>.</p>
130
131<h3 id=vulkan>Vulkan</h3>
132
133<p>Vulkan is a low-overhead, cross-platform API for high-performance 3D graphics.
134Like OpenGL ES, Vulkan provides tools for creating high-quality, real-time
135graphics in applications. Vulkan advantages include reductions in CPU overhead
136and support for the <a href="https://www.khronos.org/spir">SPIR-V Binary
137Intermediate</a> language. For details on Vulkan, see
138<a href="{@docRoot}devices/graphics/implement-vulkan.html">Implementing
139Vulkan</a>.</p>
140
141<h3 id=virtual_displays>Virtual displays</h3>
142
143<p>Android added platform support for virtual displays in Hardware Composer v1.3.
144The virtual display composition is similar to the physical display: Input
145layers are described in prepare(), SurfaceFlinger conducts GPU composition, and
146layers and GPU framebuffer are provided to Hardware Composer in set(). For
147details on virtual displays, see
148<a href="{@docRoot}devices/graphics/implement-vdisplays.html">Implementing
149Virtual Displays</a>.</p>
150
151<h2 id=testing>Testing</h2>
152
153<p>For benchmarking, use the following flow by phase:</p>
154
155<ul>
156  <li><em>Specification</em>. When initially specifying the device (such as when
157  using immature drivers), use predefined (fixed) clocks and workloads to
158  measure frames per second (fps) rendered. This gives a clear view of hardware
159  capabilities.</li>
160  <li><em>Development</em>. As drivers mature, use a fixed set of user actions
161  to measure the number of visible stutters (janks) in animations.</li>
162  <li><em>Production</em>. When a device is ready for comparison against
163  competitors, increase the workload until stutters increase. Determine if the
164  current clock settings can keep up with the load. This can help you identify
165  where to slow the clocks and reduce power use.</li>
166</ul>
167
168<p>For help deriving device capabilities during the specification phase, use the
169Flatland tool at <code>platform/frameworks/native/cmds/flatland/</code>.
170Flatland relies upon fixed clocks and shows the throughput achievable with
171composition-based workloads. It uses gralloc buffers to simulate multiple window
172scenarios, filling in the window with GL then measuring the compositing.</p>
173
174<p class="note"><strong>Note:</strong> Flatland uses the synchronization
175framework to measure time, so your implementation must support the
176synchronization framework.</p>
177