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
This commit is contained in:
Claude committed 2026-10-04 08:44:30 +00:00
1 parent e626e0eceb
commit b1a8b034d9
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+105 -41
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@@ -607,6 +607,17 @@ std::mutex g_surfaceMutex;
std::atomic<bool> g_surfaceReconfigurePending{false};
std::atomic<bool> g_surfaceRecreatePending{false};
// One fragment density map of an eye (see StereoEyeTarget): centred on the eye's forward direction,
// or on a gaze cell (gfx/foveation.hpp) with eye-tracked foveation.
struct EyeDensityMap {
gfx::foveation::GazeCell cell;
bool forward = true;
uint64_t map = 0;
uint64_t lastUse = 0;
};
// The gaze cells' maps an eye keeps: a few glances' worth, each 2 bytes per 32x32 pixels.
constexpr size_t kEyeDensityMapCacheSize = 32;
struct StereoEyeTarget {
webgpu::TextureWithSampler color;
webgpu::TextureWithSampler resolvedColor;
@@ -620,24 +631,31 @@ struct StereoEyeTarget {
// the target when ensure_stereo_eye_target replaces the textures.
wgpu::BindGroup copyBindGroup;
// Foveated rendering: a second view of `color` for the immersive eye passes,
// which the patched Dawn binds to this eye's fragment density map
// (webgpu/fdm.hpp), and what that map was built for.
// which the patched Dawn binds to one of this eye's fragment density maps
// (webgpu/fdm.hpp). The maps share what densityBase records (the eye's size,
// level and field of view); with eye tracking there is one per gaze cell
// looked at, the least recently used dropped beyond kEyeDensityMapCacheSize.
wgpu::TextureView foveatedView;
uint64_t densityMap = 0;
std::array<int32_t, 7> densityKey{};
std::array<int32_t, 7> densityBase{};
std::vector<EyeDensityMap> densityMaps;
uint64_t boundDensityMap = 0;
uint64_t densityUses = 0;
const webgpu::TextureWithSampler& output() const noexcept { return resolvedColor.texture ? resolvedColor : color; }
};
std::array<StereoEyeTarget, AURORA_STEREO_EYE_COUNT> g_stereoEyeTargets;
stereo::MirrorState g_stereoMirrorState;
// The map's binding holds the foveated view, and with it the eye texture, until it is released.
// A map's binding holds the foveated view, and with it the eye texture, until it is released.
void release_eye_density_map(StereoEyeTarget& target) noexcept {
if (target.densityMap != 0) {
webgpu::fdm::release_map(target.densityMap);
target.densityMap = 0;
for (const EyeDensityMap& entry : target.densityMaps) {
if (entry.map != 0) {
webgpu::fdm::release_map(entry.map);
}
}
target.densityKey = {};
target.densityMaps.clear();
target.boundDensityMap = 0;
target.densityBase = {};
}
// The eye targets outlive a frame, so the mirror samples them through a bind
@@ -689,9 +707,12 @@ void ensure_stereo_eye_target(uint32_t eyeIndex, uint32_t width, uint32_t height
}
// The view an immersive eye's passes render through while foveated, or none. The eye's fragment
// density map is rebuilt whenever its size, field of view or level changes (a map is immutable), and
// is used once its upload has completed.
wgpu::TextureView foveated_eye_view(uint32_t eyeIndex, const AuroraStereoEye& input) {
// density maps are rebuilt whenever its size, field of view or level changes (a map is immutable).
// `gaze`, the tangents the player looks at when eye tracking provides them, picks the map centred on
// the gaze cell it falls in, built on first use; without it the map is centred on the eye's forward
// direction. A map is bound once its upload has completed, and until then the eye keeps the map it
// had, so a glance never leaves the eye unfoveated.
wgpu::TextureView foveated_eye_view(uint32_t eyeIndex, const AuroraStereoEye& input, const float* gaze) {
auto& target = g_stereoEyeTargets[eyeIndex];
const auto level = static_cast<gfx::foveation::Level>(gfx::get_stereo_foveation());
if (level == gfx::foveation::Level::Off || target.samples > 1 || !webgpu::fdm::available()) {
@@ -700,42 +721,84 @@ wgpu::TextureView foveated_eye_view(uint32_t eyeIndex, const AuroraStereoEye& in
const auto fov = gfx::foveation::fov_from_projection(input.projection);
// Hundredths of a tangent: finer than a map texel, coarse enough to ignore pose noise.
const auto hundredths = [](float value) { return static_cast<int32_t>(std::lround(value * 100.0f)); };
const std::array<int32_t, 7> key{static_cast<int32_t>(target.color.size.width),
static_cast<int32_t>(target.color.size.height),
static_cast<int32_t>(level),
hundredths(fov.tanLeft),
hundredths(fov.tanRight),
hundredths(fov.tanDown),
hundredths(fov.tanUp)};
if (key != target.densityKey) {
const std::array<int32_t, 7> base{static_cast<int32_t>(target.color.size.width),
static_cast<int32_t>(target.color.size.height),
static_cast<int32_t>(level),
hundredths(fov.tanLeft),
hundredths(fov.tanRight),
hundredths(fov.tanDown),
hundredths(fov.tanUp)};
if (base != target.densityBase) {
release_eye_density_map(target);
target.densityKey = key;
if (!target.foveatedView) {
const wgpu::TextureViewDescriptor descriptor{
.label = eyeIndex == 0 ? "Foveated left eye" : "Foveated right eye",
.usage = wgpu::TextureUsage::RenderAttachment,
};
target.foveatedView = target.color.texture.CreateView(&descriptor);
target.densityBase = base;
}
if (!target.foveatedView) {
const wgpu::TextureViewDescriptor descriptor{
.label = eyeIndex == 0 ? "Foveated left eye" : "Foveated right eye",
.usage = wgpu::TextureUsage::RenderAttachment,
};
target.foveatedView = target.color.texture.CreateView(&descriptor);
}
const uint32_t width = target.color.size.width;
const uint32_t height = target.color.size.height;
const uint32_t texel = webgpu::fdm::texel_size();
const bool forward = gaze == nullptr;
const gfx::foveation::GazeCell cell =
forward ? gfx::foveation::GazeCell{}
: gfx::foveation::gaze_cell(width, height, texel, fov, {.tanX = gaze[0], .tanY = gaze[1]});
auto& maps = target.densityMaps;
auto entry = std::find_if(maps.begin(), maps.end(), [&](const EyeDensityMap& candidate) {
return candidate.forward == forward && (forward || candidate.cell == cell);
});
if (entry == maps.end()) {
if (maps.size() >= kEyeDensityMapCacheSize) {
// The least recently used map, never the one the eye renders with.
auto oldest = maps.end();
for (auto it = maps.begin(); it != maps.end(); ++it) {
if (it->map != target.boundDensityMap && (oldest == maps.end() || it->lastUse < oldest->lastUse)) {
oldest = it;
}
}
if (oldest != maps.end()) {
if (oldest->map != 0) {
webgpu::fdm::release_map(oldest->map);
}
maps.erase(oldest);
}
}
const bool firstOfKind =
std::none_of(maps.begin(), maps.end(), [&](const EyeDensityMap& other) { return other.forward == forward; });
gfx::foveation::Map map;
gfx::foveation::build(target.color.size.width, target.color.size.height, webgpu::fdm::texel_size(), fov, level,
map);
target.densityMap = webgpu::fdm::create_map(map.width, map.height, map.rg8.data());
if (target.densityMap != 0 && !webgpu::fdm::bind(target.foveatedView, target.densityMap)) {
webgpu::fdm::release_map(target.densityMap);
target.densityMap = 0;
}
gfx::foveation::build(width, height, texel, fov, level, map,
forward ? gfx::foveation::Gaze{}
: gfx::foveation::cell_gaze(width, height, texel, fov, cell));
EyeDensityMap created{.cell = cell, .forward = forward};
created.map = webgpu::fdm::create_map(map.width, map.height, map.rg8.data());
static constexpr std::array<const char*, gfx::foveation::kLevelCount> kLevelNames{"off", "low", "medium", "high"};
if (target.densityMap != 0) {
Log.info("{} eye foveation {}: {}x{} density map, {} pixels per texel", eyeIndex == 0 ? "Left" : "Right",
kLevelNames[static_cast<uint32_t>(level)], map.width, map.height, webgpu::fdm::texel_size());
} else {
if (created.map == 0) {
Log.warn("{} eye foveation {}: the {}x{} density map could not be created", eyeIndex == 0 ? "Left" : "Right",
kLevelNames[static_cast<uint32_t>(level)], map.width, map.height);
} else if (firstOfKind) {
// Gaze maps come and go with the player's glances; the first says the eye follows the gaze.
Log.info("{} eye foveation {}{}: {}x{} density map, {} pixels per texel", eyeIndex == 0 ? "Left" : "Right",
kLevelNames[static_cast<uint32_t>(level)], forward ? "" : " following the gaze", map.width, map.height,
texel);
}
maps.push_back(created);
entry = std::prev(maps.end());
}
entry->lastUse = ++target.densityUses;
if (entry->map != 0 && entry->map != target.boundDensityMap && webgpu::fdm::map_ready(entry->map)) {
if (webgpu::fdm::bind(target.foveatedView, entry->map)) {
target.boundDensityMap = entry->map;
} else {
Log.warn("{} eye foveation: a density map could not be bound to the eye", eyeIndex == 0 ? "Left" : "Right");
webgpu::fdm::release_map(entry->map);
entry->map = 0;
}
}
return target.densityMap != 0 && webgpu::fdm::map_ready(target.densityMap) ? target.foveatedView
: wgpu::TextureView{};
return target.boundDensityMap != 0 ? target.foveatedView : wgpu::TextureView{};
}
std::optional<AuroraStereoFrame> request_stereo_frame(uint32_t logicalFrame, uint64_t contentTag) noexcept {
@@ -864,7 +927,8 @@ gfx::StereoReplayFrame make_stereo_replay_frame(const AuroraStereoFrame& input,
// Not the immersive window's eyes: the host may aim them through the window, whose field of
// view then changes with every head movement and would rebuild the density map each frame.
if (input.mode == AURORA_STEREO_FRAME_IMMERSIVE_REPLAY && !input.window) {
view.target.foveatedColorView = foveated_eye_view(eye, input.eyes[eye]);
view.target.foveatedColorView =
foveated_eye_view(eye, input.eyes[eye], input.gazeValid ? input.gaze[eye] : nullptr);
}
std::memcpy(&view.projection, input.eyes[eye].projection, sizeof(view.projection));
std::memcpy(&view.viewFromCenter, input.eyes[eye].viewFromCenter, sizeof(view.viewFromCenter));
+69 -6
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@@ -5,10 +5,10 @@
#include <cstdint>
#include <vector>
// Fixed foveated rendering for the immersive eyes: the fragment density map an eye's render pass
// runs under (webgpu/fdm.hpp). Each texel says how finely the framebuffer area it covers is shaded:
// Foveated rendering for the immersive eyes: the fragment density map an eye's render pass runs
// under (webgpu/fdm.hpp). Each texel says how finely the framebuffer area it covers is shaded:
// fully at the centre of the view, in 2x2 then 4x4 pixel blocks towards the edges, where the
// headset's lenses blur the picture anyway.
// headset's lenses blur the picture anyway. With eye tracking the centre is where the player looks.
namespace aurora::gfx::foveation {
enum class Level : uint32_t {
@@ -79,6 +79,65 @@ inline float eccentricity_degrees(float tanX, float tanY) noexcept {
return std::atan(std::sqrt(tanX * tanX + tanY * tanY)) * (180.0f / 3.14159265358979f);
}
// Where the map's full density is centred, in tangents of the eye's view like EyeFov's (x right,
// y up): the forward direction, or the point the player looks at.
struct Gaze {
float tanX = 0.0f;
float tanY = 0.0f;
};
// The angle between the rays through tangents (x, y) and through the gaze.
inline float angle_from_gaze_degrees(float tanX, float tanY, const Gaze& gaze) noexcept {
const float dot = tanX * gaze.tanX + tanY * gaze.tanY + 1.0f;
const float norms = std::sqrt((tanX * tanX + tanY * tanY + 1.0f) * (gaze.tanX * gaze.tanX + gaze.tanY * gaze.tanY + 1.0f));
return std::acos(std::clamp(dot / norms, -1.0f, 1.0f)) * (180.0f / 3.14159265358979f);
}
// Eye-tracked maps are built for the gaze snapped to cells of this many map texels square, so an
// eye's map changes only when the gaze moves that far (about 3 degrees with 32-pixel texels), and a
// few maps serve a whole session's glances.
inline constexpr uint32_t kGazeCellTexels = 2;
struct GazeCell {
int32_t x = 0;
int32_t y = 0;
bool operator==(const GazeCell&) const = default;
};
// The cell of an eye of `eyeWidth` by `eyeHeight` pixels the gaze falls in, counted from the top
// left and clamped to the eye. A gaze that is not a number counts as the forward direction.
inline GazeCell gaze_cell(uint32_t eyeWidth, uint32_t eyeHeight, uint32_t texel, const EyeFov& fov,
Gaze gaze) noexcept {
const float cellPixels = static_cast<float>(std::max(texel, 1u) * kGazeCellTexels);
if (!std::isfinite(gaze.tanX) || !std::isfinite(gaze.tanY)) {
gaze = {};
}
const float spanX = fov.tanRight - fov.tanLeft;
const float spanY = fov.tanDown - fov.tanUp;
const float u = spanX != 0.0f ? (gaze.tanX - fov.tanLeft) / spanX : 0.5f;
const float v = spanY != 0.0f ? (gaze.tanY - fov.tanUp) / spanY : 0.5f;
const auto cell = [cellPixels](float fraction, uint32_t pixels) {
const int32_t count = std::max(1, static_cast<int32_t>(std::ceil(static_cast<float>(pixels) / cellPixels)));
const float position = std::clamp(fraction, 0.0f, 1.0f) * static_cast<float>(pixels) / cellPixels;
return std::clamp(static_cast<int32_t>(std::floor(position)), 0, count - 1);
};
return {cell(u, eyeWidth), cell(v, eyeHeight)};
}
// The gaze through the centre of a cell, clamped to the eye for an overhanging last row or column.
inline Gaze cell_gaze(uint32_t eyeWidth, uint32_t eyeHeight, uint32_t texel, const EyeFov& fov,
GazeCell cell) noexcept {
const float cellPixels = static_cast<float>(std::max(texel, 1u) * kGazeCellTexels);
const float u = eyeWidth > 0 ? std::min((static_cast<float>(cell.x) + 0.5f) * cellPixels, static_cast<float>(eyeWidth)) /
static_cast<float>(eyeWidth)
: 0.5f;
const float v = eyeHeight > 0 ? std::min((static_cast<float>(cell.y) + 0.5f) * cellPixels, static_cast<float>(eyeHeight)) /
static_cast<float>(eyeHeight)
: 0.5f;
return Gaze{.tanX = fov.tanLeft + (fov.tanRight - fov.tanLeft) * u,
.tanY = fov.tanUp + (fov.tanDown - fov.tanUp) * v};
}
inline uint8_t density(Level level, float eccentricity) noexcept {
const Rings ring = rings(level);
if (eccentricity < ring.full) {
@@ -95,15 +154,18 @@ struct Map {
};
// The map for an eye of `eyeWidth` by `eyeHeight` pixels whose field of view is `fov`, `texel` pixels
// per map texel. The map covers the whole eye, its last row and column possibly overhanging it.
// per map texel, centred on `gaze` (the forward direction by default). The map covers the whole eye,
// its last row and column possibly overhanging it.
inline void build(uint32_t eyeWidth, uint32_t eyeHeight, uint32_t texel, const EyeFov& fov, Level level,
Map& map) {
Map& map, const Gaze& gaze = {}) {
map.width = texel > 0 ? (eyeWidth + texel - 1) / texel : 0;
map.height = texel > 0 ? (eyeHeight + texel - 1) / texel : 0;
map.rg8.assign(static_cast<size_t>(map.width) * map.height * 2, kFullDensity);
if (level == Level::Off || eyeWidth == 0 || eyeHeight == 0) {
return;
}
// The forward direction keeps its own, exact formula, so the fixed maps do not change.
const bool forward = gaze.tanX == 0.0f && gaze.tanY == 0.0f;
for (uint32_t y = 0; y < map.height; ++y) {
// Texel centres, clamped to the eye for an overhanging last row or column.
const float v = std::min((static_cast<float>(y) + 0.5f) * static_cast<float>(texel), static_cast<float>(eyeHeight)) /
@@ -113,7 +175,8 @@ inline void build(uint32_t eyeWidth, uint32_t eyeHeight, uint32_t texel, const E
const float u = std::min((static_cast<float>(x) + 0.5f) * static_cast<float>(texel), static_cast<float>(eyeWidth)) /
static_cast<float>(eyeWidth);
const float tanX = fov.tanLeft + (fov.tanRight - fov.tanLeft) * u;
const uint8_t value = density(level, eccentricity_degrees(tanX, tanY));
const uint8_t value =
density(level, forward ? eccentricity_degrees(tanX, tanY) : angle_from_gaze_degrees(tanX, tanY, gaze));
uint8_t* texelBytes = &map.rg8[(static_cast<size_t>(y) * map.width + x) * 2];
texelBytes[0] = value;
texelBytes[1] = value;