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115 lines
4.1 KiB
C++
115 lines
4.1 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef mozilla_layers_opengl_FPSCounter_h_
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#define mozilla_layers_opengl_FPSCounter_h_
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#include <algorithm> // for min
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#include <stddef.h> // for size_t
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#include <map> // for std::map
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#include "GLDefs.h" // for GLuint
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#include "mozilla/RefPtr.h" // for already_AddRefed, RefCounted
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#include "mozilla/TimeStamp.h" // for TimeStamp, TimeDuration
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#include "nsTArray.h" // for AutoTArray, nsTArray_Impl, etc
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#include "prio.h" // for NSPR file i/o
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namespace mozilla {
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namespace layers {
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class DataTextureSource;
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class Compositor;
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// Dump the FPS histogram every 10 seconds or kMaxFrameFPS
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const int kFpsDumpInterval = 10;
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// On desktop, we can have 240 hz monitors, so 10 seconds
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// times 240 frames = 2400
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const int kMaxFrames = 2400;
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/**
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* The FPSCounter tracks how often we composite or have a layer transaction.
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* At each composite / layer transaction, we record the timestamp.
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* After kFpsDumpInterval number of composites / transactions, we calculate
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* the average and standard deviation of frames composited. We dump a histogram,
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* which allows for more statistically significant measurements. We also dump
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* absolute frame composite times to a file on the device.
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* The FPS counters displayed on screen are based on how many frames we
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* composited within the last ~1 second. The more accurate measurement is to
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* grab the histogram from stderr or grab the FPS timestamp dumps written to file.
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*
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* To enable dumping to file, enable
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* layers.acceleration.draw-fps.write-to-file pref.
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double AddFrameAndGetFps(TimeStamp aCurrentFrame) {
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AddFrame(aCurrentFrame);
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return EstimateFps(aCurrentFrame);
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}
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* To enable printing histogram data to logcat,
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* enable layers.acceleration.draw-fps.print-histogram
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*
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* Use the HasNext(), GetNextTimeStamp() like an iterator to read the data,
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* backwards in time. This abstracts away the mechanics of reading the data.
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*/
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class FPSCounter {
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public:
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explicit FPSCounter(const char* aName);
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~FPSCounter();
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void AddFrame(TimeStamp aTimestamp);
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double AddFrameAndGetFps(TimeStamp aTimestamp);
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double GetFPS(TimeStamp aTimestamp);
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private:
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void Init();
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bool CapturedFullInterval(TimeStamp aTimestamp);
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// Used while iterating backwards over the data
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void ResetReverseIterator();
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bool HasNext(TimeStamp aTimestamp, double aDuration = kFpsDumpInterval);
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TimeStamp GetNextTimeStamp();
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int GetLatestReadIndex();
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TimeStamp GetLatestTimeStamp();
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void WriteFrameTimeStamps(PRFileDesc* fd);
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bool IteratedFullInterval(TimeStamp aTimestamp, double aDuration);
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void PrintFPS();
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int BuildHistogram(std::map<int, int>& aHistogram);
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void PrintHistogram(std::map<int, int>& aHistogram);
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double GetMean(std::map<int,int> aHistogram);
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double GetStdDev(std::map<int, int> aHistogram);
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nsresult WriteFrameTimeStamps();
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/***
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* mFrameTimestamps is a psuedo circular buffer
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* Since we have a constant write time and don't
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* read at an offset except our latest write
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* we don't need an explicit read pointer.
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*/
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AutoTArray<TimeStamp, kMaxFrames> mFrameTimestamps;
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int mWriteIndex; // points to next open write slot
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int mIteratorIndex; // used only when iterating
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const char* mFPSName;
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TimeStamp mLastInterval;
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};
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struct FPSState {
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FPSState();
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void DrawFPS(TimeStamp, int offsetX, int offsetY, unsigned, Compositor* aCompositor);
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void NotifyShadowTreeTransaction() {
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mTransactionFps.AddFrame(TimeStamp::Now());
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}
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FPSCounter mCompositionFps;
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FPSCounter mTransactionFps;
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private:
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RefPtr<DataTextureSource> mFPSTextureSource;
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};
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} // namespace layers
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} // namespace mozilla
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#endif // mozilla_layers_opengl_FPSCounter_h_
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