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Camera warp (Stream::mouse, set_mouse_captured, warp; C fh_stream_mouse, fh_stream_set_mouse_captured, fh_stream_warp; JavaScript mouse, setMouseCaptured, warp; Python mouse, set_mouse_captured, warp):
for games, the frame about to be presented is turned by the camera motion the mouse made since the moment it shows,
so the camera answers the mouse at once however late the picture is. The host passes the mouse counts and whether
the mouse is captured; the Stream measures each source frame's turn and learns how many pixels a count turns the
picture and how late the picture shows it (on synthetic play: the lag to the millisecond, the gain within 0.1 %).
It holds the warp off until the fit is strong, in menus and for games whose mouse drives a cursor. A weapon in
hand and the HUD are detected and keep their pixels. 0.07 ms per source frame and 0.06 ms per presented frame at
1080p; a host that never passes the mouse runs none of it. warp::CameraWarp and warp::InputCalibrator are
public for hosts with their own textures.
Readback::try_finish: a readback checked once per frame instead of awaited.
Changed
Output textures are also COPY_DST (the warp writes a turned frame back into its slot).
StreamReport has camera_warp (the calibration, once started) and counters.warped.