In general terms, an "overlay" is part of a display controller
hardware block that it uses primarily to combine multiple streams of
image frames into a single output frame which is sent to a display
panel of some sort.  The Android abstraction for this is a hardware
specific library that implements the interface defined in the
overlay.h file, nested deep within the root hardware folder.  In this
abstraction, the surface flinger provides positional control
information and some other entity provide the frame data.  The typical
frame data providers are Camera HAL and Video Playback "HAL".

To answer your questions directly:

1) the hardware performs the frame composition and the overlay library
implementation performs the hardware setup
2) this is implementation dependent.  Some overlay implementations are
based of secondary frame buffer device, other have more proprietary
means.
3) more that likely you would see a black hole where the overlay data
was suppose to show up.  This occurs since many display controllers
don't provide access to the hardware composed output, it goes directly
to the display and never hits a memory buffer you can read from.  So
the screen shot code generally will only read from the UI input buffer
and the overlay contents are missing.  Not all hardware works this
way, but many do.
4) The main use cases are camera preview and video playback.  On most
hardware, it more power efficient to render the higher frame rate data
to the display via hardware overlays.

Steve.

On Feb 25, 9:24 pm, Ryan <[email protected]> wrote:
> Hi all,
> I am trying to understand the different components of Android's
> display system and how they work together.  I have been sifting
> through the source, but I still have a few fundamental questions.
> Here is my current understanding of a couple of these components:
>
> SurfaceFlinger:  It composes the various Surfaces, or layers,
> together.  As of 1.6, it seems that EGLDisplaySurface is working with
> the frame buffer device (/dev/graphics/fb0) in order to output to the
> screen.
>
> Framebuffer device:  It's an abstraction of the graphics hardware.
> The most direct way to access the display is through the frame buffer
> device (e.g. read from it to take a screenshot).
>
> Hardware Overlays:  The SurfaceFlinger punches a hole in the window
> surface in order to let the hardware overlay compose its frame data
> directly to the screen.  They are used with image capture and hardware
> acceleration devices.
>
> With this in mind, I am unclear about the following:
>
> 1.  What is responsible for composing the overlay image with the main
> surface?  From what I've read it seems like the overlay implementation
> would, but I've yet to see anything directly address this.
>
> 2.  If so, does the overlay driver write to the frame buffer device,
> or does it output to the screen in a different way?  Is this
> implementation-dependent?
>
> 3.  My ultimate concern is if hardware overlays are in use and I took
> a screenshot by reading from the frame buffer device, would I see the
> "hole" punched out by the SurfaceFlinger, or would I see the same
> image as seen on my screen?
>
> 4.  What are the use-cases for overlays?  I assume they are used to
> allow hardware to handle the frame data manipulation (rather than
> software), but I still don't know why/when an overlay would be
> necessary.
>
> Answers to these questions and any more information as to how
> surfaceflinger, hardware overlays, and the frame buffer device
> interact would be very much appreciated!
>
> Thanks,
> Ryan

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