Files
mitch030504--Wiicompiled_VR…/runtime/tests/vr_config_tests.cpp
T
Claude 8b98330485 Ask the headset for a configured refresh rate, 120 Hz on the Steam Frame
[vr] refresh_rate (Hz, 0 = the headset's own) is requested through
XR_FB_display_refresh_rate each time the session starts running and
whenever the setting changes, matched against the runtime's own list
within half a hertz. Setting it back to 0 restores the rate the session
started at. A rate that is not offered, or one the runtime declines, is
logged and changes nothing.

The game renders 60 frames a second, so at 120 Hz every frame shows for
exactly two refreshes, where 72 or 90 Hz hold some frames longer than
others. The Steam Frame build defaults to 120; every other build keeps
the headset's own rate unless the player picks one.

The F10/headset panel and the Android launcher's Headset section offer
the choice; the interpolation tooltip points at it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
2026-10-04 08:32:33 +00:00

106 lines
5.6 KiB
C++

// SPDX-License-Identifier: GPL-3.0-or-later
#include "runtime_config.h"
#include <cstdlib>
#include <sstream>
#include <string>
#include <string_view>
static void Require(bool condition) {
if (!condition) std::abort();
}
static RuntimeUserConfig Parse(const std::string& text) {
std::istringstream input(text);
return RuntimeConfigFile::ParseConfig(input);
}
int main() {
for (std::string_view hand : {"left", "right", "off"}) {
Require(Parse("[vr]\ncockpit_item_hand = \"" + std::string(hand) + "\"\n")
.vrCockpitItemHand == std::string(hand));
}
Require(std::string_view(RuntimeConfigFile::kVrCockpitItemHandDefault) == "left");
Require(!Parse("[vr]\n").vrCockpitItemHand.has_value());
Require(!Parse("[vr]\ncockpit_item_hand = 1\n").vrCockpitItemHand.has_value());
Require(RuntimeConfigFile::kVrCockpitItemThrowDefault);
Require(Parse("[vr]\ncockpit_item_throw = false\n").vrCockpitItemThrow == false);
Require(Parse("[vr]\ncockpit_item_throw = true\n").vrCockpitItemThrow == true);
Require(!Parse("[vr]\n").vrCockpitItemThrow.has_value());
// [vr] placeholder_steering_wheel: the separate VR wheel or handlebar is opt-in.
Require(!RuntimeConfigFile::kVrPlaceholderSteeringWheelDefault);
Require(Parse("[vr]\nplaceholder_steering_wheel = true\n").vrPlaceholderSteeringWheel == true);
Require(Parse("[vr]\nplaceholder_steering_wheel = false\n").vrPlaceholderSteeringWheel == false);
Require(!Parse("[vr]\n").vrPlaceholderSteeringWheel.has_value());
// [vr] foveation: the Quest's foveated rendering level, index-matched to
// aurora_set_stereo_foveation.
for (std::string_view level : RuntimeConfigFile::kVrFoveationLevels) {
Require(Parse("[vr]\nfoveation = \"" + std::string(level) + "\"\n").vrFoveation == std::string(level));
}
Require(!Parse("[vr]\nfoveation = \"ultra\"\n").vrFoveation.has_value());
Require(!Parse("[vr]\nfoveation = 2\n").vrFoveation.has_value());
Require(!Parse("[vr]\n").vrFoveation.has_value());
#if defined(__ANDROID__)
Require(std::string_view(RuntimeConfigFile::kVrFoveationDefault) == "medium");
#else
Require(std::string_view(RuntimeConfigFile::kVrFoveationDefault) == "off");
#endif
Require(RuntimeConfigFile::VrFoveationLevelIndex("off") == 0);
Require(RuntimeConfigFile::VrFoveationLevelIndex("low") == 1);
Require(RuntimeConfigFile::VrFoveationLevelIndex("medium") == 2);
Require(RuntimeConfigFile::VrFoveationLevelIndex("high") == 3);
Require(RuntimeConfigFile::VrFoveationLevelIndex("ultra") == 0);
// [vr] refresh_rate: Hz asked of the runtime, 0 leaving its own. The Steam Frame
// starts at 120, twice the game's 60.
Require(Parse("[vr]\nrefresh_rate = 120\n").vrRefreshRate == 120u);
Require(Parse("[vr]\nrefresh_rate = 0\n").vrRefreshRate == 0u);
Require(Parse("[vr]\nrefresh_rate = 144\n").vrRefreshRate == 144u);
Require(!Parse("[vr]\nrefresh_rate = 30\n").vrRefreshRate.has_value());
Require(!Parse("[vr]\nrefresh_rate = 500\n").vrRefreshRate.has_value());
Require(!Parse("[vr]\nrefresh_rate = -1\n").vrRefreshRate.has_value());
Require(!Parse("[vr]\nrefresh_rate = \"120\"\n").vrRefreshRate.has_value());
Require(!Parse("[vr]\n").vrRefreshRate.has_value());
#if defined(MKW_HEADSET_STEAM_FRAME)
Require(RuntimeConfigFile::kVrRefreshRateDefault == 120u);
Require(std::string_view(MKW_VR_REFRESH_RATE_DEFAULT_TEXT) == "120");
#else
Require(RuntimeConfigFile::kVrRefreshRateDefault == 0u);
Require(std::string_view(MKW_VR_REFRESH_RATE_DEFAULT_TEXT) == "0");
#endif
// [vr] hand_tracking: the cockpit hands follow the headset's hand tracking.
Require(Parse("[vr]\nhand_tracking = true\n").vrHandTracking == true);
Require(Parse("[vr]\nhand_tracking = false\n").vrHandTracking == false);
Require(!Parse("[vr]\n").vrHandTracking.has_value());
Require(!Parse("[vr]\nhand_tracking = 1\n").vrHandTracking.has_value());
Require(!RuntimeConfigFile::kVrHandTrackingDefault);
// [vr] object_culling: false draws what the game camera culls. The PC
// defaults to that; the Quest keeps the game's culling.
Require(Parse("[vr]\nobject_culling = true\n").vrObjectCulling == true);
Require(Parse("[vr]\nobject_culling = false\n").vrObjectCulling == false);
Require(!Parse("[vr]\n").vrObjectCulling.has_value());
Require(!Parse("[vr]\nobject_culling = 0\n").vrObjectCulling.has_value());
#if defined(__ANDROID__)
Require(RuntimeConfigFile::kVrObjectCullingDefault);
Require(std::string_view(MKW_VR_OBJECT_CULLING_DEFAULT_TOML) == "true");
#else
Require(!RuntimeConfigFile::kVrObjectCullingDefault);
Require(std::string_view(MKW_VR_OBJECT_CULLING_DEFAULT_TOML) == "false");
#endif
// [vr] immersive_window and flat_screen: one race view in two keys, Flat
// Screen mode winning, so a file that predates the window reads as before.
using RuntimeConfigFile::VrRaceView;
using RuntimeConfigFile::VrRaceViewOf;
Require(Parse("[vr]\nimmersive_window = true\n").vrImmersiveWindow == true);
Require(!Parse("[vr]\n").vrImmersiveWindow.has_value());
Require(VrRaceViewOf(Parse("[vr]\n")) == VrRaceView::Immersive);
Require(VrRaceViewOf(Parse("[vr]\nflat_screen = false\n")) == VrRaceView::Immersive);
Require(VrRaceViewOf(Parse("[vr]\nflat_screen = true\n")) == VrRaceView::FlatScreen);
Require(VrRaceViewOf(Parse("[vr]\nimmersive_window = true\n")) == VrRaceView::ImmersiveWindow);
Require(VrRaceViewOf(Parse("[vr]\nflat_screen = true\nimmersive_window = true\n")) == VrRaceView::FlatScreen);
Require(VrRaceViewOf(Parse("[vr]\nflat_screen = false\nimmersive_window = false\n")) == VrRaceView::Immersive);
return 0;
}