Loading services/surfaceflinger/Scheduler/RefreshRateConfigs.cpp +3 −3 Original line number Diff line number Diff line Loading @@ -431,7 +431,7 @@ auto RefreshRateConfigs::getBestRefreshRateLocked(const std::vector<LayerRequire calculateLayerScoreLocked(layer, mode->getFps(), isSeamlessSwitch); const float weightedLayerScore = weight * layerScore; // Layer with fixed source has a special consideration depends on the // Layer with fixed source has a special consideration which depends on the // mConfig.frameRateMultipleThreshold. We don't want these layers to score // refresh rates above the threshold, but we also don't want to favor the lower // ones by having a greater number of layers scoring them. Instead, we calculate Loading @@ -454,9 +454,9 @@ auto RefreshRateConfigs::getBestRefreshRateLocked(const std::vector<LayerRequire const bool layerBelowThreshold = mConfig.frameRateMultipleThreshold != 0 && layer.desiredRefreshRate < Fps::fromValue(mConfig.frameRateMultipleThreshold / 2); const bool modeAboveThreshold = layerBelowThreshold && mode->getFps() >= Fps::fromValue(mConfig.frameRateMultipleThreshold); if (fixedSourceLayer && layerBelowThreshold) { const bool modeAboveThreshold = mode->getFps() >= Fps::fromValue(mConfig.frameRateMultipleThreshold); if (modeAboveThreshold) { ALOGV("%s gives %s fixed source (above threshold) score of %.4f", formatLayerInfo(layer, weight).c_str(), to_string(mode->getFps()).c_str(), Loading Loading
services/surfaceflinger/Scheduler/RefreshRateConfigs.cpp +3 −3 Original line number Diff line number Diff line Loading @@ -431,7 +431,7 @@ auto RefreshRateConfigs::getBestRefreshRateLocked(const std::vector<LayerRequire calculateLayerScoreLocked(layer, mode->getFps(), isSeamlessSwitch); const float weightedLayerScore = weight * layerScore; // Layer with fixed source has a special consideration depends on the // Layer with fixed source has a special consideration which depends on the // mConfig.frameRateMultipleThreshold. We don't want these layers to score // refresh rates above the threshold, but we also don't want to favor the lower // ones by having a greater number of layers scoring them. Instead, we calculate Loading @@ -454,9 +454,9 @@ auto RefreshRateConfigs::getBestRefreshRateLocked(const std::vector<LayerRequire const bool layerBelowThreshold = mConfig.frameRateMultipleThreshold != 0 && layer.desiredRefreshRate < Fps::fromValue(mConfig.frameRateMultipleThreshold / 2); const bool modeAboveThreshold = layerBelowThreshold && mode->getFps() >= Fps::fromValue(mConfig.frameRateMultipleThreshold); if (fixedSourceLayer && layerBelowThreshold) { const bool modeAboveThreshold = mode->getFps() >= Fps::fromValue(mConfig.frameRateMultipleThreshold); if (modeAboveThreshold) { ALOGV("%s gives %s fixed source (above threshold) score of %.4f", formatLayerInfo(layer, weight).c_str(), to_string(mode->getFps()).c_str(), Loading