As the screen output rotation can be changed on the fly, if it has been
rotated to 90 or 270 the nearest flag will be incorrect, so we perform
this check here and override the provided value.
If the guest has it's output rotated (ie, landscape) we must rotate and
translate the pointer draw location, as well as all the translations of
cursor coordinate spaces based on the rotation, along with any local
rotations that may also be applied.
Note: This only works with the KVMFR kernel module in a VM->VM
configuration. If this causes issues it can be disabled with the new
option `app:allowDMA`
This changes the method of the memory copy from the host application to
the guest. Instead of performing a full copy from the capture device
into shared memory, and then flagging the new frame, we instead set a
write pointer, flag the client that there is a new frame and then copy
in chunks of 1024 bytes until the entire frame is copied. The client
upon seeing the new frame flag begins to poll at high frequency the
write pointer and upon each update copies as much as it can into the
texture.
This should improve latency but also slightly increase CPU usage on the
client due to the high frequency polling.
This feture is to allow the use of the key combination <super>+N to
increase the brightness of the screen when using monitors with poor
backlighting. Can help in some games.
N = Night vision