Fix PR integration: token prep slots, input ordering and output lifetime
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@@ -784,6 +784,20 @@ int main(int argc, char** argv)
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for (int frame = 1; frame <= frames; ++frame)
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{
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// Recreate the game's output between completed frames to exercise imported-memory handle reuse.
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if (frame > 1 && std::getenv("D4R_HARNESS_RECREATE_OUTPUT") != nullptr)
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{
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outputTexture->Release();
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outputTexture = create_texture(outWidth, outHeight,
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rgba8 ? DXGI_FORMAT_R8G8B8A8_UNORM
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: rgb10 ? DXGI_FORMAT_R10G10B10A2_UNORM : DXGI_FORMAT_R16G16B16A16_FLOAT,
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D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS);
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upload(outputTexture, rgba8 ? static_cast<const void*>(outputInit8.data())
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: rgb10 ? static_cast<const void*>(outputInit10.data())
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: static_cast<const void*>(outputInit.data()),
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outWidth * (rgba8 || rgb10 ? 4 : 8), D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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d4r_ngx_set_d3d12_resource(parameters, "Output", outputTexture);
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}
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if (qualityScene)
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{
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// Halton(2,3) jitter in render pixels, [-0.5, 0.5); a render pixel
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