GPU workaround to simulate Out of Memory errors with large textures
[chromium-blink-merge.git] / cc / debug / frame_rate_counter.cc
blob2f3b291fea900d4b50d8bb247606de34c3431c37
1 // Copyright 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "cc/debug/frame_rate_counter.h"
7 #include <algorithm>
8 #include <limits>
10 #include "base/metrics/histogram.h"
11 #include "cc/trees/proxy.h"
13 namespace cc {
15 // The following constants are measured in seconds.
17 // Two thresholds (measured in seconds) that describe what is considered to be a
18 // "no-op frame" that should not be counted.
19 // - if the frame is too fast, then given our compositor implementation, the
20 // frame probably was a no-op and did not draw.
21 // - if the frame is too slow, then there is probably not animating content, so
22 // we should not pollute the average.
23 static const double kFrameTooFast = 1.0 / 70.0;
24 static const double kFrameTooSlow = 1.0 / 4.0;
26 // If a frame takes longer than this threshold (measured in seconds) then we
27 // (naively) assume that it missed a screen refresh; that is, we dropped a
28 // frame.
29 // TODO(brianderson): Determine this threshold based on monitor refresh rate,
30 // crbug.com/138642.
31 static const double kDroppedFrameTime = 1.0 / 50.0;
33 // static
34 scoped_ptr<FrameRateCounter> FrameRateCounter::Create(bool has_impl_thread) {
35 return make_scoped_ptr(new FrameRateCounter(has_impl_thread));
38 base::TimeDelta FrameRateCounter::RecentFrameInterval(size_t n) const {
39 DCHECK_GT(n, 0u);
40 DCHECK_LT(n, ring_buffer_.BufferSize());
41 return ring_buffer_.ReadBuffer(n) - ring_buffer_.ReadBuffer(n - 1);
44 FrameRateCounter::FrameRateCounter(bool has_impl_thread)
45 : has_impl_thread_(has_impl_thread), dropped_frame_count_(0) {}
47 void FrameRateCounter::SaveTimeStamp(base::TimeTicks timestamp, bool software) {
48 ring_buffer_.SaveToBuffer(timestamp);
50 // Check if frame interval can be computed.
51 if (ring_buffer_.CurrentIndex() < 2)
52 return;
54 base::TimeDelta frame_interval_seconds =
55 RecentFrameInterval(ring_buffer_.BufferSize() - 1);
57 if (has_impl_thread_ && ring_buffer_.CurrentIndex() > 0) {
58 if (software) {
59 UMA_HISTOGRAM_CUSTOM_COUNTS(
60 "Renderer4.SoftwareCompositorThreadImplDrawDelay",
61 frame_interval_seconds.InMilliseconds(),
63 120,
64 60);
65 } else {
66 UMA_HISTOGRAM_CUSTOM_COUNTS("Renderer4.CompositorThreadImplDrawDelay",
67 frame_interval_seconds.InMilliseconds(),
69 120,
70 60);
74 if (!IsBadFrameInterval(frame_interval_seconds) &&
75 frame_interval_seconds.InSecondsF() > kDroppedFrameTime)
76 dropped_frame_count_ +=
77 frame_interval_seconds.InSecondsF() / kDroppedFrameTime;
80 bool FrameRateCounter::IsBadFrameInterval(
81 base::TimeDelta interval_between_consecutive_frames) const {
82 double delta = interval_between_consecutive_frames.InSecondsF();
83 bool scheduler_allows_double_frames = !has_impl_thread_;
84 bool interval_too_fast =
85 scheduler_allows_double_frames ? delta < kFrameTooFast : delta <= 0.0;
86 bool interval_too_slow = delta > kFrameTooSlow;
87 return interval_too_fast || interval_too_slow;
90 void FrameRateCounter::GetMinAndMaxFPS(double* min_fps, double* max_fps) const {
91 *min_fps = std::numeric_limits<double>::max();
92 *max_fps = 0.0;
94 for (RingBufferType::Iterator it = --ring_buffer_.End(); it; --it) {
95 base::TimeDelta delta = RecentFrameInterval(it.index() + 1);
97 if (IsBadFrameInterval(delta))
98 continue;
100 DCHECK_GT(delta.InSecondsF(), 0.f);
101 double fps = 1.0 / delta.InSecondsF();
103 *min_fps = std::min(fps, *min_fps);
104 *max_fps = std::max(fps, *max_fps);
107 if (*min_fps > *max_fps)
108 *min_fps = *max_fps;
111 double FrameRateCounter::GetAverageFPS() const {
112 int frame_count = 0;
113 double frame_times_total = 0.0;
114 double average_fps = 0.0;
116 // Walk backwards through the samples looking for a run of good frame
117 // timings from which to compute the mean.
119 // Slow frames occur just because the user is inactive, and should be
120 // ignored. Fast frames are ignored if the scheduler is in single-thread
121 // mode in order to represent the true frame rate in spite of the fact that
122 // the first few swapbuffers happen instantly which skews the statistics
123 // too much for short lived animations.
125 // IsBadFrameInterval encapsulates the frame too slow/frame too fast logic.
127 for (RingBufferType::Iterator it = --ring_buffer_.End();
128 it && frame_times_total < 1.0;
129 --it) {
130 base::TimeDelta delta = RecentFrameInterval(it.index() + 1);
132 if (!IsBadFrameInterval(delta)) {
133 frame_count++;
134 frame_times_total += delta.InSecondsF();
135 } else if (frame_count) {
136 break;
140 if (frame_count) {
141 DCHECK_GT(frame_times_total, 0.0);
142 average_fps = frame_count / frame_times_total;
145 return average_fps;
148 } // namespace cc