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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@@ -68,6 +68,17 @@ int main() {
Require(std::string_view(MKW_VR_REFRESH_RATE_DEFAULT_TEXT) == "0");
#endif
// [vr] eye_tracked_foveation: the foveation centre follows the gaze, on the Steam Frame by default.
Require(Parse("[vr]\neye_tracked_foveation = true\n").vrEyeTrackedFoveation == true);
Require(Parse("[vr]\neye_tracked_foveation = false\n").vrEyeTrackedFoveation == false);
Require(!Parse("[vr]\neye_tracked_foveation = 1\n").vrEyeTrackedFoveation.has_value());
Require(!Parse("[vr]\n").vrEyeTrackedFoveation.has_value());
#if defined(MKW_HEADSET_STEAM_FRAME)
Require(RuntimeConfigFile::kVrEyeTrackedFoveationDefault);
#else
Require(!RuntimeConfigFile::kVrEyeTrackedFoveationDefault);
#endif
// [vr] passthrough: Horizon OS's room view, which the Steam Frame build does not offer.
Require(Parse("[vr]\npassthrough = false\n").vrPassthrough == false);
Require(!Parse("[vr]\n").vrPassthrough.has_value());