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ServoSurface: implement animation loop #21859

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paulrouget opened this issue Oct 3, 2018 · 1 comment
Open

ServoSurface: implement animation loop #21859

paulrouget opened this issue Oct 3, 2018 · 1 comment
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P-android Android devices

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@paulrouget
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public void animationStateChanged(boolean animating) {

I believe that we only need to loop and call performUpdates.

I'm wondering how that will work with FxR. I'm not sure how to synchronize the refresh rate. Do we only need to make sure that SwapBuffers blocks long enough (vsync) or do we need to use some sort of callback from FxReality?

@MortimerGoro what do you think? When Gecko is running animations, does FxR schedule the redrawing of Gecko, or Gecko just composite as soon as it has a new frame?

@jdm jdm added the P-android Android devices label Oct 3, 2018
@MortimerGoro
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We shouldn't need synchronization or callback for FxR. It's handled automatically by SurfaceTextures as long as we use SurfaceTextures with the default constructor (not single buffered mode).

FxR loop just calls SurfaceTexture.updateTexImage() (which does the synchronization internally) and then renders the texture normally.

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