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[client/host/idd] correct frame timing attribution
Use calibrated copy-queue timestamps to separate source and effect waits from the actual framebuffer copy. Exclude producer readiness waits from client import timing so the same interval is not counted in both Copy and Import.
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@@ -41,6 +41,7 @@ typedef struct EGL_TexUpdate
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{
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/* the type of this update */
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EGL_TexType type;
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uint64_t * waitTimeNs;
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int x, y, width, height;
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@@ -125,10 +126,10 @@ bool egl_textureUpdateRect(EGL_Texture * texture,
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bool egl_textureUpdateFromFrame(EGL_Texture * texture,
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const FrameBuffer * frame, const FrameDamageRect * damageRects,
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int damageRectsCount);
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int damageRectsCount, uint64_t * waitTimeNs);
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bool egl_textureUpdateFromDMA(EGL_Texture * texture,
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const FrameBuffer * frame, const int dmaFd);
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const FrameBuffer * frame, const int dmaFd, uint64_t * waitTimeNs);
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enum EGL_TexStatus egl_textureProcess(EGL_Texture * texture);
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