Files
ai-app/app/androidApp/src/main/kotlin/com/example/aiapp/FrameStats.kt
T
irisandClaude Fable 5.1 a8d24553d5 app: bench v2 -- a real fling, typing and keyboard phases
Iris's ask after using the Compose bench build on her phone: the old
scroll phase used animateScrollBy, which can only ever cover the fixed
distance/time it's given, so it never flings the way a real fast swipe
does. BenchRun.run now has four phases: fling (8 flings out + 8 back
through the list's own FlingBehavior at 12,000px/s), stream (unchanged),
type (600 fixed characters into the real composer TextFieldValue, then
deleted, to exercise wrapping and the transcript being pushed upward),
and keyboard (five show/hide cycles via WindowInsetsControllerCompat,
each confirmed by isImeVisible rather than assumed).

FrameStats.markPhase/phaseLines slice the same FrameMetrics recording
by phase rather than running a second recorder; debugReport gains a
phaseFrames section ahead of the existing whole-run frames/accounting/
work sections, which are otherwise unchanged.

Also fixes a pre-existing, unrelated break in MainActivity.kt's
benchSessionSummary() -- missing several SessionSummary constructor
arguments from an earlier change -- since it blocked compileBenchKotlin
outright.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-05 23:40:59 -04:00

205 lines
9.2 KiB
Kotlin

package com.example.aiapp
import android.app.Activity
import android.content.Context
import android.content.ContextWrapper
import android.os.Build
import android.os.Handler
import android.os.HandlerThread
import android.view.FrameMetrics
import android.view.Window
import androidx.compose.runtime.Composable
import androidx.compose.runtime.DisposableEffect
import androidx.compose.ui.platform.LocalContext
/**
* How long each frame took, and which phase of it, taken from the platform rather than from a frame
* counter of our own.
*
* The point of splitting it up is that "the scroll is laggy" has two completely different causes
* and one appearance. If the layout-and-measure and draw figures are small and the total is large,
* the time is going into rasterising and compositing, and no amount of doing less work per row will
* move it. If they are large, the work per row is the problem and it is ours to fix.
*
* The phases are the platform's own: [FrameMetrics] reports each frame's cost in nanoseconds,
* broken into the parts the UI thread is responsible for and the parts after it.
*
* One of these for the app, like [DebugStats], because the two are read as one report and
* [drawAccounting] divides one by the other. Held per screen it was emptied by leaving a session
* and the counters were not, so a report copied after visiting two sessions divided every session's
* work by the newest one's frame count -- 36.8 seconds of placement inside a 13.5 second window.
*/
object FrameStats {
private val total = ArrayList<Long>()
private val waited = ArrayList<Long>()
private val input = ArrayList<Long>()
private val animation = ArrayList<Long>()
private val layout = ArrayList<Long>()
private val draw = ArrayList<Long>()
private val sync = ArrayList<Long>()
private val issue = ArrayList<Long>()
private val swap = ArrayList<Long>()
private val gpu = ArrayList<Long>()
private var since = System.currentTimeMillis()
/**
* Where a named phase of a scripted run (bench v2's fling/stream/type/keyboard) started, as an
* index into [total] and a wall-clock time -- not a second recorder, just a mark on this one,
* so a phase's frames are the same [FrameMetrics] the whole-run report already has, sliced.
*/
private data class PhaseMark(val name: String, val startIndex: Int, val startMs: Long)
private val phaseMarks = ArrayList<PhaseMark>()
/** Call at the start of each named phase of a scripted run; see [BenchRun]. */
@Synchronized
fun markPhase(name: String) {
phaseMarks += PhaseMark(name, total.size, System.currentTimeMillis())
}
@Synchronized
fun add(metrics: FrameMetrics) {
// The first frame after a window opens includes inflating it and is nobody's scroll.
if (metrics.getMetric(FrameMetrics.FIRST_DRAW_FRAME) == 1L) return
if (total.size >= CAP) return
total += metrics.getMetric(FrameMetrics.TOTAL_DURATION)
// How long the frame waited for the UI thread to be free before it could start. Reported
// because the phases otherwise do not add up to the total, and the gap is the interesting
// part: the frame being held up by work that is not the frame's.
waited += metrics.getMetric(FrameMetrics.UNKNOWN_DELAY_DURATION)
input += metrics.getMetric(FrameMetrics.INPUT_HANDLING_DURATION)
animation += metrics.getMetric(FrameMetrics.ANIMATION_DURATION)
layout += metrics.getMetric(FrameMetrics.LAYOUT_MEASURE_DURATION)
draw += metrics.getMetric(FrameMetrics.DRAW_DURATION)
sync += metrics.getMetric(FrameMetrics.SYNC_DURATION)
issue += metrics.getMetric(FrameMetrics.COMMAND_ISSUE_DURATION)
swap += metrics.getMetric(FrameMetrics.SWAP_BUFFERS_DURATION)
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.S) {
gpu += metrics.getMetric(FrameMetrics.GPU_DURATION)
}
}
@Synchronized
fun reset() {
listOf(total, waited, input, animation, layout, draw, sync, issue, swap, gpu).forEach {
it.clear()
}
phaseMarks.clear()
since = System.currentTimeMillis()
}
@Synchronized
fun lines(refreshHz: Float): List<String> {
if (total.isEmpty()) return listOf(" no frames recorded -- scroll first, then press this")
val seconds = (System.currentTimeMillis() - since) / 1000.0
val budget = if (refreshHz > 0) 1000.0 / refreshHz else 16.7
val late = total.count { it / 1_000_000.0 > budget }
return listOf(
" ${total.size} frames over ${"%.1f".format(seconds)}s" +
" at ${"%.0f".format(refreshHz)}Hz (${"%.1f".format(budget)}ms budget)",
" late: $late (${percent(late, total.size)})" +
if (total.size >= CAP) " [capped]" else "",
phase("total ", total),
phase("waited", waited),
phase("input ", input),
phase("anim ", animation),
phase("layout", layout),
phase("draw ", draw),
phase("sync ", sync),
phase("issue ", issue),
phase("swap ", swap),
) + if (gpu.isEmpty()) emptyList() else listOf(phase("gpu ", gpu))
}
/**
* One block per [markPhase] call: how many frames landed between that mark and the next (or the
* end of the run, for the last one), how many were late, the total/p50/p90/p99, the worst
* single frame, and how long the phase actually ran. Marks with no frames between them (a phase
* that finished before a frame was drawn) still get a line rather than being silently dropped
* -- UI_RULES' "say what you don't know" applies to a phase as much as to a single number.
*/
@Synchronized
fun phaseLines(refreshHz: Float): List<String> {
if (phaseMarks.isEmpty()) return emptyList()
val budget = if (refreshHz > 0) 1000.0 / refreshHz else 16.7
val lines = ArrayList<String>()
phaseMarks.forEachIndexed { i, mark ->
val endIndex = if (i + 1 < phaseMarks.size) phaseMarks[i + 1].startIndex else total.size
val endMs =
if (i + 1 < phaseMarks.size) phaseMarks[i + 1].startMs
else System.currentTimeMillis()
val samples = total.subList(mark.startIndex, endIndex)
val seconds = (endMs - mark.startMs) / 1000.0
lines += " ${mark.name}: ${samples.size} frames over ${"%.1f".format(seconds)}s"
if (samples.isEmpty()) {
lines += " no frames recorded in this phase"
} else {
val late = samples.count { it / 1_000_000.0 > budget }
lines += " late: $late (${percent(late, samples.size)})"
lines += " " + phase("total ", samples)
lines += " worst ${"%.1fms".format(samples.max() / 1_000_000.0)}"
}
}
return lines
}
/** How long the frames recorded here spent in their draw phase, and how many there were. */
@Synchronized fun drawPhase(): Pair<Long, Int> = draw.sum() to draw.size
private fun phase(name: String, samples: List<Long>): String {
val sorted = samples.sorted()
return " $name p50 ${at(sorted, 50)} p90 ${at(sorted, 90)} p99 ${at(sorted, 99)}"
}
private fun at(sorted: List<Long>, percentile: Int): String {
if (sorted.isEmpty()) return "-"
val index = (sorted.size - 1) * percentile / 100
return "%.1fms".format(sorted[index] / 1_000_000.0)
}
private fun percent(part: Int, whole: Int) = "%.1f%%".format(100.0 * part / whole)
}
/** Enough for a couple of minutes of scrolling; this is a diagnostic, not a log. */
private const val CAP = 20_000
/**
* Records into [FrameStats] for as long as this screen is on it.
*
* The listener is what comes and goes; what it writes into does not, so a report covers the same
* stretch of time as the counters beside it.
*
* The listener is handed its own thread because the platform calls it for every frame and the
* documentation is explicit that doing that on the main thread taxes the very thing being measured.
*/
@Composable
fun RecordFrames() {
val window = LocalContext.current.activity()?.window
DisposableEffect(window) {
if (window == null) return@DisposableEffect onDispose {}
val thread = HandlerThread("frame-stats").apply { start() }
val listener = Window.OnFrameMetricsAvailableListener { _, metrics, _ ->
FrameStats.add(metrics)
}
window.addOnFrameMetricsAvailableListener(listener, Handler(thread.looper))
onDispose {
window.removeOnFrameMetricsAvailableListener(listener)
thread.quitSafely()
}
}
}
/** The activity behind a composable's context, which is what owns the window. */
fun Context.activity(): Activity? {
var context: Context? = this
while (context is ContextWrapper) {
if (context is Activity) return context
context = context.baseContext
}
return null
}
/** What the display is actually refreshing at, so "late" is measured against the real budget. */
fun Context.refreshHz(): Float =
@Suppress("DEPRECATION") (activity()?.windowManager?.defaultDisplay?.refreshRate ?: 60f)