| I found the article a little confusing to be honest. I wonder if the author has written a traditional widget toolkit that isn't Firefox oriented. In old widget toolkits, going back to the 90s here, there was a single UI thread per app that did all drawing and sending of commands to the graphics hardware. Keeping the UI responsive on such toolkits simply meant doing things as much as possible in the background. Touching the UI data structures from other threads was forbidden. This architecture was adopted due to painful experiences with attempts to build thread-safe toolkits in the 80s such as Motif and the original Win32 widget library. None of it worked very well. Motif apps tended to be deadlock prone and Win32 was just a total API nightmare because it tried to hide the thread affinity of the underlying widgets, but didn't do a good job of it. Some systems in the 90s like NeXT and BeOS started experimenting with moving the rendering into a separate process, the window server. Note that X Windows, despite having a window server, did not use "retained mode" rendering and still required the app to respond to do every repaint such as if an occluded window was moved to the top. Systems with this sort of retained mode rendering pushed "draw lists" into the window server so the OS could draw the window from memory without having to wait for the app to respond. This used more memory but meant that overall window UI stayed responsive and fluid even if apps were under heavy load. However, anything that could change the UI like needing to respond to user input, of course stayed in the app and on the UI thread. MacOS X introduced a variant of the design, which I know less about, but I believe it basically just stored fully rendered copies of the image. Very RAM intensive and one reason MacOS X was considered very slow and heavy in the early days, but it made it possible to do things like the genie effect and exposé later on where the window server could animate the contents of windows without the app needing to be responding. All that is OS level compositing. The app itself did not do any asynchronous compositing. So dragging windows around was fast, but animations inside the app didn't benefit. So the next level of asynchronicity is toolkits that push app level rendering into a separate thread too. iOS, JavaFX, modern versions of Qt and modern versions of Android work this way. In these toolkits, the app's GUI is still constructed and manipulated on the primary/UI thread, but when the main thread "renders" the UI, it doesn't directly draw it, it constructs a set of draw lists for the apps own use. Again, these draw lists look a bit like this: 1. Clear this area of the window to this colour. 2. Draw a gradient fill from here to there. 3. Draw texture id 1234 with that shader at these coordinates, at 50% opacity. 4. Invoke remembered draw list 111. 5. Remember this set of instructions as draw list 222. Once these lists are created they're handed off to a dedicated render thread which starts processing them and turning them into commands to the GPU via an API like OpenGL or Direct3D. Note that these APIs are, in turn, simply creating buffers of commands, which eventually get dispatched to the GPU hardware for actual rendering. Because the render thread doesn't run any callbacks into app code, and because it's cooperating with the GPU hardware to remember and cache things, it doesn't have that much actual work to do and can process simple animations very fast and reliably. However, responding to user input is still done on the main thread. If you block the main thread, your UI will continue to repaint and may exhibit simple behaviours like hover animations, but actually clicking buttons won't work. That's because the most common thing to do in response to user input is change the UI itself in some way, and that must still be done on the main thread. I hope that helps. |