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// This example shows how a pipelined OpenXR renderer should work to minimize latency
// and avoid common mistakes around timestamps and poses.
// This struct stores state that needs to persist from game thread to render thread.
// With a pipelined renderer there will be two frames active most of the time so that
// the renderer and game logic can run in parallel.
struct MyFrameState
{
XrTime displayTime;
array<XrView> views;