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/*
* Copyright 2021 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
syntax = "proto2";
option optimize_for = LITE_RUNTIME;
package android.surfaceflinger;
// This is a copy of surfaceflinger's atoms from frameworks/proto_logging/stats/atoms.proto.
// Pulled atoms for surfaceflinger must be routed through system server since surfaceflinger is
// in the bootstrap namespace. This copy is used to pass the atoms as protos to system server using
// proto lite to serialize/deserialize the atoms.
// These wrappers are so that we can pass a List<Atom> as a single byte string.
// They are not in atoms.proto
message SurfaceflingerStatsGlobalInfoWrapper {
repeated SurfaceflingerStatsGlobalInfo atom = 1;
}
message SurfaceflingerStatsLayerInfoWrapper {
repeated SurfaceflingerStatsLayerInfo atom = 1;
}
/**
* Global display pipeline metrics reported by SurfaceFlinger.
* Metrics exist beginning in Android 11.
* Pulled from:
* frameworks/native/services/surfaceflinger/TimeStats/TimeStats.cpp
*/
message SurfaceflingerStatsGlobalInfo {
// Aggregated refresh rate buckets that layers were presenting at. Buckets
// are defined in SurfaceFlinger and are tracked per device.
// Introduced in Android 12.
// This is intended to be used as a dimenstion in collecting per-refresh rate
// jank statistics.
optional int32 display_refresh_rate_bucket = 18;
// Aggregated render rate buckets that layers were overridden to run at.
// Buckets are defined in SurfaceFlinger and are tracked per device.
// Introduced in Android 12.
// This is intended to be used as a dimension in collecting per-render rate
// jank statistics.
optional int32 render_rate_bucket = 21;
// Total number of frames presented during the tracing period
// Note: This stat is not sliced by dimension. It will be duplicated for metrics
// using render_rate_bucket as a dimension.
optional int64 total_frames = 1;
// Total number of frames missed
// Note: This stat is not sliced by dimension. It will be duplicated for metrics
// using render_rate_bucket as a dimension.
optional int64 missed_frames = 2;
// Total number of frames that fell back to client composition
// Note: This stat is not sliced by dimension. It will be duplicated for metrics
// using render_rate_bucket as a dimension.
optional int64 client_composition_frames = 3;
// Total time the display was turned on
// Note: This stat is not sliced by dimension. It will be duplicated for metrics
// using render_rate_bucket as a dimension.
optional int64 display_on_millis = 4;
// Total time that was spent performing animations.
// This is derived from the present-to-present layer histogram.
// Note: This stat is not sliced by dimension. It will be duplicated for metrics
// using render_rate_bucket as a dimension.
optional int64 animation_millis = 5;
// Total number of event connections tracked by SurfaceFlinger at the time
// of this pull. If this number grows prohibitively large, then this can
// cause jank due to resource contention.
// Note: This stat is not sliced by dimension. It will be duplicated for metrics
// using render_rate_bucket as a dimension.
optional int32 event_connection_count = 6;
// Set of timings measured from when SurfaceFlinger began compositing a
// frame, until the frame was requested to be presented to the display. This
// measures SurfaceFlinger's total CPU walltime on the critical path per
// frame.
// Note: This stat is not sliced by dimension. It will be duplicated for metrics
// using render_rate_bucket as a dimension.
optional FrameTimingHistogram frame_duration = 7;
// Set of timings measured from when SurfaceFlinger first began using the
// GPU to composite a frame, until the GPU has finished compositing that
// frame. This measures the total additional time SurfaceFlinger needed to
// perform due to falling back into GPU composition.
// Note: This stat is not sliced by dimension. It will be duplicated for metrics
// using render_rate_bucket as a dimension.
optional FrameTimingHistogram render_engine_timing = 8;
// Number of frames where SF saw a frame, based on its frame timeline.
// Frame timelines may include transactions without updating buffer contents.
// Introduced in Android 12.
optional int32 total_timeline_frames = 9;
// Number of frames where SF saw a janky frame.
// Introduced in Android 12.
optional int32 total_janky_frames = 10;
// Number of janky frames where SF spent a long time on the CPU.
// Introduced in Android 12.
optional int32 total_janky_frames_with_long_cpu = 11;
// Number of janky frames where SF spent a long time on the GPU.
// Introduced in Android 12.
optional int32 total_janky_frames_with_long_gpu = 12;
// Number of janky frames where SF missed the frame deadline, but there
// was not an attributed reason (e.g., maybe HWC missed?)
// Introduced in Android 12.
optional int32 total_janky_frames_sf_unattributed = 13;
// Number of janky frames where the app missed the frame deadline, but
// there was not an attributed reason
// Introduced in Android 12.
optional int32 total_janky_frames_app_unattributed = 14;
// Number of janky frames that were caused because of scheduling errors in
// SF that resulted in early present (e.g., SF sending a buffer to the
// composition engine earlier than expected, resulting in a present that is
// one vsync early)
// Introduced in Android 12.
optional int32 total_janky_frames_sf_scheduling = 15;
// Number of frames that were classified as jank because of possible drift in
// vsync predictions.
// Introduced in Android 12.
optional int32 total_jank_frames_sf_prediction_error = 16;
// Number of janky frames where the app was in a buffer stuffed state (more
// than one buffer ready to be presented at the same vsync). Usually caused
// when the first frame is unusually long, the following frames enter into a
// stuffed state.
// Introduced in Android 12.
optional int32 total_jank_frames_app_buffer_stuffing = 17;
// Buckets of timings in ms by which SurfaceFlinger's deadline was missed
// while latching and presenting frames.
// Introduced in Android 12.
optional FrameTimingHistogram sf_deadline_misses = 19;
// Buckets of timings in ms by which the Vsync prediction drifted, when
// compared to the actual hardware vsync.
// Introduced in Android 12.
optional FrameTimingHistogram sf_prediction_errors = 20;
// Next ID: 22
}
/**
* Per-layer display pipeline metrics reported by SurfaceFlinger.
* Metrics exist beginning in Android 11.
* The number of layers uploaded may be restricted due to size limitations.
* Pulled from:
* frameworks/native/services/surfaceflinger/TimeStats/TimeStats.cpp
*/
message SurfaceflingerStatsLayerInfo {
// UID of the application who submitted this layer for presentation
// This is intended to be used as a dimension for surfacing rendering
// statistics to applications.
// Introduced in Android 12.
optional int32 uid = 12;
// Refresh rate bucket that the layer was presenting at. Buckets are
// defined in SurfaceFlinger and are tracked per device.
// Introduced in Android 12.
// This is intended to be used as a dimension in collecting per-refresh rate
// jank statistics
optional int32 display_refresh_rate_bucket = 22;
// Render rate bucket that the layer was submitting frames at. Buckets are
// defined in SurfaceFlinger and are tracked per device.
// Introduced in Android 12.
// This is intended to be used as a dimension in collecting per-render rate
// jank statistics.
optional int32 render_rate_bucket = 23;
enum GameMode {
GAME_MODE_UNSPECIFIED = 0;
GAME_MODE_UNSUPPORTED = 1;
GAME_MODE_STANDARD = 2;
GAME_MODE_PERFORMANCE = 3;
GAME_MODE_BATTERY = 4;
}
// Game mode that the layer was running at. Used to track user engagement
// in different modes. The modes are defined in GameManager.java
// Game modes are used only for integrating with GameManager. All non-game
// layers will have this field set to UNSUPPORTED.
// Introduced in Android 12
// This is intended to be used as a dimension in collecting per-game mode
// fps and frame related metrics.
optional GameMode game_mode = 26;
// The layer for this set of metrics
// In many scenarios the package name is included in the layer name, e.g.,
// layers created by Window Manager. But this is not a guarantee - in the
// general case layer names are arbitrary debug names.
optional string layer_name = 1;
// Total number of frames presented
optional int64 total_frames = 2;
// Total number of dropped frames while latching a buffer for this layer.
optional int64 dropped_frames = 3;
// Set of timings measured between successive presentation timestamps.
optional FrameTimingHistogram present_to_present = 4;
// Set of timings measured from when an app queued a buffer for
// presentation, until the buffer was actually presented to the
// display.
optional FrameTimingHistogram post_to_present = 5;
// Set of timings measured from when a buffer is ready to be presented,
// until the buffer was actually presented to the display.
optional FrameTimingHistogram acquire_to_present = 6;
// Set of timings measured from when a buffer was latched by
// SurfaceFlinger, until the buffer was presented to the display
optional FrameTimingHistogram latch_to_present = 7;
// Set of timings measured from the desired presentation to the actual
// presentation time
optional FrameTimingHistogram desired_to_present = 8;
// Set of timings measured from when an app queued a buffer for
// presentation, until the buffer was ready to be presented.
optional FrameTimingHistogram post_to_acquire = 9;
// Frames missed latch because the acquire fence didn't fire
optional int64 late_acquire_frames = 10;
// Frames latched early because the desired present time was bad
optional int64 bad_desired_present_frames = 11;
// Number of frames where SF saw a frame, based on its frame timeline.
// Frame timelines may include transactions without updating buffer contents.
// Introduced in Android 12.
optional int32 total_timeline_frames = 13;
// Number of frames where SF saw a janky frame.
// Introduced in Android 12.
optional int32 total_janky_frames = 14;
// Number of janky frames where SF spent a long time on the CPU.
// Introduced in Android 12.
optional int32 total_janky_frames_with_long_cpu = 15;
// Number of janky frames where SF spent a long time on the GPU.
// Introduced in Android 12.
optional int32 total_janky_frames_with_long_gpu = 16;
// Number of janky frames where SF missed the frame deadline, but there
// was not an attributed reason (e.g., maybe HWC missed?)
// Introduced in Android 12.
optional int32 total_janky_frames_sf_unattributed = 17;
// Number of janky frames where the app missed the frame deadline, but
// there was not an attributed reason
// Introduced in Android 12.
optional int32 total_janky_frames_app_unattributed = 18;
// Number of janky frames that were caused because of scheduling errors in
// SF that resulted in early present (e.g., SF sending a buffer to the
// composition engine earlier than expected, resulting in a present that is
// one vsync early)
// Introduced in Android 12.
optional int32 total_janky_frames_sf_scheduling = 19;
// Number of frames that were classified as jank because of possible drift in
// vsync predictions.
// Introduced in Android 12.
optional int32 total_jank_frames_sf_prediction_error = 20;
// Number of janky frames where the app was in a buffer stuffed state (more
// than one buffer ready to be presented at the same vsync). Usually caused
// when the first frame is unusually long, the following frames enter into a
// stuffed state.
// Introduced in Android 12.
optional int32 total_jank_frames_app_buffer_stuffing = 21;
/**
* Encapsulates the FrameRateVote information sent by the application while
* calling setFrameRate.
* Metrics exist beginning in Android 12.
*/
message SetFrameRateVote {
// The desired frame rate the application wishes to run on.
optional float frame_rate = 1;
enum FrameRateCompatibility {
FRAME_RATE_UNDEFINED = 0;
FRAME_RATE_DEFAULT = 1;
FRAME_RATE_EXACT_OR_MULTIPLE = 2;
}
// Specifies how to interpret the frame rate associated with the layer.
// Defined in Layer.h
optional FrameRateCompatibility frame_rate_compatibility = 2;
enum Seamlessness {
SEAMLESS_UNDEFINED = 0;
SEAMLESS_SHOULD_BE_SEAMLESS = 1;
SEAMLESS_NOT_REQUIRED = 2;
}
// Indicates whether seamless refresh rate switch is required or not.
optional Seamlessness seamlessness = 3;
}
// The last frame rate vote set by the application.
// Introduced in Android 12.
optional SetFrameRateVote set_frame_rate_vote = 24;
// Buckets of timings in ms by which the app deadline was missed while
// submitting work for a frame.
// Introduced in Android 12.
optional FrameTimingHistogram app_deadline_misses = 25;
// Next ID: 27
}
/**
* Histogram of frame counts bucketed by time in milliseconds.
* Because of size limitations, we hard-cap the number of buckets, with
* buckets for corresponding to larger milliseconds being less precise.
*/
message FrameTimingHistogram {
// Timings in milliseconds that describes a set of histogram buckets
repeated int32 time_millis_buckets = 1;
// Number of frames that match to each time_millis, i.e. the bucket
// contents
// It's required that len(time_millis) == len(frame_count)
repeated int64 frame_counts = 2;
}