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authoregraether@chromium.org <egraether@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2012-11-14 23:34:55 +0000
committeregraether@chromium.org <egraether@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2012-11-14 23:34:55 +0000
commit2065bce60e9fefa0a0325c6467e8c6b543f1a294 (patch)
treef5c0f1a546e661f15942d232afcd1571856ef675 /cc/frame_rate_counter.cc
parentf89f563c49877af2093975735c2abf6a56d1a1e5 (diff)
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improving UI of FPS counter
The FPS counter shows the frame rate based on a time-stamp history and is located in the compositor's HUDLayer. This change includes: - moving to top right corner - plotting the graph's X-axis based on time between frames - measuring min/max value instead of standard deviation - showing histogram of time spent in each value - scaling to the max value in case of very high fps (disabled vsync) comparison images: https://docs.google.com/folder/d/0B8Y78t3tjy1XTC1OYzUySFgwODQ/edit Review URL: https://chromiumcodereview.appspot.com/11369200 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@167765 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'cc/frame_rate_counter.cc')
-rw-r--r--cc/frame_rate_counter.cc29
1 files changed, 12 insertions, 17 deletions
diff --git a/cc/frame_rate_counter.cc b/cc/frame_rate_counter.cc
index d84b744..c37956f 100644
--- a/cc/frame_rate_counter.cc
+++ b/cc/frame_rate_counter.cc
@@ -12,7 +12,7 @@
namespace cc {
const double FrameRateCounter::kFrameTooFast = 1.0 / 70.0; // measured in seconds
-const double FrameRateCounter::kFrameTooSlow = 1.0 / 12.0;
+const double FrameRateCounter::kFrameTooSlow = 1.0 / 4.0;
const double FrameRateCounter::kDroppedFrameTime = 1.0 / 50.0;
// safeMod works on -1, returning m-1 in that case.
@@ -81,17 +81,15 @@ bool FrameRateCounter::isBadFrame(int frameNumber) const
return isBadFrameInterval(frameInterval(frameNumber));
}
-void FrameRateCounter::getAverageFPSAndStandardDeviation(double& averageFPS, double& standardDeviation) const
+double FrameRateCounter::getAverageFPS() const
{
int frameNumber = m_currentFrameNumber - 1;
int frameCount = 0;
- double fpsVarianceNumerator = 0;
-
- averageFPS = 0;
- standardDeviation = 0;
+ double frameTimesTotal = 0;
+ double averageFPS = 0;
// Walk backwards through the samples looking for a run of good frame
- // timings from which to compute the mean and standard deviation.
+ // timings from which to compute the mean.
//
// Slow frames occur just because the user is inactive, and should be
// ignored. Fast frames are ignored if the scheduler is in single-thread
@@ -99,27 +97,24 @@ void FrameRateCounter::getAverageFPSAndStandardDeviation(double& averageFPS, dou
// the first few swapbuffers happen instantly which skews the statistics
// too much for short lived animations.
//
- // isBadFrame encapsulates the frame too slow/frame too fast logic.
+ // isBadFrameInterval encapsulates the frame too slow/frame too fast logic.
- // Go through all available historical data.
- while (frameIndex(frameNumber) != frameIndex(m_currentFrameNumber) && frameNumber >= 0) {
+ while (frameIndex(frameNumber) != frameIndex(m_currentFrameNumber) && frameNumber >= 0 && frameTimesTotal < 1.0) {
base::TimeDelta delta = frameInterval(frameNumber);
if (!isBadFrameInterval(delta)) {
frameCount++;
- double x = 1.0 / delta.InSecondsF();
- double deltaFromAverage = x - averageFPS;
- // Change with caution - numerics. http://en.wikipedia.org/wiki/Standard_deviation
- averageFPS += deltaFromAverage / frameCount;
- fpsVarianceNumerator += deltaFromAverage * (x - averageFPS);
+ frameTimesTotal += delta.InSecondsF();
} else if (frameCount)
- // We've gathered a run of good samples, so stop.
break;
+
frameNumber--;
}
if (frameCount)
- standardDeviation = sqrt(fpsVarianceNumerator / frameCount);
+ averageFPS = frameCount / frameTimesTotal;
+
+ return averageFPS;
}
base::TimeTicks FrameRateCounter::timeStampOfRecentFrame(int n) const