Fix: rendering complete times not monotonic
authorJiayuan Ren <jiayuanr@nvidia.com>
Tue, 14 Aug 2018 19:09:01 +0000 (12:09 -0700)
committerChris Forbes <chrisforbes@google.com>
Fri, 17 Aug 2018 23:48:33 +0000 (23:48 +0000)
commit59b6ba9bb2b8a280a30e931fb9b69f492650d14d
treedd54a1a910ad159c0f417042fc0db5ec6a8809a8
parent38611cff1bef4332dc1106706c6bd9ced62cff53
Fix: rendering complete times not monotonic

We run into an intermittent issue that two neighboring
frames have the same rendering complete timestamp.

The timers will always have finite granularity.
The timestamp is in nanosecond but the timer producing
these timestamps might not actually be able to produce
timestamps at 1ns resolution. When the timer used for
these events has not enough granularity, events that
happen very quickly right after one another will appear
as if they appear at the same point in time.

Two neighboring frames have the same timestamp is allowed.

Components: AOSP

VK-GL-CTS issue: 1311
Bug: b/112778381

Affects:
dEQP-EGL.functional.get_frame_timestamps.*
modules/egl/teglGetFrameTimestampsTests.cpp