blob: ac4d517f5d2768df9938203ac893beac35e5b294 [file] [log] [blame]
// Copyright 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "cc/trees/frame_rate_counter.h"
#include <stddef.h>
#include <algorithm>
#include <limits>
#include "base/memory/ptr_util.h"
#include "base/metrics/histogram_macros.h"
namespace cc {
// The following constants are measured in seconds.
// Two thresholds (measured in seconds) that describe what is considered to be a
// "no-op frame" that should not be counted.
// - if the frame is too fast, then given our compositor implementation, the
// frame probably was a no-op and did not draw.
// - if the frame is too slow, then there is probably not animating content, so
// we should not pollute the average.
static const double kFrameTooFast = 1.0 / 70.0;
static const double kFrameTooSlow = 1.5;
// If a frame takes longer than this threshold (measured in seconds) then we
// (naively) assume that it missed a screen refresh; that is, we dropped a
// frame.
// TODO(brianderson): Determine this threshold based on monitor refresh rate,
// crbug.com/138642.
static const double kDroppedFrameTime = 1.0 / 50.0;
// static
std::unique_ptr<FrameRateCounter> FrameRateCounter::Create(
bool has_impl_thread) {
return base::WrapUnique(new FrameRateCounter(has_impl_thread));
}
base::TimeDelta FrameRateCounter::RecentFrameInterval(size_t n) const {
DCHECK_GT(n, 0u);
DCHECK_LT(n, ring_buffer_.BufferSize());
return ring_buffer_.ReadBuffer(n) - ring_buffer_.ReadBuffer(n - 1);
}
FrameRateCounter::FrameRateCounter(bool has_impl_thread)
: has_impl_thread_(has_impl_thread), dropped_frame_count_(0) {}
void FrameRateCounter::SaveTimeStamp(base::TimeTicks timestamp, bool software) {
ring_buffer_.SaveToBuffer(timestamp);
// Check if frame interval can be computed.
if (ring_buffer_.CurrentIndex() < 2)
return;
base::TimeDelta frame_interval_seconds =
RecentFrameInterval(ring_buffer_.BufferSize() - 1);
if (!IsBadFrameInterval(frame_interval_seconds) &&
frame_interval_seconds.InSecondsF() > kDroppedFrameTime)
dropped_frame_count_ +=
frame_interval_seconds.InSecondsF() / kDroppedFrameTime;
}
bool FrameRateCounter::IsBadFrameInterval(
base::TimeDelta interval_between_consecutive_frames) const {
double delta = interval_between_consecutive_frames.InSecondsF();
bool scheduler_allows_double_frames = !has_impl_thread_;
bool interval_too_fast =
scheduler_allows_double_frames ? delta < kFrameTooFast : delta <= 0.0;
bool interval_too_slow = delta > kFrameTooSlow;
return interval_too_fast || interval_too_slow;
}
void FrameRateCounter::GetMinAndMaxFPS(double* min_fps, double* max_fps) const {
*min_fps = std::numeric_limits<double>::max();
*max_fps = 0.0;
for (RingBufferType::Iterator it = --ring_buffer_.End(); it; --it) {
base::TimeDelta delta = RecentFrameInterval(it.index() + 1);
if (IsBadFrameInterval(delta))
continue;
DCHECK_GT(delta.InSecondsF(), 0.f);
double fps = 1.0 / delta.InSecondsF();
*min_fps = std::min(fps, *min_fps);
*max_fps = std::max(fps, *max_fps);
}
if (*min_fps > *max_fps)
*min_fps = *max_fps;
}
double FrameRateCounter::GetAverageFPS() const {
int frame_count = 0;
double frame_times_total = 0.0;
double average_fps = 0.0;
// Walk backwards through the samples looking for a run of good frame
// timings from which to compute the mean.
//
// Slow frames occur just because the user is inactive, and should be
// ignored. Fast frames are ignored if the scheduler is in single-thread
// mode in order to represent the true frame rate in spite of the fact that
// the first few swapbuffers happen instantly which skews the statistics
// too much for short lived animations.
//
// IsBadFrameInterval encapsulates the frame too slow/frame too fast logic.
for (RingBufferType::Iterator it = --ring_buffer_.End();
it && frame_times_total < 1.0; --it) {
base::TimeDelta delta = RecentFrameInterval(it.index() + 1);
if (!IsBadFrameInterval(delta)) {
frame_count++;
frame_times_total += delta.InSecondsF();
} else if (frame_count) {
break;
}
}
if (frame_count) {
DCHECK_GT(frame_times_total, 0.0);
average_fps = frame_count / frame_times_total;
}
return average_fps;
}
} // namespace cc