libs/hwui/utils/TimeUtils.h
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Don't query running behind if it's not possible to be behind such as having received a vsync since the last call to swap buffers. This also avoids an accidental-starvation issue where if surface flinger was a bit sluggish to dequeue then renderthread would drop thinking the queue was full. Also be a bit smarter about tracking if we've already drawn for this vsync target to avoid producing two frames for the same vsync Change-Id: Ib266500a693c27000b2e8ea578f111229d75147a