Add a setting to show time to first window draw and frames per second in status bar (#16422)
I want to showcase Zed's performance via videos, and this seemed like a good way to demonstrate it. https://github.com/user-attachments/assets/f4a5fabc-efe7-4b48-9ba5-719882fdc856 Release Notes: - On macOS, you can now set assign `performance.show_in_status_bar: true` in your settings to show the time to the first window draw on startup and then current FPS of the containing window's renderer. --------- Co-authored-by: Max Brunsfeld <maxbrunsfeld@gmail.com> Co-authored-by: Kirill Bulatov <kirill@zed.dev> Co-authored-by: David Soria Parra <167242713+dsp-ant@users.noreply.github.com> Co-authored-by: Danny Hua <danny.hua@hey.com>
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20 changed files with 524 additions and 61 deletions
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@ -11,9 +11,9 @@ use crate::{
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PromptLevel, Quad, Render, RenderGlyphParams, RenderImage, RenderImageParams, RenderSvgParams,
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Replay, ResizeEdge, ScaledPixels, Scene, Shadow, SharedString, Size, StrikethroughStyle, Style,
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SubscriberSet, Subscription, TaffyLayoutEngine, Task, TextStyle, TextStyleRefinement,
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TransformationMatrix, Underline, UnderlineStyle, View, VisualContext, WeakView,
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WindowAppearance, WindowBackgroundAppearance, WindowBounds, WindowControls, WindowDecorations,
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WindowOptions, WindowParams, WindowTextSystem, SUBPIXEL_VARIANTS,
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TimeToFirstWindowDraw, TransformationMatrix, Underline, UnderlineStyle, View, VisualContext,
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WeakView, WindowAppearance, WindowBackgroundAppearance, WindowBounds, WindowControls,
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WindowDecorations, WindowOptions, WindowParams, WindowTextSystem, SUBPIXEL_VARIANTS,
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};
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use anyhow::{anyhow, Context as _, Result};
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use collections::{FxHashMap, FxHashSet};
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@ -544,6 +544,8 @@ pub struct Window {
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hovered: Rc<Cell<bool>>,
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pub(crate) dirty: Rc<Cell<bool>>,
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pub(crate) needs_present: Rc<Cell<bool>>,
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/// We assign this to be notified when the platform graphics backend fires the next completion callback for drawing the window.
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present_completed: RefCell<Option<oneshot::Sender<()>>>,
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pub(crate) last_input_timestamp: Rc<Cell<Instant>>,
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pub(crate) refreshing: bool,
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pub(crate) draw_phase: DrawPhase,
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@ -820,6 +822,7 @@ impl Window {
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hovered,
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dirty,
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needs_present,
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present_completed: RefCell::default(),
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last_input_timestamp,
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refreshing: false,
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draw_phase: DrawPhase::None,
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@ -1489,13 +1492,29 @@ impl<'a> WindowContext<'a> {
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self.window.refreshing = false;
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self.window.draw_phase = DrawPhase::None;
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self.window.needs_present.set(true);
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if let Some(TimeToFirstWindowDraw::Pending(start)) = self.app.time_to_first_window_draw {
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let (tx, rx) = oneshot::channel();
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*self.window.present_completed.borrow_mut() = Some(tx);
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self.spawn(|mut cx| async move {
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rx.await.ok();
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cx.update(|cx| {
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let duration = start.elapsed();
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cx.time_to_first_window_draw = Some(TimeToFirstWindowDraw::Done(duration));
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log::info!("time to first window draw: {:?}", duration);
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cx.push_effect(Effect::Refresh);
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})
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})
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.detach();
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}
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}
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#[profiling::function]
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fn present(&self) {
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let on_complete = self.window.present_completed.take();
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self.window
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.platform_window
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.draw(&self.window.rendered_frame.scene);
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.draw(&self.window.rendered_frame.scene, on_complete);
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self.window.needs_present.set(false);
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profiling::finish_frame!();
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}
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@ -3718,6 +3737,12 @@ impl<'a> WindowContext<'a> {
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pub fn gpu_specs(&self) -> Option<GPUSpecs> {
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self.window.platform_window.gpu_specs()
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}
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/// Get the current FPS (frames per second) of the window.
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/// This is only supported on macOS currently.
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pub fn fps(&self) -> Option<f32> {
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self.window.platform_window.fps()
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}
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}
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#[cfg(target_os = "windows")]
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