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Add drawabes.md with learnings and ideas about drawables.
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# A few points about drawables | ||
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Here are some notes about Metal / macOS [drawables](https://developer.apple.com/library/archive/documentation/3DDrawing/Conceptual/MTLBestPracticesGuide/Drawables.html). | ||
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# What's a drawable? | ||
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A [drawable]([url](https://developer.apple.com/documentation/metal/mtldrawable)) is a system resource that we need to acquire before we can put rendering results on the display. | ||
I (BSH) think of drawables as a combination of: | ||
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- a Metal texture that can receive our rendering results | ||
- other, hidden config and resources that the system needs for scheduling WRT the display refresh cycle and data transfer to the display | ||
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We don't implement or manage drawables ourselves. | ||
The system creates them and manages them in a limited pool. | ||
We request a drawable when we're ready to render a frame and release the drawable once we're done with each frame. | ||
Each drawable is good for one frame only, then the system needs it back for recycling before we can request it again for a future frame. | ||
If we request too many drawables at once, our app will block, waiting for one to be released and recycled. | ||
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# Drawable timing | ||
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In Mgl Metal we're keeping track of two timestamps per frame that are related to drawables: | ||
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- `drawableAcquired` is a CPU "get secs" timestamps that we take right after requesting and acquiring the drawable before rendering on a frame. This can tell us if we're blocking unexpectedly, waiting for the drawable, perhaps for performance reasons like low graphics memory. | ||
- `drawablePresented` is a CPU timestamp [reported to us by the system]([url](https://developer.apple.com/documentation/metal/mtldrawable/2806855-presentedtime)https://developer.apple.com/documentation/metal/mtldrawable/2806855-presentedtime). This may be our best estimate of frame timing, although we don't have access to how the system records it. | ||
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Here's a simplified sequence of events to illustrate how these timestamps line up. | ||
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| frame 0 | frame 1 | frame 1 | | ||
| --- | --- | --- | | ||
| begin `draw()` | | | | ||
| request drawable | | | | ||
| measure `drawableAcquired` | | | | ||
| encode render commands for drawable | | | | ||
| request drawable presentation | | | | ||
| return from `draw()` | | | | ||
| ... | | | | ||
| system presents drawable | | | | ||
| system calls our `presentationHandler` | | | | ||
| read `drawablePresented` | | | | ||
| ... | | | | ||
| | begin `draw()` | | | ||
| | report `drawablePresented` for **frame 0** | | | ||
| | request drawable | | | ||
| | measure `drawableAcquired` | | | ||
| | encode render commands for drawable | | | ||
| | request drawable presentation | | | ||
| | return from `draw()` | | | ||
| | ... | | | ||
| | system presents drawable | | | ||
| | system calls our `presentationHandler` | | | ||
| | read `drawablePresented` | | | ||
| | ... | | | ||
| | | begin `draw()` | | ||
| | | report `drawablePresented` for **frame 1** | | ||
| | | request drawable | | ||
| | | ... | | ||
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A lot of this happens asynchrononously, via callbacks from the system to our Mgl Metal code. Specifically: | ||
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- The system calls our `draw()` callback when it wants us to start working on the next frame, on a system-managed schedule ([CADisplayLink](https://developer.apple.com/documentation/quartzcore/cadisplaylink)). | ||
- The system calls our `presentationHandler` some time later, after a frame has been presented on the display. | ||
- The `draw()` and `presentationHandler` schedules both must be tied to the same display and the callbacks tend to alternate, but seem not to be explicitly synchronized. | ||
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# Triple buffering vs one-flush-at-a-time | ||
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Apple recommends "triple buffering" as a [best practice]([url](https://developer.apple.com/library/archive/documentation/3DDrawing/Conceptual/MTLBestPracticesGuide/Drawables.html)https://developer.apple.com/library/archive/documentation/3DDrawing/Conceptual/MTLBestPracticesGuide/Drawables.html). | ||
By this they mean apps should let the system manage a pool of 3 drawables, and synchronize these to a corresponding pool of data buffers that the app manipulates. | ||
In this way custom app code running on the CPU can be working up to 2 frames ahead of the GPU, preparing data ahead of time and keeping the GPU as busy as possible. | ||
This approach is good for maximizing throughput and for not dropping frames while waiting for irregular CPU tasks to complete. | ||
This approach also adds some implementation complexity and lag of up to 2 frames between what the CPU might consider "now" vs what's appearing on the display. | ||
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Mgl Metal isn't doing this, currently. | ||
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Our current model for client code expects to issue drawing commands, issue a flush command, and wait up to one refresh interval for the flush command to complete. | ||
If a flush command isn't presented, and therefore isn't complete, until 2 frames later, this would mean blocking the client for a long time and dropping the intermediate frames. | ||
Keeping the client unblocked and sending drawing commands, while also waiting for 1-2 incomplete frames in flight, would require a different design for the client code. | ||
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Our current compromise is to send a flush, and wait up to one refresh interval for the next `draw()` callback, and then unblock the client. | ||
As a consequence, the `drawablePresented` time we see reported on the flush for **frame 1** is really whatever timestamp we read most recently, for **frame 0**. | ||
This allows us to make use of the system-reported `drawablePresented` timestamps, and keep existing client code as-is. | ||
It also means we need to shift `drawablePresented` timestamps by one frame when interpreting command results. | ||
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# Double buffering | ||
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It should be possible to configure the Mgl Metal app to use 2, rather than 3 drawables ([2 and 3 are the only options](https://developer.apple.com/documentation/quartzcore/cametallayer/2938720-maximumdrawablecount)). | ||
Currently we're using the default of 3. | ||
For now, we are assuming that having an extra drawable sitting around in the system's pool is not harmful. | ||
One way this might prove false is if we are somehow, accidentally, asking the system to present more than 2 drawables at once, and if these then get queued up ahead of the CPU, as in Apple's triple buffering example. | ||
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If we start seeing trouble with the current one-flush-at-a-time compromise, we could investigate whether using 2 drawables has advantages for us. | ||
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# Triple buffering in batch mode | ||
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We recently enhanced Mgl Metal to support a "batch mode" where multiple drawing and flush commands can be enqueued ahead of time, then processed by `draw()` as fast as possible. | ||
The inspiration for this was to decouple client communication work, which is potentally slow and introduces timing jutter, from rendering work, which we want to be steady and solid. | ||
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Batch mode might have an added benefit of decoupling frame presentations from client flush calls. | ||
We might be free to adopt the recommended triple buffering approach, and to associate system reported `drawablePresented` timestamps with the corresponding flush commands, even if these are known 2 frames after the fact. | ||
We'd be free to do this because in batch mode the client would not be blocked waiting for a reply to the most recent flush command. | ||
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If we start seeing trouble with stimuli dropping frames, even in batch mode, then we could consider reworking the `drawablePresented` bookkeeping to allow multiple flushes in flight at once. | ||
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# When to request the drawable | ||
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Apple's drawables [best practice](https://developer.apple.com/library/archive/documentation/3DDrawing/Conceptual/MTLBestPracticesGuide/Drawables.html) guidance encourages us to hold each drawable for the shortest time possible. | ||
Currently Mgl Metal is doing pretty well at this, by distinguising between drawing vs non-drawing commands, and only requesting a drawable when it sees a drawing command. | ||
However, we are still holding the drawable while processing potentially multiple drawing commands, until we get a flush command. | ||
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We could potentially tighten this a notch further by rendering drawing commands to an offscreen texture, instead of directly to the onscreen drawable's texture. | ||
We could process muliple drawing commands and render offscreen without requesting a drawable at all. | ||
Then, when we get a flush command, we could finally request the drawable and set up a short render pass to blit the offscreen texture to the drawable's texture. | ||
For complicated frames with many or slow drawing commands, this could reduce the time we spend holding the drawable. | ||
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If we start seeing trouble with many or slow drawing commands, we could consider reworking our rendering pipeline to work offscreen as much as possible. | ||
One side-benefit of this approach would be to make "screen grab" as easy as reading the main offscreen texture. |