github 地址:https://github.com/mrdoob/stats.js/blob/master/src/Stats.js
1.性能监控
- FPS 在最近一秒渲染的帧数量。数值越高,性能越好.
- MS 渲染帧所需的毫秒数。数值越低,性能越好.
- MB 占用的内存大小. (Chrome 浏览器快捷键后面添加--enable-precise-memory-info 命令)
2.fps 计算
var fps = 0;
var prevTime = (performance || Date).now(),
frames = 0;
function aaa() {
frames++;
var time = (performance || Date).now();
//每秒计算一次渲染帧数量
if (time >= prevTime + 1000) {
fps = (frames * 1000) / (time - prevTime);
console.log(fps);
prevTime = time;
frames = 0;
}
window.requestAnimationFrame(aaa);
}
aaa();
3.ms 每个渲染帧运行需要多少毫秒
let ms = 0;
var beginTime = (performance || Date).now();
function bbb() {
//当前时间减去开始时间
ms = (performance || Date).now() - beginTime;
console.log(ms);
window.requestAnimationFrame(bbb);
beginTime = (performance || Date).now();
}
bbb();
4.memory 内存占用
usedJSHeapSize
已经使用的内存
jsHeapSizeLimit
内存大小限制
let mb = 0,
mbPercent = 0;
let prevTime = (performance || Date).now();
function ccc() {
var time = (performance || Date).now();
//每秒获取一次
if (time >= prevTime + 1000) {
//获取性能里的内存相关参数,前提是performance.memory存在
var memory = performance.memory;
//1M =1048576=2^20
//使用了多少内存
mb = memory.usedJSHeapSize / 1048576;
//内存占用百分比
mbPercent = memory.usedJSHeapSize / memory.jsHeapSizeLimit;
console.log(mb, mbPercent);
}
window.requestAnimationFrame(ccc);
}
ccc();
5.画 Canvas 的板面
创建 canvas
//name性能名称, fg颜色, bg背景
Stats.Panel = function (name, fg, bg) {
var min = Infinity,
max = 0,
round = Math.round;
var PR = round(window.devicePixelRatio || 1);
var WIDTH = 80 * PR, //canvas板面宽度
HEIGHT = 48 * PR, //canvas板面高度
TEXT_X = 3 * PR, //文本x坐标
TEXT_Y = 2 * PR, //文本y坐标
GRAPH_X = 3 * PR, //图表x坐标
GRAPH_Y = 15 * PR, //图表y坐标
GRAPH_WIDTH = 74 * PR, //图表宽度
GRAPH_HEIGHT = 30 * PR; //图表高度
//创建canvas
var canvas = document.createElement('canvas');
canvas.width = WIDTH;
canvas.height = HEIGHT;
canvas.style.cssText = 'width:80px;height:48px';
var context = canvas.getContext('2d');
//设置字体样式
context.font = 'bold ' + 9 * PR + 'px Helvetica,Arial,sans-serif';
context.textBaseline = 'top';
};
板面更新数值
update:function (value, maxValue) {
//监控过程中,最小最大值范围
min = Math.min(min, value);
max = Math.max(max, value);
context.fillStyle = bg;
context.globalAlpha = 1;
//清空内容重绘
context.fillRect(0, 0, WIDTH, GRAPH_Y);
context.fillStyle = fg;
//画文本,当前数值,name,最小最大值
context.fillText(
round(value) + ' ' + name + ' (' + round(min) + '-' + round(max) + ')',
TEXT_X,
TEXT_Y
);
//截取canvas之前的内容范围,往前移动,覆盖内容
context.drawImage(
canvas,
GRAPH_X + PR,
GRAPH_Y,
GRAPH_WIDTH - PR,
GRAPH_HEIGHT,
GRAPH_X,
GRAPH_Y,
GRAPH_WIDTH - PR,
GRAPH_HEIGHT
);
//清空最后的那部分
context.fillRect(GRAPH_X + GRAPH_WIDTH - PR, GRAPH_Y, PR, GRAPH_HEIGHT);
context.fillStyle = bg;
context.globalAlpha = 0.9;
//画出最新的数值矩形
context.fillRect(
GRAPH_X + GRAPH_WIDTH - PR,
GRAPH_Y,
PR,
round((1 - value / maxValue) * GRAPH_HEIGHT)
);
}
6.创建 Stats 板面
var mode = 0;
var container = document.createElement('div');
container.style.cssText = 'position:fixed;top:0;left:0;cursor:pointer;opacity:0.9;z-index:10000';
//点击切换板面模式
container.addEventListener(
'click',
function (event) {
event.preventDefault();
showPanel(++mode % container.children.length);
},
false
);
//添加canvas板面
function addPanel(panel) {
container.appendChild(panel.dom);
return panel;
}
//显示对应的板面模式
function showPanel(id) {
for (var i = 0; i < container.children.length; i++) {
container.children[i].style.display = i === id ? 'block' : 'none';
}
mode = id;
添加三种 canvas 板面
//添加索引为0的fps板面
var fpsPanel = addPanel(new Stats.Panel('FPS', '#0ff', '#002'));
//添加索引为1的ms板面
var msPanel = addPanel(new Stats.Panel('MS', '#0f0', '#020'));
//如果performance.memory存在,添加索引为2的内存板面
if (self.performance && self.performance.memory) {
var memPanel = addPanel(new Stats.Panel('MB', '#f08', '#201'));
}
//默认显示fps
showPanel(0);
每个板面数值的更新
var beginTime = (performance || Date).now(),
prevTime = beginTime,
frames = 0;
//开始时间
begin: function () {
beginTime = (performance || Date).now();
},
//计算
end: function () {
frames++;
var time = (performance || Date).now();
//ms板面的数值
msPanel.update(time - beginTime, 200);
if (time >= prevTime + 1000) {
//fps板面数值
fpsPanel.update((frames * 1000) / (time - prevTime), 100);
prevTime = time;
frames = 0;
//内存板面数值更新
if (memPanel) {
var memory = performance.memory;
//1M =1048576=2^20
memPanel.update(memory.usedJSHeapSize / 1048576, memory.jsHeapSizeLimit / 1048576);
}
}
return time;
},
//更新
update: function () {
beginTime = this.end();
},
7.使用 Stats
var stats = new Stats();
document.body.appendChild(stats.dom);
function animate() {
stats.update();
window.requestAnimationFrame(animate);
}
animate();
总结
Stats 真的很小巧实用,不用打开开发者中心,就可以用于监控界面性能,比如可视化大屏或者一些复杂界面的性能,点开某个功能,猛地飙升内存,关闭没有降下来,那有可能内存泄露,给你优化渲染提供参考!