Skip to content

OpenXR: per-screen placement for headset screens, and Edit Screens to arrange them by hand - #19945

Merged
LibretroAdmin merged 46 commits into
libretro:masterfrom
Davey-Hughes:vr-edit-screens
Oct 30, 2026
Merged

LibretroAdmin merged 46 commits into
libretro:masterfrom
Davey-Hughes:vr-edit-screens

Conversation

@Davey-Hughes

@Davey-Hughes Davey-Hughes commented Oct 30, 2026 •

Copy link
Copy Markdown
Contributor

Guidelines

  1. Rebase before opening a pull request
  2. If you are sending several unrelated fixes or features, use a branch and a separate pull request for each
  3. If possible try squashing everything in a single commit. This is particularly beneficial in the case of feature merges since it allows easy bisecting when a problem arises
  4. RetroArch codebase follows C89 coding rules for portability across many old platforms check using C89_BUILD=1

Description

Headset Output places every floating screen from one layout, so a DS or 3DS core's two screens sit only where the layout puts them. This PR places each screen on its own, from menu rows or by hand in the headset.

Per-screen placement (the first commits, up to video: apply per-screen headset geometry to the frame snapshots)

  • Each floating screen, by logical screen id (1 to 8), gets offsets, yaw, pitch, roll, scale and visibility on top of its layout spot. The defaults move nothing.
  • Stereo 3D & Screens gains Screen and its rows, with Reset Screen and Reset All Screens. They apply live, while paused too.
  • Saved as video_screen<N>_xr_*, through overrides like the other video settings.

Edit Screens (the rest)

Started from a menu row, a hotkey, a headset action or HEADSET_EDIT_SCREENS. The headset's controllers then only edit, through their own action set.

  • A grip takes a screen, or the menu by a handle bar, and it follows the hand at the headset's rate. The holding hand's stick pushes and resizes it; the free hand's stick turns and tilts it.
  • Items are outlined, with a beam per hand (new Laser Beam setting). Select Next and Previous reach a screen hidden behind another.
  • Snap to Screens lines a held screen up with its neighbours, or hinges its edge on a neighbour's at any angle, like a DS lid. A green line and a long buzz mark the hinge; Hinge Gap sets the gap. A screen let go while hinged settles exactly into it.
  • Also Snap to Angles, Edit Smoothing and While Editing Screens.
  • Edits write the menu rows' settings and save the same way.

docs/openxr.md describes every control and setting.

Notes for review

  • Threads. The main thread grabs and writes settings; the headset's frame loop re-places a held item every headset frame. Both call one stateless snap function and share through the existing seqlock, so a screen is saved where it showed. No locks.
  • Let-go rewind. OpenXR's Grab is boolean, so the grip's opening shows late, after its twitch has moved the screen. With Edit Smoothing Off, a let-go puts the screen as it showed 80 ms earlier, never across a stall. With smoothing on (Medium by default), which damps the twitch, a let-go stays where it shows unless it settles into a hinge, which the trail decides either way.
  • SteamVR layer order. SteamVR does not keep submission order for overlapping quads. So the green line sits 1 cm nearer the eye, hinge lines keep fixed layer slots, and cut outlines are pre-cut cells, not turned quads. A held screen's slot always takes a layer, so under a tight cap a beam or the tag drops first.
  • Laser image width. The cells need 5582 texels. Narrower swapchains, or no reported limit, keep the turned outline; one log line says which.

Changes to master behavior

  • The menu floats 10 cm in front of Screen 1 and follows it, until placed in edit mode.
  • A core with no view map shows its frame as Screen 1, so it can be moved.
  • A screen seen from behind shows a dark back instead of vanishing.
  • Headset screens draw into retained images; one that cannot be allocated is not retried at that size.
  • Android: gl_xr_egl_init is C89 again.

Tested

  • Worn on a Steam Frame (SteamVR, Vulkan), over many sessions.
  • The OpenXR end-to-end suite on Monado (Vulkan, Vulkan validation, GL), with 61 new edit-* cases, and the unit samples.
  • Not tested on a Quest. GL's bottom-up row order for the outline cells and the Android image buffer change are checked by unit tests and an NDK compile only. A Quest check would be welcome.

Builds to test with

CI artifacts; downloading them needs a GitHub sign-in.

  • RetroArch, from this PR's CI (OpenXR is built for Linux and Android only): Quest (the zip holds three APKs: install phoenix-quest-debug.apk. It has RetroArch XR's app id but CI's debug signature, so uninstall an existing RetroArch XR first, which removes its saved data), Linux aarch64, e.g. Steam Frame (a bare binary: chmod +x retroarch, run it, then Online Updater > Update Assets). On Linux x86_64, build with ./configure --enable-openxr.

Cores that hand their screens to the frontend as video views, so each screen can be placed on its own:

Known limits and follow-ups

  1. Two-sided hinge. At a fold or a square corner with a gap, only the screen carried into the hinge is taken up hinged. Its partner's edge is off the hinge's plane, so it comes up free. A hinge both screens share would fix that.
  2. Grid corners. A screen hinged at rest on two adjacent edges keeps one of those two rims. Hiding every hinged edge needs L- and U-shaped outline cells.
  3. Settle after a stall. After a stall of 50 ms or more with the green line lit, and no later trail entry that settles, a let-go settles from a pre-stall entry: a rare step back along the hinge line. Ending the mark at a stall would work against the hinge's debounce, which counts only time seen.
  4. Stall test at a 30 Hz main loop. A 60 Hz headset polled at 30 Hz can leave trail entries three frames apart, exactly on the 50 ms stall line. That does not fire, since the test is strict, but four frames does, and the let-go then keeps the twitch.
  5. End-to-end harness. Rarely, gamescope never adopts RetroArch's window (xwm: waylandres but no win) and a GL case hangs in Mesa's eglSwapBuffers. run.py should treat that message as an environment failure and rerun the case once.
  6. Near-vertical flat pairs. On a screen pitched within about 0.5 degrees of straight up or down, a settings round trip leaves up to 0.024 degrees of Euler residue, so most flat pairs on it are not shown as resting hinged.
  7. Tall screens. Screens over about 3.8 m across the hinge cannot rest hinged at folds of 5 to 10 degrees.
  8. Both hands letting go on one poll. The first hand's settle still treats the other hand's screen as held, so a hinge at rest with that screen can go unshown until the next change. Placement is unaffected.

Related Issues

[Any issues this pull request may be addressing]

Related Pull Requests

Reviewers

@cscd98

Each floating screen, by the core's logical screen id, gets its own
offsets, yaw, pitch, roll, scale and visibility (video_screen_xr_t),
applied on top of where the layout puts it. video_views_xr_reset gives
the defaults and video_views_xr_normalize clamps each value to its
range: offsets to 10 m either way, angles to 180 degrees, scale from 0.1
to 10. A planner given no screens uses the defaults, so nothing moves
until a setting does.
video_screen<N>_xr_x, _y, _z, _yaw, _pitch, _roll, _scale and _visible
keep each floating screen's adjustments for screen ids 1 to 8, and
survive configuration overrides like the other video settings. A minimal
save writes only the values that differ from the defaults.

The video_screens settings sample checks the round trip and the override
cases, and runs in the OpenXR input and Wine views jobs. The defaults
fixture now links video_views.c, which the reset uses.
Stereo 3D & Screens gains Screen, which picks a floating screen by its
logical id among those in the current frame's map, and for it
Horizontal, Vertical and Depth Offset, Yaw, Pitch, Roll, Scale and
Visible, with Reset Screen and Reset All Screens. The rows apply live
and are hidden where they cannot apply, such as a tracked projection's
eyes. Stepping between screens reads one snapshot of the map and is
bounded, so a tracking change mid-step cannot leave it walking an empty
map.

docs/openxr.md describes the controls; the video_screens sample drives
them through the shipping menu actions.
Each XR planner, Vulkan's and GL's, takes the normalized screen settings
with the frame snapshot, so a screen moves, turns, scales or hides as
its rows change, while paused too; recentering and tracked projections
are unaffected. Screen images are kept between frames, so shader
feedback survives a placement change.

A retained XR target that cannot be allocated is skipped quietly,
remembered by its size so it is not retried every frame; only the
desktop UI and canvas targets log the failure.

Covered by openxr_core_test, the video_screens sample, the e2e runner's
feedback shader case and the new vulkan_views_target sample.
gl_xr_egl_init declared its extension string after statements.
Each item's layout spot comes from one helper that placement uses and
the quad set records per slot, so a shown pose turns back into the
settings that placed it. Grab maths: the item follows the aim, level
unless tilting, offsets clamped to the settings' range; the stick pushes
along the ray and resizes. Edit picking sees every item and takes the
menu by a handle bar under it.
A core without a views map (SNES, say) had no screen to select, so its
frame could not be moved. Its whole frame now takes screen 1's offsets,
turn, scale and visibility, and the selector lists Screen 1. gl's window
stays as laid out while the menu is open over it.
The menu sat at a fixed spot, so moving screen 1 closer left the menu
behind it. It now floats 10 cm in front of screen 1, facing as it does,
at its default angular size and never nearer than 0.4 m, while screen 1
floats and shows, and is still submitted after the screens. A menu place
(video_openxr_menu_xr_* with video_openxr_menu_placed) overrides that;
it is saved like the per-screen keys, and Reset All Screens clears it.
Edit Screens starts from a hotkey, a headset action, the
HEADSET_EDIT_SCREENS command or a Stereo 3D & Screens row, and stops on
the same, on opening the menu, on a video reinit or when the session
ends. It syncs its own action set in place of the game's, points the
lasers at every item whatever the Laser Pointer setting, keeps the
menu's quad up while editing, and with While Editing Screens set to
Pause pauses only content that was running. A runtime that refuses its
bindings keeps the game's and leaves edit mode unavailable.

The setting reaches the headset's poll with the others, and the pause
and resume are asked of the frontend as platform requests, so the input
driver issues no command and takes no settings itself. A Laser Pointer
value past its choices, which a hand-edited config can hold, reads as
Auto rather than as edit mode's.
A grip on an item takes it in the screens' frame: it keeps its pose
relative to the hand, stays level unless the trigger is held, and the
stick pushes it along the laser and resizes it, past a deadzone. Each
poll writes the item's offsets, turn and scale where the menu's rows
write them, through named frontend calls, clamped so it waits at a limit
and resumes from there. The menu is taken by its handle; a menu that
follows screen 1 is placed as large as it shows. The main button resets
a free item as Reset Screen does, or puts the menu back in front of
screen 1. A recenter, a screen leaving the map and leaving edit mode let
go, counted for the frame snapshot; an untracked hand holds its item
still.
The main thread publishes what each hand holds through a seqlock; each
headset frame re-places a held item, both eyes of a stereo screen, from
that frame's own aim, so it no longer waits for the next video frame. An
item let go stays where the hand left it until a quad set planned at or
after its release (an edit count carried in the frame snapshot) shows
it, even once the hand holds another item, so nothing steps back. Lazy
Follow holds its glide while anything is held.

Edit mode outlines every item, brightly the one under a laser, and draws
the menu's handle bar under it, from the laser's image, now an atlas of
the dot, two outlines and two handle bars. They take only the layers the
screens leave after the dots.
The test layer's aim can roll, and the e2e runner drives edit mode
against Monado: grabs that follow the hand on every headset frame and
stay where they are let go, level and tilt, the stick, resets of a
screen and of the menu, the menu taken by its handle and following
Screen 1 at its size, outlines and the handle, a no-map core, a views
core's fallback frame, Follow Head, Lazy Follow, recentering, two hands,
pausing, and what starts and ends edit mode, including the headset's
hotkey bits with no command interface. The cases whose work is a host's
or driver's own run on glcore and gl too. docs/openxr.md explains
editing screens in the headset and where the menu goes.
A thin strip runs from each hand's aim to its dot, or 1.5 m into
nothing, turned about its own axis each headset frame to face the head
so it never shows edge on. It comes from the laser's image, so it needs
no new swapchain, and uses layers left after the dots and edit mode's
outlines, so it is the first to go when the runtime has few. The new
Laser Beam setting shows it in edit mode only (the default), always, or
never; outside edit mode, Laser Pointer and its hotkey hide it with the
dot.
A light band between two dark ones shows on white, black and busy
borders alike. The rim now sits wholly outside its item, 5 mm clear of
it even after filtering, so it never covers the picture; its region
grows to keep two texels a band at about the old thickness. Screens'
outlines are submitted before the screens, so a neighbour placed flush
covers the part of a rim over its picture, while the menu's outline and
handle bar stay on top. The handle bar moves 5 mm below the menu's
outline, which it would otherwise cover, and gets the same bands, faint
and bright.
Edit mode steps from the laser through the screens it can move and the
menu. A chosen item is the one lit, either hand's grip takes it from
wherever the hand is, and Reset resets it, so a screen hidden behind
another can be moved. Whatever a hand holds stays lit.

A ray on the menu's handle bar takes the menu before any screen in front
of it. Within 3 cm of the bar, a ray that came from the bar keeps the
menu even over a screen, and one that came from elsewhere takes it only
where no screen is hit.
Snap to Screens, on by default, turns a held screen parallel or square
to a nearby screen and lines up its plane, edges or centre. Each pull is
exact within 3 cm or 5 degrees and fades out over as far again, so the
screen catches up with the hand rather than jumping, and snapping fades
in over the first 5 cm or 10 degrees after a grab, so taking a screen
never moves it. With several screens near, the snap that leaves the
least error wins, so a near screen's exact pull beats a far one's fading
pull whatever their order.

One stateless function inside the grab serves the main thread and the
headset's thread, so a screen is saved where it was shown. The holding
hand buzzes as a snap takes hold, once, and not again until the screen
has left that pull.
A quarter turn of a held screen needed the controller turned a quarter
turn, which swung the screen round the hand on its long reach, so a
square snap could not be reached. Now the stick of the hand holding
nothing turns what the other hand holds about the vertical through its
middle, faster the further it is pushed, and snapping still catches it
parallel or square.

A carried item keeps its pitch and roll and its angle to the way the
hand points across the floor, so raising, lowering or twisting the hand
no longer tips or swivels it; the trigger lets it ride the hand rigidly.
A screen held about 2 m out on the laser magnified every tremor of the
hand. In edit mode each hand's aim now goes through a One Euro filter,
which smooths a slow hand hard and a fast one little, with its rate
taken from the headset frame's own time step. The headset's thread
filters once a frame and hands the result to the main thread, which
grabs, moves and lets go from it, so a screen is saved where it was
shown. The new Edit Smoothing setting picks Off, Low, Medium (the
default) or High; outside edit mode the lasers are never smoothed.
Edit mode now shows a faint tag just above the hand that last pressed
Select Next or Previous, reading Laser, Screen N or Menu, so what the
grip will take is plain without a notice. The words are drawn once into
the laser's image in the default font and the interface language, light
over a dark halo like the outlines so they read on any background, and
the tag is one more headset layer; when the runtime is short of layers
the beams are dropped before it.

On a runtime whose swapchains are too narrow for the words, the laser's
image keeps its old width and there is no tag.
In edit mode the free hand's stick already turns the item the other hand
holds. Its up and down now tilt that item too, about the item's own
left-right line through its middle, at the turn's rate and with no
limit: up tips the top back, as when pushing a monitor's top back. It
works whether the item is carried or rides the hand with the trigger
held, and snaps as the turn does.

Within about 25 degrees of left or right the stick only turns, and
within about 25 degrees of up or down it only tilts, so a push meant for
one does not drift into the other. Edit mode's starting notice lists the
turn and tilt and stays about 8 seconds.
While the free hand's stick turns or tilts a held item in edit mode, the
item clicks into steps of the new Snap to Angles setting (15 degrees by
default; 30, 45, 90 or Off), so it is easy to set straight. The turn
counts from facing the user's head across the floor, the tilt from
upright. Within about 2 degrees of a step the item holds there and the
holding hand buzzes once; the stick's own angle keeps adding up, so
pushing on leaves the step.

Only the stick steps: carrying an item or tilting it with the trigger
never clicks, and a snap to another screen that would engage wins over a
step.
Runtimes draw only the front of a quad layer, so a screen or the menu
turned away from the head vanished. When the head is behind a quad's
plane, the frame now submits a plain dark panel in that quad's place: a
solid grey cell of the laser's image, at the quad's size, turned to
face the head. It takes the quad's own layer, so the layer count and
cap are unchanged. Edit mode picks either face, so an item turned away
stays grabbable, and its outline, handle and dot turn with its back.
A snap to another screen shows a held screen square or parallel to it,
but the item's own angle stays where the stick or the hand took it, up
to several degrees off. The next turn with the free hand's stick started
from that hidden angle, so the screen left the snap early on one side,
late on the other, and caught up with a lurch.

Now, as the free stick returns to its deadzone and as a push starts, a
snap engaged on the turn becomes the item's own angle: the carried turn,
or the orientation the trigger tilts. A snap still fading in never does,
since that would hop the screen into it. The place is left to the hand,
and carrying alone never keeps the angle, so pointing still pulls a
screen out of a snap. Letting go of the grip leaves the item where it
shows, as before.
Snap to Screens now also hinges a held screen to another along a
shared edge at any angle between them, so a DS or 3DS pair can be
opened at a slant: an edge within 5 degrees of parallel to one of the
other's, within 3 cm of its line and sharing some length with it,
turns exactly parallel and moves onto it, centres or ends level, its
angle left free. The pull fades in over the first 3 cm of shared
length, so a screen slides off the end of the other's edge without a
jump, and a diagonal neighbour never hinges. Screens that would
overlap do not hinge; the pull is whole from flat to square and fades
out folded shut.

Flat and square snap as before and report a hinge at 0 and 90. A turn
to the same screen pivots on the shared edge, so the edge stays on the
line as the screen leaves flat or square. The snap still keeps nothing
between calls; its result carries a hinge bit, and video_xr_snap_hinge
also says which edge and line, for the stick to swing about.
While a held screen is hinged to another, the free hand's stick axis
that turns nearest the shared edge, the tilt for a top or bottom edge
and the turn for a side one, now swings it about that edge, so it stays
attached; the other axis still turns or tilts it and can pull it off.
Where the swing leaves it, angle and place, it stays as the stick lets
go. Snap to Angles counts a hinged screen's steps from flat with the
other screen.

A hinge counts only while the screen's own edge is within its range,
not when other snaps alone hold it on the line, so a swing never
carries a screen round a line it is far from.

A square corner is a side hinge at 90 degrees, so the turn stick there
now swings the screen about the corner's edge. Main thread only;
nothing new reaches the frame loop, which still shows the grab through
video_xr_grab_pose.
Edges that meet in edit mode, side by side, at a corner or hinged at any
angle, now click to a set gap from within 1 cm and otherwise keep the
gap the hand gives them, still hinged, up to 10 cm (letting go by 13).
Screens no longer have to touch, which made them overlap. Each grab
carries the gap, so the edit poll and the frame loop snap alike; until a
setting sets it, it is 0.

Pushed past touching, a hinged edge stops there for the first centimetre
of the push, the stop fading out by 3 cm, and ticks once per push.

A swing pivots on the held screen's own edge, so the gap keeps through
it, and a commit keeps the hand's gap unless the click holds it. After a
swing lets go past square, that stick axis and its steps keep pivoting
on the same edge until the edge leaves the hinge's reach, so a flick
past square and back does not creep.

Of two neighbours within the 5 degree turn snap, the nearer edge wins
the turn and the hinge, by one measure for every screen, so a screen
stacked behind, one off the ends of the edge or a side wall at a corner
never outranks a hinge the turn holds.
Hinge Gap (0, 1, 2, 3, 5 or 10 cm, default 2) sets the gap edit mode's
Snap to Screens leaves between screens that meet edge to edge, side by
side, at a corner or hinged. Edit mode takes it as it starts and gives
it to each grab; the click to it buzzes like the other snaps.
Stereo 3D & Screens now lists Edit Screens and its snaps right under the
switch that reveals them, then the headset's own setup, then where the
screens go, with the per-screen rows last and Visible first among them.
The frame loop already re-snaps each held screen every frame. It now
also keeps, per hand, the hinge that snap holds whole, until the edge
leaves the hinge's 4.5 cm reach, where the frame draws it, so edit mode
can mark it. A kept hinge whose target no longer matches is dropped.

video_xr gains the hinge line's ends, along the overlap of the two real
edges and midway across the gap, an outline cut that drops one edge's
rim, and a green strip in the laser's image, before the tags.
While a held screen's hinge holds, the two edges that meet drop their
outline rim and a 6 mm green line runs along the hinge where they
overlap, midway across the gap, so it is clear when the hinge has taken
hold.

The line is drawn as the beam is, a centimetre nearer the eye than the
edges, since SteamVR does not keep the order of overlapping quad layers,
and comes after the outlines in the layer budget; hidden rims cost no
layer.
Davey-Hughes and others added 16 commits October 29, 2026 16:44
A hinge taking hold now gets one 150 ms buzz at 0.8 on the hand carrying
the screen, against the 20 ms snap tick, so the attach can be felt. It
fires again only after the edge leaves the hinge's reach, hinges
elsewhere, or the other hand takes the screen it hinges on, so a swing
past square and back does not repeat it. Ticks due while it plays are
skipped rather than cutting it short.
Two screens no hand holds rest in a hinge when their poses pass the
test that engages a carried screen's hinge, with either one carried,
and the hinge, held whole with nothing else pulling, leaves the carried
one where it is. So a hinge found at rest stays hinged when its screen
is taken. The engaged test moves into its own function so both use the
same one, and one target can pull whole whatever the grab's fade.
In Edit Screens, two screens no hand holds that rest in a hinge keep
the green line and their hidden rims, whether let go hinged or loaded
that way. The main thread counts them only when a resting screen
changes and sends them with the hands' record, so a release and its
resting pair arrive together; the frame loop places each line from
the screens it shows. A screen hinged at rest on two adjacent edges
still keeps one of those rims.

The hands' record now outgrows the quads, so the seqlock's copy is
sized to the larger of the two.
Taking up a screen that rests in a hinge starts the carry on that hinge,
whole from the first poll, with no buzz and no jump, until it leaves the
hinge's reach, another hinge takes hold, or the other hand takes the
screen it hinges on. Until the grab's own snapping has faded in, the
kept hinge's target still pulls whole, so a straight pull out does not
hop.

The grab carries the hinge so both threads hold it the same; of several,
the one the snap ranks best carries over, and only where holding it
moves nothing. While the other screens fade in, the hinge's screen also
leads the turn, so a nearer one still fading does not take it.
Pushing a hinged screen into its neighbour holds the edge at touching
for 3 cm of push, fading out by 5.5 cm. Where it stops holding, the
hinge ends: the line goes, the rims come back, and the lid and buzz are
cleared, so screens pushed into each other show no hinge that a let-go
there would not rest in. Pulled back, the hinge takes hold again 5 mm
short of where it ended, with the long buzz, so a tremor there does not
flicker it.

The grab carries that through flag, and the frame loop keeps its line
until the main thread sets it, so the two threads never disagree for
more than a poll.

At Hinge Gap 1 a pair let go touching rests hinged and is taken up
hinged, as at every other gap. A screen swung into a square corner gets
the long buzz on arrival, and the other hand taking the target does not
hop the carried screen by the push's depth.
Opening the grip twitches the hand, and the poll that sees the grip
open would move the screen by that twitched aim. Half a degree of pitch
moves a screen 1.8 m out by 1.6 cm, enough to knock it off its hinge's
gap or out of level, so it would not rest hinged.

Each hand keeps a short trail of where, turned and as large as its
screen showed, entries at least 10 ms apart, and a grip let go puts the
screen as it showed 80 ms before (INPUT_OPENXR_EDIT_REWIND_US), or as it
was taken if held for less. Edit mode's end and a recenter let go where
the screen shows.
A screen let go while its hinge shows should land exactly in that hinge,
so the hinge still shows at rest and a pick-up is hinged.
video_xr_hinge_settle holds the hinge whole from the hand's pose, then
moves the edge to the set gap from within 3 cm of it (touching stays
where the stop holds it) and levels it along the edge within the level
pull's reach. Its result must pass the rest test, and it turns no
further than a grab's hinge engages, which shares that test.

A pair resting inside a settle band but off its point is no longer
listed at rest, since a pick-up and let-go would move it. A touching
rest is taken 5 mm deeper into the push stop, at every Hinge Gap, so a
hand that drifts less than that apart before letting go settles touching
rather than at the gap.
A screen let go while its hinge shows now goes exactly into that hinge:
to the set gap from within 3 cm of it, touching from the stop's hold,
and level along the edge from within the level pull's reach. It then
rests there, listed and green, in the same publish, and is saved
there. Elsewhere it stays where it shows, as before.

Each trail entry also records where the hand put the screen with no
snap and whether a let-go there settles. At the let-go the rewound
entry is settled again against the screens as they are now, at that
entry's size, and put in one go.
Snap to Screens' turn to flat, and its turn to square at a corner, is
whole within 5 degrees and fades out by 10, so a hinged screen held
there shows at twice its angle off less 10. No fold shown in that fade
read as a rest: the pair was not listed, a let-go there did not settle
into its hinge, and taking it up would have moved it.

Where a hand takes a rest, it now holds the screen at the angle the
turn's fade shows it from, the inverse of the turn's pull, so every
fold rests, is listed and is taken up unmoved. Held snapping is
unchanged.
Edit Screens' hinge buzz, lid and push stop followed the snap's own
engage and reach on every poll. A hand shaking half a degree (1.6 cm at
the screen) about a hinge's edge flipped them many times a second, each
flip a long buzz.

Each hold now keeps one mark: the hinge a let-go would settle into. It
takes hold at once, with the long buzz, and lets go only once polls have
seen the hand out of where a let-go would settle for 150 ms, each poll
counting at most 50 ms, so a stalled main thread or a spell untracked
never lets it go alone. The other hand taking its target, hinged
elsewhere or not, the target leaving and the let-go end it at once. The
lid waits for the mark to go, the push stop follows it, and a let-go
while it shows settles into it from where the hand last would have, edit
mode's end and a recenter included.
The grab carries the main thread's hinge mark, and the frame loop draws
a held screen's green line and cuts its rims from that mark alone,
through video_xr_grab_marked, while it snaps the screen every frame. A
frame loop taking the hinge by itself between polls would flicker the
line for a hand shaking at the edge of the hinge's range while the mark
held. A mark whose target the frame does not show cuts no rim.

The other hand taking the mark's target ends it, and the lid, on any
poll, tracked or not, so a lost hand's line does not come back when that
hand lets go.

video_xr_grab_near_hinge loses its past argument, which only the frame
loop's keep used.
SteamVR does not keep submission order for overlapping quad layers, so
a layer added, dropped or moved to another index can pop the edit
outlines in front of the screens, as a wobble at a hinge would do to
its line's layer.

The hinge lines are fixed slots: one for each hand holding a
screen, hand 0 first, then one for each pair at rest. A slot with no
line to show is drawn in place from its screen's middle, at rows of
the laser image that are empty either way up. The layer count and
every index change only at a grab, a let-go or a re-count of the pairs
at rest; a mark only changes crops and which rows a slot shows.
Each trail entry is dated by the frame its aims are from, one a frame
and per hand, and the release poll records a new frame's aims first.
The rewind stops at a stall, entries more than 2.5 frames apart, a
frame counted as at least 20 ms so a fast headset's close entries never
read as one. Under load a stall of 0.1 to 0.3 s can come just before
the release; the entry from 80 ms back would then hold the pose from
before it and step the let-go back across all the stall's motion.

With Edit Smoothing on, which damps the twitch, a let-go that does not
settle into a hinge stays where and as large as it shows: a rewind there
would step back by what the smoothed aim still lags. The hinge decision
and the settle use the trail either way.
Cutting a top or bottom rim from the one outline image turns both
outline quads a quarter turn and swaps their width and height, and on
SteamVR that can blink every edit outline as the hinge takes hold or
lets go; side cuts, which never turn, do not.

The laser's image carries twelve pre-cut outline cells after the
tags, faint and bright, for a cut top, bottom, left, right, top and
bottom, or left and right, so a cut only picks a cell and the quads keep
their pose and size. The image is then 5582 texels wide. A runtime whose
swapchains are narrower, or that does not say how wide they can be,
keeps the turned and cropped outline at 2498 or 1208 wide. One log line
at the laser's creation gives the width chosen and the runtime's limit.
GL writes the top and bottom cells swapped for its bottom-up rows, and
Android's copy of the image is allocated rather than static.

The edit-hinge-3ds-narrow e2e case runs the turned cut at
RA_XR_LAYER_MAX_WIDTH=4096, on Vulkan and the GL EGL lanes.
Each headset screen was drawn into an image of the driver's own and
copied from it into the runtime's on every new frame, Vulkan with a
render pass and GL3 with a blit. Screens are now drawn into the
runtime's image itself, as before per-screen placement, with no image
of the driver's and no copy.

A screen drawn again with no new frame - resized, made again or moved
while paused - replays the last frame's final pass from the chain:
build_viewport_pass_replay draws it at the new size from what it read
then, the passes' outputs, their feedback and the history that frame
saw, with that frame's count. Nothing else runs, feedback does not
swap and history stays, so a feedback or history preset holds still
while paused. A chain made to replay keeps one more history image, so
the frame's end writes where the last frame did not read; the window's
chains keep what they did. This also has movie frames reach the
headset, which the copy held at the first one, and draws a screen
resized while paused at its new size rather than stretching the old
image.
Screens seen from behind turn to their grey backs only while Edit
Screens is on, where screens are turned around; outside it nothing
changes and no head is located for them. The grabs carry whether
editing is on.

The menu opens at its own spot, straight ahead of the anchor, as it
did. Menu in Front of Screen 1, off by default, keeps it just in front
of screen 1 and moving with it.

The frame loop copies the main thread's grabs only once their stamp
moves, so outside edit mode no frame copies them. A new session clears
the frame loop's own copy and passes over what was published before
it, rather than publishing itself: the main thread stays the grabs'
one writer.

On Touch, the left menu button that opens the menu from edit mode is
spent until let go: held on as edit mode ends, it is no Start and does
not toggle the menu again after a second.
@LibretroAdmin
LibretroAdmin merged commit 6ebf66b into libretro:master Oct 30, 2026
158 of 160 checks passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants