[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.
This commit is contained in:
Geoffrey McRae
2026-08-03 23:25:25 +10:00
parent 6109501eed
commit fbe08d00ce
21 changed files with 897 additions and 349 deletions

View File

@@ -24,6 +24,7 @@
#include "common/debug.h"
#include "common/option.h"
#include "common/locking.h"
#include "common/time.h"
#include "app.h"
#include "texture.h"
@@ -390,14 +391,15 @@ bool egl_desktopSetup(EGL_Desktop * desktop, const LG_RendererFormat format)
return true;
}
bool egl_desktopUpdate(EGL_Desktop * desktop, const FrameBuffer * frame, int dmaFd,
bool egl_desktopUpdate(EGL_Desktop * desktop, const FrameBuffer * frame,
LG_RendererFrameToken frameToken, int dmaFd,
const FrameDamageRect * damageRects, int damageRectsCount,
uint64_t * waitTimeNs)
{
if (likely(desktop->useDMA && dmaFd >= 0))
{
if (likely(egl_textureUpdateFromDMA(
desktop->texture, frame, dmaFd, waitTimeNs)))
desktop->texture, frame, frameToken, dmaFd, waitTimeNs)))
{
atomic_store(&desktop->processFrame, true);
return true;
@@ -438,7 +440,7 @@ bool egl_desktopUpdate(EGL_Desktop * desktop, const FrameBuffer * frame, int dma
* the upload. Signalling here can race with that submission and process the
* previous texture contents instead.
*/
if (likely(egl_textureUpdateFromFrame(desktop->texture, frame,
if (likely(egl_textureUpdateFromFrame(desktop->texture, frame, frameToken,
damageRects, damageRectsCount, waitTimeNs)))
return true;
@@ -454,7 +456,10 @@ bool egl_desktopRender(EGL_Desktop * desktop, unsigned int outputWidth,
unsigned int outputHeight, const float x, const float y,
const float scaleX, const float scaleY, enum EGL_DesktopScaleType scaleType,
LG_RendererRotate rotate, const struct DamageRects * rects,
bool * fullFrame, EGL_Framebuffer * target)
LG_RendererFrameToken damageFrameToken,
LG_RendererFrameToken frameTokenLimit, bool * fullFrame,
LG_RendererFrameToken * consumedFrameToken,
uint64_t * effectsTime, EGL_Framebuffer * target)
{
EGL_Texture * tex;
int width, height;
@@ -478,21 +483,33 @@ bool egl_desktopRender(EGL_Desktop * desktop, unsigned int outputWidth,
if (unlikely(outputWidth == 0 || outputHeight == 0))
DEBUG_FATAL("outputWidth || outputHeight == 0");
const enum EGL_TexStatus status = egl_textureProcess(tex);
const bool textureUpdated = status == EGL_TEX_STATUS_UPDATED;
LG_RendererFrameToken frameToken;
const enum EGL_TexStatus status =
egl_textureProcess(tex, frameTokenLimit, &frameToken);
const bool textureUpdated = status == EGL_TEX_STATUS_UPDATED;
*consumedFrameToken = frameToken;
*effectsTime = 0;
if (unlikely(status != EGL_TEX_STATUS_OK && !textureUpdated))
{
if (status != EGL_TEX_STATUS_NOTREADY)
DEBUG_ERROR("Failed to process the desktop texture");
}
*fullFrame = false;
if (frameToken != LG_RENDERER_FRAME_TOKEN_NONE &&
frameToken != damageFrameToken)
{
rects = NULL;
*fullFrame = true;
}
int scaleAlgo = EGL_SCALE_NEAREST;
egl_desktopRectsMatrix(desktop->matrix,
width, height, x, y, scaleX, scaleY, rotate);
egl_desktopRectsUpdate(desktop->mesh, rects, width, height);
*fullFrame = false;
const bool hdr = desktop->hdr && !desktop->useSpice;
uint32_t hdrPeak = 0;
if (hdr)
@@ -509,16 +526,22 @@ bool egl_desktopRender(EGL_Desktop * desktop, unsigned int outputWidth,
bool processFrame = textureUpdated;
processFrame |= atomic_exchange(&desktop->processFrame, false);
processFrame |= egl_postProcessConfigModified(desktop->pp);
if (processFrame &&
egl_postProcessRun(desktop->pp, tex, desktop->mesh,
width, height, outputWidth, outputHeight, dma,
hdr && desktop->hdrPQ, (float)hdrPeak) &&
egl_postProcessNeedsFullFrame(desktop->pp))
if (processFrame)
{
/* The filter output may have changed everywhere, but this only applies to
* the render that actually evaluated the filter. */
egl_desktopRectsUpdate(desktop->mesh, NULL, width, height);
*fullFrame = true;
const uint64_t effectsStart = nanotime();
const bool postProcessed = egl_postProcessRun(
desktop->pp, tex, desktop->mesh,
width, height, outputWidth, outputHeight, dma,
hdr && desktop->hdrPQ, (float)hdrPeak);
*effectsTime = nanotime() - effectsStart;
if (postProcessed && egl_postProcessNeedsFullFrame(desktop->pp))
{
/* The filter output may have changed everywhere, but this only applies
* to the render that actually evaluated the filter. */
egl_desktopRectsUpdate(desktop->mesh, NULL, width, height);
*fullFrame = true;
}
}
unsigned int finalSizeX, finalSizeY;