Add benchmark for onWindowInfosChanged

This benchmark should not have any socket writes, and will help us
detect whether the high variability of results we are seeing in the
other two benchmarks could potentially come from that.

Results:

arm64-v8a inputflinger_benchmarks: Passed: 3, Failed: 0, Ignored: 0, Assumption Failed: 0,
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Benchmark                             Time         CPU       Iteration
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
inputflinger_benchmarks:
  #benchmarkNotifyMotion            125573 ns    90766 ns         5699
  #benchmarkInjectMotion            123218 ns    91416 ns         6341
  #benchmarkOnWindowInfosChanged     10888 ns    10000 ns        65385

Bug: 210926970
Test: atest inputflinger_benchmarks (see results above)
Change-Id: I1d0b6f00c3d4fa74188c7493129ed9515f3246d2
(cherry picked from commit 1873e93a324fbdb9bc447fd06044c95462ee1e31)
diff --git a/services/inputflinger/benchmarks/InputDispatcher_benchmarks.cpp b/services/inputflinger/benchmarks/InputDispatcher_benchmarks.cpp
index 9691ad8..32eec29 100644
--- a/services/inputflinger/benchmarks/InputDispatcher_benchmarks.cpp
+++ b/services/inputflinger/benchmarks/InputDispatcher_benchmarks.cpp
@@ -263,15 +263,15 @@
 static void benchmarkNotifyMotion(benchmark::State& state) {
     // Create dispatcher
     sp<FakeInputDispatcherPolicy> fakePolicy = new FakeInputDispatcherPolicy();
-    std::unique_ptr<InputDispatcher> dispatcher = std::make_unique<InputDispatcher>(fakePolicy);
-    dispatcher->setInputDispatchMode(/*enabled*/ true, /*frozen*/ false);
-    dispatcher->start();
+    InputDispatcher dispatcher(fakePolicy);
+    dispatcher.setInputDispatchMode(/*enabled*/ true, /*frozen*/ false);
+    dispatcher.start();
 
     // Create a window that will receive motion events
     std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
-    sp<FakeWindowHandle> window = new FakeWindowHandle(application, *dispatcher, "Fake Window");
+    sp<FakeWindowHandle> window = new FakeWindowHandle(application, dispatcher, "Fake Window");
 
-    dispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+    dispatcher.setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
 
     NotifyMotionArgs motionArgs = generateMotionArgs();
 
@@ -280,55 +280,79 @@
         motionArgs.action = AMOTION_EVENT_ACTION_DOWN;
         motionArgs.downTime = now();
         motionArgs.eventTime = motionArgs.downTime;
-        dispatcher->notifyMotion(&motionArgs);
+        dispatcher.notifyMotion(&motionArgs);
 
         // Send ACTION_UP
         motionArgs.action = AMOTION_EVENT_ACTION_UP;
         motionArgs.eventTime = now();
-        dispatcher->notifyMotion(&motionArgs);
+        dispatcher.notifyMotion(&motionArgs);
 
         window->consumeEvent();
         window->consumeEvent();
     }
 
-    dispatcher->stop();
+    dispatcher.stop();
 }
 
 static void benchmarkInjectMotion(benchmark::State& state) {
     // Create dispatcher
     sp<FakeInputDispatcherPolicy> fakePolicy = new FakeInputDispatcherPolicy();
-    std::unique_ptr<InputDispatcher> dispatcher = std::make_unique<InputDispatcher>(fakePolicy);
-    dispatcher->setInputDispatchMode(/*enabled*/ true, /*frozen*/ false);
-    dispatcher->start();
+    InputDispatcher dispatcher(fakePolicy);
+    dispatcher.setInputDispatchMode(/*enabled*/ true, /*frozen*/ false);
+    dispatcher.start();
 
     // Create a window that will receive motion events
     std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
-    sp<FakeWindowHandle> window = new FakeWindowHandle(application, *dispatcher, "Fake Window");
+    sp<FakeWindowHandle> window = new FakeWindowHandle(application, dispatcher, "Fake Window");
 
-    dispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+    dispatcher.setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
 
     for (auto _ : state) {
         MotionEvent event = generateMotionEvent();
         // Send ACTION_DOWN
-        dispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                     InputEventInjectionSync::NONE, INJECT_EVENT_TIMEOUT,
-                                     POLICY_FLAG_FILTERED | POLICY_FLAG_PASS_TO_USER);
+        dispatcher.injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
+                                    InputEventInjectionSync::NONE, INJECT_EVENT_TIMEOUT,
+                                    POLICY_FLAG_FILTERED | POLICY_FLAG_PASS_TO_USER);
 
         // Send ACTION_UP
         event.setAction(AMOTION_EVENT_ACTION_UP);
-        dispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
-                                     InputEventInjectionSync::NONE, INJECT_EVENT_TIMEOUT,
-                                     POLICY_FLAG_FILTERED | POLICY_FLAG_PASS_TO_USER);
+        dispatcher.injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID,
+                                    InputEventInjectionSync::NONE, INJECT_EVENT_TIMEOUT,
+                                    POLICY_FLAG_FILTERED | POLICY_FLAG_PASS_TO_USER);
 
         window->consumeEvent();
         window->consumeEvent();
     }
 
-    dispatcher->stop();
+    dispatcher.stop();
+}
+
+static void benchmarkOnWindowInfosChanged(benchmark::State& state) {
+    // Create dispatcher
+    sp<FakeInputDispatcherPolicy> fakePolicy = new FakeInputDispatcherPolicy();
+    InputDispatcher dispatcher(fakePolicy);
+    dispatcher.setInputDispatchMode(/*enabled*/ true, /*frozen*/ false);
+    dispatcher.start();
+
+    // Create a window
+    std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+    sp<FakeWindowHandle> window = new FakeWindowHandle(application, dispatcher, "Fake Window");
+
+    std::vector<gui::WindowInfo> windowInfos{*window->getInfo()};
+    gui::DisplayInfo info;
+    info.displayId = window->getInfo()->displayId;
+    std::vector<gui::DisplayInfo> displayInfos{info};
+
+    for (auto _ : state) {
+        dispatcher.onWindowInfosChanged(windowInfos, displayInfos);
+        dispatcher.onWindowInfosChanged({} /*windowInfos*/, {} /*displayInfos*/);
+    }
+    dispatcher.stop();
 }
 
 BENCHMARK(benchmarkNotifyMotion);
 BENCHMARK(benchmarkInjectMotion);
+BENCHMARK(benchmarkOnWindowInfosChanged);
 
 } // namespace android::inputdispatcher