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authorEunki, Hong <eunkiki.hong@samsung.com>2024-04-05 13:26:32 +0900
committerEunki, Hong <eunkiki.hong@samsung.com>2024-04-05 18:53:37 +0900
commitcd80a7c3613e5d28aed05f099904e8189393ca17 (patch)
treec4c66634c33f3ba66beb1aa9f36fa156cb5324e8
parent8a83404dd8913316f087dd7cd8ace7d4cbde07b9 (diff)
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Let we make FPS tracker chekc it's time correctly
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>
-rw-r--r--dali/internal/adaptor/common/combined-update-render-controller.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/dali/internal/adaptor/common/combined-update-render-controller.cpp b/dali/internal/adaptor/common/combined-update-render-controller.cpp
index 3697bc440..3858d4ae4 100644
--- a/dali/internal/adaptor/common/combined-update-render-controller.cpp
+++ b/dali/internal/adaptor/common/combined-update-render-controller.cpp
@@ -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);