Use SwapBuffersCompleted as frame end time

...in case GPU completes really quickly.

Fixes: 181899835
Test: atest FrameMetricsListenerTest --iterations 50
Change-Id: I73b9380f92eb15f94ae4754746ee98c7fbc4e6c7
This commit is contained in:
Jorim Jaggi
2021-05-11 14:57:25 +02:00
parent 65782cf2c1
commit b891cdf24a

View File

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