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[client] expose EGL stages in frame latency
Correlate received frames with the texture update actually consumed by the renderer and retain damage until its token becomes renderable. Split client latency into dispatch, import, queue, preparation, setup, effects, desktop, composition, and swap stages in FRAME LATENCY. Exclude diagnostic overlay work from composition and preserve client wait time when producer timing is unavailable. Publish joined samples through a bounded token queue, avoid sleeping while producer timing is finalized, and correct Wayland photon units.
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@@ -94,6 +94,7 @@ typedef uint32_t LG_TransportFrameFlags;
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typedef struct LG_TransportFrameTiming
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{
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bool valid; /* producer fields below are available and coherent */
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uint64_t captureTime;
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uint64_t postProcessTime;
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uint64_t copyTime;
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