Use __builtin_available guard am: a52cd7e0a2
Original change: https://android-review.googlesource.com/c/platform/frameworks/native/+/3333893
Change-Id: Id22ff4954b74a3a29d3c45809765be35ab5f3164
Signed-off-by: Automerger Merge Worker <android-build-automerger-merge-worker@system.gserviceaccount.com>
diff --git a/libs/binder/tests/binderUtilsHostTest.cpp b/libs/binder/tests/binderUtilsHostTest.cpp
index 6301c74..a62ad96 100644
--- a/libs/binder/tests/binderUtilsHostTest.cpp
+++ b/libs/binder/tests/binderUtilsHostTest.cpp
@@ -56,7 +56,7 @@
});
auto elapsedMs = millisSince(start);
EXPECT_GE(elapsedMs, 1000);
- EXPECT_LT(elapsedMs, 2000);
+ EXPECT_LT(elapsedMs, 3000); // b/377571547: higher to reduce flake
ASSERT_TRUE(result.has_value());
EXPECT_EQ(std::nullopt, result->exitCode);
@@ -65,7 +65,7 @@
// ~CommandResult() called, child process is killed.
// Assert that the second sleep does not finish.
- EXPECT_LT(millisSince(start), 2000);
+ EXPECT_LT(millisSince(start), 3000);
}
TEST(UtilsHost, ExecuteLongRunning2) {
diff --git a/services/surfaceflinger/Scheduler/RefreshRateSelector.cpp b/services/surfaceflinger/Scheduler/RefreshRateSelector.cpp
index a4368a6..bbb3c52 100644
--- a/services/surfaceflinger/Scheduler/RefreshRateSelector.cpp
+++ b/services/surfaceflinger/Scheduler/RefreshRateSelector.cpp
@@ -842,7 +842,7 @@
});
// TODO(b/364651864): Evaluate correctness of primaryRangeIsSingleRate.
- if (!isVrrDevice() && policy->primaryRangeIsSingleRate()) {
+ if (!mIsVrrDevice.load() && policy->primaryRangeIsSingleRate()) {
// If we never scored any layers, then choose the rate from the primary
// range instead of picking a random score from the app range.
if (noLayerScore) {
@@ -891,7 +891,7 @@
if (scores.front().frameRateMode.fps <= touchRefreshRates.front().frameRateMode.fps) {
ALOGV("Touch Boost [late]");
ATRACE_FORMAT_INSTANT("%s (Touch Boost [late])",
- to_string(touchRefreshRates.front().frameRateMode.fps).c_str());
+ to_string(touchRefreshRates.front().frameRateMode.fps).c_str());
return {touchRefreshRates, GlobalSignals{.touch = true}};
}
}