Avoid re-calculating vsync mid-frame

Fixes: 29072773

By using computeFrameTime AnimationContext would
potentially end up modifying the latest vsync if
a very-slow frame was received from the UI thread.

This could potentially desync animations that were
RT & UI thread 'synchronized', but more significantly
it would confuse the swap chain which tries to only
draw one frame per vsync causing unneccessary frame
drops.

Change-Id: Ibd2ec3157ce32fee1eec8d56837c45a35e622895
diff --git a/libs/hwui/AnimationContext.cpp b/libs/hwui/AnimationContext.cpp
index 097be08..5759ccd 100644
--- a/libs/hwui/AnimationContext.cpp
+++ b/libs/hwui/AnimationContext.cpp
@@ -63,7 +63,7 @@
         mCurrentFrameAnimations.mNextHandle = head;
         head->mPreviousHandle = &mCurrentFrameAnimations;
     }
-    mFrameTimeMs = mClock.computeFrameTimeMs();
+    mFrameTimeMs = ns2ms(mClock.latestVsync());
 }
 
 void AnimationContext::runRemainingAnimations(TreeInfo& info) {