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Centre foveation on the player's gaze on headsets with eye tracking
With [vr] eye_tracked_foveation (on by default on the Steam Frame, off elsewhere) the runtime asks for XR_EXT_eye_gaze_interaction. When the system reports an eye tracker, OpenXRInput binds the gaze pose and locates it for each packet's display time, in the space the eye views are located in; vr/eye_gaze.h turns it into tangents of each eye's own view, which AuroraStereoFrame now carries (appended, after the existing prefix). Aurora centres the eye's fragment density map on the gaze snapped to a cell of two map texels (about 3 degrees). Each eye keeps up to 32 maps, one per cell looked at, so a glance back reuses its map; a new map is bound once its upload completes, and until then the eye keeps the map it had. Without a tracked gaze (a blink, no tracker, the setting off) foveation centres on the forward direction exactly as before: the forward maps are byte-identical. Also logs every extension the OpenXR runtime offers at startup, so the first Steam Frame session shows what SteamVR's Android runtime has. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
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@@ -209,6 +209,11 @@ typedef struct {
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// everywhere else, for the host's compositor to show its own background
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// (the room, on a headset with passthrough) around it.
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bool window;
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// Eye-tracked foveation (aurora_set_stereo_foveation), while gazeValid: where the player looks, in
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// tangents of each eye's view (x right, y up, as in the projection's frustum). The immersive eyes'
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// full-density region then centres there instead of on each eye's forward direction.
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float gaze[AURORA_STEREO_EYE_COUNT][2];
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bool gazeValid;
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} AuroraStereoFrame;
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/**
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