Add async AER extra eye copy for OpenXR in D3D11Component#7
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Add async AER extra eye copy for OpenXR in D3D11Component#7
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When async AER is enabled for D3D11+OpenXR, each frame now copies both eye swapchains - the rendered eye and the cached non-rendered eye. This keeps acquire/wait/release balanced per swapchain. https://claude.ai/code/session_0113R4SbhVpihniGsyFqv6vP
Add missing copy from backbuffer to m_right_eye_tex in the right eye frame for the 8-bit OpenXR path. Without this, the cached right eye texture used during left eye frames contained stale/uninitialized data. https://claude.ai/code/session_0113R4SbhVpihniGsyFqv6vP
Remove the DX12-only restriction from is_using_async_aer() to also allow D3D11 when using OpenXR runtime. OpenVR on D3D11 remains disabled due to pose handling issues with non-Steam native VR HMDs. https://claude.ai/code/session_0113R4SbhVpihniGsyFqv6vP
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Summary
This change adds support for asynchronous Asynchronous Eye Reprojection (AER) in the D3D11 VR component by performing additional eye texture copies when async AER is enabled.
Key Changes
backbufferIs8Bitflag)Implementation Details
vr->is_using_async_aer()returns truehttps://claude.ai/code/session_0113R4SbhVpihniGsyFqv6vP