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Added Desktop view selector
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@@ -228,6 +228,28 @@ void set_stereo_hud_screen(bool enabled, float width, float distance) noexcept {
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}
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bool get_stereo_hud_screen_enabled() noexcept { return g_stereoHudScreenEnabled.load(std::memory_order_relaxed); }
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// The desktop mirror choice. Normal is the ordinary mono presentation, so a
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// build that never touches this setting presents exactly as it did before.
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static std::atomic<AuroraStereoMirrorView> g_stereoMirrorView{AURORA_STEREO_MIRROR_NORMAL};
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void set_stereo_mirror_view(AuroraStereoMirrorView value) noexcept {
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switch (value) {
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case AURORA_STEREO_MIRROR_NORMAL:
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case AURORA_STEREO_MIRROR_BOTH_EYES:
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case AURORA_STEREO_MIRROR_LEFT_EYE:
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case AURORA_STEREO_MIRROR_RIGHT_EYE:
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case AURORA_STEREO_MIRROR_NONE:
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break;
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default:
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// An out-of-range value would otherwise black the window out with no way
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// back from inside the game.
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Log.warn("Ignoring unknown stereo mirror view {}", static_cast<int>(value));
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return;
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}
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g_stereoMirrorView.store(value, std::memory_order_relaxed);
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}
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AuroraStereoMirrorView get_stereo_mirror_view() noexcept { return g_stereoMirrorView.load(std::memory_order_relaxed); }
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// Recycle command storage: discarding passes used to free their command lists too, so each frame
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// rebuilt hundreds of KB from zero capacity. The passes themselves are cheap to recreate.
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using CommandListPool = std::vector<CommandList>;
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