In this talk I describe the internal workings of the Android graphics stack from the Application layer down through the stack to pixels on the screen. It is a fairly complex journey, taking in two different 2D rendering engines, applications calling OpenGL ES directory, passing buffers on to the system compositor, Surface Flinger, and then down to the display controller or frame buffer. All this requires careful synchronisation so that what appears on the screen is smooth, without jitter, and makes efficient use of memory, CPU, GPU and power resources.
Chris Simmonds is a freelance consultant and trainer who has been using Linux in embedded systems for over 14 years. He has worked on a number of interesting projects including a stereoscopic camera, weighing scales, set-top boxes, home routers and a large walking robot. He has been running training courses and workshops in embedded Linux since 2002 and has delivered over 180 sessions to many well-known companies. You can see some of his work... Read More →
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