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);