mirror of
https://github.com/mitch030504/Wiicompiled_VR_Frame.git
synced 2026-10-06 06:00:25 +02:00
Replay each VR eye in one render pass
- Added eye_pass_plan.hpp: an eye keeps drawing in the render pass it has open across the frame's
GX copies (only the mono render performs them), skips passes a later clear of the whole color and
depth erases, and splits only for a clear of color alone or depth alone.
- render_stereo_eye follows that plan; the cockpit fallback is drawn inside the last pass instead of
a render pass of its own that loaded the eye back.
- The stencil is now cleared where the eye actually starts, so a cockpit mask drawn in an erased pass
can no longer punch holes in the HUD.
- [vr] single_pass_eyes (default on, live from F10) and debug.wiicompiled.eye_passes 0/1 on the Quest
switch back to one render pass per recorded pass for A/B timing.
- Each new plan shape is logged once ("Eye replay plan: ...").
- Tests: EyePassPlan cases in gx_fifo_tests; stereo_multiplayer_smoke and stereo_frame_worker_smoke
pass on D3D12.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
1 parent
13311ea626
commit
ceeeba0332
12 files changed
+527
-18
No files matched your search
@@ -405,6 +405,10 @@ void set_stereo_stop_at_display_copy(bool value) noexcept;
|
||||
bool get_stereo_stop_at_display_copy() noexcept;
|
||||
void set_stereo_skip_copy_clears(bool value) noexcept;
|
||||
bool get_stereo_skip_copy_clears() noexcept;
|
||||
// Replays each eye in as few render passes as its clears allow (gfx/eye_pass_plan.hpp). On by
|
||||
// default and live, like the two above.
|
||||
void set_stereo_single_pass_eyes(bool value) noexcept;
|
||||
bool get_stereo_single_pass_eyes() noexcept;
|
||||
|
||||
// Places orthographic draws on a fixed virtual screen during immersive replay.
|
||||
// `width` and `distance` are in game world units; the screen's height follows
|
||||
|
||||
Reference in new issue
Block a user