Bug 1338347 - Add code to measure the maximum number of contiguous frame drops in a compositor animation. r=botond

This value is computed directly from the longest frame length using the vsync
interval.

MozReview-Commit-ID: 9ALXBqAVyb8

--HG--
extra : rebase_source : 4798fa4e5734db98338fa9fcccb5e64b2c3354c4
This commit is contained in:
Kartikaya Gupta 2017-03-20 11:41:05 -04:00
Родитель a6036c3329
Коммит e69fbe4b0d
2 изменённых файлов: 32 добавлений и 7 удалений

Просмотреть файл

@ -49,12 +49,14 @@ AnimationMetricsTracker::UpdateAnimationInProgress(AnimationProcessTypes aActive
(aActive & AnimationProcessTypes::eChrome) != AnimationProcessTypes::eNone,
mChromeAnimation,
aVsyncInterval,
Telemetry::COMPOSITOR_ANIMATION_THROUGHPUT_CHROME);
Telemetry::COMPOSITOR_ANIMATION_THROUGHPUT_CHROME,
Telemetry::COMPOSITOR_ANIMATION_MAX_CONTIGUOUS_DROPS_CHROME);
UpdateAnimationThroughput("content",
(aActive & AnimationProcessTypes::eContent) != AnimationProcessTypes::eNone,
mContentAnimation,
aVsyncInterval,
Telemetry::COMPOSITOR_ANIMATION_THROUGHPUT_CONTENT);
Telemetry::COMPOSITOR_ANIMATION_THROUGHPUT_CONTENT,
Telemetry::COMPOSITOR_ANIMATION_MAX_CONTIGUOUS_DROPS_CONTENT);
}
void
@ -65,7 +67,8 @@ AnimationMetricsTracker::UpdateApzAnimationInProgress(bool aInProgress,
aInProgress,
mApzAnimation,
aVsyncInterval,
Telemetry::COMPOSITOR_ANIMATION_THROUGHPUT_APZ);
Telemetry::COMPOSITOR_ANIMATION_THROUGHPUT_APZ,
Telemetry::COMPOSITOR_ANIMATION_MAX_CONTIGUOUS_DROPS_APZ);
}
void
@ -90,21 +93,28 @@ AnimationMetricsTracker::UpdateAnimationThroughput(const char* aLabel,
bool aInProgress,
AnimationData& aAnimation,
TimeDuration aVsyncInterval,
Telemetry::HistogramID aHistogram)
Telemetry::HistogramID aThroughputHistogram,
Telemetry::HistogramID aMaxDropsHistogram)
{
if (aInProgress && !aAnimation.mStart) {
// the animation just started
aAnimation.mStart = TimeStamp::Now();
aAnimation.mLastFrameTime = aAnimation.mStart;
aAnimation.mLongestFrame = TimeDuration();
aAnimation.mFrameCount = 1;
AMT_LOG("Compositor animation of type %s just started\n", aLabel);
} else if (aInProgress && aAnimation.mStart) {
// the animation continues
aAnimation.mFrameCount++;
TimeStamp now = TimeStamp::Now();
aAnimation.mLongestFrame = std::max(aAnimation.mLongestFrame, now - aAnimation.mLastFrameTime);
aAnimation.mLastFrameTime = now;
} else if (!aInProgress && aAnimation.mStart) {
// the animation just ended
TimeStamp now = TimeStamp::Now();
// Get the length and clear aAnimation.mStart before the early-returns below
TimeDuration animationLength = TimeStamp::Now() - aAnimation.mStart;
TimeDuration animationLength = now - aAnimation.mStart;
aAnimation.mStart = TimeStamp();
if (aVsyncInterval == TimeDuration::Forever()) {
@ -130,14 +140,24 @@ AnimationMetricsTracker::UpdateAnimationThroughput(const char* aLabel,
if (expectedFrameCount <= 0) {
// Graceful handling of probably impossible thing, unless the clock
// changes while running?
// Note that we also skip the frames-dropped probe if this happens,
// because we cannot be sure that the frame length measurements are valid.
return;
}
// Scale up by 1000 because telemetry takes ints, truncate intentionally
// to avoid artificial inflation of the result.
uint32_t frameHitRatio = (uint32_t)(1000.0f * aAnimation.mFrameCount / expectedFrameCount);
Telemetry::Accumulate(aHistogram, frameHitRatio);
Telemetry::Accumulate(aThroughputHistogram, frameHitRatio);
AMT_LOG("Reported frameHitRatio %u\n", frameHitRatio);
// Get the longest frame time (make sure to check the final frame as well)
TimeDuration longestFrame = std::max(aAnimation.mLongestFrame, now - aAnimation.mLastFrameTime);
// As above, we round to get the frame count. Additionally we subtract one
// from the frame count to get the number of dropped frames.
uint32_t framesDropped = std::lround(longestFrame.ToMilliseconds() / vsyncIntervalMs) - 1;
AMT_LOG("Longest frame was %fms (%d drops)\n", longestFrame.ToMilliseconds(), framesDropped);
Telemetry::Accumulate(aMaxDropsHistogram, framesDropped);
}
}

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@ -49,6 +49,10 @@ private:
struct AnimationData {
// The start time of the current animation.
TimeStamp mStart;
// The timestamp of the most recent animation frame.
TimeStamp mLastFrameTime;
// The longest animation frame length encountered so far.
TimeDuration mLongestFrame;
// The number of frames composited for the current animation.
uint32_t mFrameCount;
@ -64,7 +68,8 @@ private:
bool aInProgress,
AnimationData& aAnimationData,
TimeDuration aVsyncInterval,
Telemetry::HistogramID aHistogram);
Telemetry::HistogramID aThroughputHistogram,
Telemetry::HistogramID aMaxDropsHistogram);
// The start time of the current compositor animation. This just tracks
// whether the compositor is running an animation, without regard to which