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https://github.com/mitch030504/Wiicompiled_VR_Frame.git
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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
126 lines
6.6 KiB
C++
126 lines
6.6 KiB
C++
// SPDX-License-Identifier: GPL-3.0-or-later
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#include "runtime_config.h"
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#include <cstdlib>
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#include <sstream>
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#include <string>
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#include <string_view>
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static void Require(bool condition) {
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if (!condition) std::abort();
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}
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static RuntimeUserConfig Parse(const std::string& text) {
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std::istringstream input(text);
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return RuntimeConfigFile::ParseConfig(input);
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}
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int main() {
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for (std::string_view hand : {"left", "right", "off"}) {
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Require(Parse("[vr]\ncockpit_item_hand = \"" + std::string(hand) + "\"\n")
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.vrCockpitItemHand == std::string(hand));
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}
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Require(std::string_view(RuntimeConfigFile::kVrCockpitItemHandDefault) == "left");
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Require(!Parse("[vr]\n").vrCockpitItemHand.has_value());
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Require(!Parse("[vr]\ncockpit_item_hand = 1\n").vrCockpitItemHand.has_value());
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Require(RuntimeConfigFile::kVrCockpitItemThrowDefault);
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Require(Parse("[vr]\ncockpit_item_throw = false\n").vrCockpitItemThrow == false);
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Require(Parse("[vr]\ncockpit_item_throw = true\n").vrCockpitItemThrow == true);
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Require(!Parse("[vr]\n").vrCockpitItemThrow.has_value());
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// [vr] placeholder_steering_wheel: the separate VR wheel or handlebar is opt-in.
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Require(!RuntimeConfigFile::kVrPlaceholderSteeringWheelDefault);
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Require(Parse("[vr]\nplaceholder_steering_wheel = true\n").vrPlaceholderSteeringWheel == true);
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Require(Parse("[vr]\nplaceholder_steering_wheel = false\n").vrPlaceholderSteeringWheel == false);
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Require(!Parse("[vr]\n").vrPlaceholderSteeringWheel.has_value());
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// [vr] foveation: the Quest's foveated rendering level, index-matched to
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// aurora_set_stereo_foveation.
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for (std::string_view level : RuntimeConfigFile::kVrFoveationLevels) {
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Require(Parse("[vr]\nfoveation = \"" + std::string(level) + "\"\n").vrFoveation == std::string(level));
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}
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Require(!Parse("[vr]\nfoveation = \"ultra\"\n").vrFoveation.has_value());
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Require(!Parse("[vr]\nfoveation = 2\n").vrFoveation.has_value());
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Require(!Parse("[vr]\n").vrFoveation.has_value());
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#if defined(__ANDROID__)
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Require(std::string_view(RuntimeConfigFile::kVrFoveationDefault) == "medium");
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#else
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Require(std::string_view(RuntimeConfigFile::kVrFoveationDefault) == "off");
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#endif
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Require(RuntimeConfigFile::VrFoveationLevelIndex("off") == 0);
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Require(RuntimeConfigFile::VrFoveationLevelIndex("low") == 1);
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Require(RuntimeConfigFile::VrFoveationLevelIndex("medium") == 2);
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Require(RuntimeConfigFile::VrFoveationLevelIndex("high") == 3);
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Require(RuntimeConfigFile::VrFoveationLevelIndex("ultra") == 0);
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// [vr] refresh_rate: Hz asked of the runtime, 0 leaving its own. The Steam Frame
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// starts at 120, twice the game's 60.
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Require(Parse("[vr]\nrefresh_rate = 120\n").vrRefreshRate == 120u);
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Require(Parse("[vr]\nrefresh_rate = 0\n").vrRefreshRate == 0u);
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Require(Parse("[vr]\nrefresh_rate = 144\n").vrRefreshRate == 144u);
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Require(!Parse("[vr]\nrefresh_rate = 30\n").vrRefreshRate.has_value());
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Require(!Parse("[vr]\nrefresh_rate = 500\n").vrRefreshRate.has_value());
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Require(!Parse("[vr]\nrefresh_rate = -1\n").vrRefreshRate.has_value());
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Require(!Parse("[vr]\nrefresh_rate = \"120\"\n").vrRefreshRate.has_value());
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Require(!Parse("[vr]\n").vrRefreshRate.has_value());
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#if defined(MKW_HEADSET_STEAM_FRAME)
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Require(RuntimeConfigFile::kVrRefreshRateDefault == 120u);
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Require(std::string_view(MKW_VR_REFRESH_RATE_DEFAULT_TEXT) == "120");
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#else
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Require(RuntimeConfigFile::kVrRefreshRateDefault == 0u);
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Require(std::string_view(MKW_VR_REFRESH_RATE_DEFAULT_TEXT) == "0");
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#endif
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// [vr] eye_tracked_foveation: the foveation centre follows the gaze, on the Steam Frame by default.
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Require(Parse("[vr]\neye_tracked_foveation = true\n").vrEyeTrackedFoveation == true);
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Require(Parse("[vr]\neye_tracked_foveation = false\n").vrEyeTrackedFoveation == false);
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Require(!Parse("[vr]\neye_tracked_foveation = 1\n").vrEyeTrackedFoveation.has_value());
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Require(!Parse("[vr]\n").vrEyeTrackedFoveation.has_value());
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#if defined(MKW_HEADSET_STEAM_FRAME)
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Require(RuntimeConfigFile::kVrEyeTrackedFoveationDefault);
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#else
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Require(!RuntimeConfigFile::kVrEyeTrackedFoveationDefault);
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#endif
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// [vr] passthrough: Horizon OS's room view, which the Steam Frame build does not offer.
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Require(Parse("[vr]\npassthrough = false\n").vrPassthrough == false);
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Require(!Parse("[vr]\n").vrPassthrough.has_value());
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#if defined(MKW_HEADSET_STEAM_FRAME)
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Require(!RuntimeConfigFile::kVrPassthroughDefault);
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#else
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Require(RuntimeConfigFile::kVrPassthroughDefault);
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#endif
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// [vr] hand_tracking: the cockpit hands follow the headset's hand tracking.
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Require(Parse("[vr]\nhand_tracking = true\n").vrHandTracking == true);
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Require(Parse("[vr]\nhand_tracking = false\n").vrHandTracking == false);
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Require(!Parse("[vr]\n").vrHandTracking.has_value());
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Require(!Parse("[vr]\nhand_tracking = 1\n").vrHandTracking.has_value());
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Require(!RuntimeConfigFile::kVrHandTrackingDefault);
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// [vr] object_culling: false draws what the game camera culls. The PC
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// defaults to that; the Quest keeps the game's culling.
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Require(Parse("[vr]\nobject_culling = true\n").vrObjectCulling == true);
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Require(Parse("[vr]\nobject_culling = false\n").vrObjectCulling == false);
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Require(!Parse("[vr]\n").vrObjectCulling.has_value());
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Require(!Parse("[vr]\nobject_culling = 0\n").vrObjectCulling.has_value());
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#if defined(__ANDROID__)
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Require(RuntimeConfigFile::kVrObjectCullingDefault);
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Require(std::string_view(MKW_VR_OBJECT_CULLING_DEFAULT_TOML) == "true");
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#else
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Require(!RuntimeConfigFile::kVrObjectCullingDefault);
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Require(std::string_view(MKW_VR_OBJECT_CULLING_DEFAULT_TOML) == "false");
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#endif
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// [vr] immersive_window and flat_screen: one race view in two keys, Flat
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// Screen mode winning, so a file that predates the window reads as before.
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using RuntimeConfigFile::VrRaceView;
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using RuntimeConfigFile::VrRaceViewOf;
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Require(Parse("[vr]\nimmersive_window = true\n").vrImmersiveWindow == true);
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Require(!Parse("[vr]\n").vrImmersiveWindow.has_value());
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Require(VrRaceViewOf(Parse("[vr]\n")) == VrRaceView::Immersive);
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Require(VrRaceViewOf(Parse("[vr]\nflat_screen = false\n")) == VrRaceView::Immersive);
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Require(VrRaceViewOf(Parse("[vr]\nflat_screen = true\n")) == VrRaceView::FlatScreen);
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Require(VrRaceViewOf(Parse("[vr]\nimmersive_window = true\n")) == VrRaceView::ImmersiveWindow);
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Require(VrRaceViewOf(Parse("[vr]\nflat_screen = true\nimmersive_window = true\n")) == VrRaceView::FlatScreen);
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Require(VrRaceViewOf(Parse("[vr]\nflat_screen = false\nimmersive_window = false\n")) == VrRaceView::Immersive);
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return 0;
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}
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