SF: Stop passing DispSync around.

Instead of passing DispSync around, so that the functions can compute
next refresh time, compute the time in SurfaceFlinger, and pass around
the calculated value.

Test: SF tests pass.
Change-Id: I27f28257c866426bc871671eb57dd309b88b92be
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index 2199ce1..37e7f28 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -3040,7 +3040,8 @@
     mDrawingState.traverseInZOrder([&](Layer* layer) {
         if (layer->hasReadyFrame()) {
             frameQueued = true;
-            if (layer->shouldPresentNow(*mPrimaryDispSync)) {
+            const nsecs_t expectedPresentTime = mPrimaryDispSync->expectedPresentTime();
+            if (layer->shouldPresentNow(expectedPresentTime)) {
                 mLayersWithQueuedFrames.push_back(layer);
             } else {
                 layer->useEmptyDamage();