Life of a Pixel

A client requests a set of commands to be Presented as part of a future Scenic frame. A single Scenic frame can have multiple client "Presents", where each Present represents a Session's update to the global scene graph. This doc describes the architecture internal to Scenic for how a request becomes pixels.

The diagram below shows the steps a client Present follows when it is requested. Everything between the Scenic FIDL Boundary and the Vulkan driver is currently single-threaded and executes sequentially.

  1. Client Enqueue()s a set of commands to change the contents of its part of the scene, and calls Present2() to commit them.
  2. The Present2() request enters scenic_impl::Session,. scenic_impl::Session waits for any acquire fences to signal, as well as any previous Present2() calls whose fences haven't been reached yet. scenic_impl::Session then schedules an update for the targeted presentation_time with the FrameScheduler.
  3. The FrameScheduler starts sleeps until there's just enough time to prepare a frame in time for the targeted presentation time. At that point the FrameScheduler wakes up and calls SessionUpdater::UpdateSessions() on all SessionUpdaters.
  4. For each client Session, GfxSystem calls ApplyScheduledUpdates(), which applies the commands to the scene graph that were enqueued in step 1. Note: GfxSystem is a SessionUpdater.
  5. Commands from a Session are applied to the global scene graph. The scene graph is in an inconsistent state ("dirty") at this time, and should not be read by other systems (i.e. input) until after the scene graph has been post-processed.
  6. When all SessionUpdaters have successfully updated, the FrameScheduler is notified that the scene graph is dirty, and triggers a RenderFrame() call on the FrameRenderer.
  7. To draw a frame, gfx::Engine's renderer traverses the scene graph and creates Escher::objects for each element in the scene. The renderer then passes these objects to Escher, and calls DrawFrame(). Note: gfx::Engine is a FrameRenderer.
  8. Escher interprets the scene graph objects as vk::commands, and sends these commands to the GPU.
  9. The GPU processes the commands and sends the results to the display driver.
  10. The display driver pushes the pixels to the screen.

Image of the classes and calls a client Present request goes through to become a pixel on screen. This is a visual representation of the enumerated list above.