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cc / metrics / dropped_frame_counter_unittest.cc [blame]
// Copyright 2020 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "cc/metrics/dropped_frame_counter.h"
#include <vector>
#include "base/memory/raw_ptr.h"
#include "base/synchronization/lock.h"
#include "base/synchronization/waitable_event.h"
#include "base/time/default_tick_clock.h"
#include "base/time/time.h"
#include "build/chromeos_buildflags.h"
#include "cc/animation/animation_host.h"
#include "cc/metrics/custom_metrics_recorder.h"
#include "cc/test/fake_content_layer_client.h"
#include "cc/test/fake_frame_info.h"
#include "cc/test/fake_picture_layer.h"
#include "cc/test/layer_tree_test.h"
namespace cc {
namespace {
using SmoothnessStrategy = DroppedFrameCounter::SmoothnessStrategy;
FrameInfo CreateStubFrameInfo(bool is_dropped) {
return CreateFakeFrameInfo(is_dropped
? FrameInfo::FrameFinalState::kDropped
: FrameInfo::FrameFinalState::kPresentedAll);
}
class TestCustomMetricsRecorder : public CustomMetricRecorder {
public:
TestCustomMetricsRecorder() = default;
~TestCustomMetricsRecorder() override = default;
// CustomMetricRecorder:
void ReportPercentDroppedFramesInOneSecondWindow2(double percent) override {
++report_count_;
last_percent_dropped_frames_ = percent;
}
void ReportEventLatency(
std::vector<EventLatencyTracker::LatencyData> latencies) override {}
void Reset() {
report_count_ = 0u;
last_percent_dropped_frames_ = 0;
}
int report_count() const { return report_count_; }
double last_percent_dropped_frames() const {
return last_percent_dropped_frames_;
}
private:
int report_count_ = 0u;
double last_percent_dropped_frames_ = 0;
};
class DroppedFrameCounterTestBase : public LayerTreeTest {
public:
DroppedFrameCounterTestBase() = default;
~DroppedFrameCounterTestBase() override = default;
virtual void SetUpTestConfigAndExpectations() = 0;
void InitializeSettings(LayerTreeSettings* settings) override {
settings->commit_to_active_tree = false;
}
void SetupTree() override {
LayerTreeTest::SetupTree();
Layer* root_layer = layer_tree_host()->root_layer();
scroll_layer_ = FakePictureLayer::Create(&client_);
// Set up the layer so it always has something to paint.
scroll_layer_->set_always_update_resources(true);
scroll_layer_->SetBounds({3, 3});
client_.set_bounds({3, 3});
root_layer->AddChild(scroll_layer_);
}
void RunTest(CompositorMode mode) override {
SetUpTestConfigAndExpectations();
LayerTreeTest::RunTest(mode);
}
void BeginTest() override {
ASSERT_GT(config_.animation_frames, 0u);
// Start with requesting main-frames.
PostSetNeedsCommitToMainThread();
}
void AfterTest() override {
EXPECT_GE(total_frames_, config_.animation_frames);
// It is possible to drop even more frame than what the test expects (e.g.
// in slower machines, slower builds such as asan/tsan builds, etc.), since
// the test does not strictly control both threads and deadlines. Therefore,
// it is not possible to check for strict equality here.
EXPECT_LE(expect_.min_partial, partial_);
EXPECT_LE(expect_.min_dropped, dropped_);
EXPECT_LE(expect_.min_dropped_smoothness, dropped_smoothness_);
}
// Compositor thread function overrides:
void WillBeginImplFrameOnThread(LayerTreeHostImpl* host_impl,
const viz::BeginFrameArgs& args,
bool has_damage) override {
if (TestEnded())
return;
// Request a re-draw, and set a non-empty damage region (otherwise the
// draw is aborted with 'no damage').
host_impl->SetNeedsRedraw();
host_impl->SetViewportDamage(gfx::Rect(0, 0, 10, 20));
if (skip_main_thread_next_frame_) {
skip_main_thread_next_frame_ = false;
} else {
// Request update from the main-thread too.
host_impl->SetNeedsCommit();
}
}
void DrawLayersOnThread(LayerTreeHostImpl* host_impl) override {
// If the main-thread is blocked, then unblock it once the compositor thread
// has already drawn a frame.
base::WaitableEvent* wait = nullptr;
{
base::AutoLock lock(wait_lock_);
wait = wait_;
}
if (wait) {
// When the main-thread blocks during a frame, skip the main-thread for
// the next frame, so that the main-thread can be in sync with the
// compositor thread again.
skip_main_thread_next_frame_ = true;
wait->Signal();
}
}
void DidReceivePresentationTimeOnThread(
LayerTreeHostImpl* host_impl,
uint32_t frame_token,
const gfx::PresentationFeedback& feedback) override {
++presented_frames_;
if (presented_frames_ < config_.animation_frames)
return;
auto* dropped_frame_counter = host_impl->dropped_frame_counter();
DCHECK(dropped_frame_counter);
total_frames_ = dropped_frame_counter->total_frames();
partial_ = dropped_frame_counter->total_partial();
dropped_ = dropped_frame_counter->total_dropped();
dropped_smoothness_ = dropped_frame_counter->total_smoothness_dropped();
EndTest();
}
// Main-thread function overrides:
void BeginMainFrame(const viz::BeginFrameArgs& args) override {
if (TestEnded())
return;
bool should_wait = false;
if (config_.should_drop_main_every > 0) {
should_wait =
args.frame_id.sequence_number % config_.should_drop_main_every == 0;
}
if (should_wait) {
base::WaitableEvent wait{base::WaitableEvent::ResetPolicy::MANUAL,
base::WaitableEvent::InitialState::NOT_SIGNALED};
{
base::AutoLock lock(wait_lock_);
wait_ = &wait;
}
wait.Wait();
{
base::AutoLock lock(wait_lock_);
wait_ = nullptr;
}
}
// Make some changes so that the main-thread needs to push updates to the
// compositor thread (i.e. force a commit).
auto const bounds = scroll_layer_->bounds();
scroll_layer_->SetBounds({bounds.width(), bounds.height() + 1});
if (config_.should_register_main_thread_animation) {
animation_host()->SetAnimationCounts(1);
animation_host()->SetCurrentFrameHadRaf(true);
animation_host()->SetNextFrameHasPendingRaf(true);
}
}
protected:
// The test configuration options. This is set before the test starts, and
// remains unchanged after that. So it is safe to read these fields from
// either threads.
struct TestConfig {
uint32_t should_drop_main_every = 0;
uint32_t animation_frames = 0;
bool should_register_main_thread_animation = false;
} config_;
// The test expectations. This is set before the test starts, and
// remains unchanged after that. So it is safe to read these fields from
// either threads.
struct TestExpectation {
uint32_t min_partial = 0;
uint32_t min_dropped = 0;
uint32_t min_dropped_smoothness = 0;
} expect_;
private:
// Set up a dummy picture layer so that every begin-main frame requires a
// commit (without the dummy layer, the main-thread never has to paint, which
// causes an early 'no damage' abort of the main-frame.
FakeContentLayerClient client_;
scoped_refptr<FakePictureLayer> scroll_layer_;
// This field is used only on the compositor thread to track how many frames
// have been processed.
uint32_t presented_frames_ = 0;
// The |wait_| event is used when the test wants to deliberately force the
// main-thread to block while processing begin-main-frames.
base::Lock wait_lock_;
raw_ptr<base::WaitableEvent> wait_ = nullptr;
// These fields are populated in the compositor thread when the desired number
// of frames have been processed. These fields are subsequently compared
// against the expectation after the test ends.
uint32_t total_frames_ = 0;
uint32_t partial_ = 0;
uint32_t dropped_ = 0;
uint32_t dropped_smoothness_ = 0;
bool skip_main_thread_next_frame_ = false;
};
class DroppedFrameCounterNoDropTest : public DroppedFrameCounterTestBase {
public:
~DroppedFrameCounterNoDropTest() override = default;
void SetUpTestConfigAndExpectations() override {
config_.animation_frames = 28;
config_.should_register_main_thread_animation = false;
expect_.min_partial = 0;
expect_.min_dropped = 0;
expect_.min_dropped_smoothness = 0;
}
};
MULTI_THREAD_TEST_F(DroppedFrameCounterNoDropTest);
class DroppedFrameCounterMainDropsNoSmoothness
: public DroppedFrameCounterTestBase {
public:
~DroppedFrameCounterMainDropsNoSmoothness() override = default;
void SetUpTestConfigAndExpectations() override {
config_.animation_frames = 28;
config_.should_drop_main_every = 5;
config_.should_register_main_thread_animation = false;
expect_.min_partial = 5;
expect_.min_dropped_smoothness = 0;
}
};
// TODO(crbug.com/40144326) Disabled for flakiness.
// MULTI_THREAD_TEST_F(DroppedFrameCounterMainDropsNoSmoothness);
class DroppedFrameCounterMainDropsSmoothnessTest
: public DroppedFrameCounterTestBase {
public:
~DroppedFrameCounterMainDropsSmoothnessTest() override = default;
void SetUpTestConfigAndExpectations() override {
config_.animation_frames = 28;
config_.should_drop_main_every = 5;
config_.should_register_main_thread_animation = true;
expect_.min_partial = 5;
expect_.min_dropped_smoothness = 5;
}
};
// TODO(crbug.com/40144326) Disabled for flakiness.
// MULTI_THREAD_TEST_F(DroppedFrameCounterMainDropsSmoothnessTest);
class DroppedFrameCounterTest : public testing::Test {
public:
explicit DroppedFrameCounterTest(SmoothnessStrategy smoothness_strategy =
SmoothnessStrategy::kDefaultStrategy)
: smoothness_strategy_(smoothness_strategy) {
dropped_frame_counter_.set_total_counter(&total_frame_counter_);
dropped_frame_counter_.OnFirstContentfulPaintReceived();
}
~DroppedFrameCounterTest() override = default;
// For each boolean in frame_states produces a frame
void SimulateFrameSequence(std::vector<bool> frame_states, int repeat) {
for (int i = 0; i < repeat; i++) {
for (auto is_dropped : frame_states) {
viz::BeginFrameArgs args_ = SimulateBeginFrameArgs();
dropped_frame_counter_.OnBeginFrame(args_);
dropped_frame_counter_.OnEndFrame(args_,
CreateStubFrameInfo(is_dropped));
sequence_number_++;
frame_time_ += interval_;
}
}
}
// Make a sequence of frame states where the first |dropped_frames| out of
// |total_frames| are dropped.
std::vector<bool> MakeFrameSequence(int dropped_frames, int total_frames) {
std::vector<bool> frame_states(total_frames, false);
for (int i = 0; i < dropped_frames; i++) {
frame_states[i] = true;
}
return frame_states;
}
std::vector<viz::BeginFrameArgs> SimulatePendingFrame(int repeat) {
std::vector<viz::BeginFrameArgs> args(repeat);
for (int i = 0; i < repeat; i++) {
args[i] = SimulateBeginFrameArgs();
dropped_frame_counter_.OnBeginFrame(args[i]);
sequence_number_++;
frame_time_ += interval_;
}
return args;
}
// Simulate a main and impl thread update on the same frame.
void SimulateForkedFrame(bool main_dropped, bool impl_dropped) {
viz::BeginFrameArgs args_ = SimulateBeginFrameArgs();
dropped_frame_counter_.OnBeginFrame(args_);
dropped_frame_counter_.OnBeginFrame(args_);
// End the 'main thread' arm of the fork.
auto main_info = CreateStubFrameInfo(main_dropped);
main_info.main_thread_response = FrameInfo::MainThreadResponse::kIncluded;
dropped_frame_counter_.OnEndFrame(args_, main_info);
// End the 'compositor thread' arm of the fork.
auto impl_info = CreateStubFrameInfo(impl_dropped);
impl_info.main_thread_response = FrameInfo::MainThreadResponse::kMissing;
dropped_frame_counter_.OnEndFrame(args_, impl_info);
sequence_number_++;
frame_time_ += interval_;
}
void AdvancetimeByIntervals(int interval_count) {
frame_time_ += interval_ * interval_count;
}
double MaxPercentDroppedFrame() {
return dropped_frame_counter_.sliding_window_max_percent_dropped();
}
double MaxPercentDroppedFrameAfter1Sec() {
auto percent_dropped =
dropped_frame_counter_.max_percent_dropped_After_1_sec();
EXPECT_TRUE(percent_dropped.has_value());
return percent_dropped.value();
}
double MaxPercentDroppedFrameAfter2Sec() {
auto percent_dropped =
dropped_frame_counter_.max_percent_dropped_After_2_sec();
EXPECT_TRUE(percent_dropped.has_value());
return percent_dropped.value();
}
double MaxPercentDroppedFrameAfter5Sec() {
auto percent_dropped =
dropped_frame_counter_.max_percent_dropped_After_5_sec();
EXPECT_TRUE(percent_dropped.has_value());
return percent_dropped.value();
}
double PercentDroppedFrame95Percentile() {
return dropped_frame_counter_.SlidingWindow95PercentilePercentDropped(
smoothness_strategy_);
}
double PercentDroppedFrameMedian() {
return dropped_frame_counter_.SlidingWindowMedianPercentDropped(
smoothness_strategy_);
}
double PercentDroppedFrameVariance() {
return dropped_frame_counter_.SlidingWindowPercentDroppedVariance(
smoothness_strategy_);
}
const DroppedFrameCounter::SlidingWindowHistogram*
GetSlidingWindowHistogram() {
return dropped_frame_counter_.GetSlidingWindowHistogram(
smoothness_strategy_);
}
double GetTotalFramesInWindow() { return base::Seconds(1) / interval_; }
void SetInterval(base::TimeDelta interval) { interval_ = interval; }
base::TimeTicks GetNextFrameTime() const { return frame_time_ + interval_; }
// Wrap calls with EXPECT_TRUE. Logs the buckets and returns false if they
// don't match (within a given epsilon).
bool CheckSmoothnessBuckets(std::vector<double> expected_buckets) {
constexpr double epsilon = 0.001;
bool buckets_match = true;
std::vector<double> buckets =
GetSlidingWindowHistogram()->GetPercentDroppedFrameBuckets();
if (buckets.size() != expected_buckets.size()) {
buckets_match = false;
} else {
for (size_t i = 0; i < buckets.size(); i++) {
if (std::abs(buckets[i] - expected_buckets[i]) > epsilon) {
buckets_match = false;
break;
}
}
}
if (!buckets_match) {
LOG(ERROR) << "Smoothness buckets do not match!";
LOG(ERROR) << "Expected: " << testing::PrintToString(expected_buckets);
LOG(ERROR) << " Actual: " << testing::PrintToString(buckets);
}
return buckets_match;
}
public:
DroppedFrameCounter dropped_frame_counter_;
private:
TotalFrameCounter total_frame_counter_;
uint64_t sequence_number_ = 1;
uint64_t source_id_ = 1;
raw_ptr<const base::TickClock> tick_clock_ =
base::DefaultTickClock::GetInstance();
base::TimeTicks frame_time_ = tick_clock_->NowTicks();
base::TimeDelta interval_ = base::Microseconds(16667); // 16.667 ms
SmoothnessStrategy smoothness_strategy_;
viz::BeginFrameArgs SimulateBeginFrameArgs() {
viz::BeginFrameId current_id_(source_id_, sequence_number_);
viz::BeginFrameArgs args = viz::BeginFrameArgs();
args.frame_id = current_id_;
args.frame_time = frame_time_;
args.interval = interval_;
return args;
}
};
// Test class that supports parameterized tests for each of the different
// SmoothnessStrategy.
//
// TODO(jonross): when we build the other strategies parameterize the
// expectations.
class SmoothnessStrategyDroppedFrameCounterTest
: public DroppedFrameCounterTest,
public testing::WithParamInterface<SmoothnessStrategy> {
public:
SmoothnessStrategyDroppedFrameCounterTest()
: DroppedFrameCounterTest(GetParam()) {}
~SmoothnessStrategyDroppedFrameCounterTest() override = default;
SmoothnessStrategyDroppedFrameCounterTest(
const SmoothnessStrategyDroppedFrameCounterTest&) = delete;
SmoothnessStrategyDroppedFrameCounterTest& operator=(
const SmoothnessStrategyDroppedFrameCounterTest&) = delete;
};
INSTANTIATE_TEST_SUITE_P(
DefaultStrategy,
SmoothnessStrategyDroppedFrameCounterTest,
::testing::Values(SmoothnessStrategy::kDefaultStrategy));
TEST_P(SmoothnessStrategyDroppedFrameCounterTest, SimplePattern1) {
// 2 out of every 3 frames are dropped (In total 80 frames out of 120).
SimulateFrameSequence({true, true, true, false, true, false}, 20);
// The max is the following window:
// 16 * <sequence> + {true, true, true, false
// Which means a max of 67 dropped frames.
EXPECT_EQ(std::round(MaxPercentDroppedFrame()), 67);
EXPECT_EQ(PercentDroppedFrame95Percentile(), 67); // all values are in the
// 65th-67th bucket, and as a result 95th percentile is also 67.
EXPECT_EQ(PercentDroppedFrameMedian(), 65);
EXPECT_LE(PercentDroppedFrameVariance(), 1);
}
TEST_P(SmoothnessStrategyDroppedFrameCounterTest, SimplePattern2) {
// 1 out of every 5 frames are dropped (In total 24 frames out of 120).
SimulateFrameSequence({false, false, false, false, true}, 24);
double expected_percent_dropped_frame = (12 / GetTotalFramesInWindow()) * 100;
EXPECT_FLOAT_EQ(MaxPercentDroppedFrame(), expected_percent_dropped_frame);
EXPECT_EQ(PercentDroppedFrame95Percentile(),
20); // all values are in the
// 20th bucket, and as a result 95th percentile is also 20.
EXPECT_EQ(PercentDroppedFrameMedian(), 20);
EXPECT_LE(PercentDroppedFrameVariance(), 1);
}
TEST_P(SmoothnessStrategyDroppedFrameCounterTest, IncompleteWindow) {
// There are only 5 frames submitted, so Max, 95pct, median and variance
// should report zero.
SimulateFrameSequence({false, false, false, false, true}, 1);
EXPECT_EQ(MaxPercentDroppedFrame(), 0.0);
EXPECT_EQ(PercentDroppedFrame95Percentile(), 0);
EXPECT_EQ(PercentDroppedFrameMedian(), 0);
EXPECT_LE(PercentDroppedFrameVariance(), 1);
}
TEST_P(SmoothnessStrategyDroppedFrameCounterTest, MaxPercentDroppedChanges) {
// First 60 frames have 20% dropped.
SimulateFrameSequence({false, false, false, false, true}, 12);
double expected_percent_dropped_frame1 =
(12 / GetTotalFramesInWindow()) * 100;
EXPECT_EQ(MaxPercentDroppedFrame(), expected_percent_dropped_frame1);
EXPECT_FLOAT_EQ(PercentDroppedFrame95Percentile(),
20); // There is only one
// element in the histogram and that is 20.
EXPECT_EQ(PercentDroppedFrameMedian(), 20);
EXPECT_LE(PercentDroppedFrameVariance(), 1);
// 30 new frames are added that have 18 dropped frames.
// and the 30 frame before that had 6 dropped frames.
// So in total in the window has 24 frames dropped out of 60 frames.
SimulateFrameSequence({false, false, true, true, true}, 6);
double expected_percent_dropped_frame2 =
(24 / GetTotalFramesInWindow()) * 100;
EXPECT_FLOAT_EQ(MaxPercentDroppedFrame(), expected_percent_dropped_frame2);
// 30 new frames are added that have 24 dropped frames.
// and the 30 frame before that had 18 dropped frames.
// So in total in the window has 42 frames dropped out of 60 frames.
SimulateFrameSequence({false, true, true, true, true}, 6);
double expected_percent_dropped_frame3 =
(42 / GetTotalFramesInWindow()) * 100;
EXPECT_FLOAT_EQ(MaxPercentDroppedFrame(), expected_percent_dropped_frame3);
// Percent dropped frame of window increases gradually to 70%.
// 1 value exist when we reach 60 frames and 1 value thereafter for each
// frame added. So there 61 values in histogram. Last value is 70 (2 sampels)
// and then 67 with 1 sample, which would be the 95th percentile.
EXPECT_EQ(PercentDroppedFrame95Percentile(), 67);
}
TEST_F(DroppedFrameCounterTest, MaxPercentDroppedWithIdleFrames) {
// First 20 frames have 4 frames dropped (20%).
SimulateFrameSequence({false, false, false, false, true}, 4);
// Then no frames are added for 20 intervals.
AdvancetimeByIntervals(20);
// Then 20 frames have 16 frames dropped (60%).
SimulateFrameSequence({false, false, true, true, true}, 4);
// So in total, there are 40 frames in the 1 second window with 16 dropped
// frames (40% in total).
double expected_percent_dropped_frame = (16 / GetTotalFramesInWindow()) * 100;
EXPECT_FLOAT_EQ(MaxPercentDroppedFrame(), expected_percent_dropped_frame);
}
TEST_F(DroppedFrameCounterTest, NoCrashForIntervalLargerThanWindow) {
SetInterval(base::Milliseconds(1000));
SimulateFrameSequence({false, false}, 1);
}
TEST_P(SmoothnessStrategyDroppedFrameCounterTest, Percentile95WithIdleFrames) {
// Test scenario:
// . 4s of 20% dropped frames.
// . 96s of idle time.
// The 96%ile dropped-frame metric should be 0.
// Set an interval that rounds up nicely with 1 second.
constexpr auto kInterval = base::Milliseconds(10);
constexpr int kFps = base::Seconds(1).IntDiv(kInterval);
static_assert(
kFps % 5 == 0,
"kFps must be a multiple of 5 because this test depends on it.");
SetInterval(kInterval);
const auto* histogram = GetSlidingWindowHistogram();
// First 4 seconds with 20% dropped frames.
SimulateFrameSequence({false, false, false, false, true}, (kFps / 5) * 4);
EXPECT_EQ(histogram->GetPercentDroppedFramePercentile(0.95), 20u);
// Then no frames are added for 97s. Note that this 1s more than 96 seconds,
// because the last second remains in the sliding window.
AdvancetimeByIntervals(kFps * 97);
// A single frame to flush the pipeline.
SimulateFrameSequence({false}, 1);
EXPECT_EQ(histogram->total_count(), 100u * kFps);
EXPECT_EQ(histogram->GetPercentDroppedFramePercentile(0.96), 0u);
EXPECT_GT(histogram->GetPercentDroppedFramePercentile(0.97), 0u);
}
TEST_P(SmoothnessStrategyDroppedFrameCounterTest,
Percentile95WithIdleFramesWhileHidden) {
// The test scenario is the same as |Percentile95WithIdleFrames| test:
// . 4s of 20% dropped frames.
// . 96s of idle time.
// However, the 96s of idle time happens *after* the page becomes invisible
// (e.g. after a tab-switch). In this case, the idle time *should not*
// contribute to the sliding window.
// Set an interval that rounds up nicely with 1 second.
constexpr auto kInterval = base::Milliseconds(10);
constexpr int kFps = base::Seconds(1).IntDiv(kInterval);
static_assert(
kFps % 5 == 0,
"kFps must be a multiple of 5 because this test depends on it.");
SetInterval(kInterval);
const auto* histogram = GetSlidingWindowHistogram();
// First 4 seconds with 20% dropped frames.
SimulateFrameSequence({false, false, false, false, true}, (kFps / 5) * 4);
EXPECT_EQ(histogram->GetPercentDroppedFramePercentile(0.95), 20u);
// Hide the page (thus resetting the pending frames), then idle for 96s before
// producing a single frame.
dropped_frame_counter_.ResetPendingFrames(GetNextFrameTime());
AdvancetimeByIntervals(kFps * 97);
// A single frame to flush the pipeline.
SimulateFrameSequence({false}, 1);
EXPECT_EQ(histogram->GetPercentDroppedFramePercentile(0.95), 20u);
}
TEST_P(SmoothnessStrategyDroppedFrameCounterTest,
Percentile95WithIdleFramesThenHide) {
// The test scenario is the same as |Percentile95WithIdleFramesWhileHidden|:
// . 4s of 20% dropped frames.
// . 96s of idle time.
// However, the 96s of idle time happens *before* the page becomes invisible
// (e.g. after a tab-switch). In this case, the idle time *should*
// contribute to the sliding window.
// Set an interval that rounds up nicely with 1 second.
constexpr auto kInterval = base::Milliseconds(10);
constexpr int kFps = base::Seconds(1).IntDiv(kInterval);
static_assert(
kFps % 5 == 0,
"kFps must be a multiple of 5 because this test depends on it.");
SetInterval(kInterval);
const auto* histogram = GetSlidingWindowHistogram();
// First 4 seconds with 20% dropped frames.
SimulateFrameSequence({false, false, false, false, true}, (kFps / 5) * 4);
EXPECT_EQ(histogram->GetPercentDroppedFramePercentile(0.95), 20u);
// Idle for 96s before hiding the page.
AdvancetimeByIntervals(kFps * 97);
dropped_frame_counter_.ResetPendingFrames(GetNextFrameTime());
AdvancetimeByIntervals(kFps * 97);
// A single frame to flush the pipeline.
SimulateFrameSequence({false}, 1);
EXPECT_EQ(histogram->GetPercentDroppedFramePercentile(0.96), 0u);
EXPECT_GT(histogram->GetPercentDroppedFramePercentile(0.97), 0u);
}
// Tests that when ResetPendingFrames updates the sliding window, that the max
// PercentDroppedFrames is also updated accordingly. (https://crbug.com/1225307)
TEST_P(SmoothnessStrategyDroppedFrameCounterTest,
ResetPendingFramesUpdatesMaxPercentDroppedFrames) {
// This tests a scenario where gaps in frame production lead to having
// leftover frames in the sliding window for calculations of
// ResetPendingFrames.
//
// Testing for when those frames are sufficient to change the current maximum
// PercentDroppedFrames.
//
// This has been first seen in GpuCrash_InfoForDualHardwareGpus which forces
// a GPU crash. Introducing long periods of idle while the Renderer waits for
// a new GPU Process. (https://crbug.com/1164647)
// Set an interval that rounds up nicely with 1 second.
constexpr auto kInterval = base::Milliseconds(10);
constexpr int kFps = base::Seconds(1).IntDiv(kInterval);
SetInterval(kInterval);
// One good frame
SimulateFrameSequence({false}, 1);
// Advance 1s so that when we process the first window, we go from having
// enough frames in the interval, to no longer having enough.
AdvancetimeByIntervals(kFps);
// The first frame should fill up the sliding window. It isn't dropped, so
// there should be 0 dropped frames. This will pop the first reported frame.
// The second frame is dropped, however we are now tracking less frames than
// the 1s window. So we won't use it in calculations yet.
SimulateFrameSequence({false, true}, 1);
EXPECT_EQ(dropped_frame_counter_.sliding_window_max_percent_dropped(), 0u);
// Advance 1s so that we will attempt to update the window when resetting the
// pending frames. The pending dropped frame above should be calculated here,
// and the max percentile should be updated.
AdvancetimeByIntervals(kFps);
dropped_frame_counter_.ResetPendingFrames(GetNextFrameTime());
EXPECT_GT(dropped_frame_counter_.sliding_window_max_percent_dropped(), 0u);
// There should be enough sliding windows reported with 0 dropped frames that
// the 95th percentile stays at 0.
EXPECT_EQ(PercentDroppedFrame95Percentile(), 0u);
}
TEST_F(DroppedFrameCounterTest, ResetPendingFramesAccountingForPendingFrames) {
// Set an interval that rounds up nicely with 1 second.
constexpr auto kInterval = base::Milliseconds(10);
constexpr int kFps = base::Seconds(1).IntDiv(kInterval);
SetInterval(kInterval);
// First 2 seconds with 20% dropped frames.
SimulateFrameSequence({false, false, false, false, true}, (kFps / 5) * 2);
// Have a pending frame which would hold the frames in queue.
SimulatePendingFrame(1);
// One second with 40% dropped frames.
SimulateFrameSequence({false, false, false, true, true}, (kFps / 5));
// On the first 2 seconds are accounted for and pdf is 20%.
EXPECT_EQ(MaxPercentDroppedFrame(), 20);
dropped_frame_counter_.ResetPendingFrames(GetNextFrameTime());
// After resetting the pending frames, the pdf would be 40%.
EXPECT_EQ(MaxPercentDroppedFrame(), 40);
}
TEST_F(DroppedFrameCounterTest, Reset) {
// Set an interval that rounds up nicely with 1 second.
constexpr auto kInterval = base::Milliseconds(10);
constexpr int kFps = base::Seconds(1).IntDiv(kInterval);
SetInterval(kInterval);
// First 2 seconds with 20% dropped frames.
SimulateFrameSequence({false, false, false, false, true}, (kFps / 5) * 2);
// Have a pending frame which would hold the frames in queue.
SimulatePendingFrame(1);
// Another 2 seconds with 40% dropped frames.
SimulateFrameSequence({false, false, false, true, true}, (kFps / 5) * 2);
EXPECT_EQ(MaxPercentDroppedFrame(), 20u);
dropped_frame_counter_.Reset(); // Simulating gpu thread crash
// After reset the max percent dropped frame would be 0 and frames in queue
// behind the pending frame would not affect it.
EXPECT_EQ(MaxPercentDroppedFrame(), 0u);
}
TEST_F(DroppedFrameCounterTest, ConsistentSmoothnessRatings) {
// Set an interval that rounds up nicely with 1 second.
constexpr auto kInterval = base::Milliseconds(10);
constexpr int kFps = base::Seconds(1).IntDiv(kInterval);
static_assert(kFps == 100,
"kFps must be 100 because this test depends on it.");
SetInterval(kInterval);
// Add 5 seconds with 2% dropped frames. This should be in the first bucket.
SimulateFrameSequence(MakeFrameSequence(1, 50), (kFps / 50) * 5);
EXPECT_TRUE(CheckSmoothnessBuckets({100, 0, 0, 0, 0, 0, 0}));
// Add 5 seconds with 5% dropped frames. This should be in the second bucket.
dropped_frame_counter_.Reset();
dropped_frame_counter_.OnFirstContentfulPaintReceived();
SimulateFrameSequence(MakeFrameSequence(1, 20), (kFps / 20) * 5);
EXPECT_TRUE(CheckSmoothnessBuckets({0, 100, 0, 0, 0, 0, 0}));
// Add 5 seconds with 10% dropped frames. This should be in the third bucket.
dropped_frame_counter_.Reset();
dropped_frame_counter_.OnFirstContentfulPaintReceived();
SimulateFrameSequence(MakeFrameSequence(1, 10), (kFps / 10) * 5);
EXPECT_TRUE(CheckSmoothnessBuckets({0, 0, 100, 0, 0, 0, 0}));
// Add 5 seconds with 20% dropped frames. This should be in the fourth bucket.
dropped_frame_counter_.Reset();
dropped_frame_counter_.OnFirstContentfulPaintReceived();
SimulateFrameSequence({false, false, false, false, true}, (kFps / 5) * 5);
EXPECT_TRUE(CheckSmoothnessBuckets({0, 0, 0, 100, 0, 0, 0}));
// Add 5 seconds with 40% dropped frames. This should be in the fifth bucket.
dropped_frame_counter_.Reset();
dropped_frame_counter_.OnFirstContentfulPaintReceived();
SimulateFrameSequence({false, false, false, true, true}, (kFps / 5) * 5);
EXPECT_TRUE(CheckSmoothnessBuckets({0, 0, 0, 0, 100, 0, 0}));
// Add 5 seconds with 60% dropped frames. This should be in the sixth bucket.
dropped_frame_counter_.Reset();
dropped_frame_counter_.OnFirstContentfulPaintReceived();
SimulateFrameSequence({false, false, true, true, true}, (kFps / 5) * 5);
EXPECT_TRUE(CheckSmoothnessBuckets({0, 0, 0, 0, 0, 100, 0}));
// Add 5 seconds with 80% dropped frames. This should be in the last bucket.
dropped_frame_counter_.Reset();
dropped_frame_counter_.OnFirstContentfulPaintReceived();
SimulateFrameSequence({false, true, true, true, true}, (kFps / 5) * 5);
EXPECT_TRUE(CheckSmoothnessBuckets({0, 0, 0, 0, 0, 0, 100}));
}
TEST_F(DroppedFrameCounterTest, MovingSmoothnessRatings) {
// Set an interval that rounds up nicely with 1 second.
constexpr auto kInterval = base::Milliseconds(10);
constexpr int kFps = base::Seconds(1).IntDiv(kInterval);
static_assert(kFps == 100,
"kFps must be 100 because this test depends on it.");
SetInterval(kInterval);
// Add a second with 40% dropped frames. Nothing should be added to the
// histogram yet.
SimulateFrameSequence({false, false, false, true, true}, kFps / 5);
EXPECT_TRUE(CheckSmoothnessBuckets({0, 0, 0, 0, 0, 0, 0}));
// Add a second with 80% dropped frames. All very bad buckets should have some
// entries.
SimulateFrameSequence({false, true, true, true, true}, kFps / 5);
EXPECT_TRUE(CheckSmoothnessBuckets({0, 0, 0, 0, 22, 64, 14}));
// Add a second with 10% dropped frames. Should be mostly very bad, with a few
// bad and okay windows.
SimulateFrameSequence(MakeFrameSequence(1, 10), kFps / 10);
EXPECT_TRUE(CheckSmoothnessBuckets({0, 0, 1, 9, 29, 50, 11}));
// Add a second with 5% dropped frames, and a second with no dropped frames.
// The sliding window should shift from ok to very good over time.
SimulateFrameSequence(MakeFrameSequence(1, 20), kFps / 20);
SimulateFrameSequence({false}, kFps);
EXPECT_TRUE(CheckSmoothnessBuckets({15, 12.5, 23, 4.5, 14.5, 25, 5.5}));
// Clear the counter, then add a second with 100% dropped frames and a second
// with 0% dropped frames. As the sliding window shifts each integer percent
// (other than 100%) should be reported once, exactly matching the size of
// each bucket.
dropped_frame_counter_.Reset();
dropped_frame_counter_.OnFirstContentfulPaintReceived();
SimulateFrameSequence({true}, kFps);
SimulateFrameSequence({false}, kFps);
EXPECT_TRUE(CheckSmoothnessBuckets({3, 3, 6, 13, 25, 25, 25}));
}
TEST_F(DroppedFrameCounterTest, FramesInFlightWhenFcpReceived) {
// Start five frames in flight.
std::vector<viz::BeginFrameArgs> pending_frames = SimulatePendingFrame(5);
// Set that FCP was received after the third frame starts, but before it ends.
base::TimeTicks time_fcp_sent =
pending_frames[2].frame_time + pending_frames[2].interval / 2;
dropped_frame_counter_.SetTimeFirstContentfulPaintReceivedForTesting(
time_fcp_sent);
// End each of the frames as dropped. The first three should not count for
// smoothness, only the last two.
for (const auto& frame : pending_frames) {
dropped_frame_counter_.OnEndFrame(frame, CreateStubFrameInfo(true));
}
EXPECT_EQ(dropped_frame_counter_.total_smoothness_dropped(), 2u);
}
TEST_F(DroppedFrameCounterTest, ForkedCompositorFrameReporter) {
// Run different combinations of main and impl threads dropping, make sure
// only one frame is counted as dropped each time.
SimulateForkedFrame(false, false);
EXPECT_EQ(dropped_frame_counter_.total_smoothness_dropped(), 0u);
SimulateForkedFrame(true, false);
EXPECT_EQ(dropped_frame_counter_.total_smoothness_dropped(), 1u);
SimulateForkedFrame(false, true);
EXPECT_EQ(dropped_frame_counter_.total_smoothness_dropped(), 2u);
SimulateForkedFrame(true, true);
EXPECT_EQ(dropped_frame_counter_.total_smoothness_dropped(), 3u);
}
TEST_F(DroppedFrameCounterTest, WorstSmoothnessTiming) {
// Set an interval that rounds up nicely with 1 second.
constexpr auto kInterval = base::Milliseconds(10);
constexpr int kFps = base::Seconds(1).IntDiv(kInterval);
static_assert(
kFps % 5 == 0,
"kFps must be a multiple of 5 because this test depends on it.");
SetInterval(kInterval);
// Prepare a second of pending frames, and send FCP after the last of these
// frames.
dropped_frame_counter_.Reset();
std::vector<viz::BeginFrameArgs> pending_frames = SimulatePendingFrame(kFps);
const auto& last_frame = pending_frames.back();
base::TimeTicks time_fcp_sent =
last_frame.frame_time + last_frame.interval / 2;
dropped_frame_counter_.OnFirstContentfulPaintReceived();
dropped_frame_counter_.SetTimeFirstContentfulPaintReceivedForTesting(
time_fcp_sent);
// End each of the pending frames as dropped. These shouldn't affect any of
// the metrics.
for (const auto& frame : pending_frames) {
dropped_frame_counter_.OnEndFrame(frame, CreateStubFrameInfo(true));
}
// After FCP time, add a second each of 80% and 60%, and three seconds of 40%
// dropped frames. This should be five seconds total.
SimulateFrameSequence({false, true, true, true, true}, kFps / 5);
SimulateFrameSequence({false, false, true, true, true}, kFps / 5);
SimulateFrameSequence({false, false, false, true, true}, (kFps / 5) * 3);
// Next two seconds are 20% dropped frames.
SimulateFrameSequence({false, false, false, false, true}, (kFps / 5) * 2);
// The first 1, 2, and 5 seconds shouldn't be recorded in the corresponding
// max dropped after N seconds metrics.
EXPECT_FLOAT_EQ(MaxPercentDroppedFrame(), 80);
EXPECT_FLOAT_EQ(MaxPercentDroppedFrameAfter1Sec(), 60);
EXPECT_FLOAT_EQ(MaxPercentDroppedFrameAfter2Sec(), 40);
EXPECT_FLOAT_EQ(MaxPercentDroppedFrameAfter5Sec(), 20);
// Next second is 100% dropped frames, all metrics should include this.
SimulateFrameSequence({true}, kFps);
EXPECT_FLOAT_EQ(MaxPercentDroppedFrame(), 100);
EXPECT_FLOAT_EQ(MaxPercentDroppedFrameAfter1Sec(), 100);
EXPECT_FLOAT_EQ(MaxPercentDroppedFrameAfter2Sec(), 100);
EXPECT_FLOAT_EQ(MaxPercentDroppedFrameAfter5Sec(), 100);
}
TEST_F(DroppedFrameCounterTest, ReportOnEveryFrameForUI) {
constexpr auto kInterval = base::Milliseconds(10);
constexpr int kFps = base::Seconds(1).IntDiv(kInterval);
static_assert(
kFps % 5 == 0,
"kFps must be a multiple of 5 because this test depends on it.");
SetInterval(kInterval);
dropped_frame_counter_.EnableReportForUI();
TestCustomMetricsRecorder recorder;
// 4 seconds with 20% dropped frames.
SimulateFrameSequence({false, false, false, false, true}, (kFps / 5) * 4);
// Recorded (kFps * 3) samples of 20% dropped frame percentage. Only 3 seconds
// of frames reported because there is no reports for the very 1st second.
EXPECT_EQ(recorder.report_count(), kFps * 3);
EXPECT_FLOAT_EQ(recorder.last_percent_dropped_frames(), 20.0f);
recorder.Reset();
// 4 seconds with 0 dropped frames.
SimulateFrameSequence({false, false, false, false, false}, (kFps / 5) * 4);
// Recorded (kFps * 4) samples of 0% dropped frame percentage.
EXPECT_EQ(recorder.report_count(), kFps * 4);
EXPECT_FLOAT_EQ(recorder.last_percent_dropped_frames(), 0.0f);
}
} // namespace
} // namespace cc