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clutter/stage: Account for frame times
Instead of accumulating frames, simply calculate and debug-dump the time each frame takes to be drawn. Because we're using Clutter's debug machinery, it is structured and can be parsed by scripts. https://gitlab.gnome.org/GNOME/mutter/merge_requests/502
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@ -133,9 +133,6 @@ struct _ClutterStagePrivate
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gint sync_delay;
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GTimer *fps_timer;
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gint32 timer_n_frames;
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ClutterIDPool *pick_id_pool;
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#ifdef CLUTTER_ENABLE_DEBUG
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@ -149,6 +146,9 @@ struct _ClutterStagePrivate
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int update_freeze_count;
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double last_layout_time;
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double last_paint_time;
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guint relayout_pending : 1;
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guint redraw_pending : 1;
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guint is_fullscreen : 1;
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@ -1074,11 +1074,15 @@ _clutter_stage_maybe_relayout (ClutterActor *actor)
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/* avoid reentrancy */
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if (!CLUTTER_ACTOR_IN_RELAYOUT (stage))
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{
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int64_t start, end;
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priv->relayout_pending = FALSE;
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priv->stage_was_relayout = TRUE;
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CLUTTER_NOTE (ACTOR, "Recomputing layout");
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start = g_get_monotonic_time ();
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CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_IN_RELAYOUT);
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natural_width = natural_height = 0;
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@ -1099,6 +1103,11 @@ _clutter_stage_maybe_relayout (ClutterActor *actor)
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&box, CLUTTER_ALLOCATION_NONE);
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CLUTTER_UNSET_PRIVATE_FLAGS (stage, CLUTTER_IN_RELAYOUT);
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end = g_get_monotonic_time ();
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priv->last_layout_time = (end - start) / 1000.0;
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CLUTTER_NOTE (FRAME_TIME, "LAYOUT: %lf", priv->last_layout_time);
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}
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}
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@ -1107,6 +1116,8 @@ clutter_stage_do_redraw (ClutterStage *stage)
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{
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ClutterActor *actor = CLUTTER_ACTOR (stage);
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ClutterStagePrivate *priv = stage->priv;
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int64_t start;
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int64_t end;
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if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
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return;
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@ -1118,28 +1129,14 @@ clutter_stage_do_redraw (ClutterStage *stage)
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_clutter_actor_get_debug_name (actor),
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stage);
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if (CLUTTER_HAS_DEBUG (FRAME_TIME))
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{
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if (priv->fps_timer == NULL)
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priv->fps_timer = g_timer_new ();
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}
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start = g_get_monotonic_time ();
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_clutter_stage_window_redraw (priv->impl);
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if (CLUTTER_HAS_DEBUG (FRAME_TIME))
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{
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priv->timer_n_frames += 1;
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end = g_get_monotonic_time ();
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if (g_timer_elapsed (priv->fps_timer, NULL) >= 1.0)
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{
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g_print ("*** FPS for %s: %i ***\n",
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_clutter_actor_get_debug_name (actor),
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priv->timer_n_frames);
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priv->timer_n_frames = 0;
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g_timer_start (priv->fps_timer);
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}
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}
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priv->last_paint_time = (end - start) / 1000.0;
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CLUTTER_NOTE (FRAME_TIME, "PAINT: %lf", priv->last_paint_time);
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CLUTTER_NOTE (PAINT, "Redraw finished for stage '%s'[%p]",
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_clutter_actor_get_debug_name (actor),
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@ -1886,9 +1883,6 @@ clutter_stage_finalize (GObject *object)
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_clutter_id_pool_free (priv->pick_id_pool);
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if (priv->fps_timer != NULL)
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g_timer_destroy (priv->fps_timer);
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if (priv->paint_notify != NULL)
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priv->paint_notify (priv->paint_data);
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