Let we make FPS tracker chekc it's time correctly 21/309121/2
authorEunki, Hong <eunkiki.hong@samsung.com>
Fri, 5 Apr 2024 04:26:32 +0000 (13:26 +0900)
committerEunki, Hong <eunkiki.hong@samsung.com>
Fri, 5 Apr 2024 09:53:37 +0000 (18:53 +0900)
If someone call UpdateOnce or RenderOnce without animation, FPS tracker
might not collect it's time well. (Since use elapsedtime is false.)

Let we make assume that FPSTracker trace time every frame well

Change-Id: I8942f8fc489dec3ee269e6ab742a3875dafc0622
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
dali/internal/adaptor/common/combined-update-render-controller.cpp

index 3697bc4..3858d4a 100644 (file)
@@ -642,7 +642,7 @@ void CombinedUpdateRenderController::UpdateRenderThread()
     uint64_t timeSinceLastFrame = currentFrameStartTime - lastFrameTime;
 
     // Optional FPS Tracking when continuously rendering
-    if(useElapsedTime && mFpsTracker.Enabled())
+    if(mFpsTracker.Enabled())
     {
       float absoluteTimeSinceLastRender = timeSinceLastFrame * NANOSECONDS_TO_SECOND;
       mFpsTracker.Track(absoluteTimeSinceLastRender);