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Name the Android renderer's frame, upload and decode work in Perfetto - #36
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TraceSection wraps ATrace sections on the render thread (frame, wait for a frame slot, compute encode, submit and present, world and tile uploads) and on the loader (world and collider decode). An async "SplatKit benchmark" slice spans the benchmark turn, read through the new SplatEngine::benchmarkRunning(), so an analysis can measure exactly that window. Each section costs a flag check while nothing traces.
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Summary
The Android library names its render-thread and loader work in Perfetto through the NDK ATrace API.
The names live in
engine/TraceSection.h.SplatEngine::benchmarkRunning()tells the Android engine when to open and close the async slice.Evidence
Physical Xiaomi Mi 9 (Adreno 640, Vulkan 1.1.128, Android 11), release build under Perfetto.
After: every slice above shows up on the right thread.
A 20 s benchmark window read:
scripts/lint-cpp.sh(clang-format and clang-tidy) is clean.Skipped: the engine C++ unit tests were not run;
benchmarkRunning()is a one-line accessor.Merge Danger
Door: two-way
Blast Radius: android-runtime
While nothing is tracing the app, each section costs one flag check, which is not measurable next to a 20 ms frame.
SplatEngine.his shared with iOS, and the change only adds an accessor.