author | Dominic Pinkman <Dominic.Pinkman@Nokia.com> |
Wed, 31 Mar 2010 11:11:55 +0100 | |
changeset 7 | 51a74ef9ed63 |
child 8 | ae94777fff8f |
permissions | -rw-r--r-- |
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<?xml version="1.0" encoding="utf-8"?> |
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<!-- Copyright (c) 2007-2010 Nokia Corporation and/or its subsidiary(-ies) All rights reserved. --> |
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<!-- This component and the accompanying materials are made available under the terms of the License |
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"Eclipse Public License v1.0" which accompanies this distribution, |
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and is available at the URL "http://www.eclipse.org/legal/epl-v10.html". --> |
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<!-- Initial Contributors: |
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Nokia Corporation - initial contribution. |
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Contributors: |
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--> |
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<!DOCTYPE concept |
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PUBLIC "-//OASIS//DTD DITA Concept//EN" "concept.dtd"> |
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<concept id="GUID-22093E74-EFE7-5642-93DE-1573E18F7C08" xml:lang="en"><title>The |
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Window Server Rendering Loop</title><shortdesc>This topic provides a brief introduction to the Window Server's |
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rendering loop, which takes place in two stages, known as the upper loop and |
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the lower loop. </shortdesc><prolog><metadata><keywords/></metadata></prolog><conbody> |
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<p> <b>Variant</b>: <xref href="GUID-D93978BE-11A3-5CE3-B110-1DEAA5AD566C.dita">ScreenPlay</xref> and <xref href="GUID-F64E6551-670E-5E12-8103-DE504D3EC94F.dita">non-ScreenPlay</xref>. <b>Target |
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audience</b>: Device creators. </p> |
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<p>The following diagram provides a simplified representation of the upper |
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and lower loops. </p> |
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<fig id="GUID-9CC782B3-568B-56A4-9AF7-0E2D4EABD7A7"> |
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<title>The Window Server's upper and lower rendering loops</title> |
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<image href="GUID-9045FC43-162E-52B8-ABE2-5EC1EC88BD99_d0e201270_href.png" placement="inline"/> |
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</fig> |
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<p> </p> |
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<p>The <b>upper loop</b> is the process by which the Window Server’s scene |
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state information is updated based on commands from the client. There are |
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two types of scene state updates: window tree updates (such as when a window |
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is moved) and redraw store updates (such as when new drawing operations are |
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sent for a particular window). </p> |
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<p>The <b>lower loop</b> is the process by which updates are made to what |
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the user sees on the screen. The lower loop runs after the upper loop. </p> |
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<p>The two most important APIs on the client side are: </p> |
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<ul> |
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<li id="GUID-441D76AB-340A-52E4-ABDE-8093C511694D"><p> <xref href="GUID-683603DD-F3D3-3193-BEB3-8236C7DE7F79.dita"><apiname>RWindow</apiname></xref>, |
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which is the class through which a client controls a window. Its main functions |
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enable a client to create and destroy windows, move and resize them, make |
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them visible or invisible, and send them to the foreground or background. </p> </li> |
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<li id="GUID-F0F159ED-73A2-57A3-9077-8B56E756A53B"><p> <xref href="GUID-0AEE5955-C530-35F1-A904-69183331B294.dita"><apiname>CWindowGc</apiname></xref>, |
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which is the class through which a client issues draw operations. At any given |
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time, a <codeph>CWindowGc</codeph> is activated on a particular window. The <codeph>CWindowGc</codeph> functions |
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that are used most frequently are <codeph>DrawBitmap()</codeph> and <codeph>BitBlt()</codeph>, |
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for drawing a skin bitmap as a background, and <codeph>DrawText()</codeph>. </p> </li> |
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</ul> |
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<fig id="GUID-7103B894-51DE-5051-899F-F1FF2BD0749E"> |
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<title>The main participants in the ScreenPlay Window Server rendering loop</title> |
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<image href="GUID-3D110AD3-C5C7-533C-8E57-C4E3D032A229_d0e201332_href.png" placement="inline"/> |
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</fig> |
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<p>On the client side, <codeph>RWindow</codeph> and <codeph>CWindowGc</codeph> commands |
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are converted to opcodes that are stored in a command buffer. When the command |
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buffer is full, it is automatically <b>flushed</b>, which means that it is |
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transferred across to a corresponding server-side command buffer. The client |
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can also explicitly request a flush using <xref href="GUID-643DDA78-C7A7-386D-AB3F-8710141DDDA9.dita#GUID-643DDA78-C7A7-386D-AB3F-8710141DDDA9/GUID-B83C6F44-1A3E-3959-910C-CBBF66C4A3D4"><apiname>RWsSession::Flush()</apiname></xref>. </p> |
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<p>On the server side: </p> |
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<ul> |
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<li id="GUID-8553F184-A167-5285-91F5-203A8B0D707A"><p>The upper loop processes |
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the server-side command buffers. <codeph>RWindow</codeph> commands are processed |
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as updates to the <b>window tree</b>. <codeph>CWindowGc</codeph> commands |
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are processed as updates to the <b>redraw stores</b>. </p> </li> |
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<li id="GUID-894B970D-E8F4-52D4-996C-D72378C48EEF"><p>The lower loop ultimately |
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causes the updates to be drawn to the UI surface. However, the updates do |
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not go straight to the UI surface. Instead they go through an additional level |
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of indirection called <b>render stages</b>. These are replaceable plug-ins |
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to the Window Server, which enable the customization of the final stages of |
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the rendering pipeline. </p> </li> |
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</ul> |
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<p>The details of the upper and lower loops vary depending on whether dirty-rectangle |
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tracking or change tracking is in use. </p> |
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<p><b>Dirty-rectangle tracking mode </b> </p> |
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<p>Dirty-rectangle tracking mode is always used in the non-ScreenPlay variant |
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and is the default mode in ScreenPlay. </p> |
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<p>Updates to both the window tree and the redraw stores typically mean that |
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the current contents of the screen become invalid. Therefore, when processing <codeph>RWindow</codeph> or <codeph>CWindowGc</codeph> commands, |
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the upper loop adds the affected regions to a list of dirty rectangles that |
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need to be redrawn. The list includes transparent windows that are on top |
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of other windows and excludes windows that are obscured. The upper loop then |
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starts a scheduler, which eventually causes the dirty rectangles to be redrawn. </p> |
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<p>Some time later the scheduler runs the lower loop. The task of the lower |
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loop is to clean any dirty rectangles by playing (or replaying) the drawing |
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operations from the redraw stores into the first render stage. This is done |
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for all of the visible windows, starting at the back and working forwards. </p> |
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<p><b>Change tracking mode </b> </p> |
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<p>Change tracking mode is only available in ScreenPlay. To enable change |
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tracking mode, add the <codeph>CHANGETRACKING</codeph> parameter to the <xref href="GUID-1D529BDC-6665-58E2-AB3F-7023D8A84F69.dita">wsini.ini file</xref>. This |
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parameter is set on a per-screen basis. </p> |
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<p>In change tracking mode, the upper loop keeps a list of all of the windows |
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for which there are new or changed drawing operations, regardless whether |
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the window is obscured or not. The list does not include transparent windows |
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that have not changed and which are on top of other windows. As in dirty-rectangle |
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tracking mode, changes cause the upper loop to start the scheduler which eventually |
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causes the lower loop to run. This plays the drawing operations for all of |
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the windows in the list of changed windows into the first render stage. </p> |
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<p>Typically you enable change tracking mode only if you are creating a transition |
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effects (TFX) render stage that is building up its own visuals stores. Visual |
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stores are replicas of the redraw stores and are often used with a visuals |
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tree. A visuals tree is a replica of the Window Server's window tree, into |
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which the render stage may add nodes that the Window Server does not "know" |
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97 |
about. In addition, these render stages typically introduce transition effects |
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which may change the visibility of windows that the Window Server does know |
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99 |
about. For example, the following diagram shows a transition effect in which |
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a window slides onto the screen from the top and temporarily obscures an existing |
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window on the screen. </p> |
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<fig id="GUID-761A5E99-D289-5F58-9747-BBECF0BFB2F2"> |
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<title> A transition effect temporarily obscures a window on the screen</title> |
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<image href="GUID-40BE9805-6CEC-557F-BAAC-4D328E181AC3_d0e201430_href.png" placement="inline"/> |
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</fig> |
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<p>In this and similar scenarios, the Window Server does not know whether |
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a window is obscured or visible. Therefore dirty-rectangle tracking is not |
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effective. </p> |
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<p>Each screen on the device has a separate render stage chain. |
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Because you set the <codeph>CHANGETRACKING</codeph> parameter on a per-screen |
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basis, it is possible to have a sophisticated TFX on one screen and a simple |
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display render stage on another screen. </p> |
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113 |
</conbody><related-links> |
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<link href="GUID-0AD34BA6-D0C5-5AD7-B8E1-F737BB5FC0AC.dita"><linktext>Redraw Stores</linktext> |
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</link> |
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<link href="GUID-E29CAFA8-523D-57D2-AC1B-D6D01741550B.dita"><linktext>Window Server |
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Internals: Concepts</linktext></link> |
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|
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</related-links></concept> |