Fix: rendering complete times not monotonic
authorJiayuan Ren <jiayuanr@nvidia.com>
Tue, 14 Aug 2018 19:09:01 +0000 (12:09 -0700)
committerAlexander Galazin <Alexander.Galazin@arm.com>
Sun, 9 Sep 2018 15:09:49 +0000 (11:09 -0400)
commite7cc2409780e67261093eca746c9ec42064ce353
tree1588e680c7b46660198faf84b5954ee509b81002
parenta00c9e52ad4ab29c95c1490887b37bcf715c0535
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.*

(cherry picked from commit 59b6ba9bb2b8a280a30e931fb9b69f492650d14d)

Change-Id: I10c9f7d50d079fcad000baee028a97fea5b69c3c
modules/egl/teglGetFrameTimestampsTests.cpp