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Architecture challenges in the Android 3D graphics stack

Published:28 July 2019Publication History

ABSTRACT

The increasing traction of high-fidelity games on mobile devices is highlighting the challenges game developers have to face in order to optimize their content within the Android ecosystem.

In this talk, we'll explain our understanding of these challenges through the lens of how Android's graphics stack works today. If you've ever wondered:

• Are Android graphics drivers as buggy as I've heard?

• Why is there so much difference from device to device?

• Why aren't there great profilers like on console?

• Why can't I just measure draw call timings like on desktop?

• Why aren't graphics drivers updatable?

... then this talk is for you! We'll cover the way the hardware ecosystem for Android works, including the quirks of SOC vs. OEM vs. IP makers and how that translates to unique challenges. Then we will cover how software flows through this ecosystem and out through carriers, and the challenges that brings. We will talk about how the unique architecture features on mobile translate to new types of tooling challenges. Finally, we will talk about parallels between these combined challenges and other more traditional driver models from Windows or Mac, and discuss some of the implications thereof.

References

  1. Apple. {n.d.}. iOS. Retrieved February 1, 2019 from https://www.apple.com/ios/homeGoogle ScholarGoogle Scholar
  2. Arm. 2016. Tile-based Rendering. Retrieved February 1, 2019 from https://developer.arm.com/graphics/developer-guides/tile-based-renderingGoogle ScholarGoogle Scholar
  3. ImgTec. 2015. A look at the PowerVR graphics architecture: Tile-based rendering. Retrieved February 1, 2019 from https://www.imgtec.com/blog/a-look-at-the-powervr-graphics-architecture-tile-based-renderingGoogle ScholarGoogle Scholar
  4. Khronos. {n.d.}. EGL: Native Platform Interface. Retrieved February 1, 2019 from https://www.khronos.org/eglGoogle ScholarGoogle Scholar
  5. Microsoft. {n.d.}a. SwapBuffers function. Retrieved February 1, 2019 from https://docs.microsoft.com/en-us/windows/desktop/api/wingdi/nf-wingdi-swapbuffersGoogle ScholarGoogle Scholar
  6. Microsoft. {n.d.}b. Windows. https://www.microsoft.com/en-gb/windowsGoogle ScholarGoogle Scholar
  7. Microsoft. {n.d.}c. Windows Display Driver Model. Retrieved February 1, 2019 from https://docs.microsoft.com/en-us/windows-hardware/drivers/displayGoogle ScholarGoogle Scholar

Index Terms

  1. Architecture challenges in the Android 3D graphics stack

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        • Published in

          cover image ACM Conferences
          SIGGRAPH '19: ACM SIGGRAPH 2019 Talks
          July 2019
          143 pages
          ISBN:9781450363174
          DOI:10.1145/3306307

          Copyright © 2019 Owner/Author

          Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

          Publisher

          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 28 July 2019

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          Qualifiers

          • invited-talk

          Acceptance Rates

          Overall Acceptance Rate1,822of8,601submissions,21%

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