Remove commitEye() and fix extra frame of latency in OpenGL as well
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0b73864140
commit
0624a5350e
@ -13,7 +13,6 @@ namespace bgfx
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: m_hmd(NULL)
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, m_isenabled(false)
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, m_mirror(NULL)
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, m_hmdFrameReady(-1)
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, m_frameIndex(0)
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, m_sensorSampleTime(0)
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{
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@ -125,14 +124,6 @@ namespace bgfx
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}
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}
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void OVR::commitEye(uint8_t _eye)
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{
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if (m_isenabled)
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{
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m_hmdFrameReady = ovr_CommitTextureSwapChain(m_hmd, m_eyeBuffers[_eye]->m_swapTextureChain);
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}
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}
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bool OVR::swap(HMD& _hmd, bool originBottomLeft)
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{
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_hmd.flags = BGFX_HMD_NONE;
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@ -144,16 +135,15 @@ namespace bgfx
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_hmd.deviceHeight = m_hmdDesc.Resolution.h;
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}
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if (!m_isenabled)
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{
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return false;
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}
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// commit eyes to HMD
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for (int eye = 0; eye < 2; eye++)
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{
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commitEye(eye);
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}
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// check that eyes committed successfully
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if (!m_isenabled || !OVR_SUCCESS(m_hmdFrameReady))
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{
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return false;
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ovr_CommitTextureSwapChain(m_hmd, m_eyeBuffers[eye]->m_swapTextureChain);
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}
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_hmd.flags |= BGFX_HMD_RENDERING;
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@ -72,7 +72,6 @@ namespace bgfx
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void renderEyeStart(uint8_t _eye);
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bool postReset();
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void preReset();
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void commitEye(uint8_t _eye);
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bool swap(HMD& _hmd, bool originBottomLeft);
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void recenter();
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void getEyePose(HMD& _hmd);
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@ -84,7 +83,6 @@ namespace bgfx
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ovrPosef m_pose[2];
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ovrVector3f m_hmdToEyeOffset[2];
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ovrSizei m_hmdSize;
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ovrResult m_hmdFrameReady;
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OVRBufferI *m_eyeBuffers[2];
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OVRMirrorI *m_mirror;
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long long m_frameIndex;
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@ -139,10 +137,6 @@ namespace bgfx
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_viewport->m_height = 0;
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}
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void commitEye(uint8_t /*_eye*/)
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{
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}
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void renderEyeStart(uint8_t /*_eye*/)
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{
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}
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@ -5658,8 +5658,6 @@ namespace bgfx { namespace gl
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if (m_ovr.isEnabled() )
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{
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m_ovr.getViewport(eye, &viewState.m_rect);
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// commit previous eye to HMD and start rendering new frame
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m_ovr.commitEye(eye);
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m_ovr.renderEyeStart(eye);
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}
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else
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