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[client] egl: snapshot DMA frames before release
Copy imported IVSHMEM frames into renderer-owned textures before acknowledging their LGMP messages. Hold each lease until its copy fence signals, and protect selected snapshots until rendering completes. Track independent delivery lanes, drain acknowledgements on the frame thread, and recover stale queue subscriptions after host timeouts.
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@@ -51,7 +51,10 @@ bool egl_desktopSetup (EGL_Desktop * desktop, const LG_RendererFormat format);
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bool egl_desktopUpdate(EGL_Desktop * desktop, const FrameBuffer * frame,
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LG_RendererFrameToken frameToken, int dmaFd,
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const FrameDamageRect * damageRects, int damageRectsCount,
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uint64_t * waitTimeNs);
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uint64_t * waitTimeNs, LG_FrameReleaseFn releaseFn,
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void * releaseOpaque, uint64_t releaseHandle);
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void egl_desktopRestart(EGL_Desktop * desktop);
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void egl_desktopPoll(EGL_Desktop * desktop);
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void egl_desktopResize(EGL_Desktop * desktop, int width, int height);
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bool egl_desktopRender(EGL_Desktop * desktop, unsigned int outputWidth,
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unsigned int outputHeight, const float x, const float y,
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