15dd1164b7
Compute a frame rate for the period between: - User sees first frame of overview animation - User sees fully zoomed-out overview And replace the current Frames count metrics with this. The previous frame count metrics were actually over the period from the start of the animation until the window labels finished animating in; here we are careful to look at a more restricted period. https://bugzilla.gnome.org/show_bug.cgi?id=619521
141 lines
4.5 KiB
JavaScript
141 lines
4.5 KiB
JavaScript
/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
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const Main = imports.ui.main;
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const Scripting = imports.ui.scripting;
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// This performance script measure the most important (core) performance
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// metrics for the shell. By looking at the output metrics of this script
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// someone should be able to get an idea of how well the shell is performing
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// on a particular system.
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let METRICS = {
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overviewLatencyFirst:
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{ description: "Time to first frame after triggering overview, first time",
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units: "us" },
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overviewFpsFirst:
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{ description: "Frame rate when going to the overview, first time",
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units: "frames / s" },
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overviewLatencySubsequent:
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{ description: "Time to first frame after triggering overview, second time",
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units: "us"},
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overviewFpsSubsequent:
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{ description: "Frames rate when going to the overview, second time",
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units: "frames / s" },
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usedAfterOverview:
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{ description: "Malloc'ed bytes after the overview is shown once",
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units: "B" },
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leakedAfterOverview:
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{ description: "Additional malloc'ed bytes the second time the overview is shown",
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units: "B" }
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};
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function run() {
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Scripting.defineScriptEvent("overviewShowStart", "Starting to show the overview");
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Scripting.defineScriptEvent("overviewShowDone", "Overview finished showing");
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Scripting.defineScriptEvent("afterShowHide", "After a show/hide cycle for the overview");
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Main.overview.connect('shown', function() {
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Scripting.scriptEvent('overviewShowDone');
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});
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yield Scripting.sleep(1000);
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yield Scripting.waitLeisure();
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for (let i = 0; i < 2; i++) {
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Scripting.scriptEvent('overviewShowStart');
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Main.overview.show();
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yield Scripting.waitLeisure();
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Main.overview.hide();
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yield Scripting.waitLeisure();
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global.gc();
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yield Scripting.sleep(1000);
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Scripting.collectStatistics();
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Scripting.scriptEvent('afterShowHide');
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}
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}
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let showingOverview = false;
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let finishedShowingOverview = false;
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let overviewShowStart;
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let overviewFrames;
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let overviewLatency;
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let mallocUsedSize = 0;
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let overviewShowCount = 0;
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let firstOverviewUsedSize;
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let haveSwapComplete = false;
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function script_overviewShowStart(time) {
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showingOverview = true;
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finishedShowingOverview = false;
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overviewShowStart = time;
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overviewFrames = 0;
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}
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function script_overviewShowDone(time) {
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// We've set up the state at the end of the zoom out, but we
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// need to wait for one more frame to paint before we count
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// ourselves as done.
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finishedShowingOverview = true;
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}
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function script_afterShowHide(time) {
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if (overviewShowCount == 1) {
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METRICS.usedAfterOverview.value = mallocUsedSize;
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} else {
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METRICS.leakedAfterOverview.value = mallocUsedSize - METRICS.usedAfterOverview.value;
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}
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}
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function malloc_usedSize(time, bytes) {
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mallocUsedSize = bytes;
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}
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function _frameDone(time) {
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if (showingOverview) {
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if (overviewFrames == 0)
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overviewLatency = time - overviewShowStart;
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overviewFrames++;
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}
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if (finishedShowingOverview) {
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showingOverview = false;
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finishedShowingOverview = false;
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overviewShowCount++;
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let dt = (time - (overviewShowStart + overviewLatency)) / 1000000;
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// If we see a start frame and an end frame, that would
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// be 1 frame for a FPS computation, hence the '- 1'
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let fps = (overviewFrames - 1) / dt;
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if (overviewShowCount == 1) {
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METRICS.overviewLatencyFirst.value = overviewLatency;
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METRICS.overviewFpsFirst.value = fps;
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} else {
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METRICS.overviewLatencySubsequent.value = overviewLatency;
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METRICS.overviewFpsSubsequent.value = fps;
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}
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}
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}
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function glx_swapComplete(time, swapTime) {
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haveSwapComplete = true;
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_frameDone(swapTime);
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}
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function clutter_stagePaintDone(time) {
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// If we aren't receiving GLXBufferSwapComplete events, then we approximate
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// the time the user sees a frame with the time we finished doing drawing
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// commands for the frame. This doesn't take into account the time for
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// the GPU to finish painting, and the time for waiting for the buffer
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// swap, but if this are uniform - every frame takes the same time to draw -
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// then it won't upset our FPS calculation, though the latency value
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// will be slightly too low.
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if (!haveSwapComplete)
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_frameDone(time);
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}
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