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The design already snapshots each set's packet once (ProvideStereoFrame copies it under published_mutex_; every eye path uses that copy). This makes the remaining ways one eye could differ measurable on the headset too: - the stamp's fourth pose word: the frustum tangents each eye's fill used; xrmock compares them with the layer's submitted fov (and the other eye's); - a GPU uniform probe (KARTFRAME_FRAME_LOG=1 or KARTFRAME_UNIFORM_PROBE=1): after both eyes, each eye's first perspective range is read back from g_uniformBuffer (now CopySrc) and compared with the bytes its fill wrote, counted per 10 s; - the XRP fields ride on the XRS line (one log call per set). The test stamp is 64x15 pixels, one pixel a bit (was 4x4 cells), and xrmock does its read-back bookkeeping before xrWaitFrame's sleep instead of after the wake-up it measures from: with the larger stamp that work alone moved 'ends later than 1 ms' by 2 %. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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_Gamepadfor wide controller support, including GameCube controller adapters - Automatically saves and loads controller bindings and port mappings
- Gyro & mouse support
- Utilizes
- DVD compatibility layer
- Utilizes nod to support all GameCube/Wii disc image types, including RVZ
- CARD compatibility layer
- Full compatibility with Dolphin
.gciand.rawfor game saves
- Full compatibility with Dolphin
- 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.
Building
See docs/building.md for build instructions, CMake integration, and configuration options.
License
Aurora is licensed under the MIT License.

