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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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@@ -156,12 +156,14 @@ static bool egl_texFBUpdate(EGL_Texture * texture, const EGL_TexUpdate * update)
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{
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/* The mapped PBO may contain a partial copy. Force a full refresh if the
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* caller recovers, and never expose this slot to the render context. */
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damage->count = -1;
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damage->count = -1;
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parent->buf[parent->bufIndex].updated = false;
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parent->slotToken[parent->bufIndex] = LG_RENDERER_FRAME_TOKEN_NONE;
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LG_UNLOCK(parent->copyLock);
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return false;
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}
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parent->slotToken[parent->bufIndex] = update->frameToken;
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parent->buf[parent->bufIndex].updated = true;
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for (int i = 0; i < EGL_TEX_BUFFER_MAX; ++i)
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