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feat: added immersive window support for VR race views
- Introduced a new configuration option for immersive window mode in runtime_config.h. - Updated the parsing and setting functions to handle the immersive window state. - Modified the OpenXR backend to support rendering with the immersive window, blending the race view with the surrounding environment. - Enhanced the settings overlay to allow users to select between immersive, immersive window, and flat screen race views. - Implemented GPU rendering logic for the immersive window mask, ensuring correct visual output in various rendering paths. - Added tests to validate the immersive window functionality and its interaction with existing race view settings.
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@@ -180,6 +180,13 @@ typedef struct {
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uint64_t displayTimeNanos;
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// Optional; inactive when zero-initialised.
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AuroraCockpit cockpit;
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// Immersive replay only: shows the race through a window rather than all
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// around. Each eye keeps what it sees through the 2D layer's screen
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// (aurora_set_stereo_hud_screen's rectangle, on which the 2D layer is then
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// always placed), with premultiplied alpha 1 there, and is transparent black
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// everywhere else, for the host's compositor to show its own background
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// (the room, on a headset with passthrough) around it.
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bool window;
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} AuroraStereoFrame;
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/**
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