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https://github.com/gnif/LookingGlass.git
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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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@@ -94,14 +94,15 @@ static bool egl_texFBUpdate(EGL_Texture * texture, const EGL_TexUpdate * update)
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if (damageAll)
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{
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complete = framebuffer_read(
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complete = framebuffer_read_timed(
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update->frame,
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parent->buf[parent->bufIndex].map,
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texture->format.pitch,
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texture->format.height,
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texture->format.width,
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texture->format.bpp,
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texture->format.pitch
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texture->format.pitch,
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update->waitTimeNs
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);
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}
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else
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@@ -123,7 +124,7 @@ static bool egl_texFBUpdate(EGL_Texture * texture, const EGL_TexUpdate * update)
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scaledDamageRects[i] = rect;
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}
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complete = rectsFramebufferToBuffer(
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complete = rectsFramebufferToBufferTimed(
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scaledDamageRects,
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damage->count,
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texture->format.bpp,
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@@ -131,12 +132,13 @@ static bool egl_texFBUpdate(EGL_Texture * texture, const EGL_TexUpdate * update)
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texture->format.pitch,
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texture->format.height,
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update->frame,
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texture->format.pitch
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texture->format.pitch,
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update->waitTimeNs
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);
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}
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else
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{
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complete = rectsFramebufferToBuffer(
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complete = rectsFramebufferToBufferTimed(
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damage->rects,
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damage->count,
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texture->format.bpp,
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@@ -144,7 +146,8 @@ static bool egl_texFBUpdate(EGL_Texture * texture, const EGL_TexUpdate * update)
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texture->format.pitch,
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texture->format.height,
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update->frame,
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texture->format.pitch
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texture->format.pitch,
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update->waitTimeNs
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);
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}
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}
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