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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iChris4andClaude Opus 5.5 committed 2026-09-24 19:03:17 +02:00
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#include "gfx/foveation.hpp"
#include <gtest/gtest.h>
#include <algorithm>
#include <array>
#include <cmath>
#include <utility>
#include <vector>
namespace aurora::gfx::foveation {
namespace {
constexpr float kDegrees = 3.14159265358979f / 180.0f;
// Roughly a Quest 3 left eye: the wider side is the outer (left) one.
EyeFov left_eye() {
return EyeFov{.tanLeft = std::tan(-54.0f * kDegrees),
.tanRight = std::tan(43.0f * kDegrees),
.tanDown = std::tan(-50.0f * kDegrees),
.tanUp = std::tan(47.0f * kDegrees)};
}
EyeFov right_eye() {
const EyeFov left = left_eye();
return EyeFov{.tanLeft = -left.tanRight, .tanRight = -left.tanLeft, .tanDown = left.tanDown, .tanUp = left.tanUp};
}
Map build_map(Level level, const EyeFov& fov = left_eye(), uint32_t width = 1344, uint32_t height = 1408,
uint32_t texel = 32) {
Map map;
foveation::build(width, height, texel, fov, level, map);
return map;
}
uint8_t at(const Map& map, uint32_t x, uint32_t y) { return map.rg8[(static_cast<size_t>(y) * map.width + x) * 2]; }
// The tangents at a texel centre, as build computes them.
std::pair<float, float> tangents(const Map& map, const EyeFov& fov, uint32_t x, uint32_t y, uint32_t width,
uint32_t height, uint32_t texel) {
const float u = std::min((x + 0.5f) * texel, static_cast<float>(width)) / width;
const float v = std::min((y + 0.5f) * texel, static_cast<float>(height)) / height;
return {fov.tanLeft + (fov.tanRight - fov.tanLeft) * u, fov.tanUp + (fov.tanDown - fov.tanUp) * v};
}
TEST(Foveation, MapCoversTheWholeEye) {
const Map quest = build_map(Level::Medium);
EXPECT_EQ(quest.width, 42u);
EXPECT_EQ(quest.height, 44u);
EXPECT_EQ(quest.rg8.size(), 42u * 44u * 2u);
// render_scale 0.75: the last column and row overhang the eye.
const Map scaled = build_map(Level::Medium, left_eye(), 1260, 1320);
EXPECT_EQ(scaled.width, 40u);
EXPECT_EQ(scaled.height, 42u);
}
TEST(Foveation, WritesOnlyWholeHalfAndQuarterDensities) {
for (Level level : {Level::Low, Level::Medium, Level::High}) {
const Map map = build_map(level);
for (size_t i = 0; i < map.rg8.size(); i += 2) {
const uint8_t value = map.rg8[i];
EXPECT_TRUE(value == kFullDensity || value == kHalfDensity || value == kQuarterDensity) << int(value);
// The same density in both directions.
EXPECT_EQ(map.rg8[i], map.rg8[i + 1]);
}
}
// A half must stay below 1/2 so the fragment size cannot round down to a single pixel.
EXPECT_LE(kHalfDensity / 255.0f, 0.5f);
EXPECT_LE(kQuarterDensity / 255.0f, 0.25f);
EXPECT_GT(kHalfDensity / 255.0f, 0.25f);
}
TEST(Foveation, OffShadesEverythingFully) {
const Map map = build_map(Level::Off);
EXPECT_TRUE(std::all_of(map.rg8.begin(), map.rg8.end(), [](uint8_t value) { return value == kFullDensity; }));
}
TEST(Foveation, DensityNeverRisesAwayFromTheForwardDirection) {
const EyeFov fov = left_eye();
for (Level level : {Level::Low, Level::Medium, Level::High}) {
const Map map = build_map(level, fov);
std::vector<std::pair<float, uint8_t>> texels;
for (uint32_t y = 0; y < map.height; ++y) {
for (uint32_t x = 0; x < map.width; ++x) {
const auto [tanX, tanY] = tangents(map, fov, x, y, 1344, 1408, 32);
texels.emplace_back(eccentricity_degrees(tanX, tanY), at(map, x, y));
}
}
std::sort(texels.begin(), texels.end());
for (size_t i = 1; i < texels.size(); ++i) {
EXPECT_LE(texels[i].second, texels[i - 1].second);
}
// Every level shades the centre fully and saves something at the edges.
EXPECT_EQ(texels.front().second, kFullDensity);
EXPECT_LT(texels.back().second, kFullDensity);
}
}
TEST(Foveation, EachEyeCentresOnItsOwnForwardDirection) {
// The asymmetric frustum puts the forward direction off the image centre, towards the nose.
const auto fullColumns = [](const Map& map) {
double sum = 0.0;
uint32_t count = 0;
for (uint32_t y = 0; y < map.height; ++y) {
for (uint32_t x = 0; x < map.width; ++x) {
if (at(map, x, y) == kFullDensity) {
sum += x + 0.5;
++count;
}
}
}
return count > 0 ? sum / count : 0.0;
};
const Map left = build_map(Level::High, left_eye());
const Map right = build_map(Level::High, right_eye());
const EyeFov fov = left_eye();
const double forward = -fov.tanLeft / (fov.tanRight - fov.tanLeft) * left.width;
EXPECT_NEAR(fullColumns(left), forward, 1.0);
EXPECT_GT(fullColumns(left), left.width / 2.0);
EXPECT_NEAR(fullColumns(right), right.width - fullColumns(left), 1.0);
}
TEST(Foveation, HigherLevelsNeverShadeMore) {
const Map low = build_map(Level::Low);
const Map medium = build_map(Level::Medium);
const Map high = build_map(Level::High);
for (size_t i = 0; i < low.rg8.size(); ++i) {
EXPECT_LE(medium.rg8[i], low.rg8[i]);
EXPECT_LE(high.rg8[i], medium.rg8[i]);
}
// Low never goes below half.
EXPECT_TRUE(std::none_of(low.rg8.begin(), low.rg8.end(), [](uint8_t value) { return value == kQuarterDensity; }));
}
TEST(Foveation, LowAndMediumKeepTheHudScreenAtHalfDensity) {
// The default HUD screen: 2.4 m wide at 2 m, with a 4:3 picture, looking straight ahead.
constexpr float kHalfWidth = 1.2f / 2.0f;
constexpr float kHalfHeight = 0.9f / 2.0f;
const EyeFov fov = left_eye();
for (Level level : {Level::Low, Level::Medium}) {
const Map map = build_map(level, fov);
uint32_t covered = 0;
for (uint32_t y = 0; y < map.height; ++y) {
for (uint32_t x = 0; x < map.width; ++x) {
const auto [tanX, tanY] = tangents(map, fov, x, y, 1344, 1408, 32);
if (std::abs(tanX) <= kHalfWidth && std::abs(tanY) <= kHalfHeight) {
EXPECT_GE(at(map, x, y), kHalfDensity) << "level " << int(level) << " at " << x << "," << y;
++covered;
}
}
}
EXPECT_GT(covered, 100u);
}
}
TEST(Foveation, ReadsTheFieldOfViewBackFromTheEyeProjection) {
const EyeFov fov = left_eye();
std::array<float, 16> projection{};
// openxr_integration.cpp's ProjectionFromFov.
projection[0] = 2.0f / (fov.tanRight - fov.tanLeft);
projection[2] = (fov.tanRight + fov.tanLeft) / (fov.tanRight - fov.tanLeft);
projection[5] = 2.0f / (fov.tanUp - fov.tanDown);
projection[6] = (fov.tanUp + fov.tanDown) / (fov.tanUp - fov.tanDown);
const EyeFov read = fov_from_projection(projection.data());
EXPECT_NEAR(read.tanLeft, fov.tanLeft, 1e-5f);
EXPECT_NEAR(read.tanRight, fov.tanRight, 1e-5f);
EXPECT_NEAR(read.tanDown, fov.tanDown, 1e-5f);
EXPECT_NEAR(read.tanUp, fov.tanUp, 1e-5f);
// A projection without a frustum scale leaves the symmetric default.
const std::array<float, 16> empty{};
const EyeFov fallback = fov_from_projection(empty.data());
EXPECT_EQ(fallback.tanLeft, -1.0f);
EXPECT_EQ(fallback.tanUp, 1.0f);
}
} // namespace
} // namespace aurora::gfx::foveation