godot/modules/openxr/extensions/openxr_visibility_mask_extension.h

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/*  openxr_visibility_mask_extension.h                                    */
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#ifndef OPENXR_VISIBILITY_MASK_EXTENSION_H
#define OPENXR_VISIBILITY_MASK_EXTENSION_H

#include "../util.h"

#include "core/templates/vector.h"
#include "openxr_extension_wrapper.h"
#include "scene/resources/mesh.h"

// The OpenXR visibility mask extension provides a mesh for each eye that
// can be used as a mask to determine which part of our rendered result
// is actually visible to the user. Due to lens distortion the edges of
// the rendered image are never used in the final result output on the HMD.
//
// Blacking out this are of the render result can remove a fair amount of
// overhead in rendering part of the screen that is unused.
//
// https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_KHR_visibility_mask

class OpenXRVisibilityMaskExtension : public OpenXRExtensionWrapper {}};

#endif // OPENXR_VISIBILITY_MASK_EXTENSION_H