Ignore blocked-on-sf time for ADPF

Subtract out time spent blocked in dequeueBuffer. Also subtract out any
time UI spents waiting on render thread while render thread is blocked
dequeueBuffer, though this calculation is fairly crude.

Test: Checked bouncyball returns reasonable-ish numbers even when HWUI
      is ahead of surface flinger
Bug: 187556381
Change-Id: I368c446d93990ff8b7b645e30509405ba799c79c
This commit is contained in:
Bo Liu
2021-05-06 16:49:40 -04:00
parent 3dd61f2dc9
commit 4d0f1f1cce
4 changed files with 17 additions and 7 deletions

View File

@@ -18,6 +18,7 @@
#include <utils/Log.h>
#include <utils/TraceUtils.h>
#include <algorithm>
#include "../DeferredLayerUpdater.h"
#include "../DisplayList.h"
@@ -91,6 +92,7 @@ void DrawFrameTask::postAndWait() {
void DrawFrameTask::run() {
const int64_t vsyncId = mFrameInfo[static_cast<int>(FrameInfoIndex::FrameTimelineVsyncId)];
ATRACE_FORMAT("DrawFrames %" PRId64, vsyncId);
nsecs_t syncDelayDuration = systemTime(SYSTEM_TIME_MONOTONIC) - mSyncQueued;
bool canUnblockUiThread;
bool canDrawThisFrame;
@@ -124,8 +126,9 @@ void DrawFrameTask::run() {
[callback, frameNr = context->getFrameNumber()]() { callback(frameNr); });
}
nsecs_t dequeueBufferDuration = 0;
if (CC_LIKELY(canDrawThisFrame)) {
context->draw();
dequeueBufferDuration = context->draw();
} else {
// wait on fences so tasks don't overlap next frame
context->waitOnFences();
@@ -149,10 +152,14 @@ void DrawFrameTask::run() {
mUpdateTargetWorkDuration(targetWorkDuration);
}
int64_t frameDuration = systemTime(SYSTEM_TIME_MONOTONIC) - frameStartTime;
if (frameDuration > kSanityCheckLowerBound && frameDuration < kSanityCheckUpperBound) {
mReportActualWorkDuration(frameDuration);
int64_t actualDuration = frameDuration -
(std::min(syncDelayDuration, mLastDequeueBufferDuration)) -
dequeueBufferDuration;
if (actualDuration > kSanityCheckLowerBound && actualDuration < kSanityCheckUpperBound) {
mReportActualWorkDuration(actualDuration);
}
}
mLastDequeueBufferDuration = dequeueBufferDuration;
}
bool DrawFrameTask::syncFrameState(TreeInfo& info) {