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Added foveated rendering for the Quest
- Eyes render under a VK_EXT_fragment_density_map: full rate around each eye's forward direction, 2x2 then 4x4 pixel blocks towards the edges ([vr] foveation = off|low|medium|high, default off). XR_FB_foveation cannot help here: the runtime's maps only shape passes drawing into its swapchain, and the eyes reach it through a copy. - aurora-main/patches/dawn/aurora_fdm.inc: Dawn enables the extension only on request and for dynamic rendering, flags every render pipeline, and chains an immutable RG8 map into any pass whose first color attachment is a view bound to one (ABI: include/aurora/dawn_fdm_abi.h). - android/Build-QuestDawn.ps1 builds the pinned Dawn revision with those patches for arm64 (dawn-build CI flags, protobuf off) into a cached package; Build-Quest.ps1 links it (-StockDawn opts out) and AuroraDawnProvider.cmake enables the ABI from its manifest. - lib/gfx/foveation.hpp generates the maps (32 px per texel, densities 255/127/63); an eye is foveated only when single_pass_eyes draws it in one render pass. Menus never are. - Live level from the headset panel's VR tab and the launcher; the launch decides whether the device has maps. debug.wiicompiled.foveation and debug.wiicompiled.fdm for A/B. - Tests: Foveation cases in gx_fifo_tests, mkw_vr_config_tests. Docs: OPENXR.md, quest-port.md. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -245,6 +245,11 @@ typedef struct {
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// Enables renderer features needed by an external XR compositor. The normal
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// desktop path is unchanged when false.
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bool xrInterop;
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// Asks for fragment density maps on the Vulkan device, for foveated eye
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// rendering (aurora_set_stereo_foveation). Only a Dawn built with Aurora's
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// patches has them (the Quest build). Every render pipeline is then built to
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// run under a density map, so set it only when foveation may be used.
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bool xrFragmentDensityMap;
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// Optional OpenXR-selected D3D adapter. Supplying the runtime's LUID before
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// device creation keeps Dawn and the compositor on the same physical GPU.
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bool hasD3D12AdapterLuid;
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