Trying to stop the emulation in VR or S3D modes would result in a QT
dialog box popping up about whether you were sure you wanted to end
the emulation, but that caused no visible effect on the screen.
Now there's a dialog visible for it when emulating in those modes,
and it should correctly work for flat emulation and when pressing
the Stop button in the QT UI.
This fixes#11.
This fixes#14 and fixes#8 to my satisfaction. At least now, since
the game starts in the user's visual field, it is obvious that they
need to dismiss the Baiji UI to get to the game. This works like
everything else in the Steam Frame windowing environment.
Now the emulation never freezes, no matter how hard I focus off
of Baiji. May still be some problems here. But this is the closest
to correct it has been working yet.
Immersive VR previously used the full runtime-reported left/right view
positions, with Units per Meter scaling both world geometry and the
per-eye offsets. That left no direct way to soften strong near-field
pop-out without also changing the apparent world scale.
Add Graphics.VR.StereoSeparation as a 0-200 percent setting, defaulting
to 100 percent. Scale each eye's positional offset around the average
eye center independently of shared head translation. At 100 percent the
projection is unchanged, 0 percent brings the virtual view positions
together toward mono, and values above 100 percent amplify stereo depth.
Units per Meter continues to set world scale and head-motion mapping.
Expose the setting in the global VR pane and per-game VR configuration,
include it in game VR override application/reset, and refresh cached
projection rows when it changes. Help text explains the scale/depth
tradeoff, possible near-field comfort benefit, and that Stereo 3D Screen
continues to use the existing Stereoscopic Depth control.
StereoScreen previously submitted and released each Vulkan eye separately
while its image writes could still be in flight. On native Steam Frame
this produced conspicuous doubled/stale-image hiccups and apparent
backward jumps, even though API-side frame identities remained ordered.
A capture covering 16,699 XFB copies found no gameplay source regression,
GPU-submit reversal, XR display-time reversal, or eye-ID mismatch.
SteamVR motion smoothing was already forced off.
For Baiji StereoScreen, defer eye releases until both blits are recorded,
submit their GPU work together, wait once for completion, release both
images under the graphics-queue lock, then publish the quad layers.
Keep this wait even with timeline semaphores enabled: submitted writes
alone were insufficient for correct image delivery on Frame. The wait
trades some CPU/GPU overlap for a completed stereo pair.
Also exclude xrEndFrame from the video blit/completion/release/publish
transaction with a handoff mutex. The previous atomic flag had a
check-to-submit race. Take the handoff lock before publish/queue locks,
and never hold the graphics-queue lock during the completion wait.
PresentBackbuffer already advances frame resources; the stereo submit
must not advance them again.
CPU-side handoff locking alone did not cure the artifact. Headset tests
with the completed-pair handoff in Super Mario Galaxy 2 at 2x/120 Hz
confirmed that remaining misses look like ordinary dropped frames,
rather than doubled images or huge hiccups. The clean Frame SDK build
and launcher CLI smoke check passed. Remove the temporary timing/order
capture code and retain the findings and lock-order guidance in AGENTS.md.
Diagnosis confirmed: the runtime rebases the reference space on system
recenter (logged head_yaw matched the user's per-run offset exactly), and
controllers share the HMD's tracking frame. Keep only the low-volume
reference-space-change and recenter log lines.
The runtime rebases the reference space on system recenter, universe
switches, and relocalization, and notifies apps via
XrEventDataReferenceSpaceChangePending. Dolphin only logged the event, so
the world-locked flat-screen quad kept its stale coordinates and appeared
to jump by the rebase yaw every time the user used the system recenter
(the HMD's yaw in the runtime's arbitrary local frame — random per run).
On the event, invalidate the cached flat-screen pose so the panel is
re-placed in front of the user's current gaze, which is also the expected
behavior after a system recenter. Log the event's poseInPreviousSpace yaw
delta, and add a throttled view-yaw vs aim-yaw diagnostic to check whether
the runtime reports controllers in a different tracking frame.
Remove the reference-space recreation recenter, ScreenYawOffset config, and
debug logging. Restore the original home-position recenter and world-locked
flat screen placement so we can diagnose the underlying issue from a clean
baseline.
Log head yaw, reference-space offset yaw, and post-recenter screen pose for
5 frames after each recenter. This is diagnostic to find why recenter
produces a fixed per-run error.
The previous recenter code computed the head pose in the current (already
recentered) reference space and passed it directly to xrCreateReferenceSpace,
which interprets the pose relative to the runtime's natural LOCAL frame. This
made repeated recenters compound incorrectly and produced a random-looking
offset per run.
Accumulate the head-in-current-space offset onto a persistent
m_recenter_offset pose relative to the natural LOCAL frame, and create each new
reference space from that accumulated offset. Also add diagnostic logging for
recenter.
Adds a VR/ScreenYawOffset setting (degrees, default 0). Positive values
rotate the virtual screen counter-clockwise from above (to the left);
negative values rotate clockwise (to the right). This is intended as a
diagnostic/tuning knob for the stereoscopic virtual screen placement.
The recenter offset was computing the inverse of the desired transform.
The new reference space should be placed at the current head pose (yaw-only)
so that the current gaze becomes forward, not rotated the opposite way.
Recenter now recreates the OpenXR reference space with a yaw-only offset
that maps the user's current head pose to the origin. This makes the flat
virtual screen appear directly in front of the user after recentering, with
upright orientation, instead of being left at an arbitrary session-start
forward direction.
Reverts the temporary head-locked stereo-screen behavior; the screen is
world-locked again, so the Wiimote pointer orientation stays consistent.
In stereo-screen mode, recompute the virtual screen pose every frame from the
user's current head yaw so the screen always stays in front of their gaze.
This avoids the confusing behavior where the initial world-locked placement
captured a random head pose during startup and recenter could leave the screen
off to one side.
Flat mono panel mode keeps the existing world-locked behavior.
SteamVR on the Steam Frame returns XR_ERROR_FEATURE_UNSUPPORTED for both
60 Hz and 120 Hz requests, so the request function works but the runtime
has no such modes. Remove the temporary diagnostic log and keep the
feature available for runtimes that do support app-controlled refresh rates.
Add GFX_VR_REQUESTED_REFRESH_RATE setting (Auto/60/72/90/120 Hz). When a
non-zero rate is configured, call xrRequestDisplayRefreshRateFB after the
session begins so the runtime can switch the headset panel to a rate that
matches the game's frame rate (e.g. 60 Hz or 120 Hz for 60 fps Wii games,
instead of the default 72 Hz).
This should reduce judder caused by the compositor showing 60 fps content on
a 72 Hz display. The runtime may clamp the request to the nearest supported
rate; the result is logged.
UI exposed in VRPane and VRConfigWidget.
- Add IOpenXRSwapchain::GetEyeSwapchainHandle() and SubmitStereoFlatFrame(),
with per-backend overrides for Vulkan, D3D11, D3D12, and OGL.
- Add OpenXRManager::SubmitStereoQuadFrame() which builds two world-locked
XrCompositionLayerQuad layers with XR_EYE_VISIBILITY_LEFT/RIGHT and publishes
them through the pacing thread (or EndFrame on the legacy path).
- Extend PublishedXRFrame and FrameThreadLoop to submit the stereo quad pair.
- Add UI checkbox for Stereo Screen in VRPane and VRConfigWidget.
The game renders with classic SBS stereoscopy; left/right XFB layers are blit
into the corresponding OpenXR eye swapchains and shown as a 3D floating screen.
Opening a game, closing it, and opening another crashed or device-lost on
the Vulkan backend with VR enabled. D3D11 and D3D12 both restart cleanly,
so this was Vulkan-specific rather than an OpenXR runtime limitation.
Root cause, proven with VK_EXT_device_fault plus
VK_EXT_device_address_binding_report: the fault is a write-invalid at a
page-aligned address that the binding tracer reports as not owned by the
second game device. The OpenXR compositor still references resources that
lived on the first game VkDevice; destroying that device frees the memory
and the compositor later writes into the freed page. The D3D backends are
immune because their shared compositor resources are COM ref-counted,
while vkDestroyDevice frees unconditionally.
Fix: persist and reuse the VulkanContext (VkInstance and VkDevice) across
VR games, so vkCreateDevice/vkDestroyDevice run once per process and those
pages are never unmapped. Per-game objects are still fully recreated,
including the surface, swapchain, object cache, command buffers, and the
OpenXR session and XrInstance. A device-lost context is never persisted. A
non-VR launch, or a runtime requiring a device extension the persisted
device lacks, discards it and initializes fresh.
Two problems that persisting exposed:
- InitBackendInfo() creates and destroys a temporary VkInstance on every
game boot and then calls UnloadVulkanLibrary(), which nulls every global
Vulkan function pointer. Reuse now re-resolves the instance and device
dispatch for the persisted handles.
- That same UnloadVulkanLibrary() unmaps vulkan-1.dll on runtimes that do
not otherwise pin it, invalidating the persisted handles. This is why
VDXR still failed after SteamVR worked. Added KeepVulkanLibraryLoaded()
so unloading is suppressed while a device is persisted.
Also removes the XR_KHR_vulkan_enable2 path. Creating a second device
against a retained XrInstance crashes inside the runtime in a way SEH
cannot catch. The backend now always uses legacy XR_KHR_vulkan_enable,
where Dolphin owns instance and device creation and the runtime binds at
xrCreateSession.
Supporting changes: ordered OpenXR session teardown (ShutdownSession and
DestroySession), a device-lost guard in CommandBufferManager that stops
emulation instead of resubmitting to a dead device, synchronous release of
Dolphin views and framebuffers before xrDestroySwapchain, and the two GPU
fault diagnostics. Note that vkGetDeviceFaultInfoEXT must be called with
vendorBinarySize zeroed on the second call, or the driver writes the
vendor blob to a null pointer.
Verified on SteamVR/PSVR2, VDXR/Quest 3, and Meta Link over repeated
open/close cycles.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>