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Fix : XR thread resubmits the last valid frame during stall + Eager Frame Heartbeat option
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@@ -92,7 +92,7 @@ public:
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// timeout_ms == UINT32_MAX waits until Aurora publishes this token or
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// Shutdown() interrupts the wait. A timeout does not release XR images;
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// the caller must first drain/cancel Aurora, then FinishFrame(false).
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// the caller may keep pacing with RepeatFrame while Aurora still owns them.
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OpenXRD3D12SubmissionStatus WaitForSubmission(const OpenXRD3D12Frame& frame,
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uint32_t timeout_ms = UINT32_MAX);
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@@ -101,11 +101,17 @@ public:
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// is required to release them and close the compositor frame.
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bool TryCancelPendingFrame(OpenXRD3D12Frame& frame);
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// Ends the current compositor cycle with the last completed layer and starts
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// another, without releasing or changing Aurora's pending images/render token.
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// The original render poses remain attached to the pending and retained images.
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bool RepeatFrame(const OpenXRD3D12Frame& frame);
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// Releases acquired images and calls xrEndFrame. submit_layer must only be
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// true after WaitForSubmission returned Success. Immersive frames submit
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// XrCompositionLayerProjection; virtual-screen frames submit an
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// XrCompositionLayerQuad using the single mono target, placed as the
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// presentation's quad_anchored/quad_pose describe.
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// presentation's quad_anchored/quad_pose describe. If no new usable layer is
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// available, resubmits the retained layer using the current display time.
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bool FinishFrame(OpenXRD3D12Frame& frame, bool submit_layer);
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// Call on the XR owner thread after Aurora's worker is idle and before
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