/* * Copyright 2020 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. */ #pragma once namespace android { // Jank information tracked by SurfaceFlinger(SF) for perfetto tracing and telemetry. enum JankType { // No Jank None = 0x0, // Jank that occurs in the layers below SurfaceFlinger DisplayHAL = 0x1, // SF took too long on the CPU SurfaceFlingerCpuDeadlineMissed = 0x2, // SF took too long on the GPU SurfaceFlingerGpuDeadlineMissed = 0x4, // Either App or GPU took too long on the frame AppDeadlineMissed = 0x8, // Vsync predictions have drifted beyond the threshold from the actual HWVsync PredictionError = 0x10, // Janks caused due to the time SF was scheduled to work on the frame // Example: SF woke up too early and latched a buffer resulting in an early present SurfaceFlingerScheduling = 0x20, // A buffer is said to be stuffed if it was expected to be presented on a vsync but was // presented later because the previous buffer was presented in its expected vsync. This // usually happens if there is an unexpectedly long frame causing the rest of the buffers // to enter a stuffed state. BufferStuffing = 0x40, // Jank due to unknown reasons. Unknown = 0x80, // SF is said to be stuffed if the previous frame ran longer than expected resulting in the case // where the previous frame was presented in the current frame's expected vsync. This pushes the // current frame to the next vsync. The behavior is similar to BufferStuffing. SurfaceFlingerStuffing = 0x100, }; } // namespace android