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mitch030504--Wiicompiled_VR…/aurora-main/tests/foveation_test.cpp
T
Claude b1a8b034d9 Centre foveation on the player's gaze on headsets with eye tracking
With [vr] eye_tracked_foveation (on by default on the Steam Frame, off
elsewhere) the runtime asks for XR_EXT_eye_gaze_interaction. When the
system reports an eye tracker, OpenXRInput binds the gaze pose and
locates it for each packet's display time, in the space the eye views
are located in; vr/eye_gaze.h turns it into tangents of each eye's own
view, which AuroraStereoFrame now carries (appended, after the existing
prefix).

Aurora centres the eye's fragment density map on the gaze snapped to a
cell of two map texels (about 3 degrees). Each eye keeps up to 32 maps,
one per cell looked at, so a glance back reuses its map; a new map is
bound once its upload completes, and until then the eye keeps the map
it had. Without a tracked gaze (a blink, no tracker, the setting off)
foveation centres on the forward direction exactly as before: the
forward maps are byte-identical.

Also logs every extension the OpenXR runtime offers at startup, so the
first Steam Frame session shows what SteamVR's Android runtime has.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
2026-10-04 08:44:30 +00:00

287 lines
12 KiB
C++

#include "gfx/foveation.hpp"
#include <gtest/gtest.h>
#include <algorithm>
#include <array>
#include <cmath>
#include <utility>
#include <vector>
namespace aurora::gfx::foveation {
namespace {
constexpr float kDegrees = 3.14159265358979f / 180.0f;
// Roughly a Quest 3 left eye: the wider side is the outer (left) one.
EyeFov left_eye() {
return EyeFov{.tanLeft = std::tan(-54.0f * kDegrees),
.tanRight = std::tan(43.0f * kDegrees),
.tanDown = std::tan(-50.0f * kDegrees),
.tanUp = std::tan(47.0f * kDegrees)};
}
EyeFov right_eye() {
const EyeFov left = left_eye();
return EyeFov{.tanLeft = -left.tanRight, .tanRight = -left.tanLeft, .tanDown = left.tanDown, .tanUp = left.tanUp};
}
Map build_map(Level level, const EyeFov& fov = left_eye(), uint32_t width = 1344, uint32_t height = 1408,
uint32_t texel = 32) {
Map map;
foveation::build(width, height, texel, fov, level, map);
return map;
}
uint8_t at(const Map& map, uint32_t x, uint32_t y) { return map.rg8[(static_cast<size_t>(y) * map.width + x) * 2]; }
// The tangents at a texel centre, as build computes them.
std::pair<float, float> tangents(const Map& map, const EyeFov& fov, uint32_t x, uint32_t y, uint32_t width,
uint32_t height, uint32_t texel) {
const float u = std::min((x + 0.5f) * texel, static_cast<float>(width)) / width;
const float v = std::min((y + 0.5f) * texel, static_cast<float>(height)) / height;
return {fov.tanLeft + (fov.tanRight - fov.tanLeft) * u, fov.tanUp + (fov.tanDown - fov.tanUp) * v};
}
TEST(Foveation, MapCoversTheWholeEye) {
const Map quest = build_map(Level::Medium);
EXPECT_EQ(quest.width, 42u);
EXPECT_EQ(quest.height, 44u);
EXPECT_EQ(quest.rg8.size(), 42u * 44u * 2u);
// render_scale 0.75: the last column and row overhang the eye.
const Map scaled = build_map(Level::Medium, left_eye(), 1260, 1320);
EXPECT_EQ(scaled.width, 40u);
EXPECT_EQ(scaled.height, 42u);
}
TEST(Foveation, WritesOnlyWholeHalfAndQuarterDensities) {
for (Level level : {Level::Low, Level::Medium, Level::High}) {
const Map map = build_map(level);
for (size_t i = 0; i < map.rg8.size(); i += 2) {
const uint8_t value = map.rg8[i];
EXPECT_TRUE(value == kFullDensity || value == kHalfDensity || value == kQuarterDensity) << int(value);
// The same density in both directions.
EXPECT_EQ(map.rg8[i], map.rg8[i + 1]);
}
}
// A half must stay below 1/2 so the fragment size cannot round down to a single pixel.
EXPECT_LE(kHalfDensity / 255.0f, 0.5f);
EXPECT_LE(kQuarterDensity / 255.0f, 0.25f);
EXPECT_GT(kHalfDensity / 255.0f, 0.25f);
}
TEST(Foveation, OffShadesEverythingFully) {
const Map map = build_map(Level::Off);
EXPECT_TRUE(std::all_of(map.rg8.begin(), map.rg8.end(), [](uint8_t value) { return value == kFullDensity; }));
}
TEST(Foveation, DensityNeverRisesAwayFromTheForwardDirection) {
const EyeFov fov = left_eye();
for (Level level : {Level::Low, Level::Medium, Level::High}) {
const Map map = build_map(level, fov);
std::vector<std::pair<float, uint8_t>> texels;
for (uint32_t y = 0; y < map.height; ++y) {
for (uint32_t x = 0; x < map.width; ++x) {
const auto [tanX, tanY] = tangents(map, fov, x, y, 1344, 1408, 32);
texels.emplace_back(eccentricity_degrees(tanX, tanY), at(map, x, y));
}
}
std::sort(texels.begin(), texels.end());
for (size_t i = 1; i < texels.size(); ++i) {
EXPECT_LE(texels[i].second, texels[i - 1].second);
}
// Every level shades the centre fully and saves something at the edges.
EXPECT_EQ(texels.front().second, kFullDensity);
EXPECT_LT(texels.back().second, kFullDensity);
}
}
TEST(Foveation, EachEyeCentresOnItsOwnForwardDirection) {
// The asymmetric frustum puts the forward direction off the image centre, towards the nose.
const auto fullColumns = [](const Map& map) {
double sum = 0.0;
uint32_t count = 0;
for (uint32_t y = 0; y < map.height; ++y) {
for (uint32_t x = 0; x < map.width; ++x) {
if (at(map, x, y) == kFullDensity) {
sum += x + 0.5;
++count;
}
}
}
return count > 0 ? sum / count : 0.0;
};
const Map left = build_map(Level::High, left_eye());
const Map right = build_map(Level::High, right_eye());
const EyeFov fov = left_eye();
const double forward = -fov.tanLeft / (fov.tanRight - fov.tanLeft) * left.width;
EXPECT_NEAR(fullColumns(left), forward, 1.0);
EXPECT_GT(fullColumns(left), left.width / 2.0);
EXPECT_NEAR(fullColumns(right), right.width - fullColumns(left), 1.0);
}
TEST(Foveation, HigherLevelsNeverShadeMore) {
const Map low = build_map(Level::Low);
const Map medium = build_map(Level::Medium);
const Map high = build_map(Level::High);
for (size_t i = 0; i < low.rg8.size(); ++i) {
EXPECT_LE(medium.rg8[i], low.rg8[i]);
EXPECT_LE(high.rg8[i], medium.rg8[i]);
}
// Low never goes below half.
EXPECT_TRUE(std::none_of(low.rg8.begin(), low.rg8.end(), [](uint8_t value) { return value == kQuarterDensity; }));
}
TEST(Foveation, LowAndMediumKeepTheHudScreenAtHalfDensity) {
// The default HUD screen: 2.4 m wide at 2 m, with a 4:3 picture, looking straight ahead.
constexpr float kHalfWidth = 1.2f / 2.0f;
constexpr float kHalfHeight = 0.9f / 2.0f;
const EyeFov fov = left_eye();
for (Level level : {Level::Low, Level::Medium}) {
const Map map = build_map(level, fov);
uint32_t covered = 0;
for (uint32_t y = 0; y < map.height; ++y) {
for (uint32_t x = 0; x < map.width; ++x) {
const auto [tanX, tanY] = tangents(map, fov, x, y, 1344, 1408, 32);
if (std::abs(tanX) <= kHalfWidth && std::abs(tanY) <= kHalfHeight) {
EXPECT_GE(at(map, x, y), kHalfDensity) << "level " << int(level) << " at " << x << "," << y;
++covered;
}
}
}
EXPECT_GT(covered, 100u);
}
}
TEST(Foveation, ReadsTheFieldOfViewBackFromTheEyeProjection) {
const EyeFov fov = left_eye();
std::array<float, 16> projection{};
// openxr_integration.cpp's ProjectionFromFov.
projection[0] = 2.0f / (fov.tanRight - fov.tanLeft);
projection[2] = (fov.tanRight + fov.tanLeft) / (fov.tanRight - fov.tanLeft);
projection[5] = 2.0f / (fov.tanUp - fov.tanDown);
projection[6] = (fov.tanUp + fov.tanDown) / (fov.tanUp - fov.tanDown);
const EyeFov read = fov_from_projection(projection.data());
EXPECT_NEAR(read.tanLeft, fov.tanLeft, 1e-5f);
EXPECT_NEAR(read.tanRight, fov.tanRight, 1e-5f);
EXPECT_NEAR(read.tanDown, fov.tanDown, 1e-5f);
EXPECT_NEAR(read.tanUp, fov.tanUp, 1e-5f);
// A projection without a frustum scale leaves the symmetric default.
const std::array<float, 16> empty{};
const EyeFov fallback = fov_from_projection(empty.data());
EXPECT_EQ(fallback.tanLeft, -1.0f);
EXPECT_EQ(fallback.tanUp, 1.0f);
}
// Eye-tracked foveation: the full-density centre follows the gaze.
// The pixel a gaze lands on, as build lays the eye out.
std::pair<float, float> gaze_pixel(const EyeFov& fov, const Gaze& gaze, uint32_t width, uint32_t height) {
return {(gaze.tanX - fov.tanLeft) / (fov.tanRight - fov.tanLeft) * width,
(gaze.tanY - fov.tanUp) / (fov.tanDown - fov.tanUp) * height};
}
TEST(Foveation, TheForwardGazeKeepsTheFixedMap) {
for (Level level : {Level::Low, Level::Medium, Level::High}) {
Map gazed;
foveation::build(1344, 1408, 32, left_eye(), level, gazed, Gaze{});
EXPECT_TRUE(gazed.rg8 == build_map(level).rg8) << "level " << int(level);
}
// The general angle agrees with the forward one.
for (float tanX : {-1.2f, -0.3f, 0.0f, 0.4f, 0.9f}) {
for (float tanY : {-1.0f, 0.0f, 0.7f}) {
EXPECT_NEAR(angle_from_gaze_degrees(tanX, tanY, Gaze{}), eccentricity_degrees(tanX, tanY), 0.01f);
}
}
}
TEST(Foveation, TheFullDensityRegionFollowsTheGaze) {
const EyeFov fov = left_eye();
// Down and to the right, well off the forward direction.
const Gaze gaze{.tanX = std::tan(20.0f * kDegrees), .tanY = std::tan(-15.0f * kDegrees)};
Map map;
foveation::build(1344, 1408, 32, fov, Level::High, map, gaze);
double sumX = 0.0;
double sumY = 0.0;
uint32_t count = 0;
for (uint32_t y = 0; y < map.height; ++y) {
for (uint32_t x = 0; x < map.width; ++x) {
if (at(map, x, y) == kFullDensity) {
sumX += x + 0.5;
sumY += y + 0.5;
++count;
}
}
}
ASSERT_GT(count, 0u);
const auto [pixelX, pixelY] = gaze_pixel(fov, gaze, 1344, 1408);
EXPECT_NEAR(sumX / count, pixelX / 32.0, 1.5);
EXPECT_NEAR(sumY / count, pixelY / 32.0, 1.5);
// Where the forward map was sharpest, the far side of the gaze is now coarse.
const Map fixed = build_map(Level::High, fov);
EXPECT_EQ(at(map, static_cast<uint32_t>(pixelX / 32.0f), static_cast<uint32_t>(pixelY / 32.0f)), kFullDensity);
EXPECT_EQ(at(fixed, 0, 0), kQuarterDensity);
EXPECT_EQ(at(map, 0, 0), kQuarterDensity);
}
TEST(Foveation, DensityNeverRisesAwayFromTheGaze) {
const EyeFov fov = left_eye();
const Gaze gaze{.tanX = -0.35f, .tanY = 0.2f};
for (Level level : {Level::Low, Level::Medium, Level::High}) {
Map map;
foveation::build(1344, 1408, 32, fov, level, map, gaze);
std::vector<std::pair<float, uint8_t>> texels;
for (uint32_t y = 0; y < map.height; ++y) {
for (uint32_t x = 0; x < map.width; ++x) {
const auto [tanX, tanY] = tangents(map, fov, x, y, 1344, 1408, 32);
texels.emplace_back(angle_from_gaze_degrees(tanX, tanY, gaze), at(map, x, y));
}
}
std::sort(texels.begin(), texels.end());
for (size_t i = 1; i < texels.size(); ++i) {
EXPECT_LE(texels[i].second, texels[i - 1].second);
}
EXPECT_EQ(texels.front().second, kFullDensity);
}
}
TEST(Foveation, GazeCellsSnapTheGazeAndStayInsideTheEye) {
const EyeFov fov = left_eye();
constexpr uint32_t kWidth = 1344, kHeight = 1408, kTexel = 32;
constexpr float kCellPixels = kTexel * kGazeCellTexels;
// A cell's own gaze lies within half a cell of every gaze that falls in it.
for (float tanX : {-0.9f, -0.2f, 0.0f, 0.31f, 0.8f}) {
for (float tanY : {-0.8f, 0.0f, 0.45f}) {
const Gaze gaze{.tanX = tanX, .tanY = tanY};
const GazeCell cell = gaze_cell(kWidth, kHeight, kTexel, fov, gaze);
const Gaze centre = cell_gaze(kWidth, kHeight, kTexel, fov, cell);
const auto [gx, gy] = gaze_pixel(fov, gaze, kWidth, kHeight);
const auto [cx, cy] = gaze_pixel(fov, centre, kWidth, kHeight);
EXPECT_LE(std::abs(gx - cx), kCellPixels / 2.0f + 0.01f);
EXPECT_LE(std::abs(gy - cy), kCellPixels / 2.0f + 0.01f);
EXPECT_TRUE(gaze_cell(kWidth, kHeight, kTexel, fov, centre) == cell);
}
}
// Gazes a few pixels apart share a cell; the forward direction has one of its own.
const Gaze forward{};
const GazeCell forwardCell = gaze_cell(kWidth, kHeight, kTexel, fov, forward);
const auto [fx, fy] = gaze_pixel(fov, forward, kWidth, kHeight);
EXPECT_EQ(forwardCell.x, static_cast<int32_t>(fx / kCellPixels));
EXPECT_EQ(forwardCell.y, static_cast<int32_t>(fy / kCellPixels));
// Beyond the eye, and not a number at all.
const int32_t lastColumn = static_cast<int32_t>(std::ceil(kWidth / kCellPixels)) - 1;
const int32_t lastRow = static_cast<int32_t>(std::ceil(kHeight / kCellPixels)) - 1;
const GazeCell far = gaze_cell(kWidth, kHeight, kTexel, fov, Gaze{.tanX = 10.0f, .tanY = -10.0f});
EXPECT_EQ(far.x, lastColumn);
EXPECT_EQ(far.y, lastRow);
const GazeCell farOther = gaze_cell(kWidth, kHeight, kTexel, fov, Gaze{.tanX = -10.0f, .tanY = 10.0f});
EXPECT_EQ(farOther.x, 0);
EXPECT_EQ(farOther.y, 0);
EXPECT_TRUE(gaze_cell(kWidth, kHeight, kTexel, fov, Gaze{.tanX = NAN, .tanY = 0.2f}) == forwardCell);
}
} // namespace
} // namespace aurora::gfx::foveation