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.*
diff --git a/modules/egl/teglGetFrameTimestampsTests.cpp b/modules/egl/teglGetFrameTimestampsTests.cpp
index 642262d..3c0c02f 100644
--- a/modules/egl/teglGetFrameTimestampsTests.cpp
+++ b/modules/egl/teglGetFrameTimestampsTests.cpp
@@ -263,7 +263,8 @@
 	check_lt(result, frame1.dequeueReady, frame2.dequeueReady, "Dequeue ready times not monotonic.");
 
 	// GPU timeline.
-	check_lt(result, frame1.renderingComplete, frame2.renderingComplete, "Rendering complete times not monotonic.");
+	// Same rendering complete time is fine.
+	check_le(result, frame1.renderingComplete, frame2.renderingComplete, "Rendering complete times not monotonic.");
 
 	if (timestampValid(frame1.firstCompositionGpuFinished) && timestampValid(frame2.firstCompositionGpuFinished))
 		check_lt(result, frame1.firstCompositionGpuFinished, frame2.firstCompositionGpuFinished, "Composition GPU work complete times not monotonic.");