Use SwapBuffersCompleted as frame end time
...in case GPU completes really quickly. Fixes: 181899835 Test: atest FrameMetricsListenerTest --iterations 50 Change-Id: I73b9380f92eb15f94ae4754746ee98c7fbc4e6c7
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@@ -677,20 +677,8 @@ void CanvasContext::onSurfaceStatsAvailable(void* context, ASurfaceControl* cont
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}
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if (frameInfo != nullptr) {
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if (gpuCompleteTime == -1) {
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gpuCompleteTime = frameInfo->get(FrameInfoIndex::SwapBuffersCompleted);
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}
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if (gpuCompleteTime < frameInfo->get(FrameInfoIndex::IssueDrawCommandsStart)) {
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// On Vulkan the GPU commands are flushed to the GPU during IssueDrawCommands rather
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// than after SwapBuffers. So if the GPU signals before issue draw commands, then
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// something probably went wrong. Anything after that could just be expected
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// pipeline differences
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ALOGW("Impossible GPU complete time issueCommandsStart=%" PRIi64
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" gpuComplete=%" PRIi64,
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frameInfo->get(FrameInfoIndex::IssueDrawCommandsStart), gpuCompleteTime);
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gpuCompleteTime = frameInfo->get(FrameInfoIndex::SwapBuffersCompleted);
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}
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frameInfo->set(FrameInfoIndex::FrameCompleted) = gpuCompleteTime;
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frameInfo->set(FrameInfoIndex::FrameCompleted) = std::max(gpuCompleteTime,
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frameInfo->get(FrameInfoIndex::SwapBuffersCompleted));
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frameInfo->set(FrameInfoIndex::GpuCompleted) = gpuCompleteTime;
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instance->mJankTracker.finishFrame(*frameInfo, instance->mFrameMetricsReporter);
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}
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