Book Image

Android System Programming

By : Roger Ye, Shen Liu
Book Image

Android System Programming

By: Roger Ye, Shen Liu

Overview of this book

Android system programming involves both hardware and software knowledge to work on system level programming. The developers need to use various techniques to debug the different components in the target devices. With all the challenges, you usually have a deep learning curve to master relevant knowledge in this area. This book will not only give you the key knowledge you need to understand Android system programming, but will also prepare you as you get hands-on with projects and gain debugging skills that you can use in your future projects. You will start by exploring the basic setup of AOSP, and building and testing an emulator image. In the first project, you will learn how to customize and extend the Android emulator. Then you’ll move on to the real challenge—building your own Android system on VirtualBox. You’ll see how to debug the init process, resolve the bootloader issue, and enable various hardware interfaces. When you have a complete system, you will learn how to patch and upgrade it through recovery. Throughout the book, you will get to know useful tips on how to integrate and reuse existing open source projects such as LineageOS (CyanogenMod), Android-x86, Xposed, and GApps in your own system.
Table of Contents (15 chapters)

OpenGL ES and graphics hardware initialization

In Android systems, the initialization of the graphics system is done by SurfaceFlinger. Besides the Gralloc HAL that we discussed in Chapter 10, Enabling Graphics, another important part of graphics system initialization is the loading of OpenGL ES libraries. In our VirtualBox implementation, we use most of the HAL modules from Android-x86. The graphics system support includes the following components:

  • Gralloc HAL
  • Mesa lib for OpenGL ES
  • uvesafb framebuffer driver or VirtualBox video driver

We have discussed Gralloc HAL in the last chapter. We will explore the loading of the OpenGL ES library and uvesafb framebuffer driver in this chapter. We will use the default uvesafb framebuffer driver in the introduction of graphics system initialization. We will also introduce how to use the native graphic driver from VirtualBox when we talk about the integration of VirtualBox...