Implement game mode framerate override
Add logic for setting throttling framerate requested
by Game Dashboard interventions.
- Refactored of FrameRateOverrideMappings in Scheduler
- Have mSupportsFrameRateOverride only guard mFrameRateOverrideByContent
- Remove logic that disables framerate override when it's not a divider
Bug: b/204322816
Test: atest FrameRateOverrideHostTest
Change-Id: I1a2caf378cd87ce4830f6fc48332b5df518330cc
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index 51cb409..0bb0aa8 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -5566,6 +5566,7 @@
}
return PERMISSION_DENIED;
}
+ case SET_OVERRIDE_FRAME_RATE:
case ON_PULL_ATOM: {
const int uid = IPCThreadState::self()->getCallingUid();
if (uid == AID_SYSTEM) {
@@ -6970,6 +6971,17 @@
return NO_ERROR;
}
+status_t SurfaceFlinger::setOverrideFrameRate(uid_t uid, float frameRate) {
+ PhysicalDisplayId displayId = [&]() {
+ Mutex::Autolock lock(mStateLock);
+ return getDefaultDisplayDeviceLocked()->getPhysicalId();
+ }();
+
+ mScheduler->setGameModeRefreshRateForUid(FrameRateOverride{static_cast<uid_t>(uid), frameRate});
+ mScheduler->onFrameRateOverridesChanged(mAppConnectionHandle, displayId);
+ return NO_ERROR;
+}
+
status_t SurfaceFlinger::setFrameTimelineInfo(const sp<IGraphicBufferProducer>& surface,
const FrameTimelineInfo& frameTimelineInfo) {
Mutex::Autolock lock(mStateLock);