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Render only the window in the Quest's immersive window
- The pacing thread aims each immersive window eye through the window itself (AimEyesThroughWindow): it keeps its position but looks square-on at the window's plane through an off-axis frustum just around it, so the eye image is the window, at the display's pixel density (about 680x380 per eye at render_scale 0.8 instead of 1344x1408), with a two-pixel border the mask leaves transparent. The frame's views carry that pose and field of view to the projection layer. - vulkan_interop.cpp copies an eye smaller than its AHardwareBuffer into the buffer's corner, and the Quest layer's imageRect is the rendered part of the swapchain image. - These eyes are not foveated: their field of view follows the head, which would rebuild the density map every frame. - Quest only (kWindowShapedEyesSupported); the PC backends copy whole eyes and keep masking them. debug.wiicompiled.window_eyes 0 renders them whole and masked again for A/B timing. - Quest 3, paused Retro Rewind race, render_scale 1.0: Immersive window runs the GPU at level 1 (456 MHz, app GPU 11.0 ms, eyes 8.4 ms) where Immersive needs level 3 (599-640 MHz, 13.4 ms, 10.3 ms), about 42% fewer GPU cycles. No edge artifacts, image as sharp. Docs: OPENXR.md. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -136,6 +136,10 @@ struct OpenXRPresentation {
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// the race's 2D-layer screen (AuroraStereoFrame::window), so the projection
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// layer is blended by its alpha over whatever is under it.
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bool immersive_window = false;
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// The immersive window's eyes were aimed through the window itself, so each
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// is only the window: its image is render_width x render_height, the
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// top-left part of the eye's swapchain image the layer shows.
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bool window_eyes = false;
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// Show the room through the headset's cameras around the virtual screen or
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// the immersive window (OpenXRPassthrough). Taken when the presentation is
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