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WebGL is it possible to emulate an asynchronous call to gl.finish()

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webgl

WebGL is nice and asynchronous in that you can send off a long list of rendering commands without waiting for them to complete. However, if for some reason you do need to wait for the rendering to complete, you have to do it synchronously with gl.finish(). Surely it would be better if gl.finish accepted a callback and returned immediately?

Question: Is there any way to emulate this reliably?

Usage case: I am rendering a large number of vertices to a large off-screen canvas and then using drawImage to copy sections of this large canvas to small canvases on the page. I don't actually use gl.finish() but drawImage() seems to have the same effect. In my application, re-rendering is only triggered when the user performs an action (e.g. clicking a button), and it may take several hundred milliseconds. It would be nice if during rendering the browser was still responsive allowing scrolling etc. I am looking in particular for a Chrome solution, though something that also works in Firefox and Safari would be good.

Possible (bad) answer: You could try and estimate how long rendering is going to take and then set a timeout that begins with the call to gl.finish(). However, reliably doing this estimation for all sizes of vertex buffer and all users is going to be pretty tricky and inaccurate.

Possible (non-)answer: requestAnimationFrame does what I'm looking for...it doesn't though, does it?

Possible answer in 2018: Perhaps the ImageBitmap API solves this problem - see MDN docs.

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dan-man Avatar asked Jun 11 '13 10:06

dan-man


1 Answers

You've already partially hit on your answer: drawImage() does indeed have finish-like behavior in that it forces all outstanding drawing commands to complete before it reads back the image data. The problem is that even if gl.finish() did what you wanted it to, wait for rendering to complete, you would still have the same behavior using it as you do now. The main thread would be blocked while the rendering finishes, interrupting the user's ability to interact with the page.

Ideally what you would want in this scenario is some sort of callback that indicates when a set of draw commands have been completed without actually blocking to wait for them. Unfortunately no such callback exists (and it would be surprisingly difficult to provide one, given the way the browser's internals work!)

A decent middle-ground in your case may be to do some intelligent estimations of when you feel the image may be ready. For example, once you have dispatched your draw call spin through 3 or 4 requestAnimationFrames before you call drawImage. If you consistently observe it taking longer (10 frames?) then spin for longer. This would allow users to continue interacting with the page normally and either produce no delay when doing the draw image, because the contents have finished rendering, or much less delay because you do the synchronous step mid-way through the render. Depending on the intended usage of your site non-realtime rendering could probably even stand to spin for a full second or so before presenting.

This certainly isn't a perfect solution, and I wish I had a better answer for you. Perhaps WebGL will gain the ability to query this type of status in the future, because it would be valuable in cases like yours, but for now this is likely the best you can do.

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Toji Avatar answered Oct 03 '22 22:10

Toji