/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "mozilla/TimeStamp.h" #include "LayerManagerOGLProgram.h" namespace mozilla { namespace gl { class GLContext; } namespace layers { const double kFpsWindowMs = 250.0; const size_t kNumFrameTimeStamps = 16; struct FPSCounter { FPSCounter() : mCurrentFrameIndex(0) { mFrames.SetLength(kNumFrameTimeStamps); } // We keep a circular buffer of the time points at which the last K // frames were drawn. To estimate FPS, we count the number of // frames we've drawn within the last kFPSWindowMs milliseconds and // divide by the amount time since the first of those frames. nsAutoTArray mFrames; size_t mCurrentFrameIndex; void AddFrame(TimeStamp aNewFrame) { mFrames[mCurrentFrameIndex] = aNewFrame; mCurrentFrameIndex = (mCurrentFrameIndex + 1) % kNumFrameTimeStamps; } double AddFrameAndGetFps(TimeStamp aCurrentFrame) { AddFrame(aCurrentFrame); return EstimateFps(aCurrentFrame); } double GetFpsAt(TimeStamp aNow) { return EstimateFps(aNow); } private: double EstimateFps(TimeStamp aNow) { TimeStamp beginningOfWindow = (aNow - TimeDuration::FromMilliseconds(kFpsWindowMs)); TimeStamp earliestFrameInWindow = aNow; size_t numFramesDrawnInWindow = 0; for (size_t i = 0; i < kNumFrameTimeStamps; ++i) { const TimeStamp& frame = mFrames[i]; if (!frame.IsNull() && frame > beginningOfWindow) { ++numFramesDrawnInWindow; earliestFrameInWindow = std::min(earliestFrameInWindow, frame); } } double realWindowSecs = (aNow - earliestFrameInWindow).ToSeconds(); if (realWindowSecs == 0.0 || numFramesDrawnInWindow == 1) { return 0.0; } return double(numFramesDrawnInWindow - 1) / realWindowSecs; } }; struct FPSState { GLuint mTexture; FPSCounter mCompositionFps; FPSCounter mTransactionFps; FPSState() : mTexture(0) { } void DrawFPS(TimeStamp, gl::GLContext*, ShaderProgramOGL*); static void DrawFrameCounter(gl::GLContext* context); void NotifyShadowTreeTransaction() { mTransactionFps.AddFrame(TimeStamp::Now()); } }; } }