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aurora: add asynchronous OpenXR stereo replay bridge
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@@ -362,6 +362,17 @@ void resolve_pass(TextureHandle texture, ClipRect rect, bool clearColor, bool cl
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const std::array<u32, 3>* copyFilterCoefficients = nullptr, bool forceOpaqueAlpha = false,
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float copyFilterRowStride = 1.0f, bool clampTop = false, bool clampBottom = false,
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bool persistentCopy = false);
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// Marks the resolve immediately preceding the current continuation pass as the
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// EFB-to-display copy. Immersive replay uses its source rectangle as the eye
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// viewport instead of exposing the Wii's larger scratch EFB workspace.
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void mark_last_resolve_as_display_copy() noexcept;
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// Immersive-replay EFB controls, both on by default. Safe to flip at any time:
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// the frame worker reads them atomically once per eye.
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void set_stereo_stop_at_display_copy(bool value) noexcept;
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bool get_stereo_stop_at_display_copy() noexcept;
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void set_stereo_skip_copy_clears(bool value) noexcept;
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bool get_stereo_skip_copy_clears() noexcept;
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void begin_offscreen(uint32_t width, uint32_t height);
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void end_offscreen();
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