// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*- const System = imports.system; const Main = imports.ui.main; const Scripting = imports.ui.scripting; // This performance script measure the most important (core) performance // metrics for the shell. By looking at the output metrics of this script // someone should be able to get an idea of how well the shell is performing // on a particular system. var METRICS = { overviewLatencyFirst: { description: "Time to first frame after triggering overview, first time", units: "us" }, overviewFpsFirst: { description: "Frame rate when going to the overview, first time", units: "frames / s" }, overviewLatencySubsequent: { description: "Time to first frame after triggering overview, second time", units: "us"}, overviewFpsSubsequent: { description: "Frames rate when going to the overview, second time", units: "frames / s" }, overviewFps5Windows: { description: "Frames rate when going to the overview, 5 windows open", units: "frames / s" }, overviewFps10Windows: { description: "Frames rate when going to the overview, 10 windows open", units: "frames / s" }, overviewFps5Maximized: { description: "Frames rate when going to the overview, 5 maximized windows open", units: "frames / s" }, overviewFps10Maximized: { description: "Frames rate when going to the overview, 10 maximized windows open", units: "frames / s" }, overviewFps5Alpha: { description: "Frames rate when going to the overview, 5 alpha-transparent windows open", units: "frames / s" }, overviewFps10Alpha: { description: "Frames rate when going to the overview, 10 alpha-transparent windows open", units: "frames / s" }, usedAfterOverview: { description: "Malloc'ed bytes after the overview is shown once", units: "B" }, leakedAfterOverview: { description: "Additional malloc'ed bytes the second time the overview is shown", units: "B" }, applicationsShowTimeFirst: { description: "Time to switch to applications view, first time", units: "us" }, applicationsShowTimeSubsequent: { description: "Time to switch to applications view, second time", units: "us"} }; let WINDOW_CONFIGS = [ { width: 640, height: 480, alpha: false, maximized: false, count: 1, metric: 'overviewFpsSubsequent' }, { width: 640, height: 480, alpha: false, maximized: false, count: 5, metric: 'overviewFps5Windows' }, { width: 640, height: 480, alpha: false, maximized: false, count: 10, metric: 'overviewFps10Windows' }, { width: 640, height: 480, alpha: false, maximized: true, count: 5, metric: 'overviewFps5Maximized' }, { width: 640, height: 480, alpha: false, maximized: true, count: 10, metric: 'overviewFps10Maximized' }, { width: 640, height: 480, alpha: true, maximized: false, count: 5, metric: 'overviewFps5Alpha' }, { width: 640, height: 480, alpha: true, maximized: false, count: 10, metric: 'overviewFps10Alpha' } ]; function *run() { Scripting.defineScriptEvent("overviewShowStart", "Starting to show the overview"); Scripting.defineScriptEvent("overviewShowDone", "Overview finished showing"); Scripting.defineScriptEvent("afterShowHide", "After a show/hide cycle for the overview"); Scripting.defineScriptEvent("applicationsShowStart", "Starting to switch to applications view"); Scripting.defineScriptEvent("applicationsShowDone", "Done switching to applications view"); // Enable recording of timestamps for different points in the frame cycle global.frame_timestamps = true; Main.overview.connect('shown', () => { Scripting.scriptEvent('overviewShowDone'); }); yield Scripting.sleep(1000); for (let i = 0; i < 2 * WINDOW_CONFIGS.length; i++) { // We go to the overview twice for each configuration; the first time // to calculate the mipmaps for the windows, the second time to get // a clean set of numbers. if ((i % 2) == 0) { let config = WINDOW_CONFIGS[i / 2]; yield Scripting.destroyTestWindows(); for (let k = 0; k < config.count; k++) yield Scripting.createTestWindow({ width: config.width, height: config.height, alpha: config.alpha, maximized: config.maximized }); yield Scripting.waitTestWindows(); yield Scripting.sleep(1000); yield Scripting.waitLeisure(); } Scripting.scriptEvent('overviewShowStart'); Main.overview.show(); yield Scripting.waitLeisure(); Main.overview.hide(); yield Scripting.waitLeisure(); System.gc(); yield Scripting.sleep(1000); Scripting.collectStatistics(); Scripting.scriptEvent('afterShowHide'); } yield Scripting.destroyTestWindows(); yield Scripting.sleep(1000); Main.overview.show(); yield Scripting.waitLeisure(); for (let i = 0; i < 2; i++) { Scripting.scriptEvent('applicationsShowStart'); Main.overview._dash.showAppsButton.checked = true; yield Scripting.waitLeisure(); Scripting.scriptEvent('applicationsShowDone'); Main.overview._dash.showAppsButton.checked = false; yield Scripting.waitLeisure(); } } let showingOverview = false; let finishedShowingOverview = false; let overviewShowStart; let overviewFrames; let overviewLatency; let mallocUsedSize = 0; let overviewShowCount = 0; let haveSwapComplete = false; let applicationsShowStart; let applicationsShowCount = 0; function script_overviewShowStart(time) { showingOverview = true; finishedShowingOverview = false; overviewShowStart = time; overviewFrames = 0; } function script_overviewShowDone(time) { // We've set up the state at the end of the zoom out, but we // need to wait for one more frame to paint before we count // ourselves as done. finishedShowingOverview = true; } function script_applicationsShowStart(time) { applicationsShowStart = time; } function script_applicationsShowDone(time) { applicationsShowCount++; if (applicationsShowCount == 1) METRICS.applicationsShowTimeFirst.value = time - applicationsShowStart; else METRICS.applicationsShowTimeSubsequent.value = time - applicationsShowStart; } function script_afterShowHide(time) { if (overviewShowCount == 1) { METRICS.usedAfterOverview.value = mallocUsedSize; } else { METRICS.leakedAfterOverview.value = mallocUsedSize - METRICS.usedAfterOverview.value; } } function malloc_usedSize(time, bytes) { mallocUsedSize = bytes; } function _frameDone(time) { if (showingOverview) { if (overviewFrames == 0) overviewLatency = time - overviewShowStart; overviewFrames++; } if (finishedShowingOverview) { showingOverview = false; finishedShowingOverview = false; overviewShowCount++; let dt = (time - (overviewShowStart + overviewLatency)) / 1000000; // If we see a start frame and an end frame, that would // be 1 frame for a FPS computation, hence the '- 1' let fps = (overviewFrames - 1) / dt; if (overviewShowCount == 1) { METRICS.overviewLatencyFirst.value = overviewLatency; METRICS.overviewFpsFirst.value = fps; } else if (overviewShowCount == 2) { METRICS.overviewLatencySubsequent.value = overviewLatency; } // Other than overviewFpsFirst, we collect FPS metrics the second // we show each window configuration. overviewShowCount is 1,2,3... if (overviewShowCount % 2 == 0) { let config = WINDOW_CONFIGS[(overviewShowCount / 2) - 1]; METRICS[config.metric].value = fps; } } } function glx_swapComplete(time, swapTime) { haveSwapComplete = true; _frameDone(swapTime); } function clutter_stagePaintDone(time) { // If we aren't receiving GLXBufferSwapComplete events, then we approximate // the time the user sees a frame with the time we finished doing drawing // commands for the frame. This doesn't take into account the time for // the GPU to finish painting, and the time for waiting for the buffer // swap, but if this are uniform - every frame takes the same time to draw - // then it won't upset our FPS calculation, though the latency value // will be slightly too low. if (!haveSwapComplete) _frameDone(time); }