Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Search
  • Get Qt Extensions
  • Unsolved
Collapse
Brand Logo
  1. Home
  2. Qt Development
  3. General and Desktop
  4. Measuring frame rendering time
Qt 6.11 is out! See what's new in the release blog

Measuring frame rendering time

Scheduled Pinned Locked Moved Unsolved General and Desktop
18 Posts 4 Posters 4.6k Views 2 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • artwawA artwaw

    @mrjbom

    QTimer timer;
    timer.setTimerType(Qt::PreciseTimer);
    timer.start();
    //do your rendering here
    qDebug() << timer.elapsed();
    

    Accuracy of this, however, like @Kent-Dorfman mentioned, is platform-dependent.

    mrjbomM Offline
    mrjbomM Offline
    mrjbom
    wrote on last edited by
    #7

    @artwaw, How does your timer differ from the one I use?
    I believe it will also give values with a large difference.
    In addition, I am interested in exactly in microseconds.

    1 Reply Last reply
    0
    • nageshN Offline
      nageshN Offline
      nagesh
      wrote on last edited by nagesh
      #8

      @mrjbom said in Measuring frame rendering time:

      As per QT Doc

      If you need to trigger a repaint from places other than paintGL() 
      (a typical example is when using timers to animate scenes),
       you should call the widget's update() function to schedule an update.
      

      I feel if you want to measure the frame rendering time

      void MainOpenGLWidget::paintGL()
      {
      QElapsedTimer framerateTime;
      framerateTime.start();

      sceneManager->callInitSceneAndOptionsWidget(this->width(), this->height());
      sceneManager->callDrawScene();
      
      lastFrameRenderTimeInNanoseconds = framerateTime.nsecsElapsed();
      

      }

      1 Reply Last reply
      0
      • Kent-DorfmanK Offline
        Kent-DorfmanK Offline
        Kent-Dorfman
        wrote on last edited by
        #9

        I just noticed something. You should not call update() from within paintGL(). It works the other way around: update(), whether called implicitly or explicitly, calls paintGl() to render the scene...paintGL() is a virtual callback, not a slot.

        public:
            render_time;
        void paintGl() {
            begin_time=now()
            // do stuff
            render_time = now() - begin_time
        }
        

        The dystopian literature that served as a warning in my youth has become an instruction manual in my elder years.

        mrjbomM 2 Replies Last reply
        1
        • Kent-DorfmanK Kent-Dorfman

          I just noticed something. You should not call update() from within paintGL(). It works the other way around: update(), whether called implicitly or explicitly, calls paintGl() to render the scene...paintGL() is a virtual callback, not a slot.

          public:
              render_time;
          void paintGl() {
              begin_time=now()
              // do stuff
              render_time = now() - begin_time
          }
          
          mrjbomM Offline
          mrjbomM Offline
          mrjbom
          wrote on last edited by mrjbom
          #10

          @Kent-Dorfman, do you suggest not calling update() at all?
          If I don't call it from paintGL() or other places, then my frames don't update(sometimes abruptly update themselves).

          1 Reply Last reply
          0
          • Kent-DorfmanK Kent-Dorfman

            I just noticed something. You should not call update() from within paintGL(). It works the other way around: update(), whether called implicitly or explicitly, calls paintGl() to render the scene...paintGL() is a virtual callback, not a slot.

            public:
                render_time;
            void paintGl() {
                begin_time=now()
                // do stuff
                render_time = now() - begin_time
            }
            
            mrjbomM Offline
            mrjbomM Offline
            mrjbom
            wrote on last edited by
            #11

            @Kent-Dorfman, @nagesh, The documentation says: The signals aboutToCompose() and frameSwapped() will be emitted when the composition is starting and ending.

            What happens if I start measuring the time when aboutToCompose() happens and end the change when frameSwapped() happens, so I get the frame rendering time?

            1 Reply Last reply
            0
            • nageshN Offline
              nageshN Offline
              nagesh
              wrote on last edited by
              #12

              @mrjbom calling update will schedule the paint event for the processing which means internally it triggers paintGL().
              For constant update of frames you can do it with the QTimer slot call update()
              or as soon as new frame is available call update()

              As per QT doc
              in frameSwapped()

              This signal is emitted after the potentially blocking buffer swap has been done. 
              Applications that wish to continuously repaint synchronized to the vertical refresh,
               should issue an update() upon this signal. This allows for a much smoother experience 
              compared to the traditional usage of timers.
              

              I feel frame rendering is happening in paintGL()

              mrjbomM 1 Reply Last reply
              1
              • nageshN nagesh

                @mrjbom calling update will schedule the paint event for the processing which means internally it triggers paintGL().
                For constant update of frames you can do it with the QTimer slot call update()
                or as soon as new frame is available call update()

                As per QT doc
                in frameSwapped()

                This signal is emitted after the potentially blocking buffer swap has been done. 
                Applications that wish to continuously repaint synchronized to the vertical refresh,
                 should issue an update() upon this signal. This allows for a much smoother experience 
                compared to the traditional usage of timers.
                

                I feel frame rendering is happening in paintGL()

                mrjbomM Offline
                mrjbomM Offline
                mrjbom
                wrote on last edited by
                #13

                @nagesh said in Measuring frame rendering time:

                I feel frame rendering is happening in paintGL()

                In paintGL, the frame is being prepared. So it is useless to measure time there.

                1 Reply Last reply
                0
                • nageshN Offline
                  nageshN Offline
                  nagesh
                  wrote on last edited by
                  #14

                  @mrjbom read the description for paintGL()
                  https://doc.qt.io/qt-5/qopenglwidget.html
                  it says.. paintGL() - Renders the OpenGL scene. Gets called whenever the widget needs to be updated.

                  What does your function
                  sceneManager->callDrawScene() doing?

                  mrjbomM 1 Reply Last reply
                  0
                  • nageshN nagesh

                    @mrjbom read the description for paintGL()
                    https://doc.qt.io/qt-5/qopenglwidget.html
                    it says.. paintGL() - Renders the OpenGL scene. Gets called whenever the widget needs to be updated.

                    What does your function
                    sceneManager->callDrawScene() doing?

                    mrjbomM Offline
                    mrjbomM Offline
                    mrjbom
                    wrote on last edited by
                    #15

                    @nagesh It draws the current scene. The usual functions that are usually found in paintGL().

                    In any case, if I measure the time only within paintGL (), then the time is constantly different from the previous one.
                    Probably because QElapsedTimer reads the time within the operating system, not my application, so due to the task switching by the operating system, it is different.
                    How can I measure the time regardless of the task switching by the operating system?

                    Kent-DorfmanK 1 Reply Last reply
                    0
                    • nageshN Offline
                      nageshN Offline
                      nagesh
                      wrote on last edited by
                      #16

                      @mrjbom There is class in qt QOpenGLTimerQuery
                      https://doc.qt.io/qt-5/qopengltimerquery.html

                      Whether it's applicable for your requirement not sure.

                      mrjbomM 1 Reply Last reply
                      0
                      • mrjbomM mrjbom

                        @nagesh It draws the current scene. The usual functions that are usually found in paintGL().

                        In any case, if I measure the time only within paintGL (), then the time is constantly different from the previous one.
                        Probably because QElapsedTimer reads the time within the operating system, not my application, so due to the task switching by the operating system, it is different.
                        How can I measure the time regardless of the task switching by the operating system?

                        Kent-DorfmanK Offline
                        Kent-DorfmanK Offline
                        Kent-Dorfman
                        wrote on last edited by Kent-Dorfman
                        #17

                        @mrjbom Dude! We've been over this. You cannot accurately measure the time spent in a call that takes nanoseconds or microseconds to complete. you are not using a realtime OS. Either research the science of RTOS or give up on getting consistent numbers.

                        The dystopian literature that served as a warning in my youth has become an instruction manual in my elder years.

                        1 Reply Last reply
                        1
                        • nageshN nagesh

                          @mrjbom There is class in qt QOpenGLTimerQuery
                          https://doc.qt.io/qt-5/qopengltimerquery.html

                          Whether it's applicable for your requirement not sure.

                          mrjbomM Offline
                          mrjbomM Offline
                          mrjbom
                          wrote on last edited by
                          #18

                          @nagesh Got it! This is what I need.
                          To be more precise, QOpenGLTimeMonitor () helped me.
                          Thank you for your help.

                          1 Reply Last reply
                          0

                          • Login

                          • Login or register to search.
                          • First post
                            Last post
                          0
                          • Categories
                          • Recent
                          • Tags
                          • Popular
                          • Users
                          • Groups
                          • Search
                          • Get Qt Extensions
                          • Unsolved