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// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
const System = imports.system;
const Main = imports.ui.main;
const Scripting = imports.ui.scripting;
// This performance script measure the most important (core) performance
// metrics for the shell. By looking at the output metrics of this script
// someone should be able to get an idea of how well the shell is performing
// on a particular system.
let METRICS = {
overviewLatencyFirst:
{ description: "Time to first frame after triggering overview, first time",
units: "us" },
overviewFpsFirst:
{ description: "Frame rate when going to the overview, first time",
units: "frames / s" },
overviewLatencySubsequent:
{ description: "Time to first frame after triggering overview, second time",
units: "us"},
overviewFpsSubsequent:
{ description: "Frames rate when going to the overview, second time",
units: "frames / s" },
overviewFps5Windows:
{ description: "Frames rate when going to the overview, 5 windows open",
units: "frames / s" },
overviewFps10Windows:
{ description: "Frames rate when going to the overview, 10 windows open",
units: "frames / s" },
overviewFps5Maximized:
{ description: "Frames rate when going to the overview, 5 maximized windows open",
units: "frames / s" },
overviewFps10Maximized:
{ description: "Frames rate when going to the overview, 10 maximized windows open",
units: "frames / s" },
overviewFps5Alpha:
{ description: "Frames rate when going to the overview, 5 alpha-transparent windows open",
units: "frames / s" },
overviewFps10Alpha:
{ description: "Frames rate when going to the overview, 10 alpha-transparent windows open",
units: "frames / s" },
usedAfterOverview:
{ description: "Malloc'ed bytes after the overview is shown once",
units: "B" },
leakedAfterOverview:
{ description: "Additional malloc'ed bytes the second time the overview is shown",
units: "B" },
applicationsShowTimeFirst:
{ description: "Time to switch to applications view, first time",
units: "us" },
applicationsShowTimeSubsequent:
{ description: "Time to switch to applications view, second time",
units: "us"}
};
let WINDOW_CONFIGS = [
{ width: 640, height: 480, alpha: false, maximized: false, count: 1, metric: 'overviewFpsSubsequent' },
{ width: 640, height: 480, alpha: false, maximized: false, count: 5, metric: 'overviewFps5Windows' },
{ width: 640, height: 480, alpha: false, maximized: false, count: 10, metric: 'overviewFps10Windows' },
{ width: 640, height: 480, alpha: false, maximized: true, count: 5, metric: 'overviewFps5Maximized' },
{ width: 640, height: 480, alpha: false, maximized: true, count: 10, metric: 'overviewFps10Maximized' },
{ width: 640, height: 480, alpha: true, maximized: false, count: 5, metric: 'overviewFps5Alpha' },
{ width: 640, height: 480, alpha: true, maximized: false, count: 10, metric: 'overviewFps10Alpha' }
];
function run() {
Scripting.defineScriptEvent("overviewShowStart", "Starting to show the overview");
Scripting.defineScriptEvent("overviewShowDone", "Overview finished showing");
Scripting.defineScriptEvent("afterShowHide", "After a show/hide cycle for the overview");
Scripting.defineScriptEvent("applicationsShowStart", "Starting to switch to applications view");
Scripting.defineScriptEvent("applicationsShowDone", "Done switching to applications view");
// Enable recording of timestamps for different points in the frame cycle
global.frame_timestamps = true;
Main.overview.connect('shown', function() {
Scripting.scriptEvent('overviewShowDone');
});
yield Scripting.sleep(1000);
for (let i = 0; i < 2 * WINDOW_CONFIGS.length; i++) {
// We go to the overview twice for each configuration; the first time
// to calculate the mipmaps for the windows, the second time to get
// a clean set of numbers.
if ((i % 2) == 0) {
let config = WINDOW_CONFIGS[i / 2];
yield Scripting.destroyTestWindows();
for (let k = 0; k < config.count; k++)
yield Scripting.createTestWindow({ width: config.width,
height: config.height,
alpha: config.alpha,
maximized: config.maximized });
yield Scripting.waitTestWindows();
yield Scripting.sleep(1000);
yield Scripting.waitLeisure();
}
Scripting.scriptEvent('overviewShowStart');
Main.overview.show();
yield Scripting.waitLeisure();
Main.overview.hide();
yield Scripting.waitLeisure();
System.gc();
yield Scripting.sleep(1000);
Scripting.collectStatistics();
Scripting.scriptEvent('afterShowHide');
}
yield Scripting.destroyTestWindows();
yield Scripting.sleep(1000);
Main.overview.show();
yield Scripting.waitLeisure();
for (let i = 0; i < 2; i++) {
Scripting.scriptEvent('applicationsShowStart');
Main.overview._dash.showAppsButton.checked = true;
yield Scripting.waitLeisure();
Scripting.scriptEvent('applicationsShowDone');
Main.overview._dash.showAppsButton.checked = false;
yield Scripting.waitLeisure();
}
}
let showingOverview = false;
let finishedShowingOverview = false;
let overviewShowStart;
let overviewFrames;
let overviewLatency;
let mallocUsedSize = 0;
let overviewShowCount = 0;
let firstOverviewUsedSize;
let haveSwapComplete = false;
let applicationsShowStart;
let applicationsShowCount = 0;
function script_overviewShowStart(time) {
showingOverview = true;
finishedShowingOverview = false;
overviewShowStart = time;
overviewFrames = 0;
}
function script_overviewShowDone(time) {
// We've set up the state at the end of the zoom out, but we
// need to wait for one more frame to paint before we count
// ourselves as done.
finishedShowingOverview = true;
}
function script_applicationsShowStart(time) {
applicationsShowStart = time;
}
function script_applicationsShowDone(time) {
applicationsShowCount++;
if (applicationsShowCount == 1)
METRICS.applicationsShowTimeFirst.value = time - applicationsShowStart;
else
METRICS.applicationsShowTimeSubsequent.value = time - applicationsShowStart;
}
function script_afterShowHide(time) {
if (overviewShowCount == 1) {
METRICS.usedAfterOverview.value = mallocUsedSize;
} else {
METRICS.leakedAfterOverview.value = mallocUsedSize - METRICS.usedAfterOverview.value;
}
}
function malloc_usedSize(time, bytes) {
mallocUsedSize = bytes;
}
function _frameDone(time) {
if (showingOverview) {
if (overviewFrames == 0)
overviewLatency = time - overviewShowStart;
overviewFrames++;
}
if (finishedShowingOverview) {
showingOverview = false;
finishedShowingOverview = false;
overviewShowCount++;
let dt = (time - (overviewShowStart + overviewLatency)) / 1000000;
// If we see a start frame and an end frame, that would
// be 1 frame for a FPS computation, hence the '- 1'
let fps = (overviewFrames - 1) / dt;
if (overviewShowCount == 1) {
METRICS.overviewLatencyFirst.value = overviewLatency;
METRICS.overviewFpsFirst.value = fps;
} else if (overviewShowCount == 2) {
METRICS.overviewLatencySubsequent.value = overviewLatency;
}
// Other than overviewFpsFirst, we collect FPS metrics the second
// we show each window configuration. overviewShowCount is 1,2,3...
if (overviewShowCount % 2 == 0) {
let config = WINDOW_CONFIGS[(overviewShowCount / 2) - 1];
METRICS[config.metric].value = fps;
}
}
}
function glx_swapComplete(time, swapTime) {
haveSwapComplete = true;
_frameDone(swapTime);
}
function clutter_stagePaintDone(time) {
// If we aren't receiving GLXBufferSwapComplete events, then we approximate
// the time the user sees a frame with the time we finished doing drawing
// commands for the frame. This doesn't take into account the time for
// the GPU to finish painting, and the time for waiting for the buffer
// swap, but if this are uniform - every frame takes the same time to draw -
// then it won't upset our FPS calculation, though the latency value
// will be slightly too low.
if (!haveSwapComplete)
_frameDone(time);
}
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