Files
mitch030504--Wiicompiled_VR…/aurora-main/lib/gfx/foveation.hpp
T
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>
2026-09-24 19:03:17 +02:00

125 lines
4.6 KiB
C++

#pragma once
#include <algorithm>
#include <cmath>
#include <cstdint>
#include <vector>
// Fixed foveated rendering for the immersive eyes: the fragment density map an eye's render pass
// runs under (webgpu/fdm.hpp). Each texel says how finely the framebuffer area it covers is shaded:
// fully at the centre of the view, in 2x2 then 4x4 pixel blocks towards the edges, where the
// headset's lenses blur the picture anyway.
namespace aurora::gfx::foveation {
enum class Level : uint32_t {
Off = 0,
Low = 1,
Medium = 2,
High = 3,
};
inline constexpr uint32_t kLevelCount = 4;
// A texel's density is its byte over 255 and a fragment covers 1/density pixels in that direction,
// rounded down to a size the GPU supports. A half is therefore written just below 128, so that it
// cannot round back to a single pixel.
inline constexpr uint8_t kFullDensity = 255;
inline constexpr uint8_t kHalfDensity = 127;
inline constexpr uint8_t kQuarterDensity = 63;
// Tangents of an eye's field of view, left and down negative.
struct EyeFov {
float tanLeft = -1.0f;
float tanRight = 1.0f;
float tanDown = -1.0f;
float tanUp = 1.0f;
};
// From AuroraStereoEye::projection, row-major: [0] = 2/(r-l), [2] = (r+l)/(r-l), [5] = 2/(u-d),
// [6] = (u+d)/(u-d), with l, r, d, u the tangents (openxr_integration.cpp, ProjectionFromFov).
inline EyeFov fov_from_projection(const float* projection) noexcept {
const float sx = projection[0];
const float cx = projection[2];
const float sy = projection[5];
const float cy = projection[6];
if (!(sx > 0.0f) || !(sy > 0.0f)) {
return {};
}
return EyeFov{
.tanLeft = (cx - 1.0f) / sx,
.tanRight = (cx + 1.0f) / sx,
.tanDown = (cy - 1.0f) / sy,
.tanUp = (cy + 1.0f) / sy,
};
}
// Angles from the eye's forward direction, in degrees, below which a level shades fully and then at
// half density; beyond the second, a quarter. Low never drops below half. The default HUD screen
// (2.4 m wide at 2 m) reaches about 37 degrees at its corners with a 4:3 picture, so Low and Medium
// keep it at half density or better when looking straight ahead.
struct Rings {
float full = 90.0f;
float half = 90.0f;
};
inline Rings rings(Level level) noexcept {
switch (level) {
case Level::Low:
return {.full = 30.0f, .half = 90.0f};
case Level::Medium:
return {.full = 25.0f, .half = 40.0f};
case Level::High:
return {.full = 18.0f, .half = 34.0f};
default:
return {};
}
}
// The angle between the forward direction and the ray through a point at tangents (x, y).
inline float eccentricity_degrees(float tanX, float tanY) noexcept {
return std::atan(std::sqrt(tanX * tanX + tanY * tanY)) * (180.0f / 3.14159265358979f);
}
inline uint8_t density(Level level, float eccentricity) noexcept {
const Rings ring = rings(level);
if (eccentricity < ring.full) {
return kFullDensity;
}
return eccentricity < ring.half ? kHalfDensity : kQuarterDensity;
}
struct Map {
uint32_t width = 0;
uint32_t height = 0;
// Two bytes per texel, horizontal then vertical density, rows packed top to bottom.
std::vector<uint8_t> rg8;
};
// The map for an eye of `eyeWidth` by `eyeHeight` pixels whose field of view is `fov`, `texel` pixels
// per map texel. The map covers the whole eye, its last row and column possibly overhanging it.
inline void build(uint32_t eyeWidth, uint32_t eyeHeight, uint32_t texel, const EyeFov& fov, Level level,
Map& map) {
map.width = texel > 0 ? (eyeWidth + texel - 1) / texel : 0;
map.height = texel > 0 ? (eyeHeight + texel - 1) / texel : 0;
map.rg8.assign(static_cast<size_t>(map.width) * map.height * 2, kFullDensity);
if (level == Level::Off || eyeWidth == 0 || eyeHeight == 0) {
return;
}
for (uint32_t y = 0; y < map.height; ++y) {
// Texel centres, clamped to the eye for an overhanging last row or column.
const float v = std::min((static_cast<float>(y) + 0.5f) * static_cast<float>(texel), static_cast<float>(eyeHeight)) /
static_cast<float>(eyeHeight);
const float tanY = fov.tanUp + (fov.tanDown - fov.tanUp) * v;
for (uint32_t x = 0; x < map.width; ++x) {
const float u = std::min((static_cast<float>(x) + 0.5f) * static_cast<float>(texel), static_cast<float>(eyeWidth)) /
static_cast<float>(eyeWidth);
const float tanX = fov.tanLeft + (fov.tanRight - fov.tanLeft) * u;
const uint8_t value = density(level, eccentricity_degrees(tanX, tanY));
uint8_t* texelBytes = &map.rg8[(static_cast<size_t>(y) * map.width + x) * 2];
texelBytes[0] = value;
texelBytes[1] = value;
}
}
}
} // namespace aurora::gfx::foveation