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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.
48 lines
1.6 KiB
C
48 lines
1.6 KiB
C
/**
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* Looking Glass
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* Copyright © 2017-2026 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#pragma once
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#include <stdbool.h>
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#include "common/types.h"
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#include "interface/renderer.h"
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#include "desktop_rects.h"
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struct DesktopDamage
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{
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LG_RendererFrameToken frameToken;
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int count;
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FrameDamageRect rects[LG_MAX_FRAME_DAMAGE_RECTS];
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};
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typedef struct EGL_Damage EGL_Damage;
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bool egl_damageInit(EGL_Damage ** damage);
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void egl_damageFree(EGL_Damage ** damage);
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void egl_damageConfigUI(EGL_Damage * damage);
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void egl_damageSetup(EGL_Damage * damage, int width, int height);
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void egl_damageResize(EGL_Damage * damage, float translateX, float translateY,
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float scaleX, float scaleY);
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void egl_damageSetHDRState(EGL_Damage * damage, bool active,
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float referenceWhiteLevel);
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bool egl_damageRender(EGL_Damage * damage, LG_RendererRotate rotate,
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const struct DesktopDamage * data);
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