1 <html devsite> 2 <head> 3 <title>Game Loops</title> 4 <meta name="project_path" value="/_project.yaml" /> 5 <meta name="book_path" value="/_book.yaml" /> 6 </head> 7 <body> 8 <!-- 9 Copyright 2017 The Android Open Source Project 10 11 Licensed under the Apache License, Version 2.0 (the "License"); 12 you may not use this file except in compliance with the License. 13 You may obtain a copy of the License at 14 15 http://www.apache.org/licenses/LICENSE-2.0 16 17 Unless required by applicable law or agreed to in writing, software 18 distributed under the License is distributed on an "AS IS" BASIS, 19 WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 20 See the License for the specific language governing permissions and 21 limitations under the License. 22 --> 23 24 25 26 <p>A very popular way to implement a game loop looks like this:</p> 27 28 <pre class="devsite-click-to-copy"> 29 while (playing) { 30 advance state by one frame 31 render the new frame 32 sleep until its time to do the next frame 33 } 34 </pre> 35 36 <p>There are a few problems with this, the most fundamental being the idea that the 37 game can define what a "frame" is. Different displays will refresh at different 38 rates, and that rate may vary over time. If you generate frames faster than the 39 display can show them, you will have to drop one occasionally. If you generate 40 them too slowly, SurfaceFlinger will periodically fail to find a new buffer to 41 acquire and will re-show the previous frame. Both of these situations can 42 cause visible glitches.</p> 43 44 <p>What you need to do is match the display's frame rate, and advance game state 45 according to how much time has elapsed since the previous frame. There are two 46 ways to go about this: (1) stuff the BufferQueue full and rely on the "swap 47 buffers" back-pressure; (2) use Choreographer (API 16+).</p> 48 49 <h2 id=stuffing>Queue stuffing</h2> 50 51 <p>This is very easy to implement: just swap buffers as fast as you can. In early 52 versions of Android this could actually result in a penalty where 53 <code>SurfaceView#lockCanvas()</code> would put you to sleep for 100ms. Now 54 it's paced by the BufferQueue, and the BufferQueue is emptied as quickly as 55 SurfaceFlinger is able.</p> 56 57 <p>One example of this approach can be seen in <a 58 href="https://code.google.com/p/android-breakout/">Android Breakout</a>. It 59 uses GLSurfaceView, which runs in a loop that calls the application's 60 onDrawFrame() callback and then swaps the buffer. If the BufferQueue is full, 61 the <code>eglSwapBuffers()</code> call will wait until a buffer is available. 62 Buffers become available when SurfaceFlinger releases them, which it does after 63 acquiring a new one for display. Because this happens on VSYNC, your draw loop 64 timing will match the refresh rate. Mostly.</p> 65 66 <p>There are a couple of problems with this approach. First, the app is tied to 67 SurfaceFlinger activity, which is going to take different amounts of time 68 depending on how much work there is to do and whether it's fighting for CPU time 69 with other processes. Since your game state advances according to the time 70 between buffer swaps, your animation won't update at a consistent rate. When 71 running at 60fps with the inconsistencies averaged out over time, though, you 72 probably won't notice the bumps.</p> 73 74 <p>Second, the first couple of buffer swaps are going to happen very quickly 75 because the BufferQueue isn't full yet. The computed time between frames will 76 be near zero, so the game will generate a few frames in which nothing happens. 77 In a game like Breakout, which updates the screen on every refresh, the queue is 78 always full except when a game is first starting (or un-paused), so the effect 79 isn't noticeable. A game that pauses animation occasionally and then returns to 80 as-fast-as-possible mode might see odd hiccups.</p> 81 82 <h2 id=choreographer>Choreographer</h2> 83 84 <p>Choreographer allows you to set a callback that fires on the next VSYNC. The 85 actual VSYNC time is passed in as an argument. So even if your app doesn't wake 86 up right away, you still have an accurate picture of when the display refresh 87 period began. Using this value, rather than the current time, yields a 88 consistent time source for your game state update logic.</p> 89 90 <p>Unfortunately, the fact that you get a callback after every VSYNC does not 91 guarantee that your callback will be executed in a timely fashion or that you 92 will be able to act upon it sufficiently swiftly. Your app will need to detect 93 situations where it's falling behind and drop frames manually.</p> 94 95 <p>The "Record GL app" activity in Grafika provides an example of this. On some 96 devices (e.g. Nexus 4 and Nexus 5), the activity will start dropping frames if 97 you just sit and watch. The GL rendering is trivial, but occasionally the View 98 elements get redrawn, and the measure/layout pass can take a very long time if 99 the device has dropped into a reduced-power mode. (According to systrace, it 100 takes 28ms instead of 6ms after the clocks slow on Android 4.4. If you drag 101 your finger around the screen, it thinks you're interacting with the activity, 102 so the clock speeds stay high and you'll never drop a frame.)</p> 103 104 <p>The simple fix was to drop a frame in the Choreographer callback if the current 105 time is more than N milliseconds after the VSYNC time. Ideally the value of N 106 is determined based on previously observed VSYNC intervals. For example, if the 107 refresh period is 16.7ms (60fps), you might drop a frame if you're running more 108 than 15ms late.</p> 109 110 <p>If you watch "Record GL app" run, you will see the dropped-frame counter 111 increase, and even see a flash of red in the border when frames drop. Unless 112 your eyes are very good, though, you won't see the animation stutter. At 60fps, 113 the app can drop the occasional frame without anyone noticing so long as the 114 animation continues to advance at a constant rate. How much you can get away 115 with depends to some extent on what you're drawing, the characteristics of the 116 display, and how good the person using the app is at detecting jank.</p> 117 118 <h2 id=thread>Thread management</h2> 119 120 <p>Generally speaking, if you're rendering onto a SurfaceView, GLSurfaceView, or 121 TextureView, you want to do that rendering in a dedicated thread. Never do any 122 "heavy lifting" or anything that takes an indeterminate amount of time on the 123 UI thread.</p> 124 125 <p>Breakout and "Record GL app" use dedicated renderer threads, and they also 126 update animation state on that thread. This is a reasonable approach so long as 127 game state can be updated quickly.</p> 128 129 <p>Other games separate the game logic and rendering completely. If you had a 130 simple game that did nothing but move a block every 100ms, you could have a 131 dedicated thread that just did this:</p> 132 133 <pre class="devsite-click-to-copy"> 134 run() { 135 Thread.sleep(100); 136 synchronized (mLock) { 137 moveBlock(); 138 } 139 } 140 </pre> 141 142 <p>(You may want to base the sleep time off of a fixed clock to prevent drift -- 143 sleep() isn't perfectly consistent, and moveBlock() takes a nonzero amount of 144 time -- but you get the idea.)</p> 145 146 <p>When the draw code wakes up, it just grabs the lock, gets the current position 147 of the block, releases the lock, and draws. Instead of doing fractional 148 movement based on inter-frame delta times, you just have one thread that moves 149 things along and another thread that draws things wherever they happen to be 150 when the drawing starts.</p> 151 152 <p>For a scene with any complexity you'd want to create a list of upcoming events 153 sorted by wake time, and sleep until the next event is due, but it's the same 154 idea.</p> 155 156 </body> 157 </html> 158