- Updated stereo_frame_worker_smoke.cpp to allow dynamic headset rates and prediction lead time.
- Improved logging to include motion diagnostics and adjusted frame submission logic based on headset frequency.
- Enhanced stereo_interpolation_test.cpp with additional tests for camera motion separation and playback cadence.
- Introduced MkwVRReadSceneView function to read the camera view matrix for improved scene rendering.
- Modified VR first-person logic to support scene view reading and validation.
- Added scene_camera.hpp to encapsulate camera motion handling and inverse view calculations.
- Ensured that the VR integration layer correctly logs motion diagnostics and handles scene playback accurately.
- 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.
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>
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.
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).
Brings in patchzyy/Wiicompiled main: os_sleep parked-thread fix (#195),
HTTPS Retro WFC payload (#198), macOS build guide (#177), and the
reverse-Z depth fix (#134).
Conflicts were in aurora-main/lib/gfx/common.cpp and lib/gx/shader.cpp,
both from #134, which lands squarely on the VR stereo replay path.
#134 makes UseReversedZ genuinely reversed: the near/far correction now
applies exactly once, inside effective_projection(), instead of being
applied there AND per-vertex in the shader (the double application had
been cancelling out, so "reversed" Z silently behaved like forward Z).
Three pieces of the VR path were built against that old behaviour and
would have broken silently, so they are adapted here:
- shader.cpp exact-screen-depth parked the virtual screen at -0.5*w
specifically so the shader's following negation would land it at
+0.5*w. With that negation gone it now writes +0.5*w directly; keeping
the minus sign would park the screen at NDC -0.5, outside the clip
volume, discarding every 2D/HUD draw.
- stereo_replay.hpp backend_ndc_depth_row re-applied the correction to
the projection it was handed. That projection is effective_projection()
output, which now already carries it, so the function is a pass-through
of the Z row and no longer depends on the reversed-Z setting; the dead
bool parameter is dropped. Re-applying it would invert the virtual
screen's depth ordering, so 2D layers meant to sit on top would lose
the depth test to the ones behind them.
- shader_info.cpp stages the host depth window for that exact-depth path.
It now uses the same reversed-Z remap as upstream's new SetViewport
code, since frag_depth is written directly and has to reproduce the
window the fixed viewport transform would have applied. Restricted
depth windows (how the game forces an element in front of everything)
are exactly the 2D draws the virtual screen carries.
The SetViewport resolution keeps upstream's remap but retains the
ordering/clamp guard our version had: for any ordered guest range the
result is identical to upstream, and it avoids handing WebGPU
minDepth > maxDepth for the swapped pair MKW is known to emit. The VR eye
replay reuses these recorded values, so the guard covers that path too.
Test updates:
- stereo_replay_test now asserts the composed Z row against the staged
projection's own Z row rather than against the helper's output, so it
actually catches a re-introduced double correction (verified: it fails
when the old negation is put back; the previous self-consistent form
passed).
- gx_fifo_test's clearDepthValue expectation followed #134's deliberate
clear_depth_value() inversion, expressed through UseReversedZ rather
than hardcoded. Upstream changed the behaviour without updating this
test, so it fails on upstream/main as-is.
Verified: aurora suite 247 passed with the same 2 failures that already
fail on the pre-merge branch (IndexedPaletteHistoryKeepsAbsoluteVertexSlots,
PacksOneUniformWhenBothHalvesNeedInitialValue - both pre-existing, unrelated
to depth); shader.cpp and common.cpp compile clean; translator suite 577
passed. Not yet validated on-device in VR.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
* Fix already downloaded toolchain re-use
the following mv command would move $work into $toolchain_dir if the $toolchain_dir folder already existed.
* resolve z-fighting