5e93791708
The perf scripts that can be used to script the gnome-shell UI for testing are sufficiently separate from the rest of the code base to allow porting them to ESM modules before the rest of the code base. Part-of: <https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/2812>
268 lines
9.0 KiB
JavaScript
268 lines
9.0 KiB
JavaScript
// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
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/* eslint camelcase: ["error", { properties: "never", allow: ["^script_", "^malloc", "^glx", "^clutter"] }] */
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const System = imports.system;
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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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export var 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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},
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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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},
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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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},
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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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},
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overviewFps5Windows: {
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description: 'Frames rate when going to the overview, 5 windows open',
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units: 'frames / s',
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},
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overviewFps10Windows: {
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description: 'Frames rate when going to the overview, 10 windows open',
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units: 'frames / s',
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},
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overviewFps5Maximized: {
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description: 'Frames rate when going to the overview, 5 maximized windows open',
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units: 'frames / s',
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},
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overviewFps10Maximized: {
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description: 'Frames rate when going to the overview, 10 maximized windows open',
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units: 'frames / s',
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},
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overviewFps5Alpha: {
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description: 'Frames rate when going to the overview, 5 alpha-transparent windows open',
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units: 'frames / s',
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},
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overviewFps10Alpha: {
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description: 'Frames rate when going to the overview, 10 alpha-transparent windows open',
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units: 'frames / s',
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},
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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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},
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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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applicationsShowTimeFirst: {
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description: 'Time to switch to applications view, first time',
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units: 'us',
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},
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applicationsShowTimeSubsequent: {
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description: 'Time to switch to applications view, second time',
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units: 'us',
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},
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};
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const WINDOW_CONFIGS = [{
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width: 640, height: 480,
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alpha: false, maximized: false, count: 1, metric: 'overviewFpsSubsequent',
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}, {
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width: 640, height: 480,
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alpha: false, maximized: false, count: 5, metric: 'overviewFps5Windows',
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}, {
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width: 640, height: 480,
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alpha: false, maximized: false, count: 10, metric: 'overviewFps10Windows',
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}, {
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width: 640, height: 480,
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alpha: false, maximized: true, count: 5, metric: 'overviewFps5Maximized',
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}, {
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width: 640, height: 480,
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alpha: false, maximized: true, count: 10, metric: 'overviewFps10Maximized',
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}, {
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width: 640, height: 480,
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alpha: true, maximized: false, count: 5, metric: 'overviewFps5Alpha',
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}, {
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width: 640, height: 480,
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alpha: true, maximized: false, count: 10, metric: 'overviewFps10Alpha',
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}];
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export async function run() {
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/* eslint-disable no-await-in-loop */
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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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Scripting.defineScriptEvent("applicationsShowStart", "Starting to switch to applications view");
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Scripting.defineScriptEvent("applicationsShowDone", "Done switching to applications view");
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// Enable recording of timestamps for different points in the frame cycle
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global.frame_timestamps = true;
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Main.overview.connect('shown', () => {
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Scripting.scriptEvent('overviewShowDone');
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});
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await Scripting.sleep(1000);
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for (let i = 0; i < 2 * WINDOW_CONFIGS.length; i++) {
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// We go to the overview twice for each configuration; the first time
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// to calculate the mipmaps for the windows, the second time to get
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// a clean set of numbers.
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if ((i % 2) == 0) {
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let config = WINDOW_CONFIGS[i / 2];
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await Scripting.destroyTestWindows();
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for (let k = 0; k < config.count; k++) {
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await Scripting.createTestWindow({
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width: config.width,
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height: config.height,
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alpha: config.alpha,
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maximized: config.maximized,
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});
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}
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await Scripting.waitTestWindows();
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await Scripting.sleep(1000);
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await Scripting.waitLeisure();
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}
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Scripting.scriptEvent('overviewShowStart');
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Main.overview.show();
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await Scripting.waitLeisure();
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Main.overview.hide();
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await Scripting.waitLeisure();
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System.gc();
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await Scripting.sleep(1000);
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Scripting.collectStatistics();
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Scripting.scriptEvent('afterShowHide');
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}
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await Scripting.destroyTestWindows();
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await Scripting.sleep(1000);
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Main.overview.show();
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await Scripting.waitLeisure();
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for (let i = 0; i < 2; i++) {
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Scripting.scriptEvent('applicationsShowStart');
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// eslint-disable-next-line require-atomic-updates
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Main.overview.dash.showAppsButton.checked = true;
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await Scripting.waitLeisure();
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Scripting.scriptEvent('applicationsShowDone');
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// eslint-disable-next-line require-atomic-updates
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Main.overview.dash.showAppsButton.checked = false;
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await Scripting.waitLeisure();
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}
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/* eslint-enable no-await-in-loop */
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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 haveSwapComplete = false;
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let applicationsShowStart;
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let applicationsShowCount = 0;
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export 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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export 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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export function script_applicationsShowStart(time) {
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applicationsShowStart = time;
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}
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export function script_applicationsShowDone(time) {
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applicationsShowCount++;
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if (applicationsShowCount == 1)
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METRICS.applicationsShowTimeFirst.value = time - applicationsShowStart;
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else
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METRICS.applicationsShowTimeSubsequent.value = time - applicationsShowStart;
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}
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export 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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export 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 if (overviewShowCount == 2) {
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METRICS.overviewLatencySubsequent.value = overviewLatency;
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}
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// Other than overviewFpsFirst, we collect FPS metrics the second
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// we show each window configuration. overviewShowCount is 1,2,3...
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if (overviewShowCount % 2 == 0) {
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let config = WINDOW_CONFIGS[(overviewShowCount / 2) - 1];
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METRICS[config.metric].value = fps;
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}
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}
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}
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export 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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export 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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