aurora: add asynchronous OpenXR stereo replay bridge

This commit is contained in:
iChris4 committed 2026-09-03 04:00:02 +02:00
1 parent 8c8e4561e9
commit d8788de919
17 files changed
+1521 -74

No files matched your search

+11
View File
@@ -362,6 +362,17 @@ void resolve_pass(TextureHandle texture, ClipRect rect, bool clearColor, bool cl
const std::array<u32, 3>* copyFilterCoefficients = nullptr, bool forceOpaqueAlpha = false,
float copyFilterRowStride = 1.0f, bool clampTop = false, bool clampBottom = false,
bool persistentCopy = false);
// Marks the resolve immediately preceding the current continuation pass as the
// EFB-to-display copy. Immersive replay uses its source rectangle as the eye
// viewport instead of exposing the Wii's larger scratch EFB workspace.
void mark_last_resolve_as_display_copy() noexcept;
// Immersive-replay EFB controls, both on by default. Safe to flip at any time:
// the frame worker reads them atomically once per eye.
void set_stereo_stop_at_display_copy(bool value) noexcept;
bool get_stereo_stop_at_display_copy() noexcept;
void set_stereo_skip_copy_clears(bool value) noexcept;
bool get_stereo_skip_copy_clears() noexcept;
void begin_offscreen(uint32_t width, uint32_t height);
void end_offscreen();