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USE A BUFFERING FIFO QUEUE TO OUTPUT YOUR GFX
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This little text was originally placed in the Imphobia MAG 12. I've added
some little things and I want it to be available for every programmers and
not only sceners. I hope you'll like it and I encourage you to D/L the
Imphobia MAGs (great MAG, Darky !!!) available on ftp.cdrom.com /pub/demos
and ftp.arosnet.se to read other amazing programming tricks and more...
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Maybe this article has no interest for you, but i think it's important to
be clear about how to display frames on your screen in a clean manner.
There are many demos done by respectable groups, full of nice 3D algorithms,
nice distos, ... which suffer of a bad display of the frames (ugly horizontal
cuts in the frames). The problem is similar with many games (except DOOM which
is perfect in this domain ;-) ).
In the good old time of Mode-X, there weren't such problems because everyone
was using the multiple pages offered by this scheme of adressing, in order to
get a perfect double (or triple) buffered display. I know that many of you
will argue that ModeX is slow, that now we have PCI/VLB adapters wich run damn
fast in Mode 13h, and so why to support Mode-X again ...
The reply is simple: i don't say that we must support Mode-X... no ! We have
a better tool now, called UNIVBE 5.1, which offer many extended modes with
multiple pages (unlike Mode 13h).
Others will argue: pffff... i don't want to get my 3D engine idle loosing time
to synchronise with the VGA display and to support double-buffering.
The reply is : It is possible to get your engine 100% efficient and to get a
perfect synchronised display, without "ugly cuts" ,... Even without using
UniVBE, if you still want to use your favourite Mode 13h and you have at least
a VLB/PCI adapter, there is a way to get a single-buffered display without
cuts (no, Wizard, it's not with a HBL handler ;-)), and without idle graphics.
=============
1: THE BASICS
=============
I just put here some lines grabbed from my Open GL user guide, and some
personnal comments:
In a movie, motion's achieved by taking a sequence of pictures (24 per sec),
and then projecting them at 24/s on the screen. In Computer Graphics, screens
typically refresh (redraw the picture) approximately 60 to 76/s, and some even
run at about 120 refreshes/sec. The usual video modes used in demos and games
have 70,60, and eventually 50 Hz refresh.
The 'key' idea that makes motion picture projection work is that when it is
displayed, EACH FRAME IS COMPLETED. This is NOT the case if you fill the video
page during its display (single-buffering), because you alter the screen
while the video processor decodes it !!!. So the video processor decodes a mix
of your old and your new frame, and you get those ugly cuts. You can say that
a "rep movsd" or "rep stosd" is faster than the decoding of video memory on
your PCI/VLB adapter in Mode 13h, and it is impossible to "see" the update of
the screen. Right, if you work with a small video mode (like 64 Kb video mem
update) and if you are SYNCHRONISED with the screen DURING the modification.
Now, suppose that you want to display your million-frame movie with a
program like this (we suppose the screen refreshes at 70Hz, ie. Mode 13h):
init_gfxmode();
for (i = 0; i < 1000000; i++)
{
clear_screen();
draw_frame(i);
SYNC / wait_until_a_70th_of_a_second_is_over();
i = i + number of frames to skip to get a constant speed on every machine;
}
If you add the time taken by your system to clear the screen and to draw a
typical frame, this program gives more and more disturbing results depending
on how close to 1/70 second it takes to clear and draw. Suppose the drawing
takes nearly a full 1/70 second. Items drawn first are visible for the full
1/70 second and present a solid image on the screen; items drawn toward the
end are instantly cleared as the programs starts on the next frame, so they
present at best a ghostlike image, since for most of the 1/70 second your eye
is viewing the cleared background instead of the items that were enough
unlucky to be drawn last. The problem is that this program doesn't display
completely drawn frames; instead, you watch the drawing as it happens.
- ******************** 0 solid scanlines
- ******************** .
- ******************** .
--------------------- . ghost scanlines !!!
--------------------- 199
There are many solutions to this problem:
A) WORK IN A BUFFER IN CENTRAL MEMORY, AND THEN COPY THIS BUFFER TO THE SCREEN
(REP MOVSD)
The code becomes:
init_gfxmode();
for (i = 0; i < 1000000; i++)
{
copy my buff to video;
clear my buff
draw_frame(i) in my buff;
SYNC / wait_until_a_70th_of_a_second_is_over();
i = i + number of frames to skip to get a constant speed on every machine;
}
This is better ... But if you work in a Hi-res GFX mode (ex. 640x400x16M =>
768k or 1M), may be the copy will take more than 1/70, and you will see a
piece of the previous frame at the bottom of the screen (instead of the ghost
frame described before). This is not esthetic. Moreover you will need to work
in central mem and then copy to video mem, this is far to be optimal when we
think that the recent Video cards have a flat linear display in which we can
work directly.
- ******************** 0 portion of frame i
- ******************** .
- ******************** . frontier
--------------------- . portion of frame i-1
--------------------- 199
The frontier is +- constant thanks to the SYNC (assuming the calculation of
a frame take a constant time... this can be true for plasmas, but not for 3D).
But concretely, this is worse because the SYNC line is often removed because
it takes time we could use for the calculation of effects.
In this case the code becomes:
init_gfxmode();
for (i = 0; i < 1000000; i++)
{
copy my buff to video;
clear my buff
draw_frame(i) in my buff;
i = i + number of frames to skip to get a constant speed on every machine;
}
This means that there is no more synchronisation with the retrace of the
screen. In this case the frontier between the old (at the bottom) and the new
frame will move on the screen, and this is REALLY ugly and visible.
i ****************** i+1 ******************* i+2 ******************
****************** ******************* ******************
****************** i ------------------- ******************
i-1 ------------------ ------------------- ******************
------------------ ------------------- i+1 ------------------
AND EVEN : (!)
i+2 ------------------ If you look carefully many 3D phong, mapped,
------------------ bumped demos, you will often see such things.
i+3 ****************** (Look them on a 486 DX2-66, Fast Pentiums can
****************** false the results on demos designed for 486).
******************
So, this is NOT the right thing to do if you want a quality animation.
B) USE DOUBLE BUFFERING
...
===================
2: DOUBLE BUFFERING
===================
Double buffering is a radical way to remove the problems described before.
The idea is to have 2 video pages, one is displayed while the other is being
drawn. When the drawing of a frame is complete, the two buffers are swapped.
So the one that was being viewed is now used for drawing, and vice versa. It's
like a movie projector with only two frames in a loop; while one is being
projected on the screen, an artist is desperately erasing and redrawing the
frame that is not visible. As long as the artist is quick enough, the viewer
notices no difference between this setup and one where all frames are already
drawn and the projector is simply displaying them one after the other. With
double-bufering, every frame is shown only when the drawing is complete ; the
viewer never sees a partially drawn frame.
This is a sample of code:
init_gfxmode();
j = 0; k = 1;
SYNC
SetVisualPage(j)
for (i = 0; i < 1000000; i++) {
clear page(k)
draw_frame(i) in page(k);
SYNC / wait_until_a_70th_of_a_second_is_over();
k <=> j
SetVisualPage(j) // must wait the vertical retrace to set new values to
// the video registers
i = i + number of frames to skip to get a constant speed on every machine;
}
The benefits are:
- You can work directly in video mem and use the possibility of FLAT linear
adressing.
- It is impossible to have interferences between the new and the old frames.
- Because you are working directly in video memory, you can even use the
BitBLT accelerator of your card to "clear page(k)" or to set a nice
background, or to draw lines, sprites, ... (There are very few cards which
have a BitBLT able to work in central memory, even if you just want to
specify a source in central mem... so in the single buffering scheme, the
copy buff to screen must be done by hand :-( ). With the new UniVBE 5.2 and
the VBE/AI, BitBLT will be a reality !!! Think about that !!! I'll speak
about BitBLT in a next article, both customs routines and VBE/AI support...
The prob:
- You MUST be synchronised with the screen !!! So your graphics engine is idle
until the vertical retrace is done, and that is time lost for calculation.
With the SYNC line, you wait until the current screen refresh period is over
so that the previous buffer is completely displayed. Assuming that your system
refreshes the display 70 times per second, this means that the fastest frame
rate you can achieve is 70 frames per second, and if all your frames can be
cleared and drawn in under 1/70 second, your animation will run smoothly at
that rate.
What often happens on such a system is that the frame is too complicated to
draw in 1/70 second, so each frame is displayed more than once. If, for
example, it takes 1/45 second to draw a frame, you get 35 frames per second,
and the graphics are idle for 1/35-1/45=1/157 second per frame. Altough 1/157
second of wasted time might not sound bad, it's wasted each 1/35 second, so
actually more than 1/5 of the time is wasted.
That means that if you're writing an application and gradually adding
features, at first each feature you add has no effect on the overall
performance - you still get 70 frames per second. Then, all of a sudden, you
add one new feature, and your performance is cut in half because the system
can't quite draw the whole thing in 1/70 of a second. A similar thing happens
when the drawing time per frame is more than 1/35 second - the performance
drops to 35 to 23 frames per second, and so on (70/1, 70/2, 70/3, 70/4, 70/5,
...).
====================================
3: N-BUFFERING / THE BUFFERING QUEUE
====================================
How to get cuts-free animation without idle graphics ?
The idea is to think in a different manner the couple CPU/Video. We can see
this as the classical problem of producer/consummer: here the CPU produces
frames and the Video consummes them in parallel.
The CPU produces the frames as fast as it cans, and the Video consumes the
frames at its own independant rate (ex. 70 frames/s). The frames produced by
the CPU are placed in a FIFO Queue which feeds the Video.
FIFO Queue (N entries max)
---------------------------------
CPU -> * * * * -> Video
---------------------------------
If the FIFO queue is full (the N entries are filled), then the CPU enters in
a idle loop until there is some place free to put the new frame it has
calculated.
If the FIFO queue is empty, the Video will keep the old frame displayed, and
look in the FIFO at the next refresh.
For N=2, we have the double-buffering described before.
N=3, we have triple-buffering which is often satisfactory, because it
breaks yet the rigid synchronism we had with double-buffering,
without using many buffers (3). ID Software have used triple-
buffering in their game DOOM, which work in Mode-X (which gives
3 pages 320x240x256 or 4 pages 320x200x256).
N=4, ...
.
.
The more the buffers, the more the CPU can anticipates frames and avoid to
enter in a idle loop.
Concretely, we can bufferize the start-adresses of the video pages we are
working on. In this case, we have a code like that:
init_gfxmode();
install_interrupt_handler();
// CPU (Producer) // Interrupt handler (Consummer)
(Handler called at each
j = 1; Vertical retrace)
InQ(0);
for (i = 0; i < 1000000; i++)
{ if (EmptyQ() == false)
clear page(j); // use BitBLT {
draw_frame(i) in page(j); new_start = OutQ();
while (FullQ() == true) {}; // idle loop SetVisualPage(new_start);
InQ(j); }
j = (j + 1) MOD N; iret
i = i + number of frames to
skip to get a constant
speed on every machine;
}
Yep, that's quite cool, uh ???
Note: to do an interrupt handler synchronized with a refresh of 70Hz, you just
have to reprogram the PC timer to a clock a bit faster like 75 Hz, wait
for the VR bit in 3DAh (resynchronisation) and restart the timer...(this
is called a semi-active wait). There are many VR-Handler available on
FTP sites or BBSes (look for example at the Starport BBS intro source
code, ... ).
Well, this code work fine if you have a multipage display ... This is not a
problem for SVGA modes: if we consider a 1M board, which is the actual
standard, we have 8 pages in 320x200x65K, 16 pages 320x200x256, 4 pages
640x400x256, 3 pages 640x480x256, ... (at least if you use UniVBE).
But 320x200x256 16 pages doesn't work on all cards, and so the good old Mode
13h has still a reason to exist. No problem, remember what i told before in
"The basics", don't use (physical) synchronised single-buffering with an Hi-
Resolution mode... Ok, but Mode 13h is a small mode which can be updated very
fast on PCI/VLB cards (64k to fill). The idea is to use a Logical N-buffering
combined with a synchronised Physical single buffering.
In a synchronised Physical single buffering, we work in buffers in central
memory, and then copy them into the video memory. So, we can imagine to
bufferize the addresses of those buffers (we place the addresses in the FIFO),
and then to have an interrupt handler (synchronised with the VR) which get the
address of the new buffer to display (= to copy) and invoke a copy routine for
this buffer.
Warning !!! This invoquation can not be a simple call, because if the copy
routine takes too much time, this can result in a total misfunctionning of the
interrupt handler (Remember that such periodic interrupt handler is a critical
code which has some real time constraints and which cannot miss an event !!!).
In order to avoid problems, the copy rout must be interruptible by the
handler. This is obtained if we invoke the copy rout using a context-switch:
we pop the stack layers until we reach the return address of the code
interrupted by the handler, and we insert the address of the copy-rout, and
then we re-push the layers, and when we'll do an "iret" at the end of the
handler, we'll jump to the copy-rout (which is interruptible by the handler,
because it's seen as a normal user application), at the end of the copy rout,
we do an iret to restore the code interrupted previously by the handler.
STACK
| Var 1 | | Var 1 |
| Var 2 | insert Adr 2 | Var 2 |
| Adr 1 | ---> | Adr 2 |
| ..... | | Adr 1 |
You don't have to forget that just before the return address, there is also
the status flag, and you have to consider it when you push/pop if you don't
want to obtain awesome crashes. Just refer you to your 8x86/80x86 manual to
see how the instructions iret, iretd, ret, ... work. In particular, when you
push the address (which is in the form segment:offset/selector:offset) of the
Copy_rout, you must push a dummy flag, because it will be invoked by an
iret/iretd (you just have to do a pushf/pushfd).
The code becomes:
init_gfxmode(13h);
install_interrupt_handler();
// CPU (Producer) // Interrupt handler (Consummer)
(Handler called at each
j = 1; Vertical retrace)
InQ(0);
for (i = 0; i < 1000000; i++)
{ if (EmptyQ() == false)
clear buffer(j); // use CPU {
draw_frame(i) in buffer(j); Adr_Buffer = OutQ();
while (FullQ() == true) {}; // idle loop Pop all local variables;
InQ(j); pushfd;
j = (j + 1) MOD N; Push Adr of Copy_Rout;
i = i + number of frames to RePush all local variables;
skip to get a constant }
speed on every machine; iretd; // this handler MUST
// be short !!!!
}
Adr_Buffer: Integer;
Copy_Rout:
(assume ds/es -> 0)
mov esi, Adr_Buffer
mov ecx,16000
mov edi,0a0000h
rep movsd
iretd
This is the idea... With this scheme of work, we get 100% efficient code and
100% synchronisation with the display. Moreover, there are many interesting
properties of the buffering queue, but i let you imagine that ;-). Good luck
with your implementation.
___________________________________
Greets to all my friends, all TFL-TDV members, all kewl guyz of the scene i
got a nice chat with, and all guyz who will greet me (us) in the future ;-)
I specially thanx Karma and Bismarck/TFL-TDV for inspirating me, and Karma for
playing with the bugs during the implementation of a N-Bufferized Mode 13h for
his Descent-like part in Hurtless ;-)
(C) 1996 Type One / TFL-TDV
Contact me at the following addresses:
llardin@is1.ulb.ac.be Laurent Lardinois
(until october 1996, after 271 chauss?e de Saint Job
jusk ask jcardin@is1.ulb.ac.be 1180 Bruxelles, Belgium
my new email)
???????????????????????????????????????????????????????????????????????????????
The N-Buffering (up to 8 buffers used !) feature was implemented in the demo
"HURTLESS" we presented at Wired 95. It featured 320x200/640x200 Hi-Color,
320x200x256 chained multipages, BitBLT, FLAT LINEAR, and Video RAM booster
support, WITH or WITHOUT UniVBE. Have a look if you want to see the thing
working (however the demo might be unstable because of the intensive use of
Mikmod 2.03 virtual timers... but maybe we'll do a special release with a
new version of Mikmod. The SB support is really random). It is available on
ftp.cdrom.com, ftp.arosnet.se, and hagar.arts.kuleuven.ac.be .
???????????????????????????????????????????????????????????????????????????????