Files
Jeremy Bowers fb2e70a608 OpenXR: implement stereoscopic virtual screen mode
- Add IOpenXRSwapchain::GetEyeSwapchainHandle() and SubmitStereoFlatFrame(),
  with per-backend overrides for Vulkan, D3D11, D3D12, and OGL.
- Add OpenXRManager::SubmitStereoQuadFrame() which builds two world-locked
  XrCompositionLayerQuad layers with XR_EYE_VISIBILITY_LEFT/RIGHT and publishes
  them through the pacing thread (or EndFrame on the legacy path).
- Extend PublishedXRFrame and FrameThreadLoop to submit the stereo quad pair.
- Add UI checkbox for Stereo Screen in VRPane and VRConfigWidget.

The game renders with classic SBS stereoscopy; left/right XFB layers are blit
into the corresponding OpenXR eye swapchains and shown as a 3D floating screen.
2026-10-03 01:29:02 -04:00
..
2026-07-10 16:01:42 +02:00
2026-07-16 22:37:18 +02:00
2026-07-10 16:01:42 +02:00
2026-07-10 16:01:42 +02:00
2026-07-10 16:01:42 +02:00
2026-07-10 16:01:42 +02:00