Pointer updates bypassed the paced overlay render and woke the renderer
for every cursor packet. On the default single-buffer EGL surface,
each full fade redraw could expose the desktop before the splash was
blended again.
Coalesce pointer redraws into the existing fade cadence while keeping
the latest cursor state. Immediate cursor redraw resumes when the fade
ends.
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.
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.
Fully invalidate the render target when the full-screen splash changes.
This restores the desktop before alpha blending and prevents stale fade
states from cycling between swapchain buffers when guest updates are
sparse.