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FPS.py
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def get_fps(pkg_name, devices):
_adb = "adb -s " + devices +" shell dumpsys gfxinfo %s" % pkg_name
print(_adb)
results = os.popen(_adb).read().strip()
frames = [x for x in results.split('\n') if validator(x)]
frame_count = len(frames)
jank_count = 0
vsync_overtime = 0
render_time = 0
for frame in frames:
time_block = re.split(r'\s+', frame.strip())
if len(time_block) == 3:
try:
render_time = float(time_block[0]) + float(time_block[1]) + float(time_block[2])
except Exception as e:
render_time = 0
'''
当渲染时间大于16.67,按照垂直同步机制,该帧就已经渲染超时
那么,如果它正好是16.67的整数倍,比如66.68,则它花费了4个垂直同步脉冲,减去本身需要一个,则超时3个
如果它不是16.67的整数倍,比如67,那么它花费的垂直同步脉冲应向上取整,即5个,减去本身需要一个,即超时4个,可直接算向下取整
最后的计算方法思路:
执行一次命令,总共收集到了m帧(理想情况下m=128),但是这m帧里面有些帧渲染超过了16.67毫秒,算一次jank,一旦jank,
需要用掉额外的垂直同步脉冲。其他的就算没有超过16.67,也按一个脉冲时间来算(理想情况下,一个脉冲就可以渲染完一帧)
所以 FPS 的算法可以变为:
m /(m + 额外的垂直同步脉冲)* 60
'''
if render_time > 16.67:
jank_count += 1
if render_time % 16.67 == 0:
vsync_overtime += int(render_time / 16.67) - 1
else:
vsync_overtime += int(render_time / 16.67)
_fps = int(frame_count * 60 / (frame_count + vsync_overtime))
# return (frame_count, jank_count, fps)
print("-----fps------")
print(_fps)