-- Kevin
David Hill wrote:
On 11/23/15, 11:43 AM, Morris Meyer wrote:As the original author of the Quantum toolkit and the renderer, this sort of addition goes against what I had in mind when designing the PaintCollector and the renderer. As the renderer is built around a ThreadPoolExecutor, stopping system functionality for an edge case is putting the cart before the horse.My concern with setting the window size to zero would be any additional work that is done. If there is a layout to go to 0,0 and then another layout when we go to the new real size then that is not something I like.When a Window is miniaturized or set to zero size, or moved offscreen, there should be no pulses fired at the Window.Pausing the processing of the rendering as has been proposed here seems like one way to be minimally intrusive on a compute constrained devices.Another options would be to set the window visibility.A real concern regardless of what is done is the potential problem of multithreaded issues.Skipping render pulses for a period seems pretty safe from a multithreaded point of view. It also seems to be the least likely to cause a lot of throw away work.Another thought, setting a window to visible(false) at least takes it off the rendering queue (PaintCollector.getInstance().removeDirtyScene(this);). So in theory, walking through the window list and marking all of them as not visible. The problem I have with any approach along these lines is the risk that state will be confused or lost, or that we do a lot of additional work in a place where we are already going to cause work as a new graphics context and display size are being dropped in. Even something like setVisible(false) has a lot of notification work associated with it.Given the above, I would tend to stick with the proposed solution. DaveThis seems more like an issue of ensuring that if the window is 0x0 that it is not considered dirty, and if there is no dirty scene that nextPulseRequested() is never called.There does need to be work done on Quantum to ensure that it cycles down to no CPU usage when windows are hidden and/or miniaturized on battery operated devices. That needs to be done cleanly, but even then pausing the ThreadPoolExecutor seems to be the wrong way of going about it. The TPE model is more startup, work, then shutdown, and the QuantumToolkit intermediates JavaFX application state with that model.Best regards, --morris meyer On 11/22/15 6:24 AM, Johan Vos wrote:I implemented this in the javafxports clone of the OpenJFX 8u-dev repo, andthe diff is here:https://bitbucket.org/javafxports/8u-dev-rt/commits/67a0fded8208095bd04efda6045aa257e245d6bcI am more than happy to create an issue in the openjdk bug system(enhancement?) and provide a patch there as well, but I think it needs abit more discussion first? - JohanOn Sat, Nov 21, 2015 at 9:23 PM, Johan Vos <johan....@gluonhq.com> wrote:I have a working implementation that needs more stress-testing on different platforms, but it seems a good and easy solution so far. I have this on QuantumToolkit: @Override public void pauseRenderer(){ Application.invokeAndWait(() -> this.pause = true); PaintCollector.getInstance().waitForRenderingToComplete(); }; public void resumeRenderer(){ Application.invokeAndWait(() -> this.pause = false); }; pause is a boolean that is checked for in void pulse(boolean collect) { ... }The difficulty I mentioned in my previous mail (how do we know there areno renderJobs pending/running) was solved easily as there exists this PaintCollector.waitForRenderingToComplete method. This might make the pauseRenderer a bit slower, and maybe this is not needed in all usecases. In that case, we can remove it from thepauseRenderer() and we can add it either in the Monocle implementation thatwill call pauseRenderer, or in a Android/iOS specific code.However, it seems to me that if you want to pause the renderer, you most often want to make sure no one is still writing to the glSurface after the pauseRenderer method is called, so I think it makes sense to keep it there?- JohanOn Fri, Nov 20, 2015 at 8:14 AM, Johan Vos <johan....@gluonhq.com> wrote:I didn't plan to intercept or cancel pending/submitted jobs, but I have to wait until they are done before the android callback method returns.When Android is about to destroy the context, it will call the surfaceTextureDestroyed method on the Activity (the FXActivity in our case). As long as that method doesn't return, the context won't bedestroyed. But once that method returns, the context might become invalid any moment. So if there are still jobs that want to do a swapBuffer afterwe return, those can crash or (even worse) corrupt the egl system.So it seems to me inside the implementation of surfaceTextureDestroyed,we need to achieve 2 things: 1. make sure no new pulses are generated. 2. don't return while the QuantumRenderer is still executing jobs.Those 2 things can be combined in a single Toolkit.pauseRenderer() but it might be better to only achieve the first task in Toolkit.pauseRenderer().The contract for this method is than that no new pulses will begenerated, but existing renderJobs might still be running when this methodreturns.The second thing, waiting for the renderJobs to be finished, can be donein the Android specific implementation. - Johan On Thu, Nov 19, 2015 at 10:20 PM, Kevin Rushforth < kevin.rushfo...@oracle.com> wrote:This might be a tricky semantic to achieve, and great care will beneeded to ensure no deadlocks or race conditions. Not running any more pulses after this method returns seems fine, but it might be better to let any existing renderJobs run (possibly discarding the results). This way you could send the pause message to the renderer as a special renderJob and nothave to worry about jobs that are scheduled but not yet run. -- Kevin Johan Vos wrote:After some experiments, here is my current thinking: Toolkit can have 2 new methods: pauseRenderer() resumeRenderer()When pauseRenderer is called, it should be guaranteed that after thiscall, no new pulses are fired until resumeRenderer is called.That is not hard, but it is not enough. Before we pause the pulses, the previous pulse probably submitted a renderJob to Prism, executed on the QuantumRenderer ThreadPoolExecutor. That job should run fine, as thenext pulse (when we're back) will call GlassScene.waitForRenderingToComplete().So we have to wait until there are no running or pending tasks in theQuantumRenderer as well. - Johan On Wed, Nov 18, 2015 at 9:58 PM, David Hill <david.h...@oracle.com> wrote:On 11/18/15, 3:45 PM, Johan Vos wrote: Johan,I think that it would be reasonable to put in something to Quantumthat causes the render loop to "pause", and then resume later. I envisionthis toggle as causing the render loop to skip, rather than tinkeringwith the pulses.When resume is called, it might be best to treat the world as dirty.Added to Toolkit, this would allow someone like Monocle to make thetoggles as is appropriate. If this works for you, perhaps you could prototype it ? regards, DaveOn Android, a JavaFX Application might transfer control to another app(andbecome invisible) and enter the foreground later. In that case, theGLSurface we are rendering on becomes invalid. In order to avoid problems and save battery, we want to pause the renderer thread, but this turns out to be more difficult than I expected.When our app transfers control, we get a callback from Android. We intercept this in javafxports, and we set the Screen width/height to0/0 as we don't want to render on the (invalid) surface while we lost control. When we regain control, we resize the Screen and the app renders again. The reason we set the width/height to 0/0 is because the PresentingPainter will call SceneState.isValid() and this returns false in case getWidth() or getHeight() are 0. However, SceneState extends PresentableState and it overrides the updatemethod. It will call PresentatbleState.update() which will set the viewWidth to the width of the new Screen (hence, 0) , but after thatitoverwrites the viewWidth with camera.getViewWidth(). The latter stillcontains the old value. A quick inspection shows that camera.setViewWidth()is called when validate(...) is called on NGDefaultCamera, which iscalledby ES2Context.updateRenderTarget() which happens during rendering,hence *after* the PresentingPainter checks if the width is 0.So immediately after we set the width of the Screen to 0 (on the FXAppThread), a Pulse happens, and this one still things the screen is theoriginal size. While the pulse is happening, the android system destroysour context, and the rendering fails. Moreover, the EGL system is in aunpredictable state (recreating the surface fails).A very dirty workaround for this is to wait for 1 pulse (with the new pulselistener API this should be possible) before we return from thecallback method called by Android when the surface is about to bedestroyed. That way, we will have 1 bogus rendering on an existing(but about-to-be-destroyed) surface. But it would be better if there is some way to tell the quantum renderer toimmediately stop rendering. Existing pulses are no problem, as the renderLock guarantuees that we set the size to 0 only when no otherthread (quantum renderer) has a lock on the renderLock. - Johan-- David Hill<david.h...@oracle.com> Java Embedded Development"A man's feet should be planted in his country, but his eyes shouldsurvey the world." -- George Santayana (1863 - 1952)