Commit Graph
27 Commits
Author SHA1 Message Date
iChris4andClaude Opus 5.5 cc653272c8 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>
2026-09-24 19:03:17 +02:00
iChris4andClaude Opus 5.5 ceeeba0332 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>
2026-09-24 18:18:08 +02:00
iChris4 1a4b0589f4 Implement background pipeline cache storage 2026-09-23 23:53:51 +02:00
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 3d240c890e Log the draw calls a frame costs beside its GPU timings
The Android frame-rate line already says where the wall clock went; what it
could not say is how many draw commands the recorded frame holds, which is what
the mono pass and both eye replays each pay for. An overlay that stops draws
merging shows up here long before it shows up as a frame rate.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-23 00:59:14 +02:00
iChris4 21b8d209dd Add the VR cockpit overlay to Aurora's eye replay
A stereo packet can now carry an AuroraCockpit: tracked hands and, when the
vehicle's own wheel cannot be animated, a synthetic steering wheel or
handlebar, all in metres in the seated frame. Each eye draws it inside the
scene's pass just before the first virtual-screen draw, depth-tested with
the world's own depth mapping (captured from a full-view world draw), so
the kart and track occlude the hands and the 2D layer cannot hide them.
Hands use a runtime-provided hand mesh when one is supplied and a
procedural glove otherwise.

aurora_set_stereo_scene_anchor_scaled lets the sealed frame own its world
scale: each eye's head translation is rescaled from the packet's scale to
the frame's. A non-finite cockpit is dropped with one warning; the frame
still renders.

Ported from heurazy's mario-kart-wii-VR-port (GPL-3.0-or-later).
2026-09-22 03:55:31 +02:00
iChris4 c4c7078afc Enhance texture management and profiling in GX thread; add reinitialization flag and optimize consumer behavior 2026-09-20 17:10:00 +02:00
iChris4 6a1641e0b7 Implement GX Thread for Asynchronous Rendering
- Introduced a new GX thread to handle the rendering pipeline, allowing the game thread to post commands without blocking.
- Added `gx_thread.h` and `gx_thread.cpp` to manage the command ring buffer and thread synchronization.
- Updated `vi.cpp` to utilize the GX thread for rendering tasks, improving frame pacing and responsiveness.
- Modified `main.cpp` to configure and start the GX thread, ensuring it integrates with the existing rendering workflow.
- Enhanced `openxr_integration.cpp` to register the GX thread with OpenXR for better performance in VR scenarios.
- Refactored `settings_overlay.cpp` to remove unnecessary waits for the frame worker, as the overlay now draws directly into the game thread's ImGui frame.
- Improved error handling and logging in the GX thread to capture exceptions during command execution.
2026-09-19 22:57:49 +02:00
iChris4 47b59c7294 Implement per-pass GPU timing for performance tracking and optimization & fixed mono in Immersive 2026-09-19 19:23:57 +02:00
iChris4 60c443654f Added performance level configuration for OpenXR runtime and enhance Aurora's frame worker 2026-09-19 04:43:47 +02:00
iChris4 7f2113dbc5 - Added new strings for installation reset prompts and messages in strings.xml.
- Created InstallReset.kt to handle the removal of game files, built games, and mod packs while preserving user data.
- Implemented unit tests for InstallReset to ensure correct functionality and file handling.
- Updated RetroRewindPackTest to include new test cases for update and deletion order.
- Enhanced Vulkan interop and OpenXR integration to support new thread scheduling hints for Android.
- Improved error handling and logging for GPU submission failures in Vulkan backend.
2026-09-19 00:08:58 +02:00
iChris4 d4a3f0b350 Quest Fixed Vulkan pipeline cache management and storage mechanisms 2026-09-18 23:38:55 +02:00
iChris4 1346e53cd6 Implement OpenXR Settings Panel and Stereo Overlay 2026-09-17 04:32:22 +02:00
iChris4 19485b9e8b Implement OpenXR Wii Remote support 2026-09-16 23:58:04 +02:00
iChris4 75f0f5f26d Refactor QuestSurface and Build-Quest scripts for improved surface handling and performance logging 2026-09-16 22:30:05 +02:00
iChris4 3e8bdcfd7b Added Support for Multiplayer Player 1 Immersive View 2026-09-16 17:06:03 +02:00
iChris4 850d157481 Fixed "Mirror Mode" Gran Prix 2026-09-10 22:50:50 +02:00
iChris4 6467c6390c Added support for VR Frame Interpolation 2026-09-10 21:33:34 +02:00
iChris4 f525b9dd75 Fix : XR thread resubmits the last valid frame during stall + Eager Frame Heartbeat option 2026-09-09 01:08:04 +02:00
iChris4 4cf9f60ee7 Added Desktop view selector 2026-09-09 00:18:41 +02:00
iChris4 02e5cb60a4 Added First Person Camera Option 2026-09-04 23:11:22 +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
Michael Gandpatchzyy 5c76e2b0df feature: add apple silicon native macOS support (#81)
* feature: add apple silicon native macOS support - #81

* (macos): Fix crash

This fixes a crash when viewing the rear camera

* fix(macos): keep interpolated presentation on main thread

* fix(macos): supply Retro-WFC payload during setup

* perf(windows): compile out flat-memory fallback check

* remove duplicate smoke test

* test(macos): name and focus host platform tests

* fix(macos): validate Retro-WFC payload cache

* fix(payload): preserve staged file access failures

* Limit flat-page checks to variable-page hosts

---------

Co-authored-by: patchzyy <64382339+patchzyy@users.noreply.github.com>
2026-09-01 18:57:15 +02:00
iChris4 e31932de0a OpenXR D3D12/Vulkan backend 2026-08-30 21:48:59 +02:00
patchzyy ec226e8348 init 2026-08-23 17:10:50 +02:00