Refactor game-related frame rate override to LayerHistory
Previously game-related frame rate overrides are maintained in Scheduler
only, which does not provide votes to the actual display refresh rate.
This causes an issue that these overrides will only be viable when they
are the divisors of the display refresh rate at the moment.
This change moves the game intervention and newly-added game default
frame rate overrides to LayerHistory, where overrides will be considered
in layer frame rate votes. Scheduler will get this information and
select the display frame rate accordingly
Bug: 286084594
Test: SurfaceFlinger unit test
atest LayerHistoryTest
atest FrameRateOverrideMappingsTest
atest CtsGraphicsTestCases --test-filter "SetFrameRateTest*"
atest CtsFrameRateOverrideTestCases
Change-Id: I9957af8e53fbdd44b8d70028572e6db8e779a1fe
diff --git a/services/surfaceflinger/Scheduler/LayerHistory.h b/services/surfaceflinger/Scheduler/LayerHistory.h
index 5a9445b..930d06c 100644
--- a/services/surfaceflinger/Scheduler/LayerHistory.h
+++ b/services/surfaceflinger/Scheduler/LayerHistory.h
@@ -43,6 +43,7 @@
class LayerHistory {
public:
+ using FrameRateOverride = DisplayEventReceiver::Event::FrameRateOverride;
using LayerVoteType = RefreshRateSelector::LayerVoteType;
static constexpr std::chrono::nanoseconds kMaxPeriodForHistory = 1s;
@@ -89,6 +90,15 @@
bool isSmallDirtyArea(uint32_t dirtyArea, float threshold) const;
+ // Updates the frame rate override set by game mode intervention
+ void updateGameModeFrameRateOverride(FrameRateOverride frameRateOverride) EXCLUDES(mLock);
+
+ // Updates the frame rate override set by game default frame rate
+ void updateGameDefaultFrameRateOverride(FrameRateOverride frameRateOverride) EXCLUDES(mLock);
+
+ std::pair<Fps, Fps> getGameFrameRateOverride(uid_t uid) const EXCLUDES(mLock);
+ std::pair<Fps, Fps> getGameFrameRateOverrideLocked(uid_t uid) const REQUIRES(mLock);
+
private:
friend class LayerHistoryTest;
friend class LayerHistoryIntegrationTest;
@@ -137,6 +147,13 @@
// Whether a mode change is in progress or not
std::atomic<bool> mModeChangePending = false;
+
+ // A list to look up the game frame rate overrides
+ // Each entry includes:
+ // 1. the uid of the app
+ // 2. a pair of game mode intervention frame frame and game default frame rate override
+ // set to 0.0 if there is no such override
+ std::map<uid_t, std::pair<Fps, Fps>> mGameFrameRateOverride GUARDED_BY(mLock);
};
} // namespace scheduler