1page.title=Game Loops 2@jd:body 3 4<!-- 5 Copyright 2014 The Android Open Source Project 6 7 Licensed under the Apache License, Version 2.0 (the "License"); 8 you may not use this file except in compliance with the License. 9 You may obtain a copy of the License at 10 11 http://www.apache.org/licenses/LICENSE-2.0 12 13 Unless required by applicable law or agreed to in writing, software 14 distributed under the License is distributed on an "AS IS" BASIS, 15 WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 16 See the License for the specific language governing permissions and 17 limitations under the License. 18--> 19<div id="qv-wrapper"> 20 <div id="qv"> 21 <h2>In this document</h2> 22 <ol id="auto-toc"> 23 </ol> 24 </div> 25</div> 26 27<p>A very popular way to implement a game loop looks like this:</p> 28 29<pre> 30while (playing) { 31 advance state by one frame 32 render the new frame 33 sleep until it’s 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 38game can define what a "frame" is. Different displays will refresh at different 39rates, and that rate may vary over time. If you generate frames faster than the 40display can show them, you will have to drop one occasionally. If you generate 41them too slowly, SurfaceFlinger will periodically fail to find a new buffer to 42acquire and will re-show the previous frame. Both of these situations can 43cause visible glitches.</p> 44 45<p>What you need to do is match the display's frame rate, and advance game state 46according to how much time has elapsed since the previous frame. There are two 47ways to go about this: (1) stuff the BufferQueue full and rely on the "swap 48buffers" 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 53versions of Android this could actually result in a penalty where 54<code>SurfaceView#lockCanvas()</code> would put you to sleep for 100ms. Now 55it's paced by the BufferQueue, and the BufferQueue is emptied as quickly as 56SurfaceFlinger is able.</p> 57 58<p>One example of this approach can be seen in <a 59href="https://code.google.com/p/android-breakout/">Android Breakout</a>. It 60uses GLSurfaceView, which runs in a loop that calls the application's 61onDrawFrame() callback and then swaps the buffer. If the BufferQueue is full, 62the <code>eglSwapBuffers()</code> call will wait until a buffer is available. 63Buffers become available when SurfaceFlinger releases them, which it does after 64acquiring a new one for display. Because this happens on VSYNC, your draw loop 65timing 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 68SurfaceFlinger activity, which is going to take different amounts of time 69depending on how much work there is to do and whether it's fighting for CPU time 70with other processes. Since your game state advances according to the time 71between buffer swaps, your animation won't update at a consistent rate. When 72running at 60fps with the inconsistencies averaged out over time, though, you 73probably won't notice the bumps.</p> 74 75<p>Second, the first couple of buffer swaps are going to happen very quickly 76because the BufferQueue isn't full yet. The computed time between frames will 77be near zero, so the game will generate a few frames in which nothing happens. 78In a game like Breakout, which updates the screen on every refresh, the queue is 79always full except when a game is first starting (or un-paused), so the effect 80isn't noticeable. A game that pauses animation occasionally and then returns to 81as-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 86actual VSYNC time is passed in as an argument. So even if your app doesn't wake 87up right away, you still have an accurate picture of when the display refresh 88period began. Using this value, rather than the current time, yields a 89consistent 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 92guarantee that your callback will be executed in a timely fashion or that you 93will be able to act upon it sufficiently swiftly. Your app will need to detect 94situations 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 97devices (e.g. Nexus 4 and Nexus 5), the activity will start dropping frames if 98you just sit and watch. The GL rendering is trivial, but occasionally the View 99elements get redrawn, and the measure/layout pass can take a very long time if 100the device has dropped into a reduced-power mode. (According to systrace, it 101takes 28ms instead of 6ms after the clocks slow on Android 4.4. If you drag 102your finger around the screen, it thinks you're interacting with the activity, 103so 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 106time is more than N milliseconds after the VSYNC time. Ideally the value of N 107is determined based on previously observed VSYNC intervals. For example, if the 108refresh period is 16.7ms (60fps), you might drop a frame if you're running more 109than 15ms late.</p> 110 111<p>If you watch "Record GL app" run, you will see the dropped-frame counter 112increase, and even see a flash of red in the border when frames drop. Unless 113your eyes are very good, though, you won't see the animation stutter. At 60fps, 114the app can drop the occasional frame without anyone noticing so long as the 115animation continues to advance at a constant rate. How much you can get away 116with depends to some extent on what you're drawing, the characteristics of the 117display, 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 122TextureView, 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 124UI thread.</p> 125 126<p>Breakout and "Record GL app" use dedicated renderer threads, and they also 127update animation state on that thread. This is a reasonable approach so long as 128game state can be updated quickly.</p> 129 130<p>Other games separate the game logic and rendering completely. If you had a 131simple game that did nothing but move a block every 100ms, you could have a 132dedicated 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 -- 144sleep() isn't perfectly consistent, and moveBlock() takes a nonzero amount of 145time -- but you get the idea.)</p> 146 147<p>When the draw code wakes up, it just grabs the lock, gets the current position 148of the block, releases the lock, and draws. Instead of doing fractional 149movement based on inter-frame delta times, you just have one thread that moves 150things along and another thread that draws things wherever they happen to be 151when the drawing starts.</p> 152 153<p>For a scene with any complexity you'd want to create a list of upcoming events 154sorted by wake time, and sleep until the next event is due, but it's the same 155idea.</p> 156