Files
mitch030504--Wiicompiled_VR…/aurora-main
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>
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WUP
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Logo

Aurora is a source-level GameCube & Wii compatibility layer intended for use with game decompilation projects.

Originally developed for use in Metaforce, a Metroid Prime reverse engineering project. It now powers several completed source ports, including Dusklight.

Features

  • Application layer using SDL3
    • Runs on Windows, Linux, macOS, iOS, tvOS, Android
  • GX compatibility layer
    • Graphics API support: D3D12, Vulkan, Metal
    • Highly accurate and performant GX implementation
    • Robust pipeline cache system with "transferable" cache support for releases
    • Dolphin-compatible texture pack support
    • Widescreen & resolution scaling support
    • Custom APIs for offscreen rendering
  • PAD compatibility layer
    • Utilizes SDL_Gamepad for wide controller support, including GameCube controller adapters
    • Automatically saves and loads controller bindings and port mappings
    • Gyro & mouse support
  • DVD compatibility layer
    • Utilizes nod to support all GameCube/Wii disc image types, including RVZ
  • CARD compatibility layer
    • Full compatibility with Dolphin .gci and .raw for game saves
  • Dear ImGui built-in for simple debug UIs

Graphics

The GX compatibility layer is built on top of WebGPU, a cross-platform graphics API abstraction layer. WebGPU allows targeting all major platforms simultaneously with minimal overhead. The WebGPU implementation used is Chromium's Dawn.

Screenshot

Building

See docs/building.md for build instructions, CMake integration, and configuration options.

License

Aurora is licensed under the MIT License.