Commit Graph
20 Commits
Author SHA1 Message Date
Claude 5bf1904ca8 Lock the video render mode against concurrent readers
VIConfigure writes the mode on the game side while the GX thread, the
frame worker and the window code read its size. The resize request is
made after the lock is released.

From upstream patchzyy/Wiicompiled 6f14bde (#244).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wg7mB8ogCWmp9GH19Uc82B
2026-10-05 13:17:48 +00:00
Michael G 152c4f5f38 Fix controller mapping platform, player index sync, and socket errors (#251)
* Fix macOS controller platform, sync player indices, and preserve socket send error

- Preserve captured socket send error across diagnostic logging in network_socket.cpp
- Use SDL_GetPlatform() instead of hardcoded Windows in controller mapping wizard
- Synchronize Aurora and SDL player indices on port assignment and clear in pad.cpp
- Auto-assign Player 1 on macOS when unconfigured in input.cpp

* fix(input): refine macOS port 0 assignment and persistence logic

- Persist port 0 preference for newly connected controller even if already assigned player index 0
- Verify controller has no preference on other ports before assigning to port 0

(cherry picked from commit 85f250155f8f397c1c463dc51dd4dc2707371d06)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011tcyLz63pXjoYEwsFjfg8F
2026-10-05 12:56:12 +00:00
iChris4 3c20f677eb Implement Bullet Bill model visibility and cockpit recentering improvements
- Added support for hiding model arrays in the rendering pipeline to optimize performance during VR gameplay.
- Introduced new functions in `gx_model_visibility` to manage hidden model arrays and their visibility based on game state.
- Enhanced cockpit recentering logic to ensure accurate seat measurements and eye positioning during gameplay.
- Updated `FirstPersonState` to track cockpit height and forward direction, improving VR experience.
- Added tests for Bullet Bill model visibility and cockpit height adjustments to ensure functionality and stability.
- Refactored existing code to accommodate new features and improve overall code organization.
2026-09-28 23:21:01 +02:00
darthcircuit 0e52cfb726 Merge remote-tracking branch 'upstream/openxr-work' into codex/standalone-selective-integration
# Conflicts:
#	docs/quest-port.md
2026-09-23 11:28:20 -06:00
iChris4 2a89fac79d Implement stereo depth and stencil support for VR cockpit rendering to fix hands getting darken by virtual screen 2026-09-23 16:03:00 +02:00
iChris4andClaude Opus 5 fd42edf303 Merge kart draws again while the native steering wheel is animated
The animated copy is registered for the vehicle's whole position array, and a
race frame has 228 primitives that bind it. Suppressing draw merging for all of
them turned the kart's display list back into hundreds of separate draw calls,
each recorded once and replayed in the mono pass and both eyes: on a Quest 3 the
app frame went from 15.7 ms to 21.7 ms with the GPU pinned at 97 %, which past
the 72 Hz deadline reads as 56 FPS against 42.

Merging is unsafe only between draws that resolved the array differently, since
the merged whole renders through the binding of the draw it folds into. So
resolve the replacement once per draw, before the merge test, and merge into a
draw that reached the same decision. Draws of an opponent sharing the asset
merge with each other again too, and with no set registered the test is exactly
what it was before the feature.

Measured at the same place on a Quest 3: 60 FPS against 42, the app frame back
to 13.9 ms, 564 draw calls a frame with 11808 primitives merged away.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-23 01:04:06 +02:00
darthcircuit 83fe04d160 Quest: port device compatibility and pipeline fixes 2026-09-22 11:14:31 -06:00
iChris4 131da8a7a9 Keep the cockpit wheel with the view and let the native wheel recover
Found on a Quest 3 through Virtual Desktop (VirtualDesktopXR, Vulkan):
the race camera's view matched the scene camera exactly and the kart's
own wheel animated (228 draws a frame took the copy), but during the
race's opening pan no draw took it, the 30-frame fallback latched the VR
wheel for that vehicle, and it stayed until the scene changed.

The fallback now heals: copies keep being published, the VR wheel stands
in only while draws are not taking them, and the vehicle's own wheel
returns as soon as they are. Both switches are logged, a few per race.

With first_person_rotation "yaw_pitch" or "full" the wheel copy and the
hands' wheel geometry now ride in the view's own frame (the kart's
orientation around the seat) instead of the level seat, so the wheel no
longer tilts against the view on slopes.

Aurora logs, after about half a second, five seconds and a minute of
copies, how many draws bound a copied array (inside and outside its
window), how many matched, and the closest position matrix against the
expected one, so a mismatch says whether the array or the matrix differs.
2026-09-22 03:56:38 +02:00
iChris4 3463813a65 Seat first person in the cockpit and animate the vehicle's own wheel
first_person_seat = "cockpit" (the new default) places the head at the
driver's own eyes, measured once from the character's head bone while the
kart drives straight and undamaged, kept behind the steering wheel, at a
life-size scale (cockpit_units_per_meter, grown with the character's
height and the player's size). "yaw" takes the kart's driving direction
from a level seat frame that follows the simulation's position and
direction, so damage spins and tricks do not turn the seat.
first_person_seat = "custom" keeps the previous offset placement.

At the race draw boundary the vehicle's steering wheel disc (karts) or
handle part (bikes, re-seated level while the bike banks) is decoded from
its MDL0, turned on a copy, and posted to the GX thread for Aurora to
substitute into the player's own draws; the copies are dropped after the
frame's draws. The anchor carries the wheel or handlebar geometry in the
seated frame and the frame's exact scale, which reaches the policy and
aurora_set_stereo_scene_anchor_scaled. If no draw takes the copies for 30
frames the vehicle falls back to the VR wheel, and the log says so.

The wheel copy is matched against RaceCamera::GetViewMtx with no dolly
offset, since the scene camera is only set once the draws run; the log
reports its distance from the scene camera once a second.

Nothing turns the wheel yet: the angle comes from the XR side's driving
snapshot, which the next change publishes.

Guest offsets ported from heurazy's mario-kart-wii-VR-port, each
re-checked against the generated leaf getters and the decompilation.
2026-09-22 03:56:04 +02:00
iChris4 f3d7277ff3 Add native steering-wheel vertex substitution to Aurora
The VR first-person camera will animate the local vehicle's steering wheel
by handing Aurora a rotated copy of one of the vehicle's position arrays.
A draw picks up the copy only when it binds that exact array with the local
vehicle's position matrix (per-position ownership for indexed-matrix
draws), so opponents sharing the asset keep the original vertices. The copy
takes the same padded upload path as the original and never touches the
shared array cache.

Ported from heurazy's mario-kart-wii-VR-port (GPL-3.0-or-later).
2026-09-22 03:54:33 +02:00
iChris4andClaude Opus 5 ee5df403ac Merge upstream/main (v0.2.32) into openxr-work
Brings in the keyboard/mouse rebinding overhaul (#162), the Kamek
skip-return hook fixes (#182, #218), the exit button and controller LED
fix (#221), the autohide-cursor and mute hotkey fix (#211), the Linux
--sysroot plumbing (#224) and the switch to the theofficialgman
dawn-build fork (#215).

Conflicts resolved to keep the VR integration intact:

- settings_overlay.cpp/.h: kept both new declarations. The controller
  rebinding UI takes upstream's click-to-rebind widgets wholesale - our
  only edit there was wrapping the combo width in Scaled(), and
  upstream's bindingWidth is already font-relative, so the headset
  panel still scales. Kept our DrawResolutionMenu() extraction (the VR
  panel reuses it) while adopting upstream's DrawExitPrompt() and its
  new DrawTopBar() prologue; kept our Diagnostics menu alongside
  upstream's exit-button width math. HandleEvents merges both keyboard
  paths, with the VR recenter hotkey now guarded by !g_rebind.active so
  it cannot fire while a binding is being captured.

- AuroraDawnProvider.cmake: dropped our now-dead Android hash block.
  Upstream restructured the pins into an if/elseif chain that already
  covers android/aarch64, with the digest for the new dawn-build fork;
  our leftover block was unreachable and carried the old encounter
  digest.

- Version plumbing (Build-Installer.ps1, Setup.Windows Program.cs and
  csproj): kept this fork's own line, which is 0.2.39 and centralised in
  Launcher/Directory.Build.props, rather than regressing to upstream's
  hardcoded 0.2.32.

Verified: translator 654/654; runtime ctest 14/14 including every VR
test; WiiCompiled and RetroRewind link; aurora gx_fifo_tests 262/263,
the one failure being the TevRegisterLiveness case already documented as
pre-existing on this branch.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 23:02:33 +02:00
Cristian Boehmandpatchzyy 149cfef608 keyboard and mouse support, rebinding overhaul, analog triggers to digital inputs (#162)
* add keyboard support, analog triggers to digital input, and rebinding overhaul

* Update README.md

* Update README.md

readme typo

* implemented code rabbits suggestions

- Preserved NSO GameCube analog triggers.
  - Made modal closure and Escape cancel every rebind kind.
  - Deduced the native button array size; <array> already existed.
  - Centralized axis/sign decoding.
  - Kept threshold updates live, saving only when editing ends.

* add dimming when in settings and add clear mapping button

* Update settings_overlay.cpp

---------

Co-authored-by: patchzyy <64382339+patchzyy@users.noreply.github.com>
2026-09-10 17:37:38 +02:00
iChris4 7898a76a22 Added 2D Virtual Screen for HUD and Ortho Elements 2026-09-04 18:31:03 +02:00
iChris4 60316f0115 Merge upstream main into openxr-work 2026-09-03 15:08:50 +02:00
iChris4 d8788de919 aurora: add asynchronous OpenXR stereo replay bridge 2026-09-03 04:00:02 +02:00
ca7d126a13 Bluetooth Wii Remote support: Wii Remote / Wii Wheel, Nunchuk and Classic Controller through KPAD (#73)
* Bluetooth Wii Remote support: the game reads a real Wii Remote through KPAD

Enable SDL3's HIDAPI Wii driver and hand a paired Wii Remote (bare or with
Nunchuk) to the game as a real Wii Remote: WPADProbe reports CORE/FREESTYLE
and KPADRead fills KPADStatus[0] from SDL every frame (buttons, accelerometer
in KPAD's g frame, Nunchuk stick and accelerometer), while the GameCube pad
view of that port reports no controller. The game's own motion code then
handles wheelies, tricks and Wii Wheel steering. Classic Controllers and
Wii U Pro Controllers keep going through the GameCube pad path with a default
button table picked by name.

SDL's Wii driver drops a remote on a failed Bluetooth read or when the
Nunchuk is plugged or unplugged and never re-adds it, so the runtime keeps
rescanning (Dolphin style) while no Wii controller is present by toggling the
driver hint off and, a few frames later, on again; a dropped remote is back
within 1-2 s. Settings live in the F10 overlay under Wii Remotes (Bluetooth)
and in Config.toml (wii_remotes, wii_continuous_scan).

* Fix Wii U Pro / Classic Controller ZL and ZR not registering

SDL's Wii driver reports ZL/ZR as the LEFT_TRIGGER/RIGHT_TRIGGER analog
axes, never as digital shoulder buttons. Binding them to
LEFT_SHOULDER/RIGHT_SHOULDER meant they never fired and also disabled
aurora's own analog-trigger fallback (a button table entry for
PAD_TRIGGER_L/R marks the trigger as "handled", even when the bound
digital button never actually presses). Leaving them unbound lets the
default axis mapping drive them like every other analog-trigger pad.

Reported by an end-to-end tester connecting a real Classic Controller to
a Wii Remote.

* Wii Remotes menu: live raw D-pad/ZL/ZR readout for Classic Controller / Wii U Pro

Diagnostic aid for a reported issue where the Classic Controller's D-pad
does not do anything in-game (no wheelies). Shows what SDL itself sees so
a driver-level problem (nothing lights up) can be told apart from a
mapping problem (it lights up but the game does not react).

* Fix Classic Controller D-pad input

* Address CodeRabbit review on PR #73

- PADRead: hide KPAD-served ports even while input is blocked so the port
  error state does not flip when the overlay opens/closes.
- WPADProbe: run the Wii Remote rescan state machine before probing so a
  reconnect probe before the next PADRead can see the remote.
- EnsureSensors: only cache the gamepad id once every accelerometer enabled,
  so a failed activation is retried.
- ConfigureSdlHints: reset the in-flight rescan bookkeeping.
- Settings overlay: disable "Rescan now" while Wii Remotes are turned off.

* Bluetooth Wii Remote: fix wheel steering, native Classic Controller, extension hot-swap

Accelerometer
- The SDL -> KPAD conversion negated the wrong axis: SDL's z is the remote's
  +Y (towards the user), so KPAD acc is (-wiiX, -wiiZ, +wiiY). Fixes mirrored
  Wii Wheel steering.
- Drop reports whose accelerometer bytes arrive zeroed (+-5.12 g on every axis,
  a few times a minute over Bluetooth) and repeat the last good sample; they
  read as a full-lock steer plus a 9 g shake.
- One-button zero-point calibration in the overlay (remote flat, buttons up),
  stored in Config.toml as wii_accel_offset_x/y/z. SDL's read of the remote's
  factory calibration times out over Bluetooth and falls back to a nominal
  zero point, which left a per-axis bias of up to ~0.3 g on the tested remote.
- Live accelerometer readout and an optional per-frame CSV trace
  (wii_accel_trace = true) for debugging.

Classic Controller through KPAD/WPAD
- WPADProbe reports WPAD_DEV_CLASSIC; KPADRead fills ex_status.cl and
  KPADGetUnifiedWpadStatus the raw WPADCLStatus (WPAD_CL_BUTTON_* bits, sticks
  in the SDK's signed -512..511 range, triggers), so the game shows the Classic
  layout and icons and no button mapping is involved. Ports served through KPAD
  are hidden from PADRead; only the Wii U Pro Controller stays a GameCube pad.

Extension hot-swap
- SDL's Wii driver destroys the joystick on an extension change but keeps the
  HID handle open, and HIDAPI never re-creates a joystick for such a device.
  Patch the vendored SDL at configure time (AuroraSDL3Patches.cmake, wired into
  AuroraSDL3Provider.cmake for both the downloaded tarball and a pre-provided
  FETCHCONTENT_SOURCE_DIR_SDL) so the joystick is rebuilt in place with the new
  extension type, without touching the Bluetooth handle.
- Keep a vanished remote's channel alive with neutral input for up to 3 s while
  SDL re-creates the joystick, so the game never sees a disconnection. The
  driver-hint rescan stays as a fallback for real drops, starting 3 s after
  the loss, and also runs from the overlay's per-frame Draw. Log rescans.

Mappings / overlay
- Do not apply the shared positional [controller] bindings to Wii pads: that
  override is what made a Classic Controller's A/B and X/Y look swapped.
- Raw D-pad fallback also for the Wii U Pro Controller; overlay readouts read
  joystick buttons directly (SDL's generated HIDAPI mapping expects a hat).
- Overlay: Classic Controller readout, accelerometer readout and calibration.
- README: Bluetooth Wii Remote section and known limitations.

* Review pass on the Wii Remote input path

- EffectiveKind: stop bridging an extension swap once a different controller
  has taken the port, and note that everything touching the scanner state runs
  on the guest thread.
- KPADGetUnifiedWpadStatus: fill every requested entry (the SDK returns `count`
  recent samples), capped at KPAD's 16 read buffers.
- IsKpadKind gets internal linkage; the calibration accessors get their
  comments; clarify why Draw() also runs Poll().

* Drop the dead Classic-Controller-as-GameCube-pad matching

A Wii Remote with a Classic Controller is served through KPAD and its port is
hidden from PADRead, so the name matches that once gave it a GameCube button
table and the raw D-pad fallback could never take effect any more. Both now
match only the Wii U Pro Controller, and the default table is renamed
accordingly (g_defaultButtonsWiiUPro).

---------

Co-authored-by: LOL <andresguerra2k26@gmail.com>
Co-authored-by: Nick <89667145+Nick1232345@users.noreply.github.com>
2026-09-01 21:47:31 +02:00
patchzyy 69be584cc5 WUP 2026-08-30 11:21:10 +02:00
patchzyy b5e5858e1d Use UTF-8-safe filesystem paths end-to-end 2026-08-28 19:01:14 +02:00
GalaxisBeast 251529d66e fix issues
fix timeout loop, fixed drift issues, fixed infinite rumble, fixed gamecube controller adapter taking over all ports, require assigning a virtual controller port specifically to the gamecube controller adapter, and block inputs from gamecube controller while settings menu (f10 menu) is open
2026-08-26 20:12:15 -04:00
patchzyy ec226e8348 init 2026-08-23 17:10:50 +02:00