The iOS application rendering pipeline, from high-level UIKit API calls to the final presentation of pixels on the physical display. Areas of discussion include layer-based compositing, scene management, rendering and state synchronization, animation coordination, and input event handling.
Table of Contents
-
Introduction & Architectural Overview
1.1. Purpose
1.2. Core Rendering Paradigm
1.3. Key Abstractions: Views, Layers, Contexts, and Scenes
1.4. The Client-Server Model for UI Management
1.5. High-Level Rendering Flow -
UIKit Interface and Layer Fundamentals
2.1. UIKit: The Application's Interface
2.1.1.UIView: The Building Block
2.1.2.UIWindow: The Root and System Interface
2.1.3. Mapping View Properties to Layers
2.2. QuartzCore Foundation: CALayer and CAContext
2.2.1.CALayer: The Atomic Unit of Rendering
2.2.2.CAContext: The Bridge to the Render Server
2.2.3. The Significance of thecontextID -
Scene Management Architecture
3.1. The Scene Abstraction and Client-Server Model
3.2. Scene Content Association viaFBSCAContextSceneLayer
3.3. Scene State Synchronization and Communication
3.4. Scene Hosting and Remote Rendering
3.5. Transactional Operations and Scene Lifecycle -
Synchronization, Animation, and Cross-Process Coordination
4.1.CATransactionandCAAnimationFundamentals
4.2.FBSSceneTransitionContext: Coordinated Scene State Changes
4.3.BKSAnimationFenceHandle: Ensuring Visual Cohesion -
The Render Server, Compositing, and Display Hardware
5.1. The Render Server: Conceptual Overview
5.2. Display Abstractions and Layout Management
5.3. Final Output: From Composited Scene to Pixels -
Input Event Handling in the Rendering Context
6.1. BackBoardServices andBKSHIDEvent
6.2.UIWindowas the Event Target -
Specialized Rendering Paths and Considerations
7.1. Direct GPU Rendering:CAMetalLayerandCAOpenGLLayer
7.2. Hosted UIKit Environments (UIKitSystemAppServices)
7.3. Scene Snapshots for System Operations -
Conclusion and Key Interaction Visualizations
8.1. Summary of Rendering Flow
8.2. Visualized Scenarios
iOS employs a sophisticated, layer-based compositing model. Applications construct a hierarchy of layers, each representing a distinct piece of visual content. These layer trees are then managed, composited, and rendered by system services to produce the final image seen by the user. This architecture allows for efficient updates, complex animations, and seamless integration of UI from multiple sources (e.g., different applications, system UI).
The rendering system is built upon several key abstractions:
UIView(UIKit): The primary object applications use to define and manage UI elements and their event handling.CALayer(QuartzCore): The backing for everyUIView,CALayeris the fundamental unit for 2D and 3D drawing, animation, and compositing. It holds content (like an image or custom drawing) and visual attributes.CAContext(QuartzCore): Represents an independent rendering destination managed by the system's Render Server. EachUIWindowtypically manages aCAContextinto which itsCALayertree is rendered. ACAContextis identified by itscontextID.FBSScene/FBScene(FrontBoardServices/FrontBoard): An abstraction representing a managed area on a display where an application can present its content. AnFBSSceneis the application's handle to this managed area, while anFBSceneis the system-side (FrontBoard) representation.
UI presentation and window management in iOS operate on a client-server model:
Client Side (Application Process):
FBSScene(FrontBoardServices): The application-side object representing a scene. Applications interact withFBSSceneobjects to manage settings, send actions, and respond to system-initiated updates.FBSWorkspace: The primary channel for scene communication with the system, allowing apps to enumerate existing scenes, request creation/destruction of scenes, and receive lifecycle events viaFBSWorkspaceDelegate.
Server Side (FrontBoard / SpringBoard):
FBScene(FrontBoard): The server-side counterpart managing the scene within the system. FrontBoard manages collections ofFBSceneobjects representing all active scenes from various applications and system services.FBSceneManager: The core object overseeing allFBSceneinstances, handling creation/destruction requests, settings adjudication, and observer notifications.
This separation allows the system to manage resources and overall UI coherence, while applications focus on their specific content and interactions.
A simplified view of the rendering flow is as follows:
- An application, using UIKit, constructs a view hierarchy (
UIViewinstances). - Each
UIViewis backed by aCALayer, forming a compositing tree. - The
UIWindow'sCALayertree is rendered into aCAContextmanaged by the window. - The application, via FrontBoardServices (
FBSScene,FBSWorkspace), requests to present thisCAContext(identified by itscontextID) to FrontBoard, which operates inside SpringBoard. - FrontBoard (
FBSceneManager,FBScene) receives this request and manages the "hosting" of the application'sCAContext. It instructs the Render Server. - The CoreAnimation Render Server composites the content from various
CAContexts (from the app, other apps, system UI) into a final frame buffer. - The frame buffer is sent to the display hardware.
graph TD
A[App: UIView Hierarchy] --> B(App: CALayer Tree)
B --> C{"App: UIWindow's CAContext (contextID)"}
C --> D(App: FBSScene / FBSWorkspace)
D -- IPC: XPC / Mach --> E(System: FrontBoard / FBSceneManager / FBScene)
E --> F(System: Render Server)
F --> G((Display Hardware))
H(System: BackBoardServices) -. HID Events .-> C
E -. Manages / Composites .-> C
UIKit provides the high-level framework for application development, abstracting many of the complexities of direct graphics manipulation and system interaction.
UIView is the cornerstone of an application's user interface. Developers create instances of UIView (or its subclasses like UILabel, UIButton, UIImageView) to represent distinct visual elements. Key aspects include:
- Hierarchy: Views are arranged in a tree structure, with a superview and multiple subviews. This hierarchy dictates drawing order (subviews are drawn on top of their superview) and event propagation.
- Geometry: Properties like
frame(position and size in superview's coordinates),bounds(local drawing rectangle), andtransform(affine transform relative to its center) define a view's spatial characteristics. - Appearance: Properties like
backgroundColor,alpha(opacity), andisHiddencontrol visual presentation. - Drawing: Custom drawing is achieved by overriding
drawRect:. When a view needs to be redrawn (e.g., due tosetNeedsDisplaybeing called), UIKit sets up a graphics context and invokes this method. - Event Handling: Views are
UIRespondersubclasses, capable of handling touch events, motion events, and other input.
UIWindow is a specialized UIView subclass that serves as the top-level container for an application's view hierarchy. It doesn't typically have visible content itself but acts as a bridge to the system's windowing and rendering infrastructure.
- Root View Controller: A
UIWindowusually has arootViewController, whose view becomes the primary content view of the window. - Screen Association: A
UIWindowis associated with aUIScreen, determining which physical display it will appear on. - Window Level: The
windowLevelproperty (e.g.,UIWindowLevelNormal,UIWindowLevelStatusBar,UIWindowLevelAlert) dictates its Z-ordering relative to other windows on the screen. System services use this for global UI layering. - Key Window Status: Only one window at a time is the "key window." The key window receives keyboard and non-touch-related UI events. Making a window key (
makeKeyAndVisible) involves communication with system services. - Interface Orientation: The
UIWindow, often in conjunction with itsrootViewControllerand application settings, manages the interface orientation of its content.
Every UIView instance is backed by a CALayer object. Changes to UIView properties are typically translated into corresponding changes on its underlying CALayer.
QuartzCore provides the CALayer class and CAContext infrastructure for hardware-accelerated compositing and animation. This foundation bridges UIKit's view-based interface with the system's render server.
CALayer is the fundamental object that QuartzCore uses to represent 2D and 3D content. Unlike UIView, CALayer is not a UIResponder and does not handle user interaction directly; its focus is solely on content presentation and animation.
Layer Geometry and Hierarchy:
bounds: The layer's drawing rectangle in its own coordinate system.position: The position of the layer'sanchorPointin its superlayer's coordinate system.anchorPoint: A normalized point (0,0 to 1,1) within the layer thatpositionrefers to and around which transformations (like rotation) occur. Defaults to (0.5, 0.5), the center.transform(CATransform3D): An arbitrary 3D transformation matrix applied to the layer and its sublayers.frame: A derived property representing the layer's extent in its superlayer's coordinate system, calculated frombounds,position,anchorPoint, andtransform.
Layer Content and Visual Effects:
A CALayer can display content through multiple mechanisms:
contentsproperty: Can be assigned aCGImageRef(or platform-specific types likeIOSurfaceRef). This image is drawn into the layer's bounds, respectingcontentsGravity,contentsScale, andcontentsRect.- Custom Drawing (
drawInContext:): ACALayersubclass can overridedrawInContext:, or its delegate can implementdrawLayer:inContext:. Core Animation creates a graphics context (CGContextRef) representing the layer's backing store when content updates are needed.
Specialized CALayer Subtypes:
QuartzCore offers specialized CALayer subclasses for specific rendering tasks, including:
CAMetalLayer/CAOpenGLLayer: Provide surfaces for direct GPU rendering, critical for games and graphics-intensive applications.CATiledLayer: Efficiently draws very large content by breaking it into tiles loaded on demand.CALayerHost: Displays content of aCAContextfrom potentially another process, identified by itscontextID. Fundamental for remote hosting.
A CAContext is the object that embodies an independent rendering surface and layer tree managed by the system's Render Server. Each UIWindow typically creates and manages its own CAContext, into which its entire CALayer tree is rendered.
graph TB
subgraph "Application Process"
UIWindow["UIWindow<br/>(UIView subclass)"]
WindowLayer["Window's CALayer<br/>(Root Layer)"]
RootVCLayer["RootViewController<br/>View Layer"]
SubLayers["Sublayer Tree<br/>(UIView-backed CALayers)"]
CAContext["CAContext<br/>(layerContext)"]
ContextID["contextID: uint32_t<br/>(Mach Port Name)"]
end
subgraph "System Side"
RenderServer["Render Server<br/>(backboardd)"]
CAContextRegistry["CAContext Registry<br/>(contextID → Surface)"]
CompositingEngine["Compositing Engine<br/>(Metal/GPU)"]
DisplayLink["CADisplayLink<br/>(VSync Events)"]
end
subgraph "Kernel Space"
IOSurface["IOSurface<br/>(Shared Memory)"]
GPU["GPU Hardware<br/>(Render Pipeline)"]
Display["Physical Display<br/>(Screen Buffer)"]
end
UIWindow --> WindowLayer
WindowLayer --> RootVCLayer
RootVCLayer --> SubLayers
UIWindow -.-> CAContext
CAContext --> ContextID
ContextID -->|"Mach IPC"| RenderServer
RenderServer --> CAContextRegistry
CAContextRegistry --> CompositingEngine
WindowLayer -->|"Layer Updates"| CAContext
SubLayers -->|"Render Tree"| CAContext
CAContext -->|"Commits via Mach"| IOSurface
DisplayLink -.->|"60Hz/120Hz VSync"| RenderServer
CompositingEngine --> GPU
IOSurface --> GPU
GPU --> Display
classDef appProcess fill:#e1f5fe
classDef systemProcess fill:#fff3e0
classDef kernel fill:#fce4ec
class UIWindow,WindowLayer,RootVCLayer,SubLayers,CAContext,ContextID appProcess
class RenderServer,CAContextRegistry,CompositingEngine,DisplayLink systemProcess
class IOSurface,GPU,Display kernel
The Significance of the contextID:
The contextID property of a CAContext is a unique 32-bit integer token assigned by Core Animation that serves as the bridge between an application's UI and the system's rendering infrastructure. It is not itself a Mach port name, but can be mapped by Core Animation to the underlying Mach port or surface reference used for remote hosting:
- Render Server Identification: It's how the Render Server (a separate system process) identifies and manages the specific drawing surface associated with that part of the application's UI.
- Inter-Process Referencing: System services (like FrontBoard within SpringBoard) use this
contextIDto refer to and manipulate an application's renderable content without needing direct access to the app'sCALayerobjects. This enables remote hosting and scene management. - Event Routing: BackBoardServices uses the
contextIDof the focused window/layer to route touch and other hardware events to the correct application and specific part of its UI.
For standard applications, the context associated with a UIWindow is effectively a remote rendering target managed by the system, where rendering commands are sent to the Render Server for compositing.
While CAContext provides a renderable surface, the management of an application's overall presence on screen, its lifecycle, and its interaction with other UI elements is handled at a higher level by "Scenes," orchestrated by FrontBoard using a client-server architecture.
iOS uses a scene-based model for managing application UI, where each scene represents a distinct, manageable unit of an application's interface.
The core client–server relationships and their responsibilities were outlined in §1.4. Building on that foundation, this section focuses on how scene content is bound to rendering surfaces, beginning with the association of a UIWindow’s CAContext to its FBSScene.
The critical link between a UIWindow's CAContext and the scene management system occurs through scene layers:
- When a
UIWindowis made visible and associated with anFBSScene, its_layerContext(aCAContext) is represented within thatFBSSceneas anFBSCAContextSceneLayer. - The
FBSCAContextSceneLayercarries thecontextIDof the window'sCAContext. - This
contextIDis the critical piece of information that allows FrontBoard (managing the server-sideFBScene) to identify and display the actual rendered content from the application's process.
Additional layer types include FBSExternalSceneLayer, which allows one scene to embed content from another scene (identified by its sceneID), enabling features like Picture-in-Picture or Split View.
graph TD
subgraph AppProcess ["Application Process"]
UIWindow["UIWindow"] --> HasA --> CAContext["CAContext (contextID=123)"]
UIWindow --> AssociatedWith --> FBSScene["FBSScene (id='appSceneA')"]
FBSScene --> Contains --> FBSCALayer["FBSCAContextSceneLayer (contextID=123, level=1)"]
FBSWorkspace["FBSWorkspace"] --> Manages --> FBSScene
end
AppProcess -- IPC --> SystemProcess["System Process (FrontBoard)"]
subgraph SystemProcess
FBSceneManager["FBSceneManager"] --> Oversees --> FBScene["FBScene (id='appSceneA')"]
FBScene --> Manages --> FBSceneLayerMgr["FBSceneLayerManager"]
FBSceneLayerMgr --> ContainsLayer --> FBSCALayer_FB["FBSCAContextSceneLayer (contextID=123)"]
FBScene --> DisplayedBy --> FBSceneHostMgr["FBSceneHostManager"]
FBSceneHostMgr --> Provides --> FBSceneHostView["FBSceneHostView"]
FBSceneHostView --> UsesContextID --> RenderServer["Render Server: Draw content for contextID 123"]
end
The state and appearance of scenes are managed through settings objects synchronized between the application (client) and FrontBoard (server):
Settings Objects:
FBSSceneSettings(Server-Controlled): Describe the system-imposed state includingdisplayIdentity,frame,level(Z-ordering),interfaceOrientation,backgroundedstatus, andocclusions.FBSSceneClientSettings(Client-Controlled): Communicate the application's preferences includingpreferredLevel,preferredInterfaceOrientation, and internalocclusions.
Efficient Updates:
Changes are transmitted as diff objects (FBSSceneSettingsDiff, FBSSceneClientSettingsDiff) with inspectors allowing observers to efficiently determine which specific settings changed.
Communication Flow:
When an application updates its FBSSceneClientSettings, FrontBoard processes the request, updates its server-side FBSceneSettings if valid, and propagates changes back to the application. The FBSWorkspace serves as the primary communication channel, handling scene enumeration, creation/destruction requests, and lifecycle events via FBSWorkspaceDelegate.
The server-side scene management enables remote rendering through several key components:
FBSceneLayerManager: Each FBScene maintains an ordered set of FBSSceneLayer objects, primarily FBSCAContextSceneLayer (representing main content) and FBSExternalSceneLayer (for embedded content from other scenes).
FBSceneHostManager: Responsible for actual presentation of scene content within FrontBoard's UI hierarchy. It manages requests from multiple "requesters" wanting to display the scene content and provides FBSceneHostView instances.
FBSceneHostView: A UIView subclass within SpringBoard (where FrontBoard lives) that displays client application scene content using the contextID from the FBSCAContextSceneLayer. The FBSceneHostAppearance protocol defines rendering properties like renderingMode, minificationFilterName, and appearanceStyle.
FrontBoard uses its own transaction system, built upon BSTransaction from BaseBoard, to manage complex operations involving multiple steps or asynchronous work:
FBTransaction: Base class for FrontBoard-specific transactions.FBApplicationProcessLaunchTransaction: Manages application process launch as part of scene updates.FBUpdateSceneTransaction: Coordinates single scene updates, including settings changes and client commit synchronization.FBApplicationUpdateScenesTransaction: Comprehensive transaction managing application launch and creation/update of multiple scenes simultaneously, often acting as a synchronized group (FBSynchronizedTransactionGroup).
These transactions ensure operations like app opening and initial UI display occur in a coordinated, well-defined manner. The underlying remote layer architecture uses CARemoteLayerClient and CARemoteLayerServer mechanisms, where the contextID serves a similar purpose to clientId in efficiently referencing and compositing layer trees from different processes.
Smooth UI and animations, especially during transitions involving multiple processes, require careful coordination. iOS employs several layers of transactional and synchronization mechanisms.
CATransaction is the fundamental mechanism in QuartzCore for batching changes to CALayer properties and ensuring they are applied atomically to the render tree:
- Implicit Transactions: Most
CALayerproperty changes made on the main thread are automatically wrapped in an implicit transaction, typically committed at the end of the current run loop cycle. - Explicit Transactions: Developers can use
[CATransaction begin]and[CATransaction commit]to define explicit transaction scopes.[CATransaction flush]can force an implicit transaction to commit earlier. - Animation Properties:
CATransactionallows setting per-transaction properties likeanimationDuration,animationTimingFunction,completionBlock, anddisableActions.
CAAnimation and its subclasses (CABasicAnimation, CAKeyframeAnimation, CASpringAnimation, CAAnimationGroup, CATransition) define how layer properties change over time. Animations are added to layers using -[CALayer addAnimation:forKey:] and control interpolation from current presentation values to new model values.
When an application or FrontBoard initiates a change to scene settings (e.g., resizing a window, changing its orientation, or activating a scene), these changes are often bundled within an FBSSceneTransitionContext:
animationSettings(BSAnimationSettings): Specifies the duration, delay, and timing function (including spring parameters) for how the scene's visual representation should transition to the new state.actions(NSSet<BSAction *>): A set ofBSActionobjects to be delivered to the scene's client or host as part of the transition.animationFence(BKSAnimationFenceHandle): An animation fence to synchronize the transition.
BKSAnimationFenceHandle (also seen as FBSCAFenceHandle) is a CoreAnimation/BackBoard mechanism for synchronizing rendering updates across processes or CAContexts so that complex transitions appear visually aligned.
Purpose: When a complex UI transition involves multiple independent entities animating (e.g., an application animating its content while the system animates the window frame), fences ensure resulting frames are presented in the same display refresh, avoiding tearing or phase mismatches.
Mechanism:
- A fence handle is a reference to a system-managed synchronization primitive.
- A
CAContextcan create a new fence viacreateFencePort. On older iOS this returns a Mach port; on newer versions it may return an XPC-wrapped fence descriptor. - The fence handle can be wrapped in a
BKSAnimationFenceHandleand passed to other processes or subsystems. - Associating the fence with a
CATransaction(viasetFencePort:) prevents the transaction’s commits from being displayed by the Render Server until the fence is signaled or released.
UIWindow Coordination:
UIWindow methods such as _synchronizeDrawingWithFence:preCommitHandler: and _synchronizeDrawingAcrossProcessesOverPort: attach these fences to its CAContext commits, ensuring that updates from multiple processes reach the screen in the same vsync cycle.
The Render Server (backboardd on iOS, WindowServer on macOS) is responsible for taking the rendered output of all active CAContexts and compositing them together into the final image that is sent to the display hardware.
- Central Compositor: The Render Server is the ultimate authority on what appears on screen.
- Receives
CAContextUpdates: When aCATransactionis committed for aCAContext(and any associated fences are cleared), the Render Server receives the updated layer tree or backing store associated with thatcontextID. - Hardware Acceleration: It leverages the GPU for compositing, transformations, and animations to achieve high performance.
- Manages Frame Buffers: It manages the buffers that are ultimately scanned out to the display.
From the Render Server's perspective, each CAContext (identified by its unique contextID) is an independent source of pixels or a description of a layer tree to be rendered. FrontBoard, through its management of FBScene objects and their associated FBSCAContextSceneLayers, tells the Render Server which contexts to draw, where to draw them (frame), their Z-order (level), opacity, and any transforms.
Display Abstractions:
FBSDisplayIdentity: An immutable identifier for a logical display that remains consistent as long as the display is connected.FBSDisplayConfiguration: A snapshot of a display's current state and capabilities, including hardware identifiers, display modes, overscan information, and color properties.
Layout Management:
FBDisplayManager/FBSDisplayMonitor: Allow observing display connections, disconnections, and configuration updates.FBSDisplayLayout: Describes the current layout of a specific display, includingdisplayConfiguration,interfaceOrientation, and an array ofelements(application scenes, system UI panels, etc.).FBDisplayLayoutTransition: Used to batch changes to a display's layout, reducing IPC and allowing observers to see the final state.
When an application's scene needs to be shown, FrontBoard's display management determines its frame and level within the target FBSDisplayLayout, effectively positioning its CAContext in the global composite.
Once the Render Server has composited all visible CAContexts according to their scene settings (frame, level, opacity, transform, etc.) and display layout, the resulting bitmap is placed into a frame buffer. This frame buffer is then synchronized with the display hardware's refresh cycle (e.g., via V-sync) to be shown to the user.
When a CATransaction is committed, the changes to layer properties are sent to the Render Server.
The rendering context of a window is not only for drawing but also for receiving input events targeted at its content.
Located in backboardd, BackBoardServices is responsible for managing raw hardware input events (touches, keyboard, etc.):
BKSHIDEvent: Represents a hardware input event.- Event routing uses scene/layer geometry to determine the
contextIDfor the targetCAContext. BKSEventFocusManager: Manages whichcontextID(and by extension, which application window) currently has input focus.UIWindowinteracts with this manager to inform the system about which context should receive primary input.
- BackBoardServices determines the
contextIDassociated with an incoming HID event (e.g., a touch down). - This
contextIDcorresponds to aCAContextmanaged by a specificUIWindow(usually the key window or the window under the touch). - The event is delivered to the application process that owns this
CAContext. - The
UIWindowinstance associated with thatCAContextreceives the event (e.g., in itssendEvent:method). - The
UIWindowthen performs hit-testing within itsUIViewhierarchy to determine whichUIViewshould ultimately handle the event.
This linkage through contextID ensures that input events are correctly targeted to the application and the specific part of its UI that is currently visible and interactive.
While the primary rendering path involves UIKit views drawing into CALayers which are then part of a CAContext managed by a UIWindow and an FBSScene, iOS provides specialized paths for performance-critical or unique scenarios.
For applications requiring maximum graphics performance, such as games or advanced visualization tools, UIKit views can host CAMetalLayer or CAOpenGLLayer instances:
- These specialized layers provide a direct bridge to the Metal and OpenGL graphics APIs, respectively.
- Instead of relying on
CALayer'scontentsproperty ordrawInContext:, the application obtains a drawable surface from the layer and issues rendering commands directly to the GPU. - The rendered output is managed by the specialized layer and integrated into the normal
CALayercompositing tree by the Render Server. - These layers are still part of a
CAContextand anFBSScene, so their overall on-screen presence, size, and layering are managed by FrontBoard like any other content.
The UIKitSystemAppServices.framework provides a model where a "thin" UIKit client application runs its UI within a scene whose lifecycle and geometry are largely dictated by a host process. The client checks in with the system app, which can send requests to change the client's scene dimensions or visibility state.
FrontBoard and FrontBoardServices include extensive support for scene snapshots used for the App Switcher, saving state before suspension, and providing placeholder UI during app launches. The system can request snapshots of an application's scene content, which relies on the Render Server's ability to capture the current state of a CAContext.
The iOS rendering pipeline is a sophisticated, multi-process system designed for efficiency, fluidity, and robust management of application and system UI:
- Application UI Definition: Apps use UIKit (
UIView,UIWindow) to define their interface, which is backed by a QuartzCoreCALayertree. CAContextas the Render Target: EachUIWindowrenders itsCALayertree into an associatedCAContext, which has a uniquecontextID.- Scene Management: The app's
UIWindowand itsCAContextare represented to the system as anFBSScenecontaining anFBSCAContextSceneLayer, with FrontBoard managing the server-sideFBScenecounterpart. - Synchronization and Animation:
CATransactionbatches layer changes,CAAnimationdrives time-based changes, andBKSAnimationFenceHandlecoordinates cross-process animations. - Render Server and Compositing: The Render Server receives updates from all active
CAContexts and composites them based on instructions from FrontBoard into the final frame buffer. - Input Routing: Hardware events are captured and routed by BackBoardServices to the appropriate
CAContextbased on thecontextIDand system focus state.
This architecture allows for clear separation of concerns, enabling applications to focus on their content while the system manages global UI orchestration, resource allocation, and efficient rendering.
sequenceDiagram
participant User
participant SpringBoard as "SpringBoard/FrontBoard"
participant App as "Application Process"
participant RenderServer as "Render Server"
participant Display
User->>SpringBoard: Taps App Icon
SpringBoard->>App: Launch Process (via FBApplicationProcessLaunchTransaction)
App->>App: UIApplicationMain, UIWindow init
App->>App: UIWindow creates CAContext (contextID=X)
App->>App: FBSWorkspace connects, registers FBSScene
App->>SpringBoard: FBSScene: ClientSettings (initial state)
SpringBoard->>SpringBoard: FBSceneManager creates FBScene for App
SpringBoard->>SpringBoard: FBSceneHostManager creates FBSceneHostView (for contextID X)
SpringBoard->>App: FBScene: Settings (frame, orientation, etc.)
App->>App: RootViewController's view loads, CALayers created
App->>QuartzCore: CATransaction begin (implicit or explicit)
App->>QuartzCore: CALayer properties set
App->>QuartzCore: CATransaction commit (sends updates for contextID X to RenderServer)
SpringBoard->>RenderServer: Instruct to draw contextID X at specified frame/level
RenderServer->>Display: Composite and display initial frame