SF: small fix to 3f96592d3b985b258f488f5497dc02a7dc2eb5a8
Addressing a bug with that commit when the render frame rate range
is smaller than the display refresh rate.
Test: atest FrameRateOverrideHostTest
Bug: 266444890
Change-Id: Ie51ade1c31e6929ba3c0ed47f1583fdb8edb1941
diff --git a/services/surfaceflinger/Scheduler/RefreshRateSelector.cpp b/services/surfaceflinger/Scheduler/RefreshRateSelector.cpp
index 1d27cfc..c5b3e14 100644
--- a/services/surfaceflinger/Scheduler/RefreshRateSelector.cpp
+++ b/services/surfaceflinger/Scheduler/RefreshRateSelector.cpp
@@ -929,17 +929,38 @@
RefreshRateOrder refreshRateOrder,
std::optional<DisplayModeId> preferredDisplayModeOpt) const
-> FrameRateRanking {
+ using fps_approx_ops::operator<;
const char* const whence = __func__;
+
+ // find the highest frame rate for each display mode
+ ftl::SmallMap<DisplayModeId, Fps, 8> maxRenderRateForMode;
+ const bool ascending = (refreshRateOrder == RefreshRateOrder::Ascending);
+ if (ascending) {
+ // TODO(b/266481656): Once this bug is fixed, we can remove this workaround and actually
+ // use a lower frame rate when we want Ascending frame rates.
+ for (const auto& frameRateMode : mPrimaryFrameRates) {
+ if (anchorGroupOpt && frameRateMode.modePtr->getGroup() != anchorGroupOpt) {
+ continue;
+ }
+
+ const auto [iter, _] = maxRenderRateForMode.try_emplace(frameRateMode.modePtr->getId(),
+ frameRateMode.fps);
+ if (iter->second < frameRateMode.fps) {
+ iter->second = frameRateMode.fps;
+ }
+ }
+ }
+
std::deque<ScoredFrameRate> ranking;
const auto rankFrameRate = [&](const FrameRateMode& frameRateMode) REQUIRES(mLock) {
- using fps_approx_ops::operator<;
const auto& modePtr = frameRateMode.modePtr;
if (anchorGroupOpt && modePtr->getGroup() != anchorGroupOpt) {
return;
}
const bool ascending = (refreshRateOrder == RefreshRateOrder::Ascending);
- if (ascending && frameRateMode.fps < getMinRefreshRateByPolicyLocked()->getFps()) {
+ const auto id = frameRateMode.modePtr->getId();
+ if (ascending && frameRateMode.fps < *maxRenderRateForMode.get(id)) {
// TODO(b/266481656): Once this bug is fixed, we can remove this workaround and actually
// use a lower frame rate when we want Ascending frame rates.
return;