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Added Support for Multiplayer Player 1 Immersive View
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@@ -236,6 +236,10 @@ void aurora_end_frame_tagged(uint64_t contentTag);
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* provider, which cannot know which frame will consume its packet.
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*/
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void aurora_set_stereo_scene_anchor(const float anchorFromScene[12]);
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// Select Player 1's subview for immersive replay of 2-4 local screens.
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// Producer-thread, per-frame metadata, consumed by the next end_frame call.
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// One (the default) keeps full-frame replay. Desktop rendering is unaffected.
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void aurora_set_stereo_local_player_count(uint32_t count);
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typedef void (*AuroraFrameWorkerWaitCallback)();
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// Called from the producer thread at bounded intervals while Aurora waits for
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// the asynchronous frame worker. The callback must not enter Aurora.
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