Stepping back from the specifics of the application, the general question is: How to render a smooth animation representing the value of a continuously changing variable (the position in the audio track) that can move in either direction at any time at any velocity and acceleration? Perhaps we need a PID controller?
On 12/16/20 12:10 PM, Be wrote:
Hi, I am a maintainer of Mixxx DJ software and I'm trying to come up with a roadmap for the future of our GUI. The current GUI uses a home-baked XML layout system for QWidgets that predates Qt's UIC. One of the main features of the application is waveform visualizations of the audio tracks being played. For smooth scrolling of the waveforms synchronized with the audio going to the audio interface, the waveform renderers need to determine at the time of rendering when the next buffer swap onto the screen will occur. This is currently implemented with QGLWidget by disabling auto buffer swapping and calling QGLWidget::swap from a thread which synchronizes with VSync. If you want to see the current implementation, look at the VisualPlayPosition and VSyncThread classes: https://github.com/mixxxdj/mixxx/blob/main/src/waveform/visualplayposition.h https://github.com/mixxxdj/mixxx/blob/main/src/waveform/vsyncthread.cpp Unfortunately, this is not a viable solution going forward. QGLWidget has been removed in Qt 6. Even before that, the current implementation causes severe performance problems that make the application unusable when built with a macOS SDK >= 10.14. From what I understand, this is because of layer backed rendering which can only be disabled by building with the macOS 10.13 SDK, which we have to do now with a hack downloading the SDK separately so it can be used with up to date versions of XCode which do not officially support the 10.13 SDK. We attempted another solution ( https://github.com/mixxxdj/mixxx/pull/1974 ) with QOpenGLWidget using the QOpenGLWidget::frameSwapped signal to estimate when the rendered frame would be shown on screen. This performed much better on macOS with SDKs > 10.13. However, we could not accurately predict the timing of the frame swap onto the screen because: > Unlike QGLWidget, triggering a buffer swap just for the QOpenGLWidget is not possible since there is no real, onscreen native surface for it. Instead, it is up to the widget stack to manage composition and buffer swaps on the gui thread. When a thread is done updating the framebuffer, call update() on the GUI/main thread to schedule composition. https://doc.qt.io/qt-5/qopenglwidget.html#threading The result was that the waveforms did not scroll smoothly. Instead, they jerked back and forth. This might be overcome with the approach recommended in the QOpenGLWidget documentation: > This involves drawing using an alternative render target, that is fully controlled by the thread, e.g. an additional framebuffer object, and blitting to the QOpenGLWidget's framebuffer at a suitable time. However, we would like to move away from our hacky old QWidget XML GUI layout system and use QML. Just the other day I decoupled the backend application logic from QWidgets and got a simple Qt Quick proof-of-concept GUI working. We could adapt our legacy OpenGL waveform rendering code to work in a Qt Quick GUI, however I'm not sure we'd really solve our performance problems on macOS because the Qt Quick scene graph rendering in a separate thread is not supported with the OpenGL backend on macOS. So it seems the most maintainable and performant way forward would be adapting our existing OpenGL GLSL waveform renderer to Vulkan-compatible GLSL to use the new Qt Shader Baker. This still leaves open the question of how to determine when the frame being rendered will be swapped to the screen. If I understand correctly, either the application needs to be able to control the swap time or we need a guarantee from Qt that swaps will occur at a steady, predictable time. QQuickRenderControl allows the application to control the render time, but I have not found anything in the Qt 6 documentation about how to control or determine the swap time. From my quick glance at the Qt 6 source code, it seems this is controlled by RHI in private APIs. Is this possible? Are there any other solutions you can suggest? Potential solutions I have thought about but I don't know if they'd work: 1. If we control the rendering time of the entire window with QQuickRenderControl, could we measure the difference between the start of rendering and the QQuickWindow::frameSwapped signal to estimate the next swap time? I don't know if this would work though because I think the rendering time would have to be roughly constant. With all the optimizations the Qt Quick scene graph does, I'm guessing the rendering time can vary dramatically depending on what needs updating. 2. Another approach might be using QQuickRenderControl and QQuickRenderTarget to render a QQuickWindow to an offscreen buffer so the application can determine when to swap that buffer on screen. I'm not sure sure how feasible this is. We still need an on screen QWindow to receive input, resize, and hide/show events which would need to be redirected to the offscreen QQuickWindow. As far as I can tell, the only way we might be able to do that with thie existing Qt 6 APIs is with a QOpenGLWindow which shares a QOpenGLContext with the QQuickWindow, so we'd be bound to OpenGL and couldn't take advantage of the other RHI backends. By the way I never got the registration confirmation email when I tried to sign up for this mailing list with my mixxx.org email address.
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