Fix profile gpu bars to use display fps
Also adds a 'good' bar at 80% threshold
and a 'bad' bar at 150% threshold (where triple
buffering would start to get iffy)
Fixes: 127371028
Test: eyeball'd it
Change-Id: I109cd293f87f8cb9c8f1e66d49fb8fb2188b0bec
diff --git a/libs/hwui/FrameInfoVisualizer.cpp b/libs/hwui/FrameInfoVisualizer.cpp
index b04c774..3a8e559 100644
--- a/libs/hwui/FrameInfoVisualizer.cpp
+++ b/libs/hwui/FrameInfoVisualizer.cpp
@@ -17,6 +17,7 @@
#include "IProfileRenderer.h"
#include "utils/Color.h"
+#include "utils/TimeUtils.h"
#include <cutils/compiler.h>
#include <array>
@@ -26,22 +27,24 @@
#define RETURN_IF_DISABLED() \
if (CC_LIKELY(mType == ProfileType::None && !mShowDirtyRegions)) return
-#define PROFILE_DRAW_WIDTH 3
-#define PROFILE_DRAW_THRESHOLD_STROKE_WIDTH 2
-#define PROFILE_DRAW_DP_PER_MS 7
-
namespace android {
namespace uirenderer {
-// Must be NUM_ELEMENTS in size
-static const SkColor THRESHOLD_COLOR = Color::Green_500;
-static const SkColor BAR_FAST_MASK = 0x8FFFFFFF;
-static const SkColor BAR_JANKY_MASK = 0xDFFFFFFF;
+static constexpr auto PROFILE_DRAW_THRESHOLD_STROKE_WIDTH = 2;
+static constexpr auto PROFILE_DRAW_DP_PER_MS = 7;
-// We could get this from TimeLord and use the actual frame interval, but
-// this is good enough
-#define FRAME_THRESHOLD 16
-#define FRAME_THRESHOLD_NS 16000000
+struct Threshold {
+ SkColor color;
+ float percentFrametime;
+};
+
+static constexpr std::array<Threshold, 3> THRESHOLDS{
+ Threshold{.color = Color::Green_500, .percentFrametime = 0.8f},
+ Threshold{.color = Color::Lime_500, .percentFrametime = 1.0f},
+ Threshold{.color = Color::Red_500, .percentFrametime = 1.5f},
+};
+static constexpr SkColor BAR_FAST_MASK = 0x8FFFFFFF;
+static constexpr SkColor BAR_JANKY_MASK = 0xDFFFFFFF;
struct BarSegment {
FrameInfoIndex start;
@@ -64,7 +67,8 @@
return (int)(dp * density + 0.5f);
}
-FrameInfoVisualizer::FrameInfoVisualizer(FrameInfoSource& source) : mFrameSource(source) {
+FrameInfoVisualizer::FrameInfoVisualizer(FrameInfoSource& source, nsecs_t frameInterval)
+ : mFrameSource(source), mFrameInterval(frameInterval) {
setDensity(1);
consumeProperties();
}
@@ -76,7 +80,10 @@
void FrameInfoVisualizer::setDensity(float density) {
if (CC_UNLIKELY(mDensity != density)) {
mDensity = density;
- mVerticalUnit = dpToPx(PROFILE_DRAW_DP_PER_MS, density);
+ // We want the vertical units to scale height relative to a baseline 16ms.
+ // This keeps the threshold lines consistent across varying refresh rates
+ mVerticalUnit = static_cast<int>(dpToPx(PROFILE_DRAW_DP_PER_MS, density) * (float)16_ms /
+ (float)mFrameInterval);
mThresholdStroke = dpToPx(PROFILE_DRAW_THRESHOLD_STROKE_WIDTH, density);
}
}
@@ -148,7 +155,7 @@
float* rect;
int ri;
// Rects are LTRB
- if (mFrameSource[fi].totalDuration() <= FRAME_THRESHOLD_NS) {
+ if (mFrameSource[fi].totalDuration() <= mFrameInterval) {
rect = mFastRects.get();
ri = fast_i;
fast_i += 4;
@@ -181,7 +188,7 @@
float* rect;
int ri;
// Rects are LTRB
- if (mFrameSource[fi].totalDuration() <= FRAME_THRESHOLD_NS) {
+ if (mFrameSource[fi].totalDuration() <= mFrameInterval) {
rect = mFastRects.get();
ri = fast_i;
fast_i -= 4;
@@ -211,10 +218,13 @@
void FrameInfoVisualizer::drawThreshold(IProfileRenderer& renderer) {
SkPaint paint;
- paint.setColor(THRESHOLD_COLOR);
- float yLocation = renderer.getViewportHeight() - (FRAME_THRESHOLD * mVerticalUnit);
- renderer.drawRect(0.0f, yLocation - mThresholdStroke / 2, renderer.getViewportWidth(),
- yLocation + mThresholdStroke / 2, paint);
+ for (auto& t : THRESHOLDS) {
+ paint.setColor(t.color);
+ float yLocation = renderer.getViewportHeight() -
+ (ns2ms(mFrameInterval) * t.percentFrametime * mVerticalUnit);
+ renderer.drawRect(0.0f, yLocation - mThresholdStroke / 2, renderer.getViewportWidth(),
+ yLocation + mThresholdStroke / 2, paint);
+ }
}
bool FrameInfoVisualizer::consumeProperties() {