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[idd] capture: retain frames in linear buffers
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Store retained frame candidates in the final linear transport layout. Prepare texture output in local DEFAULT buffers before cadence holding. Then publish full frames with a single buffer copy. Keep partial damage on matching pitched layouts and leave effect-owned buffer copies unchanged. This moves detiling out of the deadline-critical IVSHMEM or readback transfer.
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@@ -149,8 +149,8 @@ private:
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bool HasReadyCandidate();
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int AcquireCandidate(bool exclusiveSample);
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void ReleaseCandidate(unsigned candidateIndex);
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bool EnsureCandidateResource(unsigned candidateIndex,
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ID3D12Resource * source);
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bool EnsureCandidateResource(
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unsigned candidateIndex, size_t frameSize);
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void ResetCandidates();
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void SignalCandidateState();
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