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      1 page.title=Game Loops
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     19 <div id="qv-wrapper">
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     21     <h2>In this document</h2>
     22     <ol id="auto-toc">
     23     </ol>
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     26 
     27 <p>A very popular way to implement a game loop looks like this:</p>
     28 
     29 <pre>
     30 while (playing) {
     31     advance state by one frame
     32     render the new frame
     33     sleep until its time to do the next frame
     34 }
     35 </pre>
     36 
     37 <p>There are a few problems with this, the most fundamental being the idea that the
     38 game can define what a "frame" is.  Different displays will refresh at different
     39 rates, and that rate may vary over time.  If you generate frames faster than the
     40 display can show them, you will have to drop one occasionally.  If you generate
     41 them too slowly, SurfaceFlinger will periodically fail to find a new buffer to
     42 acquire and will re-show the previous frame.  Both of these situations can
     43 cause visible glitches.</p>
     44 
     45 <p>What you need to do is match the display's frame rate, and advance game state
     46 according to how much time has elapsed since the previous frame.  There are two
     47 ways to go about this: (1) stuff the BufferQueue full and rely on the "swap
     48 buffers" back-pressure; (2) use Choreographer (API 16+).</p>
     49 
     50 <h2 id=stuffing>Queue stuffing</h2>
     51 
     52 <p>This is very easy to implement: just swap buffers as fast as you can.  In early
     53 versions of Android this could actually result in a penalty where
     54 <code>SurfaceView#lockCanvas()</code> would put you to sleep for 100ms.  Now
     55 it's paced by the BufferQueue, and the BufferQueue is emptied as quickly as
     56 SurfaceFlinger is able.</p>
     57 
     58 <p>One example of this approach can be seen in <a
     59 href="https://code.google.com/p/android-breakout/">Android Breakout</a>.  It
     60 uses GLSurfaceView, which runs in a loop that calls the application's
     61 onDrawFrame() callback and then swaps the buffer.  If the BufferQueue is full,
     62 the <code>eglSwapBuffers()</code> call will wait until a buffer is available.
     63 Buffers become available when SurfaceFlinger releases them, which it does after
     64 acquiring a new one for display.  Because this happens on VSYNC, your draw loop
     65 timing will match the refresh rate.  Mostly.</p>
     66 
     67 <p>There are a couple of problems with this approach.  First, the app is tied to
     68 SurfaceFlinger activity, which is going to take different amounts of time
     69 depending on how much work there is to do and whether it's fighting for CPU time
     70 with other processes.  Since your game state advances according to the time
     71 between buffer swaps, your animation won't update at a consistent rate.  When
     72 running at 60fps with the inconsistencies averaged out over time, though, you
     73 probably won't notice the bumps.</p>
     74 
     75 <p>Second, the first couple of buffer swaps are going to happen very quickly
     76 because the BufferQueue isn't full yet.  The computed time between frames will
     77 be near zero, so the game will generate a few frames in which nothing happens.
     78 In a game like Breakout, which updates the screen on every refresh, the queue is
     79 always full except when a game is first starting (or un-paused), so the effect
     80 isn't noticeable.  A game that pauses animation occasionally and then returns to
     81 as-fast-as-possible mode might see odd hiccups.</p>
     82 
     83 <h2 id=choreographer>Choreographer</h2>
     84 
     85 <p>Choreographer allows you to set a callback that fires on the next VSYNC.  The
     86 actual VSYNC time is passed in as an argument.  So even if your app doesn't wake
     87 up right away, you still have an accurate picture of when the display refresh
     88 period began.  Using this value, rather than the current time, yields a
     89 consistent time source for your game state update logic.</p>
     90 
     91 <p>Unfortunately, the fact that you get a callback after every VSYNC does not
     92 guarantee that your callback will be executed in a timely fashion or that you
     93 will be able to act upon it sufficiently swiftly.  Your app will need to detect
     94 situations where it's falling behind and drop frames manually.</p>
     95 
     96 <p>The "Record GL app" activity in Grafika provides an example of this.  On some
     97 devices (e.g. Nexus 4 and Nexus 5), the activity will start dropping frames if
     98 you just sit and watch.  The GL rendering is trivial, but occasionally the View
     99 elements get redrawn, and the measure/layout pass can take a very long time if
    100 the device has dropped into a reduced-power mode.  (According to systrace, it
    101 takes 28ms instead of 6ms after the clocks slow on Android 4.4.  If you drag
    102 your finger around the screen, it thinks you're interacting with the activity,
    103 so the clock speeds stay high and you'll never drop a frame.)</p>
    104 
    105 <p>The simple fix was to drop a frame in the Choreographer callback if the current
    106 time is more than N milliseconds after the VSYNC time.  Ideally the value of N
    107 is determined based on previously observed VSYNC intervals.  For example, if the
    108 refresh period is 16.7ms (60fps), you might drop a frame if you're running more
    109 than 15ms late.</p>
    110 
    111 <p>If you watch "Record GL app" run, you will see the dropped-frame counter
    112 increase, and even see a flash of red in the border when frames drop.  Unless
    113 your eyes are very good, though, you won't see the animation stutter.  At 60fps,
    114 the app can drop the occasional frame without anyone noticing so long as the
    115 animation continues to advance at a constant rate.  How much you can get away
    116 with depends to some extent on what you're drawing, the characteristics of the
    117 display, and how good the person using the app is at detecting jank.</p>
    118 
    119 <h2 id=thread>Thread management</h2>
    120 
    121 <p>Generally speaking, if you're rendering onto a SurfaceView, GLSurfaceView, or
    122 TextureView, you want to do that rendering in a dedicated thread.  Never do any
    123 "heavy lifting" or anything that takes an indeterminate amount of time on the
    124 UI thread.</p>
    125 
    126 <p>Breakout and "Record GL app" use dedicated renderer threads, and they also
    127 update animation state on that thread.  This is a reasonable approach so long as
    128 game state can be updated quickly.</p>
    129 
    130 <p>Other games separate the game logic and rendering completely.  If you had a
    131 simple game that did nothing but move a block every 100ms, you could have a
    132 dedicated thread that just did this:</p>
    133 
    134 <pre>
    135     run() {
    136         Thread.sleep(100);
    137         synchronized (mLock) {
    138             moveBlock();
    139         }
    140     }
    141 </pre>
    142 
    143 <p>(You may want to base the sleep time off of a fixed clock to prevent drift --
    144 sleep() isn't perfectly consistent, and moveBlock() takes a nonzero amount of
    145 time -- but you get the idea.)</p>
    146 
    147 <p>When the draw code wakes up, it just grabs the lock, gets the current position
    148 of the block, releases the lock, and draws.  Instead of doing fractional
    149 movement based on inter-frame delta times, you just have one thread that moves
    150 things along and another thread that draws things wherever they happen to be
    151 when the drawing starts.</p>
    152 
    153 <p>For a scene with any complexity you'd want to create a list of upcoming events
    154 sorted by wake time, and sleep until the next event is due, but it's the same
    155 idea.</p>
    156