Loading services/surfaceflinger/Layer.cpp +9 −2 Original line number Original line Diff line number Diff line Loading @@ -1353,8 +1353,15 @@ void Layer::updateTreeHasFrameRateVote() { // First traverse the tree and count how many layers has votes // First traverse the tree and count how many layers has votes int layersWithVote = 0; int layersWithVote = 0; traverseTree([&layersWithVote](Layer* layer) { traverseTree([&layersWithVote](Layer* layer) { if (layer->mCurrentState.frameRate.rate > 0 || const auto layerVotedWithDefaultCompatibility = layer->mCurrentState.frameRate.rate > 0 && layer->mCurrentState.frameRate.type == FrameRateCompatibility::NoVote) { layer->mCurrentState.frameRate.type == FrameRateCompatibility::Default; const auto layerVotedWithNoVote = layer->mCurrentState.frameRate.type == FrameRateCompatibility::NoVote; // We do not count layers that are ExactOrMultiple for the same reason // we are allowing touch boost for those layers. See // RefreshRateConfigs::getBestRefreshRate for more details. if (layerVotedWithDefaultCompatibility || layerVotedWithNoVote) { layersWithVote++; layersWithVote++; } } }); }); Loading Loading
services/surfaceflinger/Layer.cpp +9 −2 Original line number Original line Diff line number Diff line Loading @@ -1353,8 +1353,15 @@ void Layer::updateTreeHasFrameRateVote() { // First traverse the tree and count how many layers has votes // First traverse the tree and count how many layers has votes int layersWithVote = 0; int layersWithVote = 0; traverseTree([&layersWithVote](Layer* layer) { traverseTree([&layersWithVote](Layer* layer) { if (layer->mCurrentState.frameRate.rate > 0 || const auto layerVotedWithDefaultCompatibility = layer->mCurrentState.frameRate.rate > 0 && layer->mCurrentState.frameRate.type == FrameRateCompatibility::NoVote) { layer->mCurrentState.frameRate.type == FrameRateCompatibility::Default; const auto layerVotedWithNoVote = layer->mCurrentState.frameRate.type == FrameRateCompatibility::NoVote; // We do not count layers that are ExactOrMultiple for the same reason // we are allowing touch boost for those layers. See // RefreshRateConfigs::getBestRefreshRate for more details. if (layerVotedWithDefaultCompatibility || layerVotedWithNoVote) { layersWithVote++; layersWithVote++; } } }); }); Loading