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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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@@ -48,7 +48,8 @@ void egl_desktopSetNativeHDR(EGL_Desktop * desktop, bool nativeHDR,
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void egl_desktopGetHDRMapping(EGL_Desktop * desktop, bool * enabled,
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float * gain, float * contentPeak);
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bool egl_desktopSetup (EGL_Desktop * desktop, const LG_RendererFormat format);
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bool egl_desktopUpdate(EGL_Desktop * desktop, const FrameBuffer * frame, int dmaFd,
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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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void egl_desktopResize(EGL_Desktop * desktop, int width, int height);
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@@ -56,7 +57,10 @@ 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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const float scaleX, const float scaleY, enum EGL_DesktopScaleType scaleType,
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LG_RendererRotate rotate, const struct DamageRects * rects,
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bool * fullFrame, EGL_Framebuffer * target);
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LG_RendererFrameToken damageFrameToken,
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LG_RendererFrameToken frameTokenLimit, bool * fullFrame,
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LG_RendererFrameToken * consumedFrameToken,
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uint64_t * effectsTime, EGL_Framebuffer * target);
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void egl_desktopSpiceConfigure(EGL_Desktop * desktop, int width, int height);
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void egl_desktopSpiceDrawFill(EGL_Desktop * desktop, int x, int y, int width,
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