SlideShare a Scribd company logo
Skia & FreeType

Android 2D Graphics Essentials

Kyungmin Lee
Software Platform Lab., LG Electronics
snailee@gmail.com

The 10th Kandroid Conference
Goal
S/W 플랫폼에 있어 GUI(Graphical User Interface) 시스템은 해당 플랫폼의 성능을
결정짓는 매우 중요한 요소이다. Android 역시 새로운 버전을 발표할 때마다 GUI
시스템의 성능을 꾸준히 개선하여 최근에 릴리즈된 Jelly Bean에 와서는 iOS에
필적할만한 성능을 보여주고 있다. 이번 세션에서는 이벤트 처리 기술과 더불어 GUI
시스템의 한 축을 이루고 있는 2D Graphics 기술을 Android에서 어떻게 활용하고
발전시켜 왔는지에 대해 살펴본다.

1. Skia: 2D Graphics Library
 Skia in Android
 Skia API Overview
 Skia Rendering Pipeline
 Skia Backends: Raster, OpenGL, PDF, ...
2. FreeType: Font Engine
 FreeType in Android
 FreeType API Overview
 Font Rasterization: Scan-conversion, Hinting, …
3. Android 2D Graphics Essentials
 Evolution of Drawing Models:
GPUI (UI on the GPU), Display List, Display List Properties, View Layers, …
 Android 2D Graphics Architecture
(From Conference Program Overview)
The 9th Kandroid Conference
Skia is Greek for “shadow”

http://code.google.com/p/skia/

Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
• 3x3 matrices w/ perspective
• antialiasing, transparency, filters
• shaders, xfermodes, maskfilters, patheffects
Mike Reed
• subpixel text
Device backends for Skia currently include:
• Raster
• OpenGL
• PDF
• XPS
• Picture (for recording and then playing back into another Canvas)
(From Project’s Home)

The Skia Graphics Engine is a compact open source graphics library written in
C++. It was originally developed by Skia Inc., which was subsequently acquired by
Google in 2005, who then released the software as open source licensed under
the New BSD License free software license. Now known as skia, it is currently used
in Mozilla Firefox, Google Chrome, Chrome OS, Chromium OS, and Android; and
the Skia library is present on the BlackBerry PlayBook though the extent of its
usage is unclear. Skia's drawing has back-ends for a standard CPU-based software
rasterizer, PDF, and OpenGL
The 10th Kandroid Conference

(From Wikipedia)
Skia in Android
Skia (svn)
2006-09
2006-09

r1
r2

2006-11

r3

2008-11

r4

2009-03

r100

2011-03

r1000

2011-07

r2000

2012-01

r3000

2012-05

r4000

2012-08

r5000

2012-10

r6022

Skia
in Android

…

2008-10

…
???

~700
total commit #

Added
Removed
The 10th Kandroid Conference
Skia API Overview
A Canvas encapsulates all of the state about drawing into a device (bitmap).
This includes a reference to the device itself, and a stack of matrix/clip values.
For any given draw call (e.g. drawRect), the geometry of the object being drawn
is transformed by the concatenation of all the matrices in the stack. The
transformed geometry is clipped by the intersection of all of the clips in the stack.
While the Canvas holds the state of the drawing device, the state (style) of the
object being drawn is held by the Paint, which is provided as a parameter to
each of the draw() methods. The Paint holds attributes such as color, typeface,
textSize, strokeWidth, shader (e.g. gradients, patterns), etc.
Drawing basic primitives include rectangles, rounded rectangles, ovals, circles,
arcs, paths, lines, text, bitmaps and sprites. Paths allow for the creation of more
advanced shapes. Each path can be made up of multiple contours (or
continuous sections), each consisting of linear, quadratic, and cubic segments

Drawing
Primitives

Canvas
Paint

The 10th Kandroid Conference

Bitmap
Skia API Overview
SkRect rect;
rect.set(0, 0, 150, 120);
canvas->drawRect(rect, shapePaint);
canvas->drawRoundRect(rect, 15, 15, shapePaint);
canvas->drawOval(rect, shapePaint);
canvas->drawCircle(60, 60, 60, shapePaint);
// Arc without a wedge
canvas->drawArc(rect, 0, 255, false, shapePaint);
// Arc with a wedge from the center
canvas->drawArc(rect, 0, 255, true, shapePaint);
canvas->drawLine(0, 0, 150, 120, shapePaint);
const char str[] = "Hello World!";
canvas->drawText(str, strlen(str), 75, 145, textPaint);
// Load a bitmap from an image and draw it only if the load succeeds
SkBitmap bitmap;
if (SkImageDecoder::DecodeFile("app/native/icon.png", bitmap)) {
canvas->drawBitmap(*bitmap, 0, 0, NULL);
}
SkPath path;
path.moveTo(50, 50);
// Specify endpoint using absolute coordinates
path.lineTo(100, 100);
// Specify endpoint using a relative offset from the last point
path.rLineTo(50, 50);
// Specify endpoint using absolute coordinates
path.quadTo(120, 125, 150, 150);
// Specify endpoint using a relative offset from the last point
path.rQuadTo(20, 25, 50, 50);
// Specify endpoint using absolute coordinates
path.cubicTo(175, 175, 140, 120, 200, 200);
// Specify endpoint using a relative offset from the last point
path.rQuadTo(25, 25, -10, -30, 50, 50);
The 10th Kandroid Conference
canvas->drawPath(path, shapePaint);
Skia Rendering Pipeline
SkCanvas
draw*(…, SkPaint)

Shading

Rasterization

Apply
Shaders

Scan
Conversion

Initial Path
Initial Mask
Apply
Path Effects

Rasterizer

Apply
Color Filters

Apply
Mask Filters

Apply
Stroke Styles

SRC Image

Mask

Path Generation

Initial
SRC Image

Transfer

Path
Blending

Intermediate
Image

Modified
DST Image

Apply
XferMode

DST Image
http://www.xenomachina.com/2011/05/androids-2d-canvas-rendering-pipeline.html
The 10th Kandroid Conference
Skia Backends
To render with software Skia
1) Create a native window and then
2) Wrap a pointer to its buffer as an SkBitmap
3) Initialize an SkCanvas with the bitmap

SkCanvas

SkDevice

SkBitmap

To render with hardware-accelerated Skia
1) Create a GLES2 window or framebuffer and
2) Create the appropriate GrContext,
SkGpuDevice, and SkGpuCanvas
SkGpuCanvas

SkGpuDevice

GrContext

The 10th Kandroid Conference
A Free, High-Quality,
FreeType? and Portable Font Engine

http://code.google.com/p/skia/

FreeType is a software library written in C that implements a font rasterization
engine. It is used to render text on to bitmaps and provides support for other fontrelated operations.
(From Wikipedia)

FreeType 2 is a software font engine that is designed to be small, efficient, highly
customizable, and portable while capable of producing high-quality output (glyph
images). It can be used in graphics libraries, display servers, font conversion tools,
text image generation tools, and many other products as well.
Note that FreeType 2 is a font service and doesn't provide APIs to perform higherlevel features like text layout or graphics processing (e.g., colored text rendering,
‘hollowing’, etc.). However, it greatly simplifies these tasks by providing a simple,
easy to use, and uniform interface to access the content of font files.
By default, FreeType 2 supports the following font formats: TrueType (and
collections), Type 1, CID-keyed Type 1, CFF, OpenType (both , TrueType and CFF
variants), SFNT-based bitmap, X11 PCF, Windows FNT, BDF (including anti-aliased
ones), PFR, Type 42 (limited support)

David Turner
Robert Wilhelm
Werner Lemberg

(From Project’s Home)

The 10th Kandroid Conference
FreeType in Android
FreeType2
2000-11
…

2.0.0
…

2007-07

2.3.5

2008-06

2.3.6

2009-03

FreeType2
in Android

2.3.9

???

2008-10
2009-06

2010-02 2.3.12
2010-03
2010-08

2.4.2

2010-11

2.4.4

2010-07

2.4.6

2010-10

2.4.7

2010-11

2.4.8

2012-03

2010-09

2.4.9

2011-01
2011-08
2011-11
2011-12

2012-03

2012-06 2.4.10
commit #
~1100
since 2007-07

~50
The 10th Kandroid Conference

Added
Removed
FreeType API

Glyph Outline
(Lines + Curves)

Quadratic Bé zier Curve

Cubic Bé zier Curve
The 10th Kandroid Conference
FreeType API
FT_Library
FT_Face
FT_GlyphSlot
FT_Error
char*
int

library;
face;
slot;
error;
filename, text;
pen_x, pen_y, n, num_chars;

1

Initialize the library

2

Load a font face

... /* initilization code */
error = FT_Init_FreeType( &library );
if ( error ) ... /* error handling code */
error = FT_New_Face( library, filename, 0, &face );
3
if ( error ) ... /* error handling code */
error = FT_Set_Char_Size( face, 50 * 64, 0, 100, 0 );
if ( error ) ... /* error handling code */
slot = face->glyph;
4
for ( n = 0; n < num_chars; n++ ) {
error = FT_Load_Char( face, text[n], FT_LOAD_DEFAULT );
if ( error ) continue; /* ignore errors */
error = FT_Render_Glyph( face, text[n], FT_RENDER_MODE_NORMAL );
if ( error ) continue; /* ignore errors */
5
draw_bitmap( &slot->bitmap, pen_x + slot->bitmap_left,
pen_y - slot->bitmap_top );
pen.x += slot->advance.x >> 6;
}

Set the character size
(e.g., 50pt at 100dpi)
Load a glyph image
into the slot
Convert the glyph’s
outline to a bitmap

6

Draw the bitmap to
a target surface

7

Release resources

show_image();

FT_Done_Face
( face );
FT_Done_FreeType( library );
The 10th Kandroid Conference
Font Rasterization: Hinting
Font hinting (also known as instructing) is the use of mathematical instructions
to adjust the display of an outline font so that it lines up with a rasterized grid. At
low screen resolutions, hinting is critical for producing a clear, legible text. It can
be accompanied by antialiasing and (on liquid crystal displays) subpixel
rendering for further clarity.
Hints are usually created in a font editor during the typeface design process
and embedded in the font. A font can be hinted either automatically (through
processed algorithms based on the character outlines) or set manually. Most font
editors are able to do automatic hinting, and this approach is suitable for many
fonts. However, commercial fonts of the highest quality are often manually hinted
to provide the sharpest appearance on computer displays. Verdana is one
example of a font that contains a large amount of hinting data, much of which
was accomplished manually by type engineer Tom Rickner.
(From Wikipedia)

The 10th Kandroid Conference
How Views are Drawn in Android pre-3.0?
CPU Rasterization + GPU Composition

ViewRootImpl
performDraw()

View
draw(Canvas)

View
onDraw(Canvas)

Canvas
draw*(…, Paint)

Android Framework (android.jar)

SkCanvasGlue
draw*(…, SkPaint)

libandroid_runtime.so
SkRasterizer
rasterize(…)

SkDraw
draw*(..., SkPaint, ...)

SkDevice
draw*(..., SkPaint, ...)

SkCanvas
draw*(…, SkPaint)

SkBlitter
blit*(…)

libskia.so

http://developer.android.com/guide/topics/ui/how-android-draws.html
The 10th Kandroid Conference
Why New Drawing Models in Android post-3.0?
CPU Rasterization + GPU Composition

GPU Rasterization + GPU Composition

GPUI

Increased
Number of
Pixels

Display List
Display List
Properties
View Layers

…
Source: Accelerated Android Rendering, Google I/O 2011
The 10th Kandroid Conference
GPUI – UI on the GPU (since 3.0)
android:handwareAccelerated="true"
*GPUI

GPU Rasterization + GPU Composition

turned on by default from Android 4.0

ViewRootImpl
performDraw()

View
draw(Canvas)

View
onDraw(Canvas)

HardwareCanvas
draw*(…, Paint)

Android Framework (android.jar)

android_view_GLES20Canvas
_draw*(…, SkPaint)

libandroid_runtime.so
OpenGLRenderer
draw*(…, SkPaint)

libhwui.so
GLES2/gl2.h
glXXX(…)

libGLESv2.so
The 10th Kandroid Conference
Display List in General
A display list (or display file) is a series of graphics commands that define an
output image. The image is created (rendered) by executing the commands.
…
A display list can represent both two- and three-dimensional scenes. Systems
that make use of a display list to store the scene are called retained mode
systems as opposed to immediate mode systems.
(From Wikipedia)

Source: MSDN, http://msdn.microsoft.com/en-us/library/windows/desktop/ff684178(v=vs.85).aspx

http://en.wikipedia.org/wiki/Display_list
http://developer.android.com/guide/topics/graphics/hardware-accel.html
The 10th Kandroid Conference
Display List in Android (since 3.0)
A display list records a series of graphics related operation and can replay them
later. Display lists are usually built by recording operations on a
android.graphics.Canvas. Replaying the operations from a display list avoids executing
views drawing code on every frame, and is thus much more efficient.
<<enumeration>>
DisplayList::Op[Non-Drawing]

GLES20RecordingCanvas
draw*(…, Paint)

+Sav e
+Restore
+RestoreToCount
+Sav eLayer
+Sav eLayerAlpha
+Translate
+Rotate
+Scale
+Skew
+SetMatrix
+ConcatMatrix
+ClipRect

android_view_
GLES20Canvas_draw*(…)

SkWriter32
write*(…)

DisplayListRenderer
draw*(…, SkPaint)

SkReader32
read*()

DisplayList
replay(…)

void* buffer

GLES20Canvas
drawDisplayList(…)

draw*(…, SkPaint)

OpenGLRenderer
drawDisplayList(…)
The 10th Kandroid Conference

GLES2/gl2.h
glXXX(…)

<<enumeration>>
DisplayList::Op[Drawing]
+DrawDisplayList
+DrawLayer
+DrawBitmap
+DrawBitmapMatrix
+DrawBitmapRect
+DrawBitmapData
+DrawBitmapMesh
+DrawPatch
+DrawColor
+DrawRect
+DrawRoundRect
+DrawCircle
+DrawOv al
+DrawArc
+DrawPath
+DrawLines
+DrawPoints
+DrawText
+DrawTextOnPath
+DrawPosText
+ResetShader
+SetupShader
+ResetColorFilter
+SetupColorFilter
+ResetShadow
+SetupShadow
+ResetPaintFilter
+SetupPaintFilter
+DrawGLFunction
Display List Properties (since 4.1)

+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+

bool mClipChildren;
float mAlpha;
int mMultipliedAlpha;
bool mHasOverlappingRendering;
float mTranslationX, mTranslationY;
float mRotation, mRotationX, mRotationY;
float mScaleX, mScaleY;
float mPivotX, mPivotY;
float mCameraDistance;
int mLeft, mTop, mRight, mBottom;
int mWidth, mHeight;
int mPrevWidth, mPrevHeight;
bool mPivotExplicitlySet;
bool mMatrixDirty;
bool mMatrixIsIdentity;
uint32_t mMatrixFlags;
SkMatrix* mTransformMatrix;
Sk3DView* mTransformCamera;
SkMatrix* mTransformMatrix3D;
SkMatrix* mStaticMatrix;
SkMatrix* mAnimationMatrix;
bool mCaching;

Without DisplayList
Properties

With DisplayList
Properties

Source: For Butter or Worse, Google I/O 2012
The 10th Kandroid Conference
View Layers (since 3.0)

Layers = Off-screen Buffers or Caches

View.setLayerType(int type, Paint p) [API Level 11]
type

View is
H/W-Accelerated

View is NOT
H/W Accelerated

LAYER_TYPE_NONE

•
•

Rendered in H/W
Directly into surface

•
•

Rendered in S/W
Directly into surface

LAYER_TYPE_HARDWARE

•
•

Rendered in H/W
Into hardware texture

•
•

Rendered in S/W
Into bitmap

LAYER_TYPE_SOFTWARE

•
•

Rendered in S/W
Into bitmap

•
•

Rendered in S/W
Into bitmap

*Measured

DisplayList::Op
+ DrawLayer
+ DrawBitmap

when drawing a ListView with Android 3.0 on
a Motorola XOOM

Source: Accelerated Android Rendering, Google I/O 2011
The 10th Kandroid Conference
Android 2D Graphics Architecture
Application (View)

Render
Script

Canvas

OpenGL ES

HWUI

EGL

Skia

AGL

HGL

Pixel Flinger

GPU
Surface

SurfaceFlinger
OpenGL ES
HW
Composer
•
•

HGL = Hardware OpenGL ES
AGL = Android’s Software
OpenGL ES

EGL
AGL

GPU
Overlay

HGL

Pixel Flinger

Frame Buffer

The 10th Kandroid Conference
Android 2D Graphics Libraries
What-How-Why-Why not?
http://sangminpark.wordpress.com/2011/09/02/what-how-why-why-not/

What?
Why?

Why not?

When?
Who?

How?

Past

Present

The 10th Kandroid Conference

Future
References
•
•
•

•
•
•

•

•
•

How about some Android graphics true facts?, Dianne Hackborn, Nov. 2011,
https://plus.google.com/105051985738280261832/posts/2FXDCz8x93s
Android 3.0 Hardware Acceleration, Romain Guy, Mar. 2011, http://androiddevelopers.blogspot.kr/2011/03/android-30-hardware-acceleration.html
Android 4.0 Graphics and Animations, Romain Guy and Chet Haase, Nov. 2011,
http://android-developers.blogspot.kr/2011/11/android-40-graphics-and-animations.html
Android Graphics, Animations and Tips & Tricks, Romain Guy and Chet Haase, Dec. 2010,
http://www.curious-creature.org/2010/12/02/android-graphics-animations-and-tips-tricks/
Learning about Android Graphics Subsystem, Bhanu Chetlapalli, Apr. 2012,
http://developer.mips.com/2012/04/11/learning-about-android-graphics-subsystem/
iOS vs. Android ICS: Hardware Accelerated Graphics Pipelines, Nathan de Vries, Nov.
2011, http://atnan.com/blog/2011/11/10/ios-vs-android-ics-hardware-acceleratedgraphics-pipelines/
Android's 2D Canvas Rendering Pipeline, Laurence Gonsalves, May 2011,
http://www.xenomachina.com/2011/05/androids-2d-canvas-rendering-pipeline.html
How FreeType's rasterizer work, David Turner, Feb. 2007, FreeType2 source/docs
Android Graphics, Jim Huang, Sep. 2011, http://0xlab.org/~jserv/android-graphics.pdf

The 10th Kandroid Conference
The 10th Kandroid Conference

More Related Content

What's hot (20)

FrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in Frostbite
Electronic Arts / DICE
 
Graphics Gems from CryENGINE 3 (Siggraph 2013)
Graphics Gems from CryENGINE 3 (Siggraph 2013)
Tiago Sousa
 
NVIDIA OpenGL in 2016
NVIDIA OpenGL in 2016
Mark Kilgard
 
Ndc11 이창희_hdr
Ndc11 이창희_hdr
changehee lee
 
An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...
An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...
Codemotion
 
프레임레이트 향상을 위한 공간분할 및 오브젝트 컬링 기법
프레임레이트 향상을 위한 공간분할 및 오브젝트 컬링 기법
YEONG-CHEON YOU
 
[IGC 2017] 아마존 구승모 - 게임 엔진으로 서버 제작 및 운영까지
[IGC 2017] 아마존 구승모 - 게임 엔진으로 서버 제작 및 운영까지
강 민우
 
스크린 스페이스 데칼에 대해 자세히 알아보자(워햄머 40,000: 스페이스 마린)
스크린 스페이스 데칼에 대해 자세히 알아보자(워햄머 40,000: 스페이스 마린)
포프 김
 
나만의 엔진 개발하기
나만의 엔진 개발하기
YEONG-CHEON YOU
 
[Ndc11 박민근] deferred shading
[Ndc11 박민근] deferred shading
MinGeun Park
 
유니티의 툰셰이딩을 사용한 3D 애니메이션 표현
유니티의 툰셰이딩을 사용한 3D 애니메이션 표현
MinGeun Park
 
Unreal Open Day 2017 UE4 for Mobile: The Future of High Quality Mobile Games
Unreal Open Day 2017 UE4 for Mobile: The Future of High Quality Mobile Games
Epic Games China
 
Project meeting: Android Graphics Architecture Overview
Project meeting: Android Graphics Architecture Overview
Yu-Hsin Hung
 
Stochastic Screen-Space Reflections
Stochastic Screen-Space Reflections
Electronic Arts / DICE
 
07_PhysX 강체물리 입문
07_PhysX 강체물리 입문
noerror
 
NVIDIA OpenGL and Vulkan Support for 2017
NVIDIA OpenGL and Vulkan Support for 2017
Mark Kilgard
 
리플렉션과 가비지 컬렉션
리플렉션과 가비지 컬렉션
QooJuice
 
NDC2016 프로젝트 A1의 AAA급 캐릭터 렌더링 기술
NDC2016 프로젝트 A1의 AAA급 캐릭터 렌더링 기술
Ki Hyunwoo
 
Screen Space Decals in Warhammer 40,000: Space Marine
Screen Space Decals in Warhammer 40,000: Space Marine
Pope Kim
 
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Electronic Arts / DICE
 
FrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in Frostbite
Electronic Arts / DICE
 
Graphics Gems from CryENGINE 3 (Siggraph 2013)
Graphics Gems from CryENGINE 3 (Siggraph 2013)
Tiago Sousa
 
NVIDIA OpenGL in 2016
NVIDIA OpenGL in 2016
Mark Kilgard
 
An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...
An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...
Codemotion
 
프레임레이트 향상을 위한 공간분할 및 오브젝트 컬링 기법
프레임레이트 향상을 위한 공간분할 및 오브젝트 컬링 기법
YEONG-CHEON YOU
 
[IGC 2017] 아마존 구승모 - 게임 엔진으로 서버 제작 및 운영까지
[IGC 2017] 아마존 구승모 - 게임 엔진으로 서버 제작 및 운영까지
강 민우
 
스크린 스페이스 데칼에 대해 자세히 알아보자(워햄머 40,000: 스페이스 마린)
스크린 스페이스 데칼에 대해 자세히 알아보자(워햄머 40,000: 스페이스 마린)
포프 김
 
나만의 엔진 개발하기
나만의 엔진 개발하기
YEONG-CHEON YOU
 
[Ndc11 박민근] deferred shading
[Ndc11 박민근] deferred shading
MinGeun Park
 
유니티의 툰셰이딩을 사용한 3D 애니메이션 표현
유니티의 툰셰이딩을 사용한 3D 애니메이션 표현
MinGeun Park
 
Unreal Open Day 2017 UE4 for Mobile: The Future of High Quality Mobile Games
Unreal Open Day 2017 UE4 for Mobile: The Future of High Quality Mobile Games
Epic Games China
 
Project meeting: Android Graphics Architecture Overview
Project meeting: Android Graphics Architecture Overview
Yu-Hsin Hung
 
07_PhysX 강체물리 입문
07_PhysX 강체물리 입문
noerror
 
NVIDIA OpenGL and Vulkan Support for 2017
NVIDIA OpenGL and Vulkan Support for 2017
Mark Kilgard
 
리플렉션과 가비지 컬렉션
리플렉션과 가비지 컬렉션
QooJuice
 
NDC2016 프로젝트 A1의 AAA급 캐릭터 렌더링 기술
NDC2016 프로젝트 A1의 AAA급 캐릭터 렌더링 기술
Ki Hyunwoo
 
Screen Space Decals in Warhammer 40,000: Space Marine
Screen Space Decals in Warhammer 40,000: Space Marine
Pope Kim
 
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Electronic Arts / DICE
 

Viewers also liked (20)

Design and Concepts of Android Graphics
Design and Concepts of Android Graphics
National Cheng Kung University
 
La fréquentation touristique 2009 en Finistère
La fréquentation touristique 2009 en Finistère
Finistère Tourisme, agence de développement touristique
 
Automated Historical Performance Analysis with kmemtracer
Automated Historical Performance Analysis with kmemtracer
Kyungmin Lee
 
LCE13: Android Graphics Upstreaming
LCE13: Android Graphics Upstreaming
Linaro
 
BKK16-315 Graphics Stack Update
BKK16-315 Graphics Stack Update
Linaro
 
Android graphic system (SurfaceFlinger) : Design Pattern's perspective
Android graphic system (SurfaceFlinger) : Design Pattern's perspective
Bin Chen
 
Android internals 07 - Android graphics (rev_1.1)
Android internals 07 - Android graphics (rev_1.1)
Egor Elizarov
 
Why your Android Apps Suck
Why your Android Apps Suck
rogeryi
 
Igntg Funciones Final
Igntg Funciones Final
Maria Elena Garcia Segundo
 
Hall of fame of the poet susan nalugwa kiguli
Hall of fame of the poet susan nalugwa kiguli
Kitooke Wa Bakengana
 
Google playでのリワードアプリリジェクトからの今後のマネタイズ手段について インタースティシャル広告×クロスプロモーション-
Google playでのリワードアプリリジェクトからの今後のマネタイズ手段について インタースティシャル広告×クロスプロモーション-
VOYAGE GROUP
 
Down the Rabbit Hole: An Adventure in JVM Wonderland
Down the Rabbit Hole: An Adventure in JVM Wonderland
Charles Nutter
 
[1D6]RE-view of Android L developer PRE-view
[1D6]RE-view of Android L developer PRE-view
NAVER D2
 
Living with Garbage by Gregg Donovan at LuceneSolr Revolution 2013
Living with Garbage by Gregg Donovan at LuceneSolr Revolution 2013
Gregg Donovan
 
ゲームアプリの数学@GREE GameDevelopers' Meetup
ゲームアプリの数学@GREE GameDevelopers' Meetup
gree_tech
 
Overview of Brillo and Weave
Overview of Brillo and Weave
Bin Chen
 
A Detailed Look at Cairo's OpenGL Spans Compositor Performance
A Detailed Look at Cairo's OpenGL Spans Compositor Performance
Samsung Open Source Group
 
Chrome & Webkit overview
Chrome & Webkit overview
Bin Chen
 
Overview of Brillo (Android Things)
Overview of Brillo (Android Things)
Bin Chen
 
50 chiffres social media pour 2013
50 chiffres social media pour 2013
Mediaventilo
 
Automated Historical Performance Analysis with kmemtracer
Automated Historical Performance Analysis with kmemtracer
Kyungmin Lee
 
LCE13: Android Graphics Upstreaming
LCE13: Android Graphics Upstreaming
Linaro
 
BKK16-315 Graphics Stack Update
BKK16-315 Graphics Stack Update
Linaro
 
Android graphic system (SurfaceFlinger) : Design Pattern's perspective
Android graphic system (SurfaceFlinger) : Design Pattern's perspective
Bin Chen
 
Android internals 07 - Android graphics (rev_1.1)
Android internals 07 - Android graphics (rev_1.1)
Egor Elizarov
 
Why your Android Apps Suck
Why your Android Apps Suck
rogeryi
 
Hall of fame of the poet susan nalugwa kiguli
Hall of fame of the poet susan nalugwa kiguli
Kitooke Wa Bakengana
 
Google playでのリワードアプリリジェクトからの今後のマネタイズ手段について インタースティシャル広告×クロスプロモーション-
Google playでのリワードアプリリジェクトからの今後のマネタイズ手段について インタースティシャル広告×クロスプロモーション-
VOYAGE GROUP
 
Down the Rabbit Hole: An Adventure in JVM Wonderland
Down the Rabbit Hole: An Adventure in JVM Wonderland
Charles Nutter
 
[1D6]RE-view of Android L developer PRE-view
[1D6]RE-view of Android L developer PRE-view
NAVER D2
 
Living with Garbage by Gregg Donovan at LuceneSolr Revolution 2013
Living with Garbage by Gregg Donovan at LuceneSolr Revolution 2013
Gregg Donovan
 
ゲームアプリの数学@GREE GameDevelopers' Meetup
ゲームアプリの数学@GREE GameDevelopers' Meetup
gree_tech
 
Overview of Brillo and Weave
Overview of Brillo and Weave
Bin Chen
 
A Detailed Look at Cairo's OpenGL Spans Compositor Performance
A Detailed Look at Cairo's OpenGL Spans Compositor Performance
Samsung Open Source Group
 
Chrome & Webkit overview
Chrome & Webkit overview
Bin Chen
 
Overview of Brillo (Android Things)
Overview of Brillo (Android Things)
Bin Chen
 
50 chiffres social media pour 2013
50 chiffres social media pour 2013
Mediaventilo
 
Ad

Similar to Skia & Freetype - Android 2D Graphics Essentials (20)

Introduction to 2D/3D Graphics
Introduction to 2D/3D Graphics
Prabindh Sundareson
 
JIT Spraying Never Dies - Bypass CFG By Leveraging WARP Shader JIT Spraying.pdf
JIT Spraying Never Dies - Bypass CFG By Leveraging WARP Shader JIT Spraying.pdf
SamiraKids
 
OpenGL ES based UI Development on TI Platforms
OpenGL ES based UI Development on TI Platforms
Prabindh Sundareson
 
Computer graphics
Computer graphics
amitsarda3
 
Chapter 1
Chapter 1
kparthjadhav
 
Qt Programming on TI Processors
Qt Programming on TI Processors
Prabindh Sundareson
 
Shape12 6
Shape12 6
pslulli
 
Opengl basics
Opengl basics
pushpa latha
 
426 lecture 4: AR Developer Tools
426 lecture 4: AR Developer Tools
Mark Billinghurst
 
C Graphics Functions
C Graphics Functions
SHAKOOR AB
 
NVIDIA's OpenGL Functionality
NVIDIA's OpenGL Functionality
Mark Kilgard
 
CG3_ch3+ch4computergraphicsbreesenhan.pdf
CG3_ch3+ch4computergraphicsbreesenhan.pdf
VikramBhathal
 
COSC 426 Lect. 3 -AR Developer Tools
COSC 426 Lect. 3 -AR Developer Tools
Mark Billinghurst
 
VisionizeBeforeVisulaize_IEVC_Final
VisionizeBeforeVisulaize_IEVC_Final
Masatsugu HASHIMOTO
 
Optimizing NN inference performance on Arm NEON and Vulkan
Optimizing NN inference performance on Arm NEON and Vulkan
ax inc.
 
Displaying 3 d polygon animations
Displaying 3 d polygon animations
halo4robo
 
Graphics in C++
Graphics in C++
Ahsan Mughal
 
Advanced Graphics Workshop - GFX2011
Advanced Graphics Workshop - GFX2011
Prabindh Sundareson
 
Graphics software
Graphics software
Mohd Arif
 
Android RenderScript
Android RenderScript
Jungsoo Nam
 
JIT Spraying Never Dies - Bypass CFG By Leveraging WARP Shader JIT Spraying.pdf
JIT Spraying Never Dies - Bypass CFG By Leveraging WARP Shader JIT Spraying.pdf
SamiraKids
 
OpenGL ES based UI Development on TI Platforms
OpenGL ES based UI Development on TI Platforms
Prabindh Sundareson
 
Computer graphics
Computer graphics
amitsarda3
 
Shape12 6
Shape12 6
pslulli
 
426 lecture 4: AR Developer Tools
426 lecture 4: AR Developer Tools
Mark Billinghurst
 
C Graphics Functions
C Graphics Functions
SHAKOOR AB
 
NVIDIA's OpenGL Functionality
NVIDIA's OpenGL Functionality
Mark Kilgard
 
CG3_ch3+ch4computergraphicsbreesenhan.pdf
CG3_ch3+ch4computergraphicsbreesenhan.pdf
VikramBhathal
 
COSC 426 Lect. 3 -AR Developer Tools
COSC 426 Lect. 3 -AR Developer Tools
Mark Billinghurst
 
VisionizeBeforeVisulaize_IEVC_Final
VisionizeBeforeVisulaize_IEVC_Final
Masatsugu HASHIMOTO
 
Optimizing NN inference performance on Arm NEON and Vulkan
Optimizing NN inference performance on Arm NEON and Vulkan
ax inc.
 
Displaying 3 d polygon animations
Displaying 3 d polygon animations
halo4robo
 
Advanced Graphics Workshop - GFX2011
Advanced Graphics Workshop - GFX2011
Prabindh Sundareson
 
Graphics software
Graphics software
Mohd Arif
 
Android RenderScript
Android RenderScript
Jungsoo Nam
 
Ad

Recently uploaded (20)

AudGram Review: Build Visually Appealing, AI-Enhanced Audiograms to Engage Yo...
AudGram Review: Build Visually Appealing, AI-Enhanced Audiograms to Engage Yo...
SOFTTECHHUB
 
No-Code Workflows for CAD & 3D Data: Scaling AI-Driven Infrastructure
No-Code Workflows for CAD & 3D Data: Scaling AI-Driven Infrastructure
Safe Software
 
The State of Web3 Industry- Industry Report
The State of Web3 Industry- Industry Report
Liveplex
 
“Addressing Evolving AI Model Challenges Through Memory and Storage,” a Prese...
“Addressing Evolving AI Model Challenges Through Memory and Storage,” a Prese...
Edge AI and Vision Alliance
 
Your startup on AWS - How to architect and maintain a Lean and Mean account J...
Your startup on AWS - How to architect and maintain a Lean and Mean account J...
angelo60207
 
FME for Distribution & Transmission Integrity Management Program (DIMP & TIMP)
FME for Distribution & Transmission Integrity Management Program (DIMP & TIMP)
Safe Software
 
Floods in Valencia: Two FME-Powered Stories of Data Resilience
Floods in Valencia: Two FME-Powered Stories of Data Resilience
Safe Software
 
“Why It’s Critical to Have an Integrated Development Methodology for Edge AI,...
“Why It’s Critical to Have an Integrated Development Methodology for Edge AI,...
Edge AI and Vision Alliance
 
vertical-cnc-processing-centers-drillteq-v-200-en.pdf
vertical-cnc-processing-centers-drillteq-v-200-en.pdf
AmirStern2
 
Kubernetes Security Act Now Before It’s Too Late
Kubernetes Security Act Now Before It’s Too Late
Michael Furman
 
FIDO Seminar: Perspectives on Passkeys & Consumer Adoption.pptx
FIDO Seminar: Perspectives on Passkeys & Consumer Adoption.pptx
FIDO Alliance
 
“From Enterprise to Makers: Driving Vision AI Innovation at the Extreme Edge,...
“From Enterprise to Makers: Driving Vision AI Innovation at the Extreme Edge,...
Edge AI and Vision Alliance
 
FIDO Seminar: Evolving Landscape of Post-Quantum Cryptography.pptx
FIDO Seminar: Evolving Landscape of Post-Quantum Cryptography.pptx
FIDO Alliance
 
FIDO Seminar: Targeting Trust: The Future of Identity in the Workforce.pptx
FIDO Seminar: Targeting Trust: The Future of Identity in the Workforce.pptx
FIDO Alliance
 
FIDO Seminar: New Data: Passkey Adoption in the Workforce.pptx
FIDO Seminar: New Data: Passkey Adoption in the Workforce.pptx
FIDO Alliance
 
June Patch Tuesday
June Patch Tuesday
Ivanti
 
Edge-banding-machines-edgeteq-s-200-en-.pdf
Edge-banding-machines-edgeteq-s-200-en-.pdf
AmirStern2
 
Artificial Intelligence in the Nonprofit Boardroom.pdf
Artificial Intelligence in the Nonprofit Boardroom.pdf
OnBoard
 
TrustArc Webinar - 2025 Global Privacy Survey
TrustArc Webinar - 2025 Global Privacy Survey
TrustArc
 
FME for Good: Integrating Multiple Data Sources with APIs to Support Local Ch...
FME for Good: Integrating Multiple Data Sources with APIs to Support Local Ch...
Safe Software
 
AudGram Review: Build Visually Appealing, AI-Enhanced Audiograms to Engage Yo...
AudGram Review: Build Visually Appealing, AI-Enhanced Audiograms to Engage Yo...
SOFTTECHHUB
 
No-Code Workflows for CAD & 3D Data: Scaling AI-Driven Infrastructure
No-Code Workflows for CAD & 3D Data: Scaling AI-Driven Infrastructure
Safe Software
 
The State of Web3 Industry- Industry Report
The State of Web3 Industry- Industry Report
Liveplex
 
“Addressing Evolving AI Model Challenges Through Memory and Storage,” a Prese...
“Addressing Evolving AI Model Challenges Through Memory and Storage,” a Prese...
Edge AI and Vision Alliance
 
Your startup on AWS - How to architect and maintain a Lean and Mean account J...
Your startup on AWS - How to architect and maintain a Lean and Mean account J...
angelo60207
 
FME for Distribution & Transmission Integrity Management Program (DIMP & TIMP)
FME for Distribution & Transmission Integrity Management Program (DIMP & TIMP)
Safe Software
 
Floods in Valencia: Two FME-Powered Stories of Data Resilience
Floods in Valencia: Two FME-Powered Stories of Data Resilience
Safe Software
 
“Why It’s Critical to Have an Integrated Development Methodology for Edge AI,...
“Why It’s Critical to Have an Integrated Development Methodology for Edge AI,...
Edge AI and Vision Alliance
 
vertical-cnc-processing-centers-drillteq-v-200-en.pdf
vertical-cnc-processing-centers-drillteq-v-200-en.pdf
AmirStern2
 
Kubernetes Security Act Now Before It’s Too Late
Kubernetes Security Act Now Before It’s Too Late
Michael Furman
 
FIDO Seminar: Perspectives on Passkeys & Consumer Adoption.pptx
FIDO Seminar: Perspectives on Passkeys & Consumer Adoption.pptx
FIDO Alliance
 
“From Enterprise to Makers: Driving Vision AI Innovation at the Extreme Edge,...
“From Enterprise to Makers: Driving Vision AI Innovation at the Extreme Edge,...
Edge AI and Vision Alliance
 
FIDO Seminar: Evolving Landscape of Post-Quantum Cryptography.pptx
FIDO Seminar: Evolving Landscape of Post-Quantum Cryptography.pptx
FIDO Alliance
 
FIDO Seminar: Targeting Trust: The Future of Identity in the Workforce.pptx
FIDO Seminar: Targeting Trust: The Future of Identity in the Workforce.pptx
FIDO Alliance
 
FIDO Seminar: New Data: Passkey Adoption in the Workforce.pptx
FIDO Seminar: New Data: Passkey Adoption in the Workforce.pptx
FIDO Alliance
 
June Patch Tuesday
June Patch Tuesday
Ivanti
 
Edge-banding-machines-edgeteq-s-200-en-.pdf
Edge-banding-machines-edgeteq-s-200-en-.pdf
AmirStern2
 
Artificial Intelligence in the Nonprofit Boardroom.pdf
Artificial Intelligence in the Nonprofit Boardroom.pdf
OnBoard
 
TrustArc Webinar - 2025 Global Privacy Survey
TrustArc Webinar - 2025 Global Privacy Survey
TrustArc
 
FME for Good: Integrating Multiple Data Sources with APIs to Support Local Ch...
FME for Good: Integrating Multiple Data Sources with APIs to Support Local Ch...
Safe Software
 

Skia & Freetype - Android 2D Graphics Essentials

  • 1. Skia & FreeType Android 2D Graphics Essentials Kyungmin Lee Software Platform Lab., LG Electronics [email protected] The 10th Kandroid Conference
  • 2. Goal S/W 플랫폼에 있어 GUI(Graphical User Interface) 시스템은 해당 플랫폼의 성능을 결정짓는 매우 중요한 요소이다. Android 역시 새로운 버전을 발표할 때마다 GUI 시스템의 성능을 꾸준히 개선하여 최근에 릴리즈된 Jelly Bean에 와서는 iOS에 필적할만한 성능을 보여주고 있다. 이번 세션에서는 이벤트 처리 기술과 더불어 GUI 시스템의 한 축을 이루고 있는 2D Graphics 기술을 Android에서 어떻게 활용하고 발전시켜 왔는지에 대해 살펴본다. 1. Skia: 2D Graphics Library  Skia in Android  Skia API Overview  Skia Rendering Pipeline  Skia Backends: Raster, OpenGL, PDF, ... 2. FreeType: Font Engine  FreeType in Android  FreeType API Overview  Font Rasterization: Scan-conversion, Hinting, … 3. Android 2D Graphics Essentials  Evolution of Drawing Models: GPUI (UI on the GPU), Display List, Display List Properties, View Layers, …  Android 2D Graphics Architecture (From Conference Program Overview) The 9th Kandroid Conference
  • 3. Skia is Greek for “shadow” http://code.google.com/p/skia/ Skia is a complete 2D graphic library for drawing Text, Geometries, and Images. • 3x3 matrices w/ perspective • antialiasing, transparency, filters • shaders, xfermodes, maskfilters, patheffects Mike Reed • subpixel text Device backends for Skia currently include: • Raster • OpenGL • PDF • XPS • Picture (for recording and then playing back into another Canvas) (From Project’s Home) The Skia Graphics Engine is a compact open source graphics library written in C++. It was originally developed by Skia Inc., which was subsequently acquired by Google in 2005, who then released the software as open source licensed under the New BSD License free software license. Now known as skia, it is currently used in Mozilla Firefox, Google Chrome, Chrome OS, Chromium OS, and Android; and the Skia library is present on the BlackBerry PlayBook though the extent of its usage is unclear. Skia's drawing has back-ends for a standard CPU-based software rasterizer, PDF, and OpenGL The 10th Kandroid Conference (From Wikipedia)
  • 4. Skia in Android Skia (svn) 2006-09 2006-09 r1 r2 2006-11 r3 2008-11 r4 2009-03 r100 2011-03 r1000 2011-07 r2000 2012-01 r3000 2012-05 r4000 2012-08 r5000 2012-10 r6022 Skia in Android … 2008-10 … ??? ~700 total commit # Added Removed The 10th Kandroid Conference
  • 5. Skia API Overview A Canvas encapsulates all of the state about drawing into a device (bitmap). This includes a reference to the device itself, and a stack of matrix/clip values. For any given draw call (e.g. drawRect), the geometry of the object being drawn is transformed by the concatenation of all the matrices in the stack. The transformed geometry is clipped by the intersection of all of the clips in the stack. While the Canvas holds the state of the drawing device, the state (style) of the object being drawn is held by the Paint, which is provided as a parameter to each of the draw() methods. The Paint holds attributes such as color, typeface, textSize, strokeWidth, shader (e.g. gradients, patterns), etc. Drawing basic primitives include rectangles, rounded rectangles, ovals, circles, arcs, paths, lines, text, bitmaps and sprites. Paths allow for the creation of more advanced shapes. Each path can be made up of multiple contours (or continuous sections), each consisting of linear, quadratic, and cubic segments Drawing Primitives Canvas Paint The 10th Kandroid Conference Bitmap
  • 6. Skia API Overview SkRect rect; rect.set(0, 0, 150, 120); canvas->drawRect(rect, shapePaint); canvas->drawRoundRect(rect, 15, 15, shapePaint); canvas->drawOval(rect, shapePaint); canvas->drawCircle(60, 60, 60, shapePaint); // Arc without a wedge canvas->drawArc(rect, 0, 255, false, shapePaint); // Arc with a wedge from the center canvas->drawArc(rect, 0, 255, true, shapePaint); canvas->drawLine(0, 0, 150, 120, shapePaint); const char str[] = "Hello World!"; canvas->drawText(str, strlen(str), 75, 145, textPaint); // Load a bitmap from an image and draw it only if the load succeeds SkBitmap bitmap; if (SkImageDecoder::DecodeFile("app/native/icon.png", bitmap)) { canvas->drawBitmap(*bitmap, 0, 0, NULL); } SkPath path; path.moveTo(50, 50); // Specify endpoint using absolute coordinates path.lineTo(100, 100); // Specify endpoint using a relative offset from the last point path.rLineTo(50, 50); // Specify endpoint using absolute coordinates path.quadTo(120, 125, 150, 150); // Specify endpoint using a relative offset from the last point path.rQuadTo(20, 25, 50, 50); // Specify endpoint using absolute coordinates path.cubicTo(175, 175, 140, 120, 200, 200); // Specify endpoint using a relative offset from the last point path.rQuadTo(25, 25, -10, -30, 50, 50); The 10th Kandroid Conference canvas->drawPath(path, shapePaint);
  • 7. Skia Rendering Pipeline SkCanvas draw*(…, SkPaint) Shading Rasterization Apply Shaders Scan Conversion Initial Path Initial Mask Apply Path Effects Rasterizer Apply Color Filters Apply Mask Filters Apply Stroke Styles SRC Image Mask Path Generation Initial SRC Image Transfer Path Blending Intermediate Image Modified DST Image Apply XferMode DST Image http://www.xenomachina.com/2011/05/androids-2d-canvas-rendering-pipeline.html The 10th Kandroid Conference
  • 8. Skia Backends To render with software Skia 1) Create a native window and then 2) Wrap a pointer to its buffer as an SkBitmap 3) Initialize an SkCanvas with the bitmap SkCanvas SkDevice SkBitmap To render with hardware-accelerated Skia 1) Create a GLES2 window or framebuffer and 2) Create the appropriate GrContext, SkGpuDevice, and SkGpuCanvas SkGpuCanvas SkGpuDevice GrContext The 10th Kandroid Conference
  • 9. A Free, High-Quality, FreeType? and Portable Font Engine http://code.google.com/p/skia/ FreeType is a software library written in C that implements a font rasterization engine. It is used to render text on to bitmaps and provides support for other fontrelated operations. (From Wikipedia) FreeType 2 is a software font engine that is designed to be small, efficient, highly customizable, and portable while capable of producing high-quality output (glyph images). It can be used in graphics libraries, display servers, font conversion tools, text image generation tools, and many other products as well. Note that FreeType 2 is a font service and doesn't provide APIs to perform higherlevel features like text layout or graphics processing (e.g., colored text rendering, ‘hollowing’, etc.). However, it greatly simplifies these tasks by providing a simple, easy to use, and uniform interface to access the content of font files. By default, FreeType 2 supports the following font formats: TrueType (and collections), Type 1, CID-keyed Type 1, CFF, OpenType (both , TrueType and CFF variants), SFNT-based bitmap, X11 PCF, Windows FNT, BDF (including anti-aliased ones), PFR, Type 42 (limited support) David Turner Robert Wilhelm Werner Lemberg (From Project’s Home) The 10th Kandroid Conference
  • 10. FreeType in Android FreeType2 2000-11 … 2.0.0 … 2007-07 2.3.5 2008-06 2.3.6 2009-03 FreeType2 in Android 2.3.9 ??? 2008-10 2009-06 2010-02 2.3.12 2010-03 2010-08 2.4.2 2010-11 2.4.4 2010-07 2.4.6 2010-10 2.4.7 2010-11 2.4.8 2012-03 2010-09 2.4.9 2011-01 2011-08 2011-11 2011-12 2012-03 2012-06 2.4.10 commit # ~1100 since 2007-07 ~50 The 10th Kandroid Conference Added Removed
  • 11. FreeType API Glyph Outline (Lines + Curves) Quadratic Bé zier Curve Cubic Bé zier Curve The 10th Kandroid Conference
  • 12. FreeType API FT_Library FT_Face FT_GlyphSlot FT_Error char* int library; face; slot; error; filename, text; pen_x, pen_y, n, num_chars; 1 Initialize the library 2 Load a font face ... /* initilization code */ error = FT_Init_FreeType( &library ); if ( error ) ... /* error handling code */ error = FT_New_Face( library, filename, 0, &face ); 3 if ( error ) ... /* error handling code */ error = FT_Set_Char_Size( face, 50 * 64, 0, 100, 0 ); if ( error ) ... /* error handling code */ slot = face->glyph; 4 for ( n = 0; n < num_chars; n++ ) { error = FT_Load_Char( face, text[n], FT_LOAD_DEFAULT ); if ( error ) continue; /* ignore errors */ error = FT_Render_Glyph( face, text[n], FT_RENDER_MODE_NORMAL ); if ( error ) continue; /* ignore errors */ 5 draw_bitmap( &slot->bitmap, pen_x + slot->bitmap_left, pen_y - slot->bitmap_top ); pen.x += slot->advance.x >> 6; } Set the character size (e.g., 50pt at 100dpi) Load a glyph image into the slot Convert the glyph’s outline to a bitmap 6 Draw the bitmap to a target surface 7 Release resources show_image(); FT_Done_Face ( face ); FT_Done_FreeType( library ); The 10th Kandroid Conference
  • 13. Font Rasterization: Hinting Font hinting (also known as instructing) is the use of mathematical instructions to adjust the display of an outline font so that it lines up with a rasterized grid. At low screen resolutions, hinting is critical for producing a clear, legible text. It can be accompanied by antialiasing and (on liquid crystal displays) subpixel rendering for further clarity. Hints are usually created in a font editor during the typeface design process and embedded in the font. A font can be hinted either automatically (through processed algorithms based on the character outlines) or set manually. Most font editors are able to do automatic hinting, and this approach is suitable for many fonts. However, commercial fonts of the highest quality are often manually hinted to provide the sharpest appearance on computer displays. Verdana is one example of a font that contains a large amount of hinting data, much of which was accomplished manually by type engineer Tom Rickner. (From Wikipedia) The 10th Kandroid Conference
  • 14. How Views are Drawn in Android pre-3.0? CPU Rasterization + GPU Composition ViewRootImpl performDraw() View draw(Canvas) View onDraw(Canvas) Canvas draw*(…, Paint) Android Framework (android.jar) SkCanvasGlue draw*(…, SkPaint) libandroid_runtime.so SkRasterizer rasterize(…) SkDraw draw*(..., SkPaint, ...) SkDevice draw*(..., SkPaint, ...) SkCanvas draw*(…, SkPaint) SkBlitter blit*(…) libskia.so http://developer.android.com/guide/topics/ui/how-android-draws.html The 10th Kandroid Conference
  • 15. Why New Drawing Models in Android post-3.0? CPU Rasterization + GPU Composition GPU Rasterization + GPU Composition GPUI Increased Number of Pixels Display List Display List Properties View Layers … Source: Accelerated Android Rendering, Google I/O 2011 The 10th Kandroid Conference
  • 16. GPUI – UI on the GPU (since 3.0) android:handwareAccelerated="true" *GPUI GPU Rasterization + GPU Composition turned on by default from Android 4.0 ViewRootImpl performDraw() View draw(Canvas) View onDraw(Canvas) HardwareCanvas draw*(…, Paint) Android Framework (android.jar) android_view_GLES20Canvas _draw*(…, SkPaint) libandroid_runtime.so OpenGLRenderer draw*(…, SkPaint) libhwui.so GLES2/gl2.h glXXX(…) libGLESv2.so The 10th Kandroid Conference
  • 17. Display List in General A display list (or display file) is a series of graphics commands that define an output image. The image is created (rendered) by executing the commands. … A display list can represent both two- and three-dimensional scenes. Systems that make use of a display list to store the scene are called retained mode systems as opposed to immediate mode systems. (From Wikipedia) Source: MSDN, http://msdn.microsoft.com/en-us/library/windows/desktop/ff684178(v=vs.85).aspx http://en.wikipedia.org/wiki/Display_list http://developer.android.com/guide/topics/graphics/hardware-accel.html The 10th Kandroid Conference
  • 18. Display List in Android (since 3.0) A display list records a series of graphics related operation and can replay them later. Display lists are usually built by recording operations on a android.graphics.Canvas. Replaying the operations from a display list avoids executing views drawing code on every frame, and is thus much more efficient. <<enumeration>> DisplayList::Op[Non-Drawing] GLES20RecordingCanvas draw*(…, Paint) +Sav e +Restore +RestoreToCount +Sav eLayer +Sav eLayerAlpha +Translate +Rotate +Scale +Skew +SetMatrix +ConcatMatrix +ClipRect android_view_ GLES20Canvas_draw*(…) SkWriter32 write*(…) DisplayListRenderer draw*(…, SkPaint) SkReader32 read*() DisplayList replay(…) void* buffer GLES20Canvas drawDisplayList(…) draw*(…, SkPaint) OpenGLRenderer drawDisplayList(…) The 10th Kandroid Conference GLES2/gl2.h glXXX(…) <<enumeration>> DisplayList::Op[Drawing] +DrawDisplayList +DrawLayer +DrawBitmap +DrawBitmapMatrix +DrawBitmapRect +DrawBitmapData +DrawBitmapMesh +DrawPatch +DrawColor +DrawRect +DrawRoundRect +DrawCircle +DrawOv al +DrawArc +DrawPath +DrawLines +DrawPoints +DrawText +DrawTextOnPath +DrawPosText +ResetShader +SetupShader +ResetColorFilter +SetupColorFilter +ResetShadow +SetupShadow +ResetPaintFilter +SetupPaintFilter +DrawGLFunction
  • 19. Display List Properties (since 4.1) + + + + + + + + + + + + + + + + + + + + + + bool mClipChildren; float mAlpha; int mMultipliedAlpha; bool mHasOverlappingRendering; float mTranslationX, mTranslationY; float mRotation, mRotationX, mRotationY; float mScaleX, mScaleY; float mPivotX, mPivotY; float mCameraDistance; int mLeft, mTop, mRight, mBottom; int mWidth, mHeight; int mPrevWidth, mPrevHeight; bool mPivotExplicitlySet; bool mMatrixDirty; bool mMatrixIsIdentity; uint32_t mMatrixFlags; SkMatrix* mTransformMatrix; Sk3DView* mTransformCamera; SkMatrix* mTransformMatrix3D; SkMatrix* mStaticMatrix; SkMatrix* mAnimationMatrix; bool mCaching; Without DisplayList Properties With DisplayList Properties Source: For Butter or Worse, Google I/O 2012 The 10th Kandroid Conference
  • 20. View Layers (since 3.0) Layers = Off-screen Buffers or Caches View.setLayerType(int type, Paint p) [API Level 11] type View is H/W-Accelerated View is NOT H/W Accelerated LAYER_TYPE_NONE • • Rendered in H/W Directly into surface • • Rendered in S/W Directly into surface LAYER_TYPE_HARDWARE • • Rendered in H/W Into hardware texture • • Rendered in S/W Into bitmap LAYER_TYPE_SOFTWARE • • Rendered in S/W Into bitmap • • Rendered in S/W Into bitmap *Measured DisplayList::Op + DrawLayer + DrawBitmap when drawing a ListView with Android 3.0 on a Motorola XOOM Source: Accelerated Android Rendering, Google I/O 2011 The 10th Kandroid Conference
  • 21. Android 2D Graphics Architecture Application (View) Render Script Canvas OpenGL ES HWUI EGL Skia AGL HGL Pixel Flinger GPU Surface SurfaceFlinger OpenGL ES HW Composer • • HGL = Hardware OpenGL ES AGL = Android’s Software OpenGL ES EGL AGL GPU Overlay HGL Pixel Flinger Frame Buffer The 10th Kandroid Conference
  • 22. Android 2D Graphics Libraries
  • 24. References • • • • • • • • • How about some Android graphics true facts?, Dianne Hackborn, Nov. 2011, https://plus.google.com/105051985738280261832/posts/2FXDCz8x93s Android 3.0 Hardware Acceleration, Romain Guy, Mar. 2011, http://androiddevelopers.blogspot.kr/2011/03/android-30-hardware-acceleration.html Android 4.0 Graphics and Animations, Romain Guy and Chet Haase, Nov. 2011, http://android-developers.blogspot.kr/2011/11/android-40-graphics-and-animations.html Android Graphics, Animations and Tips & Tricks, Romain Guy and Chet Haase, Dec. 2010, http://www.curious-creature.org/2010/12/02/android-graphics-animations-and-tips-tricks/ Learning about Android Graphics Subsystem, Bhanu Chetlapalli, Apr. 2012, http://developer.mips.com/2012/04/11/learning-about-android-graphics-subsystem/ iOS vs. Android ICS: Hardware Accelerated Graphics Pipelines, Nathan de Vries, Nov. 2011, http://atnan.com/blog/2011/11/10/ios-vs-android-ics-hardware-acceleratedgraphics-pipelines/ Android's 2D Canvas Rendering Pipeline, Laurence Gonsalves, May 2011, http://www.xenomachina.com/2011/05/androids-2d-canvas-rendering-pipeline.html How FreeType's rasterizer work, David Turner, Feb. 2007, FreeType2 source/docs Android Graphics, Jim Huang, Sep. 2011, http://0xlab.org/~jserv/android-graphics.pdf The 10th Kandroid Conference
  • 25. The 10th Kandroid Conference