Let the first frame come in before measuring refresh rate time.

This fixes potential flakiness in VrDisplayTest#testRefreshRateIsAtLeast60Hz.

Bug: 33812074
Change-Id: Ideea1b0932764cebbf7235839af0f53c7c52a771
diff --git a/tests/vr/src/android/vr/cts/VrDisplayTest.java b/tests/vr/src/android/vr/cts/VrDisplayTest.java
index 9dfdf96..b26f4ed 100644
--- a/tests/vr/src/android/vr/cts/VrDisplayTest.java
+++ b/tests/vr/src/android/vr/cts/VrDisplayTest.java
@@ -52,18 +52,20 @@
      */
     public void testRefreshRateIsAtLeast60Hz() throws Throwable {
         final int NUM_FRAMES = 200;
-        mActivity = getGlEsActivity(NUM_FRAMES, 3);
+        // Add an extra frame to allow the activity to start up.
+        mActivity = getGlEsActivity(NUM_FRAMES + 1, 3);
         if (!mActivity.supportsVrHighPerformance())
             return;
 
-        long startNanos = System.nanoTime();
+        // Skip the first frame to allow for startup time.
+        mActivity.waitForFrameDrawn();
 
         // Render a few hundred frames.
-        int error;
+        long startNanos = System.nanoTime();
         while (!mActivity.waitForFrameDrawn());
-        error = mActivity.glGetError();
-        assertEquals(GLES32.GL_NO_ERROR, error);
         long endNanos = System.nanoTime();
+        int error = mActivity.glGetError();
+        assertEquals(GLES32.GL_NO_ERROR, error);
 
         double fps = NUM_FRAMES / (double)(endNanos - startNanos) * 1e9;
         assertTrue(fps >= 59.);