- 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>
- 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>