Screen(‘AsyncFlipBegin’)

Psychtoolbox>Screen.{mex*} subfunction

[VBLTimestamp StimulusOnsetTime FlipTimestamp Missed Beampos] = Screen(‘AsyncFlipBegin’, windowPtr [, when] [, dontclear] [, dontsync] [, multiflip]);

Schedule an asynchronous flip of front and back display surfaces for given
onscreen window. “windowPtr” is the id of the onscreen window whose content
should be shown at flip time. “when” is the requested stimulus onset time, a
value of zero or no argument asks for flip at next possible vertical retrace.
For the meaning and explanation of all other parameters, see the help for
Screen Flip?’.

If this command is called while a previously scheduled asynchronous flip is
still in progress, it will wait for that pending async flip to finish and return
its results (timestamps etc.). If no such operation is in progress, it will
return results of the most recently finished async or sync flip. Waiting for
previous flips to complete and returning their results is a convenience
function. In most cases, in order to have more control over the execution of
your script and your flip timing, you will rather want to use one of the
finalizer commands Screen(‘AsyncFlipCheckEnd’) or Screen(‘AsyncFlipEnd’)
mentioned below to collect information about the final result and timing of the
asynchronous flip operation.

The difference between Screen(‘AsyncFlipBegin’,…); and the more commonly used
Screen(‘Flip’, …); is that Screen(‘Flip’) operates synchronously: Execution of
your code is paused until the flip operation has finished, ie. at least until
the requested onset deadline ‘when’ has passed.

Screen(‘AsyncFlipBegin’) will prepare everything for a flip at the requested
time ‘when’ - or at next vertical retrace if ‘when’ is omitted - but then
immediately return control to your code. Your code can continue to execute and
do other things, e.g., schedule flips for other onscreen windows, perform
keyboard or mouse queries, etc.

You can check the progress state of asynchronous flips or wait for them to
finish and collect timing information for the finalized flip by use of the
commands Screen(‘AsyncFlipCheckEnd’) and Screen(‘AsyncFlipEnd’);

In general you should avoid using asynchronous flips and instead use
conventional ‘Flip’ unless you have a good reason to do otherwise, because async
flips come with a couple of strings attached:

  • You are restricted in what you can do with Screen() or OpenGL while async
    flips are in progress: You can not do anything with textures or offscreen
    windows while their parent-onscreen window is in async flip state. You can
    only access onscreen windows which are not participating in an async flip
    operation.

  • If you enable the Psychtoolbox image processing pipeline, most restrictions
    on drawing during async flips are relaxed: You can draw into any windows while
    async flips are pending, even the window for which the flip is pending. Only
    use of the Screen(‘GetImage’) command is forbidden on async flipping onscreen
    windows and potentially problematic on offscreen windows while an async flip
    is in progress. However, this is somewhat theoretical. In practice many
    operating systems, graphics drivers and graphics cards can’t really handle the
    load of parallel drawing and async flipping, due to system bugs or design
    constraints. On such systems you may observe inconsistent timing, degraded
    performance, and on some systems even visual stimulus corruption, malfunctions
    or hard system crashes [e.g., Apple MacOS/X 10.4.11 with ATI Radeon X1600]!

  • Even the restricted set of allowed reliably working Screen/OpenGL commands
    should be avoided, because some graphics hardware and drivers may not be
    able to handle such concurrent graphics operations without degraded stimulus
    onset timing accuracy, ie. you may experience more missed stimulus deadlines
    and timing glitches – or inconsistent behaviour accross different computers
    and graphics cards or operating system releases. In the end it allows you to
    do non-Screen related things like sound, I/O, keyboard checks…

  • Parallel processing of flips puts additional burden onto your CPU,
    GPU and operating system, so it incurs additional overhead and may degrade
    absolute drawing performance and cause more timing issues and glitches if
    your system is not reliably able to handle the concurrent load.

  • Code with async flips - as any piece of parallely executing code - is harder
    to implement correctly and more challenging to debug for you.

  • Using a non-zero “multiflip” argument is not allowed.

  • Asynchronous updates of gamma tables will likely not work reliably.

  • Stereo stimulus display in stereomode 10 (two separate onscreen windows) will
    likely not work with reliable timing or have possible tearing artifacts.

  • Use of the ‘UserspaceBufferDrawingPrepare’ hook-chain of the imaging
    pipeline is not allowed.

Our general stance is that most code can be written efficiently without need for
async flips, so this feature is provided for the few demanding special cases
where this is not the case and the benefits outweight the costs.

###See also: DrawingFinished WaitUntilAsyncFlipCertain AsyncFlipBegin AsyncFlipCheckEnd AsyncFlipEnd Flip