| Android Hardware OpenGLES emulation design overview |
| =================================================== |
| |
| Introduction: |
| ------------- |
| |
| Hardware GLES emulation in the Android platform is implemented with a mix |
| of components, which are: |
| |
| - Several host "translator" libraries. They implement the EGL, GLES 1.1 and |
| GLES 2.0 ABIs defined by Khronos, and translate the corresponding function |
| calls into calls to the appropriate desktop APIs, i.e.: |
| |
| - GLX (Linux), AGL (OS X) or WGL (Windows) for EGL |
| - desktop GL 2.0 for GLES 1.1 and GLES 2.0 |
| |
| _________ __________ __________ |
| | | | | | | |
| |TRANSLATOR |TRANSLATOR| |TRANSLATOR| HOST |
| | EGL | | GLES 1.1 | | GLES 2.0 | TRANSLATOR |
| |_________| |__________| |__________| LIBRARIES |
| | | | |
| - - - | - - - - - - - - - | - - - - - - - - - | - - - - - |
| | | | |
| ____v____ ____v_____ _____v____ HOST |
| | | | | | | SYSTEM |
| | GLX | | GL 2.0 | | GL 2.0 | LIBRARIES |
| |_________| |__________| |__________| |
| |
| |
| |
| - Several system libraries inside the emulated guest system that implement |
| the same EGL / GLES 1.1 and GLES 2.0 ABIs. |
| |
| They collect the sequence of EGL/GLES function calls and translate then |
| into a custom wire protocol stream that is sent to the emulator program |
| through a high-speed communication channel called a "QEMU Pipe". |
| |
| For now, all you need to know is that the pipe is implemented with a |
| custom kernel driver, and provides for _very_ fast bandwidth. All read() |
| and writes() from/to the pipes are essentially instantaneous from the |
| guest's point of view. |
| |
| |
| _________ __________ __________ |
| | | | | | | |
| |EMULATION| |EMULATION | |EMULATION | GUEST |
| | EGL | | GLES 1.1 | | GLES 2.0 | SYSTEM |
| |_________| |__________| |__________| LIBRARIES |
| | | | |
| - - - | - - - - - - - - - | - - - - - - - - - | - - - - - |
| | | | |
| ____v____________________v____________________v____ GUEST |
| | | KERNEL |
| | QEMU PIPE | |
| |___________________________________________________| |
| | |
| - - - - - - - - - - - - - -|- - - - - - - - - - - - - - - - |
| | |
| v |
| EMULATOR |
| |
| - Specific code inside the emulator program that is capable of transmitting |
| the wire protocol stream to a special rendering library or process (called |
| the "renderer" here), which understands the format. |
| |
| | |
| | PROTOCOL BYTE STREAM |
| _____v_____ |
| | | |
| | EMULATOR | |
| |___________| |
| | |
| | UNMODIFIED PROTOCOL BYTE STREAM |
| _____v_____ |
| | | |
| | RENDERER | |
| |___________| |
| |
| |
| - The renderer decodes the EGL/GLES commands from the wire |
| protocol stream, and dispatches them to the translator libraries |
| appropriately. |
| |
| | |
| | PROTOCOL BYTE STREAM |
| _____v_____ |
| | | |
| | RENDERER | |
| |___________| |
| | | | |
| +-----------------+ | +-----------------+ |
| | | | |
| ____v____ ___v______ ____v_____ |
| | | | | | | HOST |
| |TRANSLATOR |TRANSLATOR| |TRANSLATOR| HOST |
| | EGL | | GLES 1.1 | | GLES 2.0 | TRANSLATOR |
| |_________| |__________| |__________| LIBRARIES |
| |
| |
| |
| - In reality, the protocol stream flows in both directions, even though most |
| of the commands result in data going from the guest to the host. A complete |
| picture of the emulation would thus be: |
| |
| |
| |
| |
| |
| _________ __________ __________ |
| | | | | | | |
| |EMULATION| |EMULATION | |EMULATION | GUEST |
| | EGL | | GLES 1.1 | | GLES 2.0 | SYSTEM |
| |_________| |__________| |__________| LIBRARIES |
| ^ ^ ^ |
| | | | |
| - - - | - - - - - - - - - | - - - - - - - - - | - - - - - |
| | | | |
| ____v____________________v____________________v____ GUEST |
| | | KERNEL |
| | QEMU PIPE | |
| |___________________________________________________| |
| ^ |
| | |
| - - - - - - - - - - - - - -|- - - - - - - - - - - - - - - - |
| | |
| | PROTOCOL BYTE STREAM |
| _____v_____ |
| | | |
| | EMULATOR | |
| |___________| |
| ^ |
| | UNMODIFIED PROTOCOL BYTE STREAM |
| _____v_____ |
| | | |
| | RENDERER | |
| |___________| |
| ^ ^ ^ |
| | | | |
| +-----------------+ | +-----------------+ |
| | | | |
| ____v____ ___v______ ____v_____ |
| | | | | | | |
| |TRANSLATOR |TRANSLATOR| |TRANSLATOR| HOST |
| | EGL | | GLES 1.1 | | GLES 2.0 | TRANSLATOR |
| |_________| |__________| |__________| LIBRARIES |
| ^ ^ ^ |
| | | | |
| - - - | - - - - - - - - - | - - - - - - - - - | - - - - - |
| | | | |
| ____v____ ____v_____ _____v____ HOST |
| | | | | | | SYSTEM |
| | GLX | | GL 2.0 | | GL 2.0 | LIBRARIES |
| |_________| |__________| |__________| |
| |
| (NOTE: 'GLX' is for Linux only, replace 'AGL' on OS X, and 'WGL' on Windows). |
| |
| |
| Note that, in the above graphics, only the host system libraries at the bottom |
| are _not_ provided by Android. |
| |
| |
| Design Requirements: |
| -------------------- |
| |
| The above design comes from several important requirements that were decided |
| early in the project: |
| |
| 1 - The ability to run the renderer in a separate process from the emulator |
| itself is important. |
| |
| For various practical reasons, we plan to completely separate the core QEMU |
| emulation from the UI window by using two distinct processes. As such, the |
| renderer will be implemented as a library inside the UI program, but will |
| need to receive protocol bytes from the QEMU process. |
| |
| The communication channel will be either a fast Unix socket or a Win32 |
| named pipe between these two. A shared memory segment with appropriate |
| synchronization primitives might also be used if performance becomes |
| an issue. |
| |
| This explains why the emulator doesn't alter or even try to parse the |
| protocol byte stream. It only acts as a dumb proxy between the guest |
| system and the renderer. This also avoids adding lots of GLES-specific |
| code inside the QEMU code base which is terribly complex. |
| |
| 2 - The ability to use vendor-specific desktop EGL/GLES libraries is |
| important. |
| |
| GPU vendors like NVidia, AMD or ARM all provide host versions of the |
| EGL/GLES libraries that emulate their respectivie embedded graphics |
| chipset. |
| |
| The renderer library can be configured to use these instead of the |
| translator libraries provided with this project. This can be useful to |
| more accurately emulate the behaviour of specific devices. |
| |
| Moreover, these vendor libraries typically expose vendor-specific |
| extensions that are not provided by the translator libraries. We cannot |
| expose them without modifying our code, but it's important to be able |
| to do so without too much pain. |
| |
| |
| Code organization: |
| ------------------ |
| |
| All source code for the components above is spread over multiple directories |
| in the Android source trees: |
| |
| - The emulator sources are under $ANDROID/external/qemu, which we'll |
| call $QEMU in the rest of this document. |
| |
| - The guest libraries are under |
| $ANDROID/device/generic/goldfish/opengl, which we'll call $EMUGL_GUEST |
| |
| - The host renderer and translator libraries are under |
| $QEMU/distrib/android-emugl, which we'll call $EMUGL_HOST |
| |
| - The QEMU Pipe kernel driver is under $KERNEL/drivers/misc/qemupipe (3.4) |
| or $KERNEL/drivers/platform/goldfish/goldfish_pipe.c (3.10) |
| |
| Where $ANDROID is the top of the open-source Android source tree, and |
| $KERNEL is the top of the qemu-specific kernel source tree (using one |
| of the android-goldfish-xxxx branches here). |
| |
| The emulator sources related to this projects are: |
| |
| $QEMU/hw/android/goldfish/pipe.c -> implements QEMU pipe virtual hardware. |
| $QEMU/android/opengles.c -> implements GLES initialization. |
| $QEMU/android/hw-pipe-net.c -> implements the communication channel |
| between the QEMU Pipe and the renderer library |
| |
| The other sources are: |
| |
| $EMUGL_GUEST/system -> system libraries |
| $EMUGL_GUEST/shared -> guest copy of shared libraries |
| $EMUGL_GUEST/tests -> various test programs |
| |
| $EMUGL_HOST/host -> host libraries (translator + renderer) |
| $EMUGL_HOST/shared -> host copy of shared libraries |
| |
| The reason the shared libraries aren't actually shared is historical: at one |
| point both guest and host code lived in the same place. That turned out to be |
| impractical with the way the Android SDK is branched, and didn't support the |
| requirement that a single emulator binary be able to run several releases |
| of Android. |
| |
| |
| Translator libraries: |
| --------------------- |
| |
| There are three translator host libraries provided by this project: |
| |
| libEGL_translator -> EGL 1.2 translation |
| libGLES_CM_translator -> GLES 1.1 translation |
| libGLES_V2_translator -> GLES 2.0 translation |
| |
| The full name of the library will depend on the host system. |
| For simplicity, only the library name suffix will change (i.e. the |
| 'lib' prefix is not dropped on Windows), i.e.: |
| |
| libEGL_translator.so -> for Linux |
| libEGL_translator.dylib -> for OS X |
| libEGL_translator.dll -> for Windows |
| |
| The source code for these libraries is located under the following |
| path in the Android source tree: |
| |
| $EMUGL_HOST/host/libs/Translator/EGL |
| $EMUGL_HOST/host/libs/Translator/GLES_CM |
| $EMUGL_HOST/host/libs/Translator/GLES_V2 |
| |
| The translator libraries also use a common routines defined under: |
| |
| $EMUGL_HOST/host/libs/Translator/GLcommon |
| |
| |
| Wire Protocol Overiew: |
| ---------------------- |
| |
| The "wire protocol" is implemented as follows: |
| |
| - EGL/GLES function calls are described through several "specification" |
| files, which describes the types, function signatures and various |
| attributes for each one of them. |
| |
| - These files are read by a tool called "emugen" which generates C |
| source files and headers based on the specification. These correspond |
| to both encoding, decoding and "wrappers" (more on this later). |
| |
| - System "encoder" static libraries are built using some of these generated |
| files. They contain code that can serialize EGL/GLES calls into simple |
| byte messages and send it through a generic "IOStream" object. |
| |
| - Host "decoder" static libraries are also built using some of these |
| generated files. Their code retrieves byte messages from an "IOStream" |
| object, and translates them into function callbacks. |
| |
| IOStream abstraction: |
| - - - - - - - - - - - |
| |
| The "IOStream" is a very simple abstract class used to send byte messages |
| both in the guest and host. It is defined through a shared header under |
| $EMUGL/host/include/OpenglRender/IOStream.h |
| |
| Note that despite the path, this header is included by *both* host and guest |
| source code. The main idea around IOStream's design is that to send a message, |
| one does the following: |
| |
| 1/ call stream->allocBuffer(size), which returns the address of a |
| memory buffer of at least 'size' bytes. |
| |
| 2/ write the content of the serialized command (usually a header + some |
| payload) directly into the buffer |
| |
| 3/ call stream->commitBuffer() to send it. |
| |
| Alternatively, one can also pack several commands into a single buffer with |
| stream->alloc() and stream->flush(), as in: |
| |
| 1/ buf1 = stream->alloc(size1) |
| 2/ write first command bytes into buf1 |
| 3/ buf2 = stream->alloc(size2) |
| 4/ write second command bytes into buf2 |
| 5/ stream->flush() |
| |
| Finally, there are also explict read/write methods like stream->readFully() |
| or stream->writeFully() which can be used when you don't want an intermediate |
| buffer. This is used in certain cases by the implementation, e.g. to avoid |
| an intermediate memory copy when sending texture data from the guest to the |
| host. |
| |
| The host IOStream implementations are under $EMUGL/shared/OpenglCodecCommon/, |
| see in particular: |
| |
| $EMUGL_HOST/shared/OpenglCodecCommon/TcpStream.cpp |
| -> using local TCP sockets |
| $EMUGL_HOST/shared/OpenglCodecCommon/UnixStream.cpp |
| -> using Unix sockets |
| $EMUGL_HOST/shared/OpenglCodecCommon/Win32PipeStream.cpp |
| -> using Win32 named pipes |
| |
| The guest IOStream implementation uses the TcpStream.cpp above, as well as |
| an alternative QEMU-specific source: |
| |
| $EMUGL_GUEST/system/OpenglSystemCommon/QemuPipeStream.cpp |
| -> uses QEMU pipe from the guest |
| |
| The QEMU Pipe implementation is _significantly_ faster (about 20x) due to |
| several reasons: |
| |
| - all succesful read() and write() operations through it are instantaneous |
| from the guest's point of view. |
| |
| - all buffer/memory copies are performed directly by the emulator, and thus |
| much faster than performing the same thing inside the kernel with emulated |
| ARM instructions. |
| |
| - it doesn't need to go through a kernel TCP/IP stack that will wrap the |
| data into TCP/IP/MAC packets, send them to an emulated ethernet device, |
| which is itself connected to an internal firewall implementation that |
| will unwrap the packets, re-assemble them, then send them through BSD |
| sockets to the host kernel. |
| |
| However, would it be necessary, you could write a guest IOStream implementation |
| that uses a different transport. If you do, please look at |
| $EMUGL_GUEST/system/OpenglCodecCommon/HostConnection.cpp which contains the |
| code used to connect the guest to the host, on a per-thread basis. |
| |
| |
| Source code auto-generation: |
| - - - - - - - - - - - - - - |
| |
| The 'emugen' tool is located under $EMUGL_HOST/host/tools/emugen. There is a |
| README file that explains how it works. |
| |
| You can also look at the following specifications files: |
| |
| For GLES 1.1: |
| $EMUGL_HOST/host/GLESv1_dec/gl.types |
| $EMUGL_HOST/host/GLESv1_dec/gl.in |
| $EMUGL_HOST/host/GLESv1_dec/gl.attrib |
| |
| For GLES 2.0: |
| $EMUGL_HOST/host/GLESv2_dec/gl2.types |
| $EMUGL_HOST/host/GLESv2_dec/gl2.in |
| $EMUGL_HOST/host/GLESv2_dec/gl2.attrib |
| |
| For EGL: |
| $EMUGL_HOST/host/renderControl_dec/renderControl.types |
| $EMUGL_HOST/host/renderControl_dec/renderControl.in |
| $EMUGL_HOST/host/renderControl_dec/renderControl.attrib |
| |
| Note that the EGL specification files are under a directory named |
| "renderControl_dec" and have filenames that begin with "renderControl" |
| |
| This is mainly for historic reasons now, but is also related to the fact that |
| this part of the wire protocol contains support functions/calls/specifications |
| that are not part of the EGL specification itself, but add a few features |
| required to make everything works. For example, they have calls related to |
| the "gralloc" system library module used to manage graphics surfaces at a |
| lower level than EGL. |
| |
| Generally speaking, guest encoder sources are located under directories |
| named $EMUGL_GUEST/system/<name>_enc/, while the corresponding host decoder |
| sources will be under $EMUGL_HOST/host/libs/<name>_dec/ |
| |
| However, all these sources use the same spec files located under the |
| decoding directories. |
| |
| The encoder files are built from emugen and spec files located in $EMUGL_HOST |
| and copied to the encoder directories in $EMUGL_GUEST by the gen-encoder.sh |
| script. They are checked in, so that a given version of Android supports a |
| specific version of the protocol, even if newer versions of the renderer (and |
| future Android versions) support a newer protocol version. This step needs to |
| be done manually when the protocol changes; these changes also need to be |
| accompanied by changes in the renderer to handle the old version of the |
| protocol. |
| |
| |
| System libraries: |
| ----------------- |
| |
| Meta EGL/GLES system libraries, and egl.cfg: |
| - - - - - - - - - - - - - - - - - - - - - - |
| |
| It is important to understand that the emulation-specific EGL/GLES libraries |
| are not directly linked by applications at runtime. Instead, the system |
| provides a set of "meta" EGL/GLES libraries that will load the appropriate |
| hardware-specific libraries on first use. |
| |
| More specifically, the system libEGL.so contains a "loader" which will try |
| to load: |
| |
| - hardware-specific EGL/GLES libraries |
| - the software-based rendering libraries (called "libagl") |
| |
| The system libEGL.so is also capable of merging the EGL configs of both the |
| hardware and software libraries transparently to the application. The system |
| libGLESv1_CM.so and libGLESv2.so, work with it to ensure that the thread's |
| current context will be linked to either the hardware or software libraries |
| depending on the config selected. |
| |
| For the record, the loader's source code in under |
| frameworks/base/opengl/libs/EGL/Loader.cpp. It depends on a file named |
| /system/lib/egl/egl.cfg which must contain two lines that look like: |
| |
| 0 1 <name> |
| 0 0 android |
| |
| The first number in each line is a display number, and must be 0 since the |
| system's EGL/GLES libraries don't support anything else. |
| |
| The second number must be 1 to indicate hardware libraries, and 0 to indicate |
| a software one. The line corresponding to the hardware library, if any, must |
| always appear before the one for the software library. |
| |
| The third field is a name corresponding to a shared library suffix. It really |
| means that the corresponding libraries will be named libEGL_<name>.so, |
| libGLESv1_CM_<name>.so and libGLESv2_<name>.so. Moreover these libraries must |
| be placed under /system/lib/egl/ |
| |
| The name "android" is reserved for the system software renderer. |
| |
| The egl.cfg that comes with this project uses the name "emulation" for the |
| hardware libraries. This means that it provides an egl.cfg file that contains |
| the following lines: |
| |
| 0 1 emulation |
| 0 0 android |
| |
| See $EMUGL_GUEST/system/egl/egl.cfg and more generally the following build |
| files: |
| |
| $EMUGL_GUEST/system/egl/Android.mk |
| $EMUGL_GUEST/system/GLESv1/Android.mk |
| $EMUGL_GUEST/system/GLESv2/Android.mk |
| |
| to see how the libraries are named and placed under /system/lib/egl/ by the |
| build system. |
| |
| |
| Emulation libraries: |
| - - - - - - - - - - - |
| |
| The emulator-specific libraries are under the following: |
| |
| $EMUGL_GUEST/system/egl/ |
| $EMUGL_GUEST/system/GLESv1/ |
| $EMUGL_GUEST/system/GLESv2/ |
| |
| The code for GLESv1 and GLESv2 is pretty small, since it mostly link against |
| the static encoding libraries. |
| |
| The code for EGL is a bit more complex, because it needs to deal with |
| extensions dynamically. I.e. if an extension is not available on the host |
| it shouldn't be exposed by the library at runtime. So the EGL code queries |
| the host for the list of available extensions in order to return them to |
| clients. Similarly, it must query the list of valid EGLConfigs for the |
| current host system. |
| |
| |
| "gralloc" module implementation: |
| - - - - - - - - - - - - - - - - - |
| |
| In addition to EGL/GLES libraries, the Android system requires a |
| hardware-specific library to manage graphics surfaces at a level lower than |
| EGL. This library must be what is called in Android land as a "HAL module". |
| |
| A "HAL module" must provide interfaces defined by Android's HAL |
| (Hardware Abstraction Library). These interface definitions can be found |
| under $ANDROID/hardware/libhardware/include/ |
| |
| Of all possible HAL modules, the "gralloc" one is used by the system's |
| SurfaceFlinger to allocate framebuffers and other graphics memory regions, |
| as well as eventually lock/unlock/swap them when needed. |
| |
| The code under $EMUGL/system/gralloc/ implements the module required by the |
| GLES emulation project. It's not very long, but there are a few things to |
| notice here: |
| |
| - first, it will probe the guest system to determine if the emulator that |
| is running the virtual device really supports GPU emulation. In certain |
| circumstances this may not be possible. |
| |
| If this is the case, then the module will redirect all calls to the |
| "default" gralloc module that is normally used by the system when |
| software-only rendering is enabled. |
| |
| The probing happens in the function "fallback_init" which gets called |
| when the module is first opened. This initializes the 'sFallback' variable |
| to a pointer to the default gralloc module when required. |
| |
| - second, this module is used by SurfaceFlinger to display "software surfaces", |
| i.e. those that are backed by system memory pixel buffers, and written to |
| directly through the Skia graphics library (i.e. the non-accelerated ones). |
| |
| the default module simply copies the pixel data from the surface to the |
| virtual framebuffer i/o memory, but this project's gralloc module sends it |
| to the renderer through the QEMU Pipe instead. |
| |
| It turns out that this results in _faster_ rendering/frame-rates overall, |
| because memory copies inside the guest are slow, while QEMU pipe transfers |
| are done directly in the emulator. |
| |
| |
| Host Renderer: |
| -------------- |
| |
| The host renderer library is located under |
| $EMUGL_HOST/host/libs/libOpenglRender, and it provides an interface described |
| by the headers under $EMUGL_HOST/host/libs/libOpenglRender/render_api.h |
| (e.g. for use by the emulator). |
| |
| In a nutshell, the rendering library is responsible for the following: |
| |
| - Providing a virtual off-screen video surface where everything will get |
| rendered at runtime. Its dimensions are fixed by the call to |
| initOpenglRender() that must happen just after the library is |
| initialized. |
| |
| - Provide a way to display the virtual video surface on a host application's |
| UI. This is done by calling createOpenGLSubWindow() which takes as argument |
| the window ID or handle of a parent window, some display dimensions and |
| a rotation angle. This allows the surface to be scaled/rotated when it is |
| displayed, even if the dimensions of the video surface do not change. |
| |
| - Provide a way to listen to incoming EGL/GLES commands from the guest. |
| This is done by providing a so-called "port number" to initOpenglRender(). |
| |
| By default, the port number corresponds to a local TCP port number that the |
| renderer will bind to and listen. Every new connection to this port will |
| correspond to the creation of a new guest host connection, each such |
| connection corresponding to a distinct thread in the guest system. |
| |
| For performance reasons, it is possible to listen to either Unix sockets |
| (on Linux and OS X), or to a Win32 named pipe (on Windows). To do so, one |
| had to call setStreamType() between library initialization |
| (i.e. initLibrary()) and construction (i.e. initOpenglRender()). |
| |
| Note that in these modes, the port number is still used to differentiate |
| between several emulator instances. These details are normally handled by |
| the emulator code so you shouldn't care too much. |
| |
| Note that an earlier version of the interface allowed a client of the renderer |
| library to provide its own IOStream implementation. However, this wasn't very |
| convenient for a number of reasons. This maybe something that could be done |
| again if it makes sense, but for now the performance numbers are pretty good. |
| |
| |
| Host emulator: |
| -------------- |
| |
| The code under $QEMU/android/opengles.c is in charge of dynamically loading |
| the rendering library and initializing / constructing it properly. |
| |
| QEMU pipe connections to the 'opengles' service are piped through the code |
| in $QEMU/android/hw-pipe-net.c. Look for the openglesPipe_init() function, |
| which is in charge of creating a connection to the renderer library |
| (either through a TCP socket, or a Unix pipe depending on configuration. |
| support for Win32 named pipes hasn't been implemented yet in the emulator) |
| whenever a guest process opens the "opengles" service through /dev/qemu_pipe. |
| |
| There is also some support code for the display of the GLES framebuffer |
| (through the renderer library's subwindow) under $QEMU/skin/window. |
| |
| Note that at the moment, scaling and rotation are supported. However, |
| brightness emulation (which used to modify the pixel values from the |
| hardware framebuffer before displaying them) doesn't work. |
| |
| Another issue is that it is not possible to display anything on top of the |
| GL subwindow at the moment. E.g. this will obscure the emulated trackball |
| image (that is normally toggled with Ctrl-T during emulation, or enabled |
| by pressing the Delete key). |
| |