Hi,
I'm probably missing something obvious and you guys on Glass / Prism / Quantum
can help set me straight. I was thinking tonight of a different way of
initiating pulse events that would, I think, completely smooth out the pulses
such that we don't end up with "drift" due to the timer being at a different
rate than the GPU.
Suppose we have two variables in the system (and for simplicity lets talk about
a single Scene, because one problem I think this idea has is with multiple
scenes and I want to discuss that separately after the core mechanism is
understood):
- boolean pendingPulse
- int runningAnimationCounter
Whenever an animation starts, the runningAnimationCounter is incremented. When
an animation ends, it is decremented (or it could be a Set<Animation> or
whatever). The pendingPulse is simply false to start with, and is checked
before we submit another pulse. Whenever a node in the scene graph becomes
dirty, or the scene is resized, or stylesheets are changed, or in any case
something happens that requires us to draw again, we check this flag and fire a
new pulse if one is not already pending.
When a pulse occurs, we process animations first, then CSS, then layout, then
validate all the bounds, and *then we block* until the rendering thread is
available for synchronization. I believe this is what we are doing today (it
was a change Steve and I looked at with Jasper a couple months ago IIRC).
But now for the new part. Immediately after synchronization, we check the
runningAnimationCounter. If it is > 0, then we fire off a new pulse and leave
the pendingPulse flag set to true. If runningAnimationCounter == 0, then we
flip pendingPulse to false. Other than the pick that always happens at the end
of the pulse, we do nothing else new and, if the pick didn't cause state to
change, we are now quiescent.
Meanwhile, the render thread has run off doing its thing. The last step of
rendering is the present, where we will block until the thing is presented,
which, when we return, would put us *immediately* at the start of the next
16.66ms cycle. Since the render thread has just completed its duties, it goes
back to waiting until the FX thread comes around asking to sync up again.
If there is an animation going on such that a new pulse had been fired
immediately after synchronization, then that new pulse would have been handled
while the previous frame was being rendered. Most likely, by the time the
render thread completes presenting and comes back to check with the FX thread,
it will find that the FX thread is already waiting for it with the next frames
data. It will synchronize immediately and then carry on rendering another frame.
I think the way this would behave is that, when an animation is first played,
you will get two pulses close to each other. The first pulse will do its
business and then synchronize and then immediately fire off another pulse. That
next pulse will then also get processed and then the FX thread will block until
the previous frame finishes rendering. During this time, additional events
(either application generated via runLater calls happening on background
threads, or from OS events) will get queued up. Between pulse #2 and pulse #3
then a bunch of other events will get processed, essentially playing catch-up.
My guess is that this won't be a problem but you might see a hiccup at the
start of a new animation if the event queue is too full and it can't process
all that stuff in 16ms (because at this point we're really multi-theaded
between the FX and render threads and have nearly 16ms for each thread to do
their business, instead of only 8ms which is what you'd have in a single
threaded system).
Another question I have is around resize events and how those work. If they
also come in to glass on the FX thread (but at a higher priority than user
events like a pulse or other input events?) then what will happen is that we
will get a resize event and process a half-a-pulse (or maybe a whole pulse?
animations+css+layout or just css+layout?) and then render, pretty much just as
fast as we can.
As for multiple scenes, I'm actually curious how this happens today. If I have
2 scenes, and we have just a single render thread servicing both, then when I
go to present, it blocks? Or is there a non-blocking present method that we use
instead? Because if we block, then having 2 scenes would cut you down to 30fps
maximum, wouldn't it? If we are non-blocking today (is that possible?) then the
only way this proposed solution would work is if there was a different render
thread per stage (which actually is something I think we ought to be doing
anyway?).
Thanks
Richard