[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

@@ -148,14 +148,9 @@ struct AppState
RingBuffer renderTimings;
RingBuffer frameLatency;
uint64_t frameImportTime;
uint64_t frameImportWaitTime;
atomic_uint_least64_t pendingCount;
atomic_uint frameTimingSequence;
atomic_uint_least64_t producerCaptureTime;
atomic_uint_least64_t producerPostProcessTime;
atomic_uint_least64_t producerCopyTime;
atomic_uint_least64_t producerReadyTime;
atomic_uint_least64_t clientImportTime;
atomic_uint_least64_t renderCount, frameCount;
_Atomic(float) fps, ups;