mirror of
https://github.com/mitch030504/AstroQuest-Frame.git
synced 2026-10-25 21:01:19 +01:00
The app was made for a DualSense and took everything else for a lesser one of those. Players without one could play on the PC, with the headset's controllers, and not on the headset. The headset's own controllers: the app reads them through the headset's runtime (OpenXR actions, the layout the PC host has: A cross, B square, X circle, Y triangle and both together to blow, grips L1/R1, triggers L2/R2, right stick the finger on the touchpad, left menu button OPTIONS, both sticks in to reset the view), the right one is the controller in the game with where it is and how it points, both shake with the game's rumble. The gamepad the system makes of them for other apps is no longer taken for a gamepad: it says neither where it is nor whether anybody holds it. Which of the two: a small router (quest-host/cpp/pad_router.h) between the activity, which hears of gamepads, and the session, which reads the controllers. The game is played with the one used last. From a gamepad only a button under a thumb or a stick takes over, never a trigger or a grip: while a gamepad is held it is hands the headset sees. What buttons mean about the view besides (the first press of X takes the seat, OPTIONS held resets the view) moved there from the activity, so that it is the same for both. The start-up menu takes either; what confirmed it is not pressed in the game. Gamepads that are not a PlayStation's: - The right stick as the touchpad's finger is Input::StickFinger now, as on the PC: the finger lifts where the stick was let go, which the catapult at the end of a level needs. A button that presses the touchpad touches it in its middle. - A gamepad without motion sensors followed the hands to where they were and kept pointing straight ahead. Now the hands turn and tilt it (quest-host/cpp/held_pad.h): the line between the palms is its sideways axis, the way the hands point is its tilt. The app says so with a new flag of the pad pose message (HeldInHands), and the emulator lets go of a controller that was a tracked device once it no longer is (it stayed where that device was last seen for as long as no motion sensor of its own spoke up). - Motion sensors are only taken from PlayStation controllers: which way is up for one is each maker's own affair. - A right stick on RX/RY, triggers that are only buttons, a Back button the system takes for its own "back". For trying a build on a headset whose owner plays with the installed one: quest-host/build.sh --test-package builds the app under another name, which installs next to it; the test tools take ASTRO_PACKAGE. The self-test can report a controller the way a session does (HOST_PAD) and keep pictures of it (HOST_SHOTS). Tried on a Quest 3 without wearing it: the runtime takes the bindings, the app starts and plays with a made-up gamepad, and in the game's picture the controller is where and how the self-test says a tracked controller or hands around a gamepad are, and comes back when they are lost. tools/tests/pad_router_test.cpp and held_pad_test.cpp try the rest on the PC. Not tried: any of it worn, and no gamepad other than a DualSense. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
669 lines
30 KiB
C++
669 lines
30 KiB
C++
// SPDX-License-Identifier: GPL-2.0-or-later
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// Everything the host does with the emulator core except showing the result in the headset:
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// starting it, the control socket (controller input), the frame buffers it shares with the core
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// and the GL path that reads them. It runs from the SandboxShell instrumentation, so it needs
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// nobody wearing the headset, and leaves pictures of what a headset would have been shown.
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#include <atomic>
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#include <chrono>
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#include <cmath>
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#include <cstdio>
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#include <cstdlib>
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#include <cstring>
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#include <string>
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#include <thread>
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#include <vector>
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#include <jni.h>
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#include <sys/stat.h>
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#include <zlib.h>
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#include "core_process.h"
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#include "gl_frames.h"
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#include "held_pad.h"
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#include "log.h"
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namespace Protocol = Core::Vr::Protocol;
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namespace {
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void AppendChunk(std::vector<uint8_t>& png, const char* type, const uint8_t* data, size_t size) {
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const auto put32 = [&](uint32_t value) {
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for (int shift = 24; shift >= 0; shift -= 8) {
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png.push_back(static_cast<uint8_t>(value >> shift));
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}
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};
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put32(static_cast<uint32_t>(size));
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const size_t start = png.size();
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png.insert(png.end(), type, type + 4);
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png.insert(png.end(), data, data + size);
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put32(static_cast<uint32_t>(crc32(0, png.data() + start, static_cast<uInt>(4 + size))));
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}
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/// Writes RGBA pixels whose first row is the bottom one (as glReadPixels returns them) as an
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/// opaque PNG, at half size: these are for looking at, not for measuring.
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bool WritePng(const std::string& path, const std::vector<uint8_t>& rgba, uint32_t width,
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uint32_t height) {
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const uint32_t out_width = width / 2;
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const uint32_t out_height = height / 2;
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std::vector<uint8_t> raw;
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raw.reserve(static_cast<size_t>(out_height) * (1 + out_width * 3));
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for (uint32_t y = 0; y < out_height; ++y) {
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raw.push_back(0); // filter: none
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const uint8_t* upper = rgba.data() + static_cast<size_t>(height - 1 - 2 * y) * width * 4;
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const uint8_t* lower = upper - static_cast<size_t>(width) * 4;
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for (uint32_t x = 0; x < out_width; ++x) {
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for (int channel = 0; channel < 3; ++channel) {
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const uint32_t sum = upper[x * 8 + channel] + upper[x * 8 + 4 + channel] +
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lower[x * 8 + channel] + lower[x * 8 + 4 + channel];
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raw.push_back(static_cast<uint8_t>(sum / 4));
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}
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}
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}
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uLongf compressed_size = compressBound(static_cast<uLong>(raw.size()));
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std::vector<uint8_t> compressed(compressed_size);
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if (compress2(compressed.data(), &compressed_size, raw.data(), static_cast<uLong>(raw.size()),
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3) != Z_OK) {
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return false;
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}
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std::vector<uint8_t> png = {0x89, 'P', 'N', 'G', 0x0d, 0x0a, 0x1a, 0x0a};
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uint8_t header[13] = {};
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for (int i = 0; i < 4; ++i) {
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header[i] = static_cast<uint8_t>(out_width >> (24 - 8 * i));
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header[4 + i] = static_cast<uint8_t>(out_height >> (24 - 8 * i));
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}
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header[8] = 8; // bits per channel
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header[9] = 2; // RGB
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AppendChunk(png, "IHDR", header, sizeof(header));
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AppendChunk(png, "IDAT", compressed.data(), compressed_size);
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AppendChunk(png, "IEND", nullptr, 0);
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std::FILE* file = std::fopen(path.c_str(), "wb");
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if (file == nullptr) {
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return false;
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}
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const bool ok = std::fwrite(png.data(), 1, png.size(), file) == png.size();
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std::fclose(file);
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return ok;
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}
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/// Stands in for the headset's compositor, which takes the GPU away from the emulator several
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/// times every display refresh: a context of its own that, so many times a second, draws and
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/// waits for the GPU to be done with it. Among the settings:
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/// HOST_INTERRUPTS=<per second> next to nothing is drawn each time
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/// HOST_COMPOSITOR=<Hz>[,<n>[,<Mpx>]] per refresh, a pass the size of the compositor's own
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/// (9 megapixels unless told otherwise) and n - 1 times
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/// next to nothing (n is 5 unless told otherwise: what
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/// a session shows, with one layer and nothing else of
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/// the system on screen)
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class Interrupter {
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public:
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~Interrupter() {
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Stop();
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}
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void Start(const GlContext& main, int refreshes, int per_refresh, float megapixels) {
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if (refreshes > 0 && per_refresh > 0) {
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thread = std::thread{[this, display = main.display, config = main.config, refreshes,
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per_refresh,
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megapixels] { Run(display, config, refreshes, per_refresh, megapixels); }};
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}
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}
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void Stop() {
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quit = true;
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if (thread.joinable()) {
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thread.join();
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}
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}
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uint64_t Count() const {
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return count;
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}
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/// Milliseconds the large passes took on average since the last call.
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float TakePassTime() {
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const uint64_t passes = pass_count.exchange(0);
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const uint64_t time = pass_microseconds.exchange(0);
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return passes != 0 ? static_cast<float>(time) / static_cast<float>(passes) / 1000.0f : 0.0f;
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}
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private:
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void Run(EGLDisplay display, EGLConfig config, int refreshes, int per_refresh,
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float megapixels) {
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using Clock = std::chrono::steady_clock;
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const EGLint context_attributes[] = {EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE};
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const EGLContext context =
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eglCreateContext(display, config, EGL_NO_CONTEXT, context_attributes);
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const EGLint surface_attributes[] = {EGL_WIDTH, 16, EGL_HEIGHT, 16, EGL_NONE};
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const EGLSurface surface = eglCreatePbufferSurface(display, config, surface_attributes);
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if (context == EGL_NO_CONTEXT || surface == EGL_NO_SURFACE ||
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!eglMakeCurrent(display, surface, surface, context)) {
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LOGE("self test: no context for the interruptions");
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return;
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}
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const auto make_target = [](GLsizei width, GLsizei height, GLuint& texture,
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GLuint& framebuffer) {
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width, height);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glGenFramebuffers(1, &framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture,
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0);
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};
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GLuint small = 0;
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GLuint small_framebuffer = 0;
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make_target(64, 64, small, small_framebuffer);
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// The compositor's pass: the game's picture, both eyes, drawn to the display's size.
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GLuint source = 0;
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GLuint source_framebuffer = 0;
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GLuint large = 0;
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GLuint large_framebuffer = 0;
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FrameBlitter blitter;
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const auto large_height = static_cast<GLsizei>(std::sqrt(megapixels * 1e6f / 1.87f));
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const auto large_width = static_cast<GLsizei>(static_cast<float>(large_height) * 1.87f);
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if (megapixels > 0.0f) {
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make_target(2880, 1536, source, source_framebuffer);
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make_target(large_width, large_height, large, large_framebuffer);
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blitter.Create();
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}
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const auto period = std::chrono::nanoseconds{1'000'000'000LL / refreshes};
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auto refresh = Clock::now();
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while (!quit) {
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for (int i = 0; i < per_refresh && !quit; ++i) {
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if (i == 0 && megapixels > 0.0f) {
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const auto begun = Clock::now();
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glBindFramebuffer(GL_FRAMEBUFFER, large_framebuffer);
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blitter.Draw(source, static_cast<uint32_t>(large_width),
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static_cast<uint32_t>(large_height), false, false);
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glFinish();
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pass_microseconds += static_cast<uint64_t>(
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std::chrono::duration_cast<std::chrono::microseconds>(Clock::now() - begun)
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.count());
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++pass_count;
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} else {
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glBindFramebuffer(GL_FRAMEBUFFER, small_framebuffer);
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glClearColor(0.0f, static_cast<float>(count % 2), 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glFinish();
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}
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++count;
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std::this_thread::sleep_until(refresh + period * (i + 1) / per_refresh);
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}
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refresh += period;
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}
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if (megapixels > 0.0f) {
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blitter.Destroy();
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}
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eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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eglDestroySurface(display, surface);
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eglDestroyContext(display, context);
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}
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std::thread thread;
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std::atomic<bool> quit{false};
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std::atomic<uint64_t> count{0};
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std::atomic<uint64_t> pass_count{0};
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std::atomic<uint64_t> pass_microseconds{0};
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};
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std::string ToString(JNIEnv* env, jstring text) {
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if (text == nullptr) {
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return {};
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}
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const char* chars = env->GetStringUTFChars(text, nullptr);
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std::string result{chars != nullptr ? chars : ""};
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env->ReleaseStringUTFChars(text, chars);
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return result;
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}
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std::string RunSelfTest(const CoreLaunch& launch, const std::string& out_dir, int seconds,
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uint32_t eye_width, uint32_t eye_height, const std::string& microphone) {
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using Clock = std::chrono::steady_clock;
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const uint32_t width = eye_width * 2;
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const uint32_t height = eye_height;
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std::string report;
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const auto note = [&](const char* format, auto... values) {
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char line[512];
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std::snprintf(line, sizeof(line), format, values...);
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LOGI("self test: %s", line);
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report += line;
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report += '\n';
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};
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::mkdir(out_dir.c_str(), 0700);
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SetLogFile((out_dir + "/host.log").c_str());
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GlContext gl;
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if (!gl.Create()) {
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return "no GL context\n";
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}
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note("GL: %s", reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
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CoreProcess core;
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FrameBuffers frames;
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FrameBlitter blitter;
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// "real" listens to the headset (which hears nothing while nobody wears it, but the path
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// is the one a session takes), "off" to nothing, anything else to the test signal.
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core.SetMicrophone(microphone != "off", 1.0f, microphone != "real");
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if (!core.Start(launch)) {
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gl.Destroy();
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return report + "the core did not start: " + core.GetMessage() + "\n";
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}
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if (!frames.Create(gl.display, width, height, core) || !blitter.Create()) {
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core.Stop();
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gl.Destroy();
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return report + "could not create the frame buffers\n";
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}
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// Stands in for the compositor's image the frame is copied to.
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GLuint target = 0;
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GLuint framebuffer = 0;
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glGenTextures(1, &target);
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glBindTexture(GL_TEXTURE_2D, target);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, static_cast<GLsizei>(width),
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static_cast<GLsizei>(height));
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glGenFramebuffers(1, &framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target, 0);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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note("%s", "the test framebuffer is incomplete");
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}
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// And one of the kind the compositor's images are, for timing the copy a session makes.
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GLuint display_target = 0;
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GLuint display_framebuffer = 0;
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glGenTextures(1, &display_target);
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glBindTexture(GL_TEXTURE_2D, display_target);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, static_cast<GLsizei>(width),
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static_cast<GLsizei>(height));
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glGenFramebuffers(1, &display_framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, display_framebuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, display_target,
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0);
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note("frames are copied %s", blitter.WritesUnencoded() ? "as they are" : "through a decoder");
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Interrupter interrupter;
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bool fov_mask = false;
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for (const auto& [name, value] : launch.extra_env) {
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if (name == "HOST_FOV_MASK") {
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// Exercise the session's optical-axis mask in the isolated test and its captures.
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fov_mask = value == "1";
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note("optical-axis FOV mask: %s", fov_mask ? "on" : "off");
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} else if (name == "HOST_INTERRUPTS") {
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interrupter.Start(gl, std::atoi(value.c_str()), 1, 0.0f);
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note("taking the GPU away from the emulator %s times a second", value.c_str());
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} else if (name == "HOST_COMPOSITOR") {
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int refreshes = 0;
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int per_refresh = 5;
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float megapixels = 9.0f;
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std::sscanf(value.c_str(), "%d,%d,%f", &refreshes, &per_refresh, &megapixels);
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interrupter.Start(gl, refreshes, per_refresh, megapixels);
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note("a stand-in for the compositor: %d refreshes a second, the GPU taken %d times "
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"in each, once for a pass of %.1f megapixels",
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refreshes, per_refresh, megapixels);
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}
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}
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uint64_t reported_interruptions = 0;
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bool view_reset = false;
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// HOST_DISPLAY=<Hz> among the settings: the loop below goes round once for every refresh
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// of a display of that rate, the way a session's does, tells the emulator of each, and
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// counts for how many refreshes each of the game's frames stayed the newest (a game that
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// draws one frame for two refreshes should have every frame shown for two).
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float display_rate = 0.0f;
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for (const auto& [name, value] : launch.extra_env) {
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if (name == "HOST_DISPLAY") {
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display_rate = std::strtof(value.c_str(), nullptr);
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note("a display of %.2f refreshes a second", display_rate);
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}
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}
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uint32_t shown_for[5]{};
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uint32_t shown_since = 0;
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bool something_shown = false;
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// HOST_LOOK="<from second>:<degrees left>,<degrees up>;..." among the settings: where the
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// head looks from when on, in place of its swaying. "8:85,22;100:0,-12" finds the first
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// level of Astro Bot from the world map (the planets are picked by looking at them) and
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// then looks along it.
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struct Look {
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float from;
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float yaw;
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float pitch;
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};
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std::vector<Look> looks;
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for (const auto& [name, value] : launch.extra_env) {
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if (name != "HOST_LOOK") {
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continue;
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}
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size_t at = 0;
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while (at < value.size()) {
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const size_t end = std::min(value.find(';', at), value.size());
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Look look{};
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if (std::sscanf(value.substr(at, end - at).c_str(), "%f:%f,%f", &look.from, &look.yaw,
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&look.pitch) == 3) {
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looks.push_back(look);
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}
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at = end + 1;
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}
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note("the head follows %zu looks", looks.size());
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}
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// HOST_PAD="<from second>:<kind>,<right>,<up>,<ahead>,<left>,<tilt>,<roll>;..." among the
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// settings: what the host says of the controller from when on, the way a session does.
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// Where it is in metres from the head (which this test keeps where it starts), how it is
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// turned in degrees (to the left, its front up, its right side up). The kinds:
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// c one of the headset's own controllers: it says everything of itself
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// h hands seen around a gamepad without motion sensors: they say where it is and, as
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// far as hands can, how it is turned (HeldPad)
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// p hands seen around a gamepad that has motion sensors: only where it is, and its
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// heading for the sensors to hold on to
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// n nothing is seen of it
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struct PadStep {
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float from;
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char kind;
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float right, up, ahead;
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float yaw, pitch, roll;
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};
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std::vector<PadStep> pad_steps;
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float shot_interval = 10.0f;
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for (const auto& [name, value] : launch.extra_env) {
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if (name == "HOST_SHOTS") {
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// A picture every so many seconds instead of every ten.
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shot_interval = std::max(1.0f, std::strtof(value.c_str(), nullptr));
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}
|
|
if (name != "HOST_PAD") {
|
|
continue;
|
|
}
|
|
size_t at = 0;
|
|
while (at < value.size()) {
|
|
const size_t end = std::min(value.find(';', at), value.size());
|
|
PadStep step{};
|
|
if (std::sscanf(value.substr(at, end - at).c_str(), "%f:%c,%f,%f,%f,%f,%f,%f",
|
|
&step.from, &step.kind, &step.right, &step.up, &step.ahead, &step.yaw,
|
|
&step.pitch, &step.roll) == 8) {
|
|
pad_steps.push_back(step);
|
|
}
|
|
at = end + 1;
|
|
}
|
|
note("the controller follows %zu steps", pad_steps.size());
|
|
}
|
|
const PadStep* pad_step = nullptr;
|
|
bool pad_seen = false;
|
|
|
|
const auto start = Clock::now();
|
|
const auto seconds_since_start = [&] {
|
|
return std::chrono::duration<float>(Clock::now() - start).count();
|
|
};
|
|
uint32_t received = 0;
|
|
uint32_t saved = 0;
|
|
uint32_t last_frame_id = 0;
|
|
uint32_t interval_frames = 0;
|
|
float first_frame_at = -1.0f;
|
|
float next_save_at = 0.0f;
|
|
float interval_start = 0.0f;
|
|
double reported_cpu_seconds = 0.0;
|
|
float copy_ms = 0.0f;
|
|
float worst_copy_ms = 0.0f;
|
|
uint32_t copies = 0;
|
|
std::vector<uint8_t> pixels(static_cast<size_t>(width) * height * 4);
|
|
std::thread writer;
|
|
|
|
auto next_refresh = Clock::now();
|
|
for (uint32_t tick = 0; seconds_since_start() < static_cast<float>(seconds); ++tick) {
|
|
if (display_rate > 0.0f) {
|
|
core.SendRefresh(display_rate);
|
|
}
|
|
const float now = seconds_since_start();
|
|
const auto state = core.GetState();
|
|
if (state == CoreProcess::State::Failed || state == CoreProcess::State::Stopped) {
|
|
note("the core ended after %.1f s: %s", now, core.GetMessage().c_str());
|
|
break;
|
|
}
|
|
|
|
// A head that looks slowly left and right, the way a compositor reports it, or
|
|
// where it was told to look.
|
|
float yaw = 0.35f * std::sin(now * 0.8f);
|
|
float pitch = 0.0f;
|
|
Protocol::Pose pose;
|
|
if (looks.empty()) {
|
|
pose.angular_velocity[1] = 0.35f * 0.8f * std::cos(now * 0.8f);
|
|
} else {
|
|
yaw = 0.0f;
|
|
for (const Look& look : looks) {
|
|
if (now >= look.from) {
|
|
yaw = look.yaw / 57.29578f;
|
|
pitch = look.pitch / 57.29578f;
|
|
}
|
|
}
|
|
}
|
|
pose.orientation[0] = std::cos(yaw * 0.5f) * std::sin(pitch * 0.5f);
|
|
pose.orientation[1] = std::sin(yaw * 0.5f) * std::cos(pitch * 0.5f);
|
|
pose.orientation[2] = -std::sin(yaw * 0.5f) * std::sin(pitch * 0.5f);
|
|
pose.orientation[3] = std::cos(yaw * 0.5f) * std::cos(pitch * 0.5f);
|
|
core.SendPose(pose);
|
|
if (tick % 300 == 0) {
|
|
core.SendOptics(0.064f);
|
|
}
|
|
// Once, mid-sway: the player asks for the view to be reset (the emulator's log says
|
|
// where it then takes the seat to be).
|
|
if (!view_reset && looks.empty() && now > 33.0f) {
|
|
view_reset = true;
|
|
Protocol::PadPose reset;
|
|
reset.flags = Protocol::PadPose::RecenterSeat;
|
|
core.SendPadPose(reset);
|
|
note("view reset asked for with the head turned %.0f degrees", yaw * 57.29578f);
|
|
}
|
|
|
|
// The controller, as a session would report it.
|
|
for (const PadStep& step : pad_steps) {
|
|
if (now >= step.from && (pad_step == nullptr || step.from > pad_step->from)) {
|
|
pad_step = &step;
|
|
note("%.0f s: the controller is '%c', %.2f right, %.2f up, %.2f ahead, turned "
|
|
"%.0f left, %.0f up, rolled %.0f",
|
|
now, step.kind, step.right, step.up, step.ahead, step.yaw, step.pitch,
|
|
step.roll);
|
|
}
|
|
}
|
|
if (pad_step != nullptr) {
|
|
const PadStep& step = *pad_step;
|
|
const float turn = step.yaw / 57.29578f;
|
|
const float tilt = step.pitch / 57.29578f;
|
|
const float roll = step.roll / 57.29578f;
|
|
const HeldPad::Vec right{std::cos(turn) * std::cos(roll), std::sin(roll),
|
|
-std::sin(turn) * std::cos(roll)};
|
|
const HeldPad::Vec level_front{-std::sin(turn), 0.0f, -std::cos(turn)};
|
|
const HeldPad::Vec level_up = HeldPad::Cross(right, level_front);
|
|
const HeldPad::Vec front{
|
|
level_front.x * std::cos(tilt) + level_up.x * std::sin(tilt),
|
|
level_front.y * std::cos(tilt) + level_up.y * std::sin(tilt),
|
|
level_front.z * std::cos(tilt) + level_up.z * std::sin(tilt)};
|
|
const HeldPad::Vec middle{step.right, step.up, -step.ahead};
|
|
Protocol::PadPose message;
|
|
const auto place = [&](const HeldPad::Vec& at) {
|
|
message.flags |= Protocol::PadPose::PositionValid;
|
|
message.position[0] = at.x;
|
|
message.position[1] = at.y;
|
|
message.position[2] = at.z;
|
|
};
|
|
const auto turned = [&](const HeldPad::Quat& q) {
|
|
message.flags |= Protocol::PadPose::OrientationValid;
|
|
message.orientation[0] = q.x;
|
|
message.orientation[1] = q.y;
|
|
message.orientation[2] = q.z;
|
|
message.orientation[3] = q.w;
|
|
};
|
|
if (step.kind == 'c') {
|
|
place(middle);
|
|
turned(HeldPad::FromAxes(right, HeldPad::Cross(right, front),
|
|
HeldPad::Scale(front, -1.0f)));
|
|
} else if (step.kind == 'h' || step.kind == 'p') {
|
|
// Two palms a gamepad's width apart, both hands pointing the way it does.
|
|
HeldPad::Hands hands;
|
|
hands.left_palm = HeldPad::Sub(middle, HeldPad::Scale(right, 0.1f));
|
|
hands.right_palm = HeldPad::Sub(middle, HeldPad::Scale(right, -0.1f));
|
|
hands.pointing_known = true;
|
|
hands.left_pointing = front;
|
|
hands.right_pointing = front;
|
|
if (const auto held = HeldPad::Locate(hands, 0.0f, 0.35f)) {
|
|
place(held->position);
|
|
if (held->turned_known) {
|
|
message.yaw = held->yaw;
|
|
message.flags |= Protocol::PadPose::YawValid;
|
|
if (step.kind == 'h') {
|
|
turned(held->orientation);
|
|
message.flags |= Protocol::PadPose::HeldInHands;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// While it is seen, every time; once more when it no longer is.
|
|
const bool seen = message.flags != 0;
|
|
if (seen || pad_seen) {
|
|
core.SendPadPose(message);
|
|
}
|
|
pad_seen = seen;
|
|
}
|
|
|
|
// Cross for a quarter of every five seconds gets a title past its menus.
|
|
PadState pad;
|
|
pad.buttons = std::fmod(now, 5.0f) < 0.25f && now > 20.0f ? 0x4000u : 0u;
|
|
core.SetPad(pad);
|
|
|
|
++shown_since;
|
|
if (const auto frame = core.TakeFrame()) {
|
|
if (something_shown) {
|
|
++shown_for[std::min<uint32_t>(shown_since, 4)];
|
|
}
|
|
something_shown = true;
|
|
shown_since = 0;
|
|
++received;
|
|
++interval_frames;
|
|
last_frame_id = frame->frame_id;
|
|
if (first_frame_at < 0.0f) {
|
|
first_frame_at = now;
|
|
note("first frame after %.1f s: buffer %u, eye %ux%u, fov tan %.3f/%.3f/%.3f/%.3f",
|
|
now, frame->buffer, frame->eye_width, frame->eye_height, frame->fov[0],
|
|
frame->fov[1], frame->fov[2], frame->fov[3]);
|
|
}
|
|
if (frames.IsValid(frame->buffer)) {
|
|
// What a headset session does with every frame, timed until the GPU is done
|
|
// with it: the copy has to get its turn on a GPU the emulator keeps busy, and
|
|
// the session's frame loop goes no faster than that.
|
|
const auto begun = Clock::now();
|
|
glBindFramebuffer(GL_FRAMEBUFFER, display_framebuffer);
|
|
blitter.Draw(frames.Texture(frame->buffer), width, height,
|
|
frame->swap_red_blue != 0, true, fov_mask, frame->fov);
|
|
const GLsync done = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
|
glClientWaitSync(done, GL_SYNC_FLUSH_COMMANDS_BIT, 2'000'000'000);
|
|
glDeleteSync(done);
|
|
const float took =
|
|
std::chrono::duration<float, std::milli>(Clock::now() - begun).count();
|
|
copy_ms += took;
|
|
worst_copy_ms = std::max(worst_copy_ms, took);
|
|
++copies;
|
|
}
|
|
if (frames.IsValid(frame->buffer) && now >= next_save_at && saved < 24) {
|
|
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
|
|
blitter.Draw(frames.Texture(frame->buffer), width, height,
|
|
frame->swap_red_blue != 0, false, fov_mask, frame->fov);
|
|
glReadPixels(0, 0, static_cast<GLsizei>(width), static_cast<GLsizei>(height),
|
|
GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
|
|
char name[64];
|
|
std::snprintf(name, sizeof(name), "/frame_%03u_%05u.png", saved, frame->frame_id);
|
|
// Packing the picture takes many refreshes of the display this loop stands in
|
|
// for: that is done beside it.
|
|
if (writer.joinable()) {
|
|
writer.join();
|
|
}
|
|
writer = std::thread{[path = out_dir + name, copy = pixels, width, height] {
|
|
WritePng(path, copy, width, height);
|
|
}};
|
|
++saved;
|
|
next_save_at = now + shot_interval;
|
|
}
|
|
}
|
|
if (now - interval_start >= 10.0f) {
|
|
const CoreProcess::Usage usage = core.GetUsage();
|
|
note("%.0f s: %u frames, %.1f per second; emulator %.0f%% of a processor on %s, %d MB; "
|
|
"copying a frame took %.1f ms, %.1f at worst",
|
|
now, received, static_cast<float>(interval_frames) / (now - interval_start),
|
|
(usage.cpu_seconds - reported_cpu_seconds) * 100.0 / (now - interval_start),
|
|
usage.cpus.c_str(), usage.memory_mb,
|
|
copies != 0 ? copy_ms / static_cast<float>(copies) : 0.0f, worst_copy_ms);
|
|
if (const uint64_t interruptions = interrupter.Count(); interruptions != 0) {
|
|
note(" %.0f interruptions a second, the large pass took %.2f ms",
|
|
static_cast<float>(interruptions - reported_interruptions) /
|
|
(now - interval_start),
|
|
interrupter.TakePassTime());
|
|
reported_interruptions = interruptions;
|
|
}
|
|
if (display_rate > 0.0f) {
|
|
note(" frames shown for one refresh: %u, for two: %u, for three: %u, for "
|
|
"more: %u",
|
|
shown_for[1], shown_for[2], shown_for[3], shown_for[4]);
|
|
std::fill(std::begin(shown_for), std::end(shown_for), 0u);
|
|
}
|
|
reported_cpu_seconds = usage.cpu_seconds;
|
|
interval_start = now;
|
|
interval_frames = 0;
|
|
copy_ms = 0.0f;
|
|
worst_copy_ms = 0.0f;
|
|
copies = 0;
|
|
}
|
|
if (display_rate > 0.0f) {
|
|
next_refresh += std::chrono::nanoseconds{static_cast<int64_t>(1e9f / display_rate)};
|
|
std::this_thread::sleep_until(next_refresh);
|
|
} else {
|
|
std::this_thread::sleep_for(std::chrono::milliseconds{5});
|
|
}
|
|
}
|
|
|
|
if (writer.joinable()) {
|
|
writer.join();
|
|
}
|
|
note("%u frames received (last id %u), %u pictures in %s, GL error 0x%x", received,
|
|
last_frame_id, saved, out_dir.c_str(), glGetError());
|
|
interrupter.Stop();
|
|
core.Stop();
|
|
glDeleteFramebuffers(1, &framebuffer);
|
|
glDeleteTextures(1, &target);
|
|
glDeleteFramebuffers(1, &display_framebuffer);
|
|
glDeleteTextures(1, &display_target);
|
|
blitter.Destroy();
|
|
frames.Destroy(gl.display);
|
|
gl.Destroy();
|
|
return report;
|
|
}
|
|
|
|
} // namespace
|
|
|
|
extern "C" JNIEXPORT jstring JNICALL Java_com_astrobotquest_vrhost_SandboxShell_nativeSelfTest(
|
|
JNIEnv* env, jclass, jstring loader, jstring runtime_root, jstring storage_root, jstring game,
|
|
jstring log_file, jstring out_dir, jint seconds, jobjectArray extra_env, jstring microphone) {
|
|
CoreLaunch launch;
|
|
launch.loader = ToString(env, loader);
|
|
launch.runtime_root = ToString(env, runtime_root);
|
|
launch.storage_root = ToString(env, storage_root);
|
|
launch.game = ToString(env, game);
|
|
launch.log_file = ToString(env, log_file);
|
|
const jsize count = extra_env != nullptr ? env->GetArrayLength(extra_env) : 0;
|
|
for (jsize i = 0; i < count; ++i) {
|
|
const auto element = static_cast<jstring>(env->GetObjectArrayElement(extra_env, i));
|
|
const std::string entry = ToString(env, element);
|
|
env->DeleteLocalRef(element);
|
|
const size_t equals = entry.find('=');
|
|
if (equals != std::string::npos && equals > 0) {
|
|
launch.extra_env.emplace_back(entry.substr(0, equals), entry.substr(equals + 1));
|
|
}
|
|
}
|
|
const std::string report =
|
|
RunSelfTest(launch, ToString(env, out_dir), seconds, 1440, 1536,
|
|
ToString(env, microphone));
|
|
return env->NewStringUTF(report.c_str());
|
|
}
|