Move splash transitions onto the render thread and derive opacity from
elapsed monotonic time. Pace active animation at a display-compatible
minimum of 60 Hz while allowing incoming frames to satisfy that demand.
Reset the splash cleanly across reconnects and latch state changes with
the full-frame restoration decision.
Only report the client queue lead when JIT rendering provides a valid
measurement. Clamp linear phase errors instead of wrapping them into the
opposite direction at half of a refresh period.
Timestamp OBS frames after the shared framebuffer becomes ready.
Always track Wayland surface outputs alongside fractional scaling and use
RandR modes for X11 cadence. Remove render-derived feedback so a
throttled client cannot teach the producer to remain throttled.
Release scheduling after nominal output timing remains unavailable.
Mark the active fade as requiring a fully restored render target.
This also covers guest-driven renders between animation ticks so they
cannot blend over stale splash content.
Treat every completed swap as satisfying the interactive overlay
refresh requirement. Only force a JIT overlay render after the 60 Hz
deadline, and rearm the timer-based deadline after frame-driven swaps.
This prevents interactive overlays from adding redundant swaps when
incoming frames already keep the client at or above the required rate.
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.
Add an optional EGL framebuffer capture path for the test transport.
Capture the fully composed frame before presentation and retain its
surface format and HDR state for validation.
Add GoogleTest integration tests which run the production client
under a headless Weston compositor and compare every output pixel
against an independent reference implementation.
The matrix covers BGRA, RGBA, BGR32, RGB24, PQ RGBA10 and scRGB
RGBA16F with full, moving, overlapping, maximum-count, invalid, null
and zero-area damage rectangles. Validate HDR-to-SDR conversion and
native HDR output metadata when supported by the compositor.
Keep tests opt-in through ENABLE_RENDER_TESTS and document how to run
the software and native HDR tiers.
Move shared-memory ownership, LGMP session handling, queue access, and
DMA setup behind a transport interface. The LGMP backend preserves the
existing zero-copy frame and DMA paths while owning its lgmp:* options.
Expose the initialized EGL context through a versioned renderer interop
record for future accelerated decode backends. Add an LGMP-independent,
deterministic test transport for graphics-pipeline validation.
Queue the display-server surface format while the renderer lock still
serializes the matching onFrameFormat update. This prevents the render
thread from presenting a frame in a new HDR encoding before the Wayland
image description transition has been queued.
Request true floating-point EGL configs for scRGB and expose the native
encodings supported by the selected surface. Fall back to software HDR
mapping when the surface cannot represent the incoming wire format.
Resample PQ in linear light, keep SDR-only effects out of native PQ
chains, and consume the cursor-specific white level without changing
binary monochrome cursor mask operations.
Honor the IddCx 3x4 XYZ matrix and post-transfer LUT in the IDD
conversion pipeline. Carry transform changes to the client so EGL applies
the same calibration to hardware cursors, and invalidate the full frame
whenever calibration changes.
LGMP session validation may wait 500 ms for the shared-memory heartbeat
to advance. Run it on a worker so Wayland input remains responsive while
preserving stale-data detection.