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/****************************************************************************
**
** Copyright (C) 2017 Crimson AS <info@crimson.no>
** Contact: https://www.qt.io/licensing/
**
** This file is part of the qmlbench tool.
**
** $QT_BEGIN_LICENSE:GPL-EXCEPT$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 as published by the Free Software
** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
import QtQuick 2.0
Item {
id: root
width: 320
height: 480
Component.onCompleted: {
var object = benchmark.component.createObject(benchmarkRoot);
if (!object.hasOwnProperty("count")) {
print(" - error: input is lacking from: " + benchmark.input);
benchmark.abort();
} else {
object.anchors.fill = benchmarkRoot;
root.targetFrameRate = benchmark.screeRefreshRate;
root.item = object;
label.updateYerself()
}
}
property Item item;
property real targetFrameRate;
property int stableCount;
property int knownGood: 0;
property int knownBad: -1;
property real fps: 0
Item {
id: benchmarkRoot
clip: true
anchors.fill: parent
}
Rectangle {
id: meter
clip: true
width: root.width
height: 14
anchors.right: parent.right
anchors.bottom: parent.bottom
color: Qt.hsla(0, 0, 1, 0.8);
Rectangle {
id: swapTest
anchors.right: parent.right
width: parent.height
height: parent.height
property real t;
NumberAnimation on t { from: 0; to: 1; duration: 1000; loops: Animation.Infinite }
property bool inv;
onTChanged: {
++fpsTimer.tick;
inv = !inv;
}
color: inv ? "red" : "blue"
}
Connections {
target: benchmark.view
function onBeforeSynchronizing() { fpsTimer.maybeRestart(); }
}
Timer {
id: fpsTimer
running: false;
repeat: true
interval: benchmark.fpsInterval
property var lastFrameTime: new Date();
property int tick;
/* Start over is used to give us a few frames of wiggleroom
after changing count to get back to good running speed.
Many benchmarks will have a high load when changing count
to set up the scene, but as the point of the test is to measure
how the scene fares when count is a certain value, we need to skip
those to get stable results. Hence we skip 2 frames. The first frame
is because we might be in middle of a render pass (due to threaded rendering)
right now and the second is the one that contained the change. After two
frames, we are certain that any lingering effect of changing count has
been normalized.
*/
property int swapCountDown: 5;
function startOver() {
stop();
swapCountDown = 5;
}
function maybeRestart() {
if (!running && --swapCountDown < 0) {
tick = 0;
lastFrameTime = new Date();
start();
}
}
onTriggered: {
var now = new Date();
var dt = now.getTime() - lastFrameTime.getTime();
lastFrameTime = now;
var fps = (tick * 1000) / dt;
root.fps = Math.round(fps * 10) / 10;
tick = 0;
/* The logic for caluclating a good count is that we find good values
which allow us to run at 60 fps and bad values, where we fail to
run at 60 fps. bad is unknown so we double the count until it is found.
Then we binary search between good and bad until we have a solid number.
The error ratio and interval for checking can be tweaked by the benchmark
tool to improve the accuracy of the results.
*/
var errorRatio = Math.abs(1 - root.fps / root.targetFrameRate);
var ok = root.fps > root.targetFrameRate || errorRatio < benchmark.fpsTolerance
var max = Number.MAX_VALUE;
if (item.hasOwnProperty("maxCount"))
max = item.maxCount;
if ((knownBad > 0 && Math.abs(knownGood - knownBad) < 2)
|| item.count >= max) {
fpsTimer.stop();
benchmark.recordOperationsPerFrame(ok ? item.count : knownGood);
return;
}
if (benchmark.verbose) {
print(" --- count: " + item.count + ", " +
"Good: " + (ok ? item.count : knownGood) + ", " +
"Bad: " + (!ok ? item.count : knownBad) + ", " +
(ok ? "Success" : "Fail") + ", " +
"Fps: " + root.fps);
}
if (ok) {
knownGood = item.count;
var incr = Math.max(1, item.count * 2);
if (knownBad > 0)
incr = (knownBad - knownGood) / 2.0;
item.count = Math.min(max, item.count + incr);
startOver();
} else {
knownBad = item.count;
var decr = (knownBad - knownGood) / 2.0
item.count -= decr;
startOver();
}
label.updateYerself();
}
}
Text {
id: label
anchors.centerIn: parent
font.pixelSize: 10
function updateYerself() {
var bmName = benchmark.input;
var lastSlash = bmName.lastIndexOf("/");
if (lastSlash > 0)
bmName = bmName.substr(lastSlash + 1);
text = "ops/frame: " + item.count + " - " + bmName;
}
}
}
}
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