Merge pull request #915 from mendsley/vr_renderi
Combine OVRBufferI and OVRMirrorI into a single interface
This commit is contained in:
commit
80fcf18777
@ -24,11 +24,10 @@ namespace bgfx
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OVR::OVR()
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: m_hmd(NULL)
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, m_enabled(false)
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, m_mirror(NULL)
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, m_render(NULL)
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, m_frameIndex(0)
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, m_sensorSampleTime(0)
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{
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memset(m_eyeBuffers, 0, sizeof(m_eyeBuffers));
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}
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OVR::~OVR()
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@ -73,19 +72,10 @@ namespace bgfx
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{
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BX_CHECK(!m_enabled, "HMD not disabled.");
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for (uint32_t ii = 0; ii < 2; ++ii)
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if (NULL != m_render)
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{
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if (NULL != m_eyeBuffers[ii])
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{
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m_eyeBuffers[ii]->destroy(m_hmd);
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m_eyeBuffers[ii] = NULL;
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}
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}
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if (NULL != m_mirror)
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{
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m_mirror->destroy(m_hmd);
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m_mirror = NULL;
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m_render->destroy(m_hmd);
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m_render = NULL;
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}
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ovr_Destroy(m_hmd);
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@ -97,13 +87,13 @@ namespace bgfx
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{
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_viewport->m_x = 0;
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_viewport->m_y = 0;
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_viewport->m_width = m_eyeBuffers[_eye]->m_eyeTextureSize.w;
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_viewport->m_height = m_eyeBuffers[_eye]->m_eyeTextureSize.h;
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_viewport->m_width = m_render->m_eyeTextureSize[_eye].w;
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_viewport->m_height = m_render->m_eyeTextureSize[_eye].h;
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}
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void OVR::renderEyeStart(uint8_t _eye)
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{
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m_eyeBuffers[_eye]->render(m_hmd);
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m_render->startEyeRender(m_hmd, _eye);
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}
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bool OVR::postReset()
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@ -128,8 +118,7 @@ namespace bgfx
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if (m_enabled)
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{
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// on window resize this will recreate the mirror texture in ovrPostReset
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m_mirror->destroy(m_hmd);
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m_mirror = NULL;
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m_render->preReset(m_hmd);
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m_enabled = false;
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}
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}
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@ -154,8 +143,8 @@ namespace bgfx
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for (uint32_t ii = 0; ii < 2; ++ii)
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{
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m_eyeBuffers[ii]->postRender(m_hmd);
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result = ovr_CommitTextureSwapChain(m_hmd, m_eyeBuffers[ii]->m_textureSwapChain);
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m_render->postRender(m_hmd, ii);
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result = ovr_CommitTextureSwapChain(m_hmd, m_render->m_textureSwapChain[ii]);
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if (!OVR_SUCCESS(result) )
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{
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return DeviceLost;
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@ -177,11 +166,11 @@ namespace bgfx
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for (uint32_t ii = 0; ii < 2; ++ii)
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{
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eyeLayer.ColorTexture[ii] = m_eyeBuffers[ii]->m_textureSwapChain;
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eyeLayer.ColorTexture[ii] = m_render->m_textureSwapChain[ii];
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eyeLayer.Viewport[ii].Pos.x = 0;
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eyeLayer.Viewport[ii].Pos.y = 0;
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eyeLayer.Viewport[ii].Size.w = m_eyeBuffers[ii]->m_eyeTextureSize.w;
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eyeLayer.Viewport[ii].Size.h = m_eyeBuffers[ii]->m_eyeTextureSize.h;
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eyeLayer.Viewport[ii].Size.w = m_render->m_eyeTextureSize[ii].w;
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eyeLayer.Viewport[ii].Size.h = m_render->m_eyeTextureSize[ii].h;
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eyeLayer.Fov[ii] = m_hmdDesc.DefaultEyeFov[ii];
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eyeLayer.RenderPose[ii] = m_pose[ii];
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eyeLayer.SensorSampleTime = m_sensorSampleTime;
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@ -199,7 +188,7 @@ namespace bgfx
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// perform mirror texture blit right after the entire frame is submitted to HMD
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if (result != ovrSuccess_NotVisible)
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{
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m_mirror->blit(m_hmd);
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m_render->blitMirror(m_hmd);
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}
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m_hmdToEyeOffset[0] = m_erd[0].HmdToEyeOffset;
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@ -27,30 +27,27 @@
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namespace bgfx
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{
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// single eye buffer
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struct OVRBufferI
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// render data for both eyes and mirrored output
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struct BX_NO_VTABLE OVRRenderI
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{
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virtual ~OVRBufferI() {};
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virtual void create(const ovrSession& _session, int _eyeIdx, int _msaaSamples) = 0;
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virtual ~OVRRenderI() = 0;
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virtual void create(const ovrSession& _session, int _msaaSamples, int _mirrorWidth, int _mirrorHeight) = 0;
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virtual void destroy(const ovrSession& _session) = 0;
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virtual void render(const ovrSession& _session) = 0;
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virtual void postRender(const ovrSession& _session) = 0;
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ovrSizei m_eyeTextureSize;
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ovrTextureSwapChain m_textureSwapChain;
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};
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virtual void preReset(const ovrSession& _session) = 0;
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virtual void startEyeRender(const ovrSession& _session, int _eyeIdx) = 0;
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virtual void postRender(const ovrSession& _session, int _eyeIdx) = 0;
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virtual void blitMirror(const ovrSession& _session) = 0;
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// mirrored window output
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struct OVRMirrorI
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{
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virtual ~OVRMirrorI() {};
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virtual void create(const ovrSession& _session, int windowWidth, int windowHeight) = 0;
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virtual void destroy(const ovrSession& _session) = 0;
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virtual void blit(const ovrSession& _session) = 0;
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ovrMirrorTexture m_mirrorTexture;
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ovrSizei m_eyeTextureSize[2];
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ovrTextureSwapChain m_textureSwapChain[2];
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ovrMirrorTexture m_mirrorTexture;
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ovrMirrorTextureDesc m_mirrorTextureDesc;
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};
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inline OVRRenderI::~OVRRenderI()
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{
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}
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struct OVR
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{
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enum Enum
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@ -93,8 +90,7 @@ 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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OVRBufferI *m_eyeBuffers[2];
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OVRMirrorI *m_mirror;
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OVRRenderI *m_render;
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uint64_t m_frameIndex;
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double m_sensorSampleTime;
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bool m_enabled;
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@ -3152,19 +3152,8 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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{
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const uint32_t msaaSamples = 1 << ((m_resolution.m_flags&BGFX_RESET_MSAA_MASK) >> BGFX_RESET_MSAA_SHIFT);
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for (uint32_t ii = 0; ii < 2; ++ii)
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{
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// eye buffers need to be initialized only once during application lifetime
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if (NULL == m_ovr.m_eyeBuffers[ii])
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{
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m_ovr.m_eyeBuffers[ii] = &m_ovrBuffers[ii];
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m_ovr.m_eyeBuffers[ii]->create(m_ovr.m_hmd, ii, msaaSamples);
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}
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}
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// recreate mirror texture
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m_ovr.m_mirror = &m_ovrMirror;
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m_ovr.m_mirror->create(m_ovr.m_hmd, m_resolution.m_width, m_resolution.m_height);
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m_ovr.m_render = &m_ovrRender;
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m_ovr.m_render->create(m_ovr.m_hmd, msaaSamples, m_resolution.m_width, m_resolution.m_height);
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}
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}
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#endif // BGFX_CONFIG_USE_OVR
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@ -3566,8 +3555,7 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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OVR m_ovr;
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#if BGFX_CONFIG_USE_OVR
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OVRMirrorD3D11 m_ovrMirror;
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OVRBufferD3D11 m_ovrBuffers[2];
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OVRRenderD3D11 m_ovrRender;
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#endif // BGFX_CONFIG_USE_OVR
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};
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@ -3622,204 +3610,228 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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}
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#if BGFX_CONFIG_USE_OVR
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void OVRBufferD3D11::create(const ovrSession& _session, int _eyeIdx, int _msaaSamples)
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OVRRenderD3D11::OVRRenderD3D11()
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{
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m_mirrorTexture = NULL;
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memset(m_textureSwapChain, 0, sizeof(m_textureSwapChain));
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}
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void OVRRenderD3D11::create(const ovrSession& _session, int _msaaSamples, int _mirrorWidth, int _mirrorHeight)
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{
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ovrHmdDesc hmdDesc = ovr_GetHmdDesc(_session);
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m_eyeTextureSize = ovr_GetFovTextureSize(_session, (ovrEyeType)_eyeIdx, hmdDesc.DefaultEyeFov[_eyeIdx], 1.0f);
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m_msaaTexture = NULL;
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m_msaaRtv = NULL;
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m_msaaSv = NULL;
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ovrTextureSwapChainDesc desc = {};
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desc.Type = ovrTexture_2D;
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desc.ArraySize = 1;
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desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
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desc.Width = m_eyeTextureSize.w;
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desc.Height = m_eyeTextureSize.h;
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desc.MipLevels = 1;
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desc.SampleCount = 1;
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desc.MiscFlags = ovrTextureMisc_DX_Typeless;
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desc.BindFlags = ovrTextureBind_DX_RenderTarget;
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desc.StaticImage = ovrFalse;
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ID3D11Device* device = s_renderD3D11->m_device;
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ovrResult result = ovr_CreateTextureSwapChainDX(_session, device, &desc, &m_textureSwapChain);
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if (!OVR_SUCCESS(result) )
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for (int eye = 0; eye < 2; ++eye)
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{
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BX_CHECK(false, "Could not create D3D11 OVR swap texture");
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if (NULL == m_textureSwapChain[eye])
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{
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m_eyeTextureSize[eye] = ovr_GetFovTextureSize(_session, (ovrEyeType)eye, hmdDesc.DefaultEyeFov[eye], 1.0f);
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m_msaaTexture[eye] = NULL;
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m_msaaRtv[eye] = NULL;
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m_msaaSv[eye] = NULL;
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ovrTextureSwapChainDesc desc = {};
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desc.Type = ovrTexture_2D;
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desc.ArraySize = 1;
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desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
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desc.Width = m_eyeTextureSize[eye].w;
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desc.Height = m_eyeTextureSize[eye].h;
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desc.MipLevels = 1;
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desc.SampleCount = 1;
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desc.MiscFlags = ovrTextureMisc_DX_Typeless;
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desc.BindFlags = ovrTextureBind_DX_RenderTarget;
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desc.StaticImage = ovrFalse;
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ID3D11Device* device = s_renderD3D11->m_device;
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ovrResult result = ovr_CreateTextureSwapChainDX(_session, device, &desc, &m_textureSwapChain[eye]);
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if (!OVR_SUCCESS(result) )
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{
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BX_CHECK(false, "Could not create D3D11 OVR swap texture");
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}
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memset(m_eyeRtv[eye], 0, sizeof(m_eyeRtv[eye]) );
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int textureCount = 0;
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ovr_GetTextureSwapChainLength(_session, m_textureSwapChain[eye], &textureCount);
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for (int ii = 0; ii < textureCount; ++ii)
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{
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ID3D11Texture2D* tex = NULL;
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ovr_GetTextureSwapChainBufferDX(_session, m_textureSwapChain[eye], ii, IID_PPV_ARGS(&tex) );
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D3D11_RENDER_TARGET_VIEW_DESC rtvd = {};
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rtvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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rtvd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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ID3D11RenderTargetView* rtv;
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DX_CHECK(device->CreateRenderTargetView(tex, &rtvd, &rtv) );
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m_eyeRtv[eye][ii] = rtv;
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DX_RELEASE(tex, 1);
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}
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// setup depth buffer
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D3D11_TEXTURE2D_DESC dbDesc;
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dbDesc.Width = m_eyeTextureSize[eye].w;
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dbDesc.Height = m_eyeTextureSize[eye].h;
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dbDesc.MipLevels = 1;
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dbDesc.ArraySize = 1;
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dbDesc.Format = DXGI_FORMAT_D32_FLOAT;
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dbDesc.SampleDesc.Count = _msaaSamples;
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dbDesc.SampleDesc.Quality = 0;
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dbDesc.Usage = D3D11_USAGE_DEFAULT;
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dbDesc.CPUAccessFlags = 0;
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dbDesc.MiscFlags = 0;
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dbDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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ID3D11Texture2D* tex;
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DX_CHECK(device->CreateTexture2D(&dbDesc, NULL, &tex) );
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DX_CHECK(device->CreateDepthStencilView(tex, NULL, &m_depthBuffer[eye]) );
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DX_RELEASE(tex, 0);
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// create MSAA render target
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if (_msaaSamples > 1)
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{
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D3D11_TEXTURE2D_DESC dsDesc;
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dsDesc.Width = m_eyeTextureSize[eye].w;
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dsDesc.Height = m_eyeTextureSize[eye].h;
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dsDesc.MipLevels = 1;
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dsDesc.ArraySize = 1;
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dsDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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dsDesc.SampleDesc.Count = _msaaSamples;
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dsDesc.SampleDesc.Quality = 0;
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dsDesc.Usage = D3D11_USAGE_DEFAULT;
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dsDesc.CPUAccessFlags = 0;
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dsDesc.MiscFlags = 0;
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dsDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
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ID3D11Device* device = s_renderD3D11->m_device;
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DX_CHECK(device->CreateTexture2D(&dsDesc, NULL, &m_msaaTexture[eye]));
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DX_CHECK(device->CreateShaderResourceView(m_msaaTexture[eye], NULL, &m_msaaSv[eye]));
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DX_CHECK(device->CreateRenderTargetView(m_msaaTexture[eye], NULL, &m_msaaRtv[eye]));
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}
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}
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}
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memset(m_eyeRtv, 0, sizeof(m_eyeRtv) );
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int textureCount = 0;
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ovr_GetTextureSwapChainLength(_session, m_textureSwapChain, &textureCount);
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for (int ii = 0; ii < textureCount; ++ii)
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if (NULL == m_mirrorTexture)
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{
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ID3D11Texture2D* tex = NULL;
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ovr_GetTextureSwapChainBufferDX(_session, m_textureSwapChain, ii, IID_PPV_ARGS(&tex) );
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D3D11_RENDER_TARGET_VIEW_DESC rtvd = {};
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rtvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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rtvd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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ID3D11RenderTargetView* rtv;
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DX_CHECK(device->CreateRenderTargetView(tex, &rtvd, &rtv) );
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m_eyeRtv[ii] = rtv;
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DX_RELEASE(tex, 1);
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}
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// setup depth buffer
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D3D11_TEXTURE2D_DESC dbDesc;
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dbDesc.Width = m_eyeTextureSize.w;
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dbDesc.Height = m_eyeTextureSize.h;
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dbDesc.MipLevels = 1;
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dbDesc.ArraySize = 1;
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dbDesc.Format = DXGI_FORMAT_D32_FLOAT;
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dbDesc.SampleDesc.Count = _msaaSamples;
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dbDesc.SampleDesc.Quality = 0;
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dbDesc.Usage = D3D11_USAGE_DEFAULT;
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dbDesc.CPUAccessFlags = 0;
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dbDesc.MiscFlags = 0;
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dbDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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ID3D11Texture2D* tex;
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DX_CHECK(device->CreateTexture2D(&dbDesc, NULL, &tex) );
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DX_CHECK(device->CreateDepthStencilView(tex, NULL, &m_depthBuffer) );
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DX_RELEASE(tex, 0);
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// create MSAA render target
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if (_msaaSamples > 1)
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{
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D3D11_TEXTURE2D_DESC dsDesc;
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dsDesc.Width = m_eyeTextureSize.w;
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dsDesc.Height = m_eyeTextureSize.h;
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dsDesc.MipLevels = 1;
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dsDesc.ArraySize = 1;
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dsDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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dsDesc.SampleDesc.Count = _msaaSamples;
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dsDesc.SampleDesc.Quality = 0;
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dsDesc.Usage = D3D11_USAGE_DEFAULT;
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dsDesc.CPUAccessFlags = 0;
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dsDesc.MiscFlags = 0;
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dsDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
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ID3D11Device* device = s_renderD3D11->m_device;
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DX_CHECK(device->CreateTexture2D(&dsDesc, NULL, &m_msaaTexture));
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DX_CHECK(device->CreateShaderResourceView(m_msaaTexture, NULL, &m_msaaSv));
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DX_CHECK(device->CreateRenderTargetView(m_msaaTexture, NULL, &m_msaaRtv));
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m_mirrorTextureDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
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m_mirrorTextureDesc.Width = _mirrorWidth;
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m_mirrorTextureDesc.Height = _mirrorHeight;
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ovrResult result = ovr_CreateMirrorTextureDX(_session, s_renderD3D11->m_device, &m_mirrorTextureDesc, &m_mirrorTexture);
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BX_WARN(OVR_SUCCESS(result), "Could not create D3D11 OVR mirror texture");
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BX_UNUSED(result);
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}
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}
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void OVRBufferD3D11::render(const ovrSession& _session)
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void OVRRenderD3D11::startEyeRender(const ovrSession& _session, int _eyeIdx)
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{
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ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
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float black[] = { 0.0f, 0.0f, 0.0f, 0.0f }; // Important that alpha=0, if want pixels to be transparent, for manual layers
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// render to MSAA target
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if (NULL != m_msaaTexture)
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if (NULL != m_msaaTexture[_eyeIdx])
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{
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deviceCtx->OMSetRenderTargets(1, &m_msaaRtv, m_depthBuffer);
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deviceCtx->ClearRenderTargetView(m_msaaRtv, black);
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deviceCtx->ClearDepthStencilView(m_depthBuffer, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1, 0);
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deviceCtx->OMSetRenderTargets(1, &m_msaaRtv[_eyeIdx], m_depthBuffer[_eyeIdx]);
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deviceCtx->ClearRenderTargetView(m_msaaRtv[_eyeIdx], black);
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deviceCtx->ClearDepthStencilView(m_depthBuffer[_eyeIdx], D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1, 0);
|
||||
}
|
||||
else // MSAA disabled? render directly to eye buffer
|
||||
{
|
||||
int texIndex = 0;
|
||||
ovr_GetTextureSwapChainCurrentIndex(_session, m_textureSwapChain, &texIndex);
|
||||
ovr_GetTextureSwapChainCurrentIndex(_session, m_textureSwapChain[_eyeIdx], &texIndex);
|
||||
|
||||
deviceCtx->OMSetRenderTargets(1, &m_eyeRtv[texIndex], m_depthBuffer);
|
||||
deviceCtx->ClearRenderTargetView(m_eyeRtv[texIndex], black);
|
||||
deviceCtx->ClearDepthStencilView(m_depthBuffer, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1, 0);
|
||||
deviceCtx->OMSetRenderTargets(1, &m_eyeRtv[_eyeIdx][texIndex], m_depthBuffer[_eyeIdx]);
|
||||
deviceCtx->ClearRenderTargetView(m_eyeRtv[_eyeIdx][texIndex], black);
|
||||
deviceCtx->ClearDepthStencilView(m_depthBuffer[_eyeIdx], D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1, 0);
|
||||
|
||||
D3D11_VIEWPORT D3Dvp;
|
||||
D3Dvp.TopLeftX = 0;
|
||||
D3Dvp.TopLeftY = 0;
|
||||
D3Dvp.Width = (FLOAT)m_eyeTextureSize.w;
|
||||
D3Dvp.Height = (FLOAT)m_eyeTextureSize.h;
|
||||
D3Dvp.Width = (FLOAT)m_eyeTextureSize[_eyeIdx].w;
|
||||
D3Dvp.Height = (FLOAT)m_eyeTextureSize[_eyeIdx].h;
|
||||
D3Dvp.MinDepth = 0;
|
||||
D3Dvp.MaxDepth = 1;
|
||||
deviceCtx->RSSetViewports(1, &D3Dvp);
|
||||
}
|
||||
}
|
||||
|
||||
void OVRBufferD3D11::postRender(const ovrSession& _session)
|
||||
void OVRRenderD3D11::postRender(const ovrSession& _session, int _eyeIdx)
|
||||
{
|
||||
if (NULL != m_msaaTexture)
|
||||
if (NULL != m_msaaTexture[_eyeIdx])
|
||||
{
|
||||
ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
|
||||
int destIndex = 0;
|
||||
ovr_GetTextureSwapChainCurrentIndex(_session, m_textureSwapChain, &destIndex);
|
||||
ovr_GetTextureSwapChainCurrentIndex(_session, m_textureSwapChain[_eyeIdx], &destIndex);
|
||||
ID3D11Resource* dstTex = NULL;
|
||||
ovr_GetTextureSwapChainBufferDX(_session, m_textureSwapChain, destIndex, IID_PPV_ARGS(&dstTex));
|
||||
deviceCtx->ResolveSubresource(dstTex, 0, m_msaaTexture, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
|
||||
ovr_GetTextureSwapChainBufferDX(_session, m_textureSwapChain[_eyeIdx], destIndex, IID_PPV_ARGS(&dstTex));
|
||||
deviceCtx->ResolveSubresource(dstTex, 0, m_msaaTexture[_eyeIdx], 0, DXGI_FORMAT_R8G8B8A8_UNORM);
|
||||
dstTex->Release();
|
||||
}
|
||||
}
|
||||
|
||||
void OVRBufferD3D11::destroy(const ovrSession& _session)
|
||||
void OVRRenderD3D11::destroy(const ovrSession& _session)
|
||||
{
|
||||
for (uint32_t ii = 0; ii < BX_COUNTOF(m_eyeRtv); ++ii)
|
||||
for (int eye = 0; eye < 2; ++eye)
|
||||
{
|
||||
DX_RELEASE(m_eyeRtv[ii], 0);
|
||||
}
|
||||
|
||||
ovr_DestroyTextureSwapChain(_session, m_textureSwapChain);
|
||||
m_depthBuffer->Release();
|
||||
|
||||
if (NULL != m_msaaTexture)
|
||||
{
|
||||
m_msaaTexture->Release();
|
||||
m_msaaTexture = NULL;
|
||||
}
|
||||
|
||||
if (NULL != m_msaaSv)
|
||||
{
|
||||
m_msaaSv->Release();
|
||||
m_msaaSv = NULL;
|
||||
}
|
||||
|
||||
if (NULL != m_msaaRtv)
|
||||
{
|
||||
m_msaaRtv->Release();
|
||||
m_msaaRtv = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void OVRMirrorD3D11::create(const ovrSession& _session, int _width, int _height)
|
||||
{
|
||||
m_mirrorTextureDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
|
||||
m_mirrorTextureDesc.Width = _width;
|
||||
m_mirrorTextureDesc.Height = _height;
|
||||
ovrResult result = ovr_CreateMirrorTextureDX(_session, s_renderD3D11->m_device, &m_mirrorTextureDesc, &m_mirrorTexture);
|
||||
BX_WARN(OVR_SUCCESS(result), "Could not create D3D11 OVR mirror texture");
|
||||
BX_UNUSED(result);
|
||||
}
|
||||
|
||||
void OVRMirrorD3D11::destroy(const ovrSession& session)
|
||||
{
|
||||
if (NULL != m_mirrorTexture)
|
||||
for (uint32_t ii = 0; ii < BX_COUNTOF(m_eyeRtv); ++ii)
|
||||
{
|
||||
ovr_DestroyMirrorTexture(session, m_mirrorTexture);
|
||||
m_mirrorTexture = NULL;
|
||||
DX_RELEASE(m_eyeRtv[eye][ii], 0);
|
||||
}
|
||||
|
||||
ovr_DestroyTextureSwapChain(_session, m_textureSwapChain[eye]);
|
||||
m_textureSwapChain[eye] = NULL;
|
||||
m_depthBuffer[eye]->Release();
|
||||
|
||||
if (NULL != m_msaaTexture[eye])
|
||||
{
|
||||
m_msaaTexture[eye]->Release();
|
||||
m_msaaTexture[eye] = NULL;
|
||||
}
|
||||
|
||||
if (NULL != m_msaaSv[eye])
|
||||
{
|
||||
m_msaaSv[eye]->Release();
|
||||
m_msaaSv[eye] = NULL;
|
||||
}
|
||||
|
||||
if (NULL != m_msaaRtv[eye])
|
||||
{
|
||||
m_msaaRtv[eye]->Release();
|
||||
m_msaaRtv[eye] = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void OVRMirrorD3D11::blit(const ovrSession& _session)
|
||||
if (NULL != m_mirrorTexture)
|
||||
{
|
||||
if (NULL != m_mirrorTexture)
|
||||
{
|
||||
ID3D11Texture2D* tex = NULL;
|
||||
ovr_GetMirrorTextureBufferDX(_session, m_mirrorTexture, IID_PPV_ARGS(&tex) );
|
||||
ID3D11Texture2D* backBuffer;
|
||||
DX_CHECK(s_renderD3D11->m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
|
||||
|
||||
s_renderD3D11->m_deviceCtx->CopyResource(backBuffer, tex);
|
||||
DX_CHECK(s_renderD3D11->m_swapChain->Present(0, 0) );
|
||||
|
||||
DX_RELEASE(tex, 1);
|
||||
DX_RELEASE(backBuffer, 0);
|
||||
}
|
||||
ovr_DestroyMirrorTexture(_session, m_mirrorTexture);
|
||||
m_mirrorTexture = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void OVRRenderD3D11::blitMirror(const ovrSession& _session)
|
||||
{
|
||||
if (NULL != m_mirrorTexture)
|
||||
{
|
||||
ID3D11Texture2D* tex = NULL;
|
||||
ovr_GetMirrorTextureBufferDX(_session, m_mirrorTexture, IID_PPV_ARGS(&tex) );
|
||||
ID3D11Texture2D* backBuffer;
|
||||
DX_CHECK(s_renderD3D11->m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
|
||||
|
||||
s_renderD3D11->m_deviceCtx->CopyResource(backBuffer, tex);
|
||||
DX_CHECK(s_renderD3D11->m_swapChain->Present(0, 0) );
|
||||
|
||||
DX_RELEASE(tex, 1);
|
||||
DX_RELEASE(backBuffer, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void OVRRenderD3D11::preReset(const ovrSession& _session)
|
||||
{
|
||||
if (NULL != m_mirrorTexture)
|
||||
{
|
||||
ovr_DestroyMirrorTexture(_session, m_mirrorTexture);
|
||||
m_mirrorTexture = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
#endif // BGFX_CONFIG_USE_OVR
|
||||
|
||||
struct UavFormat
|
||||
|
@ -61,26 +61,23 @@ BX_PRAGMA_DIAGNOSTIC_POP()
|
||||
namespace bgfx { namespace d3d11
|
||||
{
|
||||
#if BGFX_CONFIG_USE_OVR
|
||||
struct OVRBufferD3D11 : public OVRBufferI
|
||||
struct OVRRenderD3D11 : public OVRRenderI
|
||||
{
|
||||
virtual void create(const ovrSession& _session, int _eyeIdx, int _msaaSamples) BX_OVERRIDE;
|
||||
virtual void destroy(const ovrSession& _session) BX_OVERRIDE;
|
||||
virtual void render(const ovrSession& _session) BX_OVERRIDE;
|
||||
virtual void postRender(const ovrSession& _session) BX_OVERRIDE;
|
||||
OVRRenderD3D11();
|
||||
virtual void create(const ovrSession& _session, int _msaaSamples, int _mirrorWidth, int _mirrorHeight);
|
||||
virtual void destroy(const ovrSession& _session);
|
||||
virtual void preReset(const ovrSession& _session);
|
||||
virtual void startEyeRender(const ovrSession& _session, int _eyeIdx);
|
||||
virtual void postRender(const ovrSession& _session, int _eyeIdx);
|
||||
virtual void blitMirror(const ovrSession& _session);
|
||||
|
||||
ID3D11RenderTargetView* m_eyeRtv[4];
|
||||
ID3D11DepthStencilView* m_depthBuffer;
|
||||
ID3D11Texture2D* m_msaaTexture;
|
||||
ID3D11ShaderResourceView* m_msaaSv;
|
||||
ID3D11RenderTargetView* m_msaaRtv;
|
||||
ID3D11RenderTargetView* m_eyeRtv[2][4];
|
||||
ID3D11DepthStencilView* m_depthBuffer[2];
|
||||
ID3D11Texture2D* m_msaaTexture[2];
|
||||
ID3D11ShaderResourceView* m_msaaSv[2];
|
||||
ID3D11RenderTargetView* m_msaaRtv[2];
|
||||
};
|
||||
|
||||
struct OVRMirrorD3D11 : public OVRMirrorI
|
||||
{
|
||||
virtual void create(const ovrSession& _session, int _width, int _height) BX_OVERRIDE;
|
||||
virtual void destroy(const ovrSession& session) BX_OVERRIDE;
|
||||
virtual void blit(const ovrSession& session) BX_OVERRIDE;
|
||||
};
|
||||
#endif // BGFX_CONFIG_USE_OVR
|
||||
|
||||
struct BufferD3D11
|
||||
|
@ -2961,19 +2961,8 @@ namespace bgfx { namespace gl
|
||||
{
|
||||
const uint32_t msaaSamples = 1 << ((m_resolution.m_flags&BGFX_RESET_MSAA_MASK) >> BGFX_RESET_MSAA_SHIFT);
|
||||
|
||||
for (uint32_t ii = 0; ii < 2; ++ii)
|
||||
{
|
||||
// eye buffers need to be initialized only once during application lifetime
|
||||
if (NULL == m_ovr.m_eyeBuffers[ii])
|
||||
{
|
||||
m_ovr.m_eyeBuffers[ii] = &m_ovrBuffers[ii];
|
||||
m_ovr.m_eyeBuffers[ii]->create(m_ovr.m_hmd, ii, msaaSamples);
|
||||
}
|
||||
}
|
||||
|
||||
// recreate mirror texture
|
||||
m_ovr.m_mirror = &m_ovrMirror;
|
||||
m_ovr.m_mirror->create(m_ovr.m_hmd, m_resolution.m_width, m_resolution.m_height);
|
||||
m_ovr.m_render = &m_ovrRender;
|
||||
m_ovr.m_render->create(m_ovr.m_hmd, msaaSamples, m_resolution.m_width, m_resolution.m_height);
|
||||
}
|
||||
}
|
||||
#endif // BGFX_CONFIG_USE_OVR
|
||||
@ -3407,8 +3396,7 @@ namespace bgfx { namespace gl
|
||||
|
||||
OVR m_ovr;
|
||||
#if BGFX_CONFIG_USE_OVR
|
||||
OVRMirrorGL m_ovrMirror;
|
||||
OVRBufferGL m_ovrBuffers[2];
|
||||
OVRRenderGL m_ovrRender;
|
||||
#endif // BGFX_CONFIG_USE_OVR
|
||||
};
|
||||
|
||||
@ -3429,194 +3417,207 @@ namespace bgfx { namespace gl
|
||||
}
|
||||
|
||||
#if BGFX_CONFIG_USE_OVR
|
||||
void OVRBufferGL::create(const ovrSession& _session, int _eyeIdx, int _msaaSamples)
|
||||
OVRRenderGL::OVRRenderGL()
|
||||
{
|
||||
m_eyeFbo = 0;
|
||||
m_eyeTexId = 0;
|
||||
m_depthBuffer = 0;
|
||||
m_msaaEyeFbo = 0;
|
||||
m_msaaEyeTexId = 0;
|
||||
m_msaaDepthBuffer = 0;
|
||||
memset(&m_eyeFbo, 0, sizeof(m_eyeFbo));
|
||||
m_mirrorFBO = 0;
|
||||
}
|
||||
|
||||
ovrHmdDesc hmdDesc = ovr_GetHmdDesc(_session);
|
||||
m_eyeTextureSize = ovr_GetFovTextureSize(_session, ovrEyeType(_eyeIdx), hmdDesc.DefaultEyeFov[_eyeIdx], 1.0f);
|
||||
|
||||
ovrTextureSwapChainDesc desc = {};
|
||||
desc.Type = ovrTexture_2D;
|
||||
desc.ArraySize = 1;
|
||||
desc.Width = m_eyeTextureSize.w;
|
||||
desc.Height = m_eyeTextureSize.h;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
|
||||
desc.SampleCount = 1;
|
||||
desc.StaticImage = ovrFalse;
|
||||
|
||||
ovr_CreateTextureSwapChainGL(_session, &desc, &m_textureSwapChain);
|
||||
|
||||
int textureCount = 0;
|
||||
ovr_GetTextureSwapChainLength(_session, m_textureSwapChain, &textureCount);
|
||||
|
||||
for (int j = 0; j < textureCount; ++j)
|
||||
void OVRRenderGL::create(const ovrSession& _session, int _msaaSamples, int _mirrorWidth, int _mirrorHeight)
|
||||
{
|
||||
for (int eye = 0; eye < 2; ++eye)
|
||||
{
|
||||
GLuint chainTexId;
|
||||
ovr_GetTextureSwapChainBufferGL(_session, m_textureSwapChain, j, &chainTexId);
|
||||
GL_CHECK(glBindTexture(GL_TEXTURE_2D, chainTexId) );
|
||||
if (NULL == m_textureSwapChain[eye])
|
||||
{
|
||||
m_eyeFbo[eye] = 0;
|
||||
m_eyeTexId[eye] = 0;
|
||||
m_depthBuffer[eye] = 0;
|
||||
m_msaaEyeFbo[eye] = 0;
|
||||
m_msaaEyeTexId[eye] = 0;
|
||||
m_msaaDepthBuffer[eye] = 0;
|
||||
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) );
|
||||
ovrHmdDesc hmdDesc = ovr_GetHmdDesc(_session);
|
||||
m_eyeTextureSize[eye] = ovr_GetFovTextureSize(_session, ovrEyeType(eye), hmdDesc.DefaultEyeFov[eye], 1.0f);
|
||||
|
||||
ovrTextureSwapChainDesc desc = {};
|
||||
desc.Type = ovrTexture_2D;
|
||||
desc.ArraySize = 1;
|
||||
desc.Width = m_eyeTextureSize[eye].w;
|
||||
desc.Height = m_eyeTextureSize[eye].h;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
|
||||
desc.SampleCount = 1;
|
||||
desc.StaticImage = ovrFalse;
|
||||
|
||||
ovr_CreateTextureSwapChainGL(_session, &desc, &m_textureSwapChain[eye]);
|
||||
|
||||
int textureCount = 0;
|
||||
ovr_GetTextureSwapChainLength(_session, m_textureSwapChain[eye], &textureCount);
|
||||
|
||||
for (int j = 0; j < textureCount; ++j)
|
||||
{
|
||||
GLuint chainTexId;
|
||||
ovr_GetTextureSwapChainBufferGL(_session, m_textureSwapChain[eye], j, &chainTexId);
|
||||
GL_CHECK(glBindTexture(GL_TEXTURE_2D, chainTexId) );
|
||||
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) );
|
||||
}
|
||||
|
||||
GL_CHECK(glGenFramebuffers(1, &m_eyeFbo[eye]) );
|
||||
|
||||
// create depth buffer
|
||||
GL_CHECK(glGenTextures(1, &m_depthBuffer[eye]) );
|
||||
GL_CHECK(glBindTexture(GL_TEXTURE_2D, m_depthBuffer[eye]) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) );
|
||||
|
||||
GL_CHECK(glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_eyeTextureSize[eye].w, m_eyeTextureSize[eye].h, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL) );
|
||||
|
||||
// create MSAA buffers
|
||||
if (_msaaSamples > 1)
|
||||
{
|
||||
GL_CHECK(glGenFramebuffers(1, &m_msaaEyeFbo[eye]) );
|
||||
|
||||
// create color MSAA texture
|
||||
GL_CHECK(glGenTextures(1, &m_msaaEyeTexId[eye]) );
|
||||
GL_CHECK(glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_msaaEyeTexId[eye]) );
|
||||
|
||||
GL_CHECK(glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, _msaaSamples, GL_RGBA, m_eyeTextureSize[eye].w, m_eyeTextureSize[eye].h, false) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAX_LEVEL, 0) );
|
||||
|
||||
// create MSAA depth buffer
|
||||
GL_CHECK(glGenTextures(1, &m_msaaDepthBuffer[eye]) );
|
||||
GL_CHECK(glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_msaaDepthBuffer[eye]) );
|
||||
|
||||
GL_CHECK(glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, _msaaSamples, GL_DEPTH_COMPONENT, m_eyeTextureSize[eye].w, m_eyeTextureSize[eye].h, false) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAX_LEVEL, 0) );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GL_CHECK(glGenFramebuffers(1, &m_eyeFbo) );
|
||||
|
||||
// create depth buffer
|
||||
GL_CHECK(glGenTextures(1, &m_depthBuffer) );
|
||||
GL_CHECK(glBindTexture(GL_TEXTURE_2D, m_depthBuffer) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) );
|
||||
|
||||
GL_CHECK(glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_eyeTextureSize.w, m_eyeTextureSize.h, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL) );
|
||||
|
||||
// create MSAA buffers
|
||||
if (_msaaSamples > 1)
|
||||
if (NULL == m_mirrorTexture)
|
||||
{
|
||||
GL_CHECK(glGenFramebuffers(1, &m_msaaEyeFbo) );
|
||||
memset(&m_mirrorTextureDesc, 0, sizeof(m_mirrorTextureDesc) );
|
||||
m_mirrorTextureDesc.Width = _mirrorWidth;
|
||||
m_mirrorTextureDesc.Height = _mirrorHeight;
|
||||
m_mirrorTextureDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
|
||||
|
||||
// create color MSAA texture
|
||||
GL_CHECK(glGenTextures(1, &m_msaaEyeTexId) );
|
||||
GL_CHECK(glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_msaaEyeTexId) );
|
||||
ovr_CreateMirrorTextureGL(_session, &m_mirrorTextureDesc, &m_mirrorTexture);
|
||||
|
||||
GL_CHECK(glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, _msaaSamples, GL_RGBA, m_eyeTextureSize.w, m_eyeTextureSize.h, false) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAX_LEVEL, 0) );
|
||||
// Fallback to doing nothing if mirror was not created. This is to prevent errors with fast window resizes
|
||||
if (!m_mirrorTexture)
|
||||
return;
|
||||
|
||||
// create MSAA depth buffer
|
||||
GL_CHECK(glGenTextures(1, &m_msaaDepthBuffer) );
|
||||
GL_CHECK(glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_msaaDepthBuffer) );
|
||||
// Configure the mirror read buffer
|
||||
GLuint texId;
|
||||
ovr_GetMirrorTextureBufferGL(_session, m_mirrorTexture, &texId);
|
||||
GL_CHECK(glGenFramebuffers(1, &m_mirrorFBO) );
|
||||
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_mirrorFBO) );
|
||||
GL_CHECK(glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texId, 0) );
|
||||
GL_CHECK(glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0) );
|
||||
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, 0) );
|
||||
|
||||
GL_CHECK(glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, _msaaSamples, GL_DEPTH_COMPONENT, m_eyeTextureSize.w, m_eyeTextureSize.h, false) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) );
|
||||
GL_CHECK(glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAX_LEVEL, 0) );
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
{
|
||||
GL_CHECK(glDeleteFramebuffers(1, &m_mirrorFBO) );
|
||||
BX_CHECK(false, "Could not initialize VR buffers!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OVRBufferGL::render(const ovrSession& _session)
|
||||
void OVRRenderGL::startEyeRender(const ovrSession& _session, int _eyeIdx)
|
||||
{
|
||||
// set the current eye texture in swap chain
|
||||
int curIndex;
|
||||
ovr_GetTextureSwapChainCurrentIndex(_session, m_textureSwapChain, &curIndex);
|
||||
ovr_GetTextureSwapChainBufferGL(_session, m_textureSwapChain, curIndex, &m_eyeTexId);
|
||||
ovr_GetTextureSwapChainCurrentIndex(_session, m_textureSwapChain[_eyeIdx], &curIndex);
|
||||
ovr_GetTextureSwapChainBufferGL(_session, m_textureSwapChain[_eyeIdx], curIndex, &m_eyeTexId[_eyeIdx]);
|
||||
|
||||
if (0 != m_msaaEyeFbo)
|
||||
{
|
||||
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaEyeFbo) );
|
||||
GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, m_msaaEyeTexId, 0) );
|
||||
GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, m_msaaDepthBuffer, 0) );
|
||||
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaEyeFbo[_eyeIdx]) );
|
||||
GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, m_msaaEyeTexId[_eyeIdx], 0) );
|
||||
GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, m_msaaDepthBuffer[_eyeIdx], 0) );
|
||||
}
|
||||
else // MSAA disabled? render directly to eye buffer
|
||||
{
|
||||
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_eyeFbo) );
|
||||
GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_eyeTexId, 0) );
|
||||
GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthBuffer, 0) );
|
||||
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_eyeFbo[_eyeIdx]) );
|
||||
GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_eyeTexId[_eyeIdx], 0) );
|
||||
GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthBuffer[_eyeIdx], 0) );
|
||||
}
|
||||
GL_CHECK(glViewport(0, 0, m_eyeTextureSize.w, m_eyeTextureSize.h) );
|
||||
GL_CHECK(glViewport(0, 0, m_eyeTextureSize[_eyeIdx].w, m_eyeTextureSize[_eyeIdx].h) );
|
||||
GL_CHECK(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) );
|
||||
}
|
||||
|
||||
void OVRBufferGL::postRender(const ovrSession& /*_sesion*/)
|
||||
void OVRRenderGL::postRender(const ovrSession& /*_sesion*/, int _eyeIdx)
|
||||
{
|
||||
if (0 != m_msaaEyeFbo && 0 != m_eyeTexId)
|
||||
if (0 != m_msaaEyeFbo[_eyeIdx] && 0 != m_eyeTexId[_eyeIdx])
|
||||
{
|
||||
// blit the contents of MSAA FBO to the regular eye buffer "connected" to the HMD
|
||||
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_msaaEyeFbo));
|
||||
GL_CHECK(glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, m_msaaEyeTexId, 0) );
|
||||
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_msaaEyeFbo[_eyeIdx]));
|
||||
GL_CHECK(glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, m_msaaEyeTexId[_eyeIdx], 0) );
|
||||
GL_CHECK(glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0) );
|
||||
|
||||
BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_READ_FRAMEBUFFER)
|
||||
, "glCheckFramebufferStatus failed 0x%08x"
|
||||
, glCheckFramebufferStatus(GL_READ_FRAMEBUFFER) );
|
||||
|
||||
GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_eyeFbo));
|
||||
GL_CHECK(glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_eyeTexId, 0) );
|
||||
GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_eyeFbo[_eyeIdx]));
|
||||
GL_CHECK(glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_eyeTexId[_eyeIdx], 0) );
|
||||
GL_CHECK(glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0) );
|
||||
|
||||
BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER)
|
||||
, "glCheckFramebufferStatus failed 0x%08x"
|
||||
, glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) );
|
||||
|
||||
GL_CHECK(glBlitFramebuffer(0, 0, m_eyeTextureSize.w, m_eyeTextureSize.h,
|
||||
0, 0, m_eyeTextureSize.w, m_eyeTextureSize.h, GL_COLOR_BUFFER_BIT, GL_NEAREST) );
|
||||
GL_CHECK(glBlitFramebuffer(0, 0, m_eyeTextureSize[_eyeIdx].w, m_eyeTextureSize[_eyeIdx].h,
|
||||
0, 0, m_eyeTextureSize[_eyeIdx].w, m_eyeTextureSize[_eyeIdx].h, GL_COLOR_BUFFER_BIT, GL_NEAREST) );
|
||||
|
||||
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, 0) );
|
||||
}
|
||||
}
|
||||
|
||||
void OVRBufferGL::destroy(const ovrSession& _session)
|
||||
void OVRRenderGL::destroy(const ovrSession& _session)
|
||||
{
|
||||
GL_CHECK(glDeleteFramebuffers(1, &m_eyeFbo) );
|
||||
GL_CHECK(glDeleteTextures(1, &m_depthBuffer) );
|
||||
|
||||
ovr_DestroyTextureSwapChain(_session, m_textureSwapChain);
|
||||
|
||||
if (0 != m_msaaEyeFbo)
|
||||
for (int eye = 0; eye < 2; ++eye)
|
||||
{
|
||||
GL_CHECK(glDeleteFramebuffers(1, &m_msaaEyeFbo) );
|
||||
m_msaaEyeFbo = 0;
|
||||
GL_CHECK(glDeleteFramebuffers(1, &m_eyeFbo[eye]) );
|
||||
GL_CHECK(glDeleteTextures(1, &m_depthBuffer[eye]) );
|
||||
|
||||
ovr_DestroyTextureSwapChain(_session, m_textureSwapChain[eye]);
|
||||
m_textureSwapChain[eye] = NULL;
|
||||
|
||||
if (0 != m_msaaEyeFbo[eye])
|
||||
{
|
||||
GL_CHECK(glDeleteFramebuffers(1, &m_msaaEyeFbo[eye]) );
|
||||
m_msaaEyeFbo[eye] = 0;
|
||||
}
|
||||
|
||||
if (0 != m_msaaEyeTexId[eye])
|
||||
{
|
||||
GL_CHECK(glDeleteTextures(1, &m_msaaEyeTexId[eye]));
|
||||
m_msaaEyeTexId[eye] = 0;
|
||||
}
|
||||
|
||||
if (0 != m_msaaDepthBuffer[eye])
|
||||
{
|
||||
GL_CHECK(glDeleteTextures(1, &m_msaaDepthBuffer[eye]));
|
||||
m_msaaDepthBuffer[eye] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (0 != m_msaaEyeTexId)
|
||||
{
|
||||
GL_CHECK(glDeleteTextures(1, &m_msaaEyeTexId));
|
||||
m_msaaEyeTexId = 0;
|
||||
}
|
||||
|
||||
if (0 != m_msaaDepthBuffer)
|
||||
{
|
||||
GL_CHECK(glDeleteTextures(1, &m_msaaDepthBuffer));
|
||||
m_msaaDepthBuffer = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void OVRMirrorGL::create(const ovrSession& _session, int _width, int _height)
|
||||
{
|
||||
memset(&m_mirrorTextureDesc, 0, sizeof(m_mirrorTextureDesc) );
|
||||
m_mirrorTextureDesc.Width = _width;
|
||||
m_mirrorTextureDesc.Height = _height;
|
||||
m_mirrorTextureDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
|
||||
|
||||
ovr_CreateMirrorTextureGL(_session, &m_mirrorTextureDesc, &m_mirrorTexture);
|
||||
|
||||
// Fallback to doing nothing if mirror was not created. This is to prevent errors with fast window resizes
|
||||
if (!m_mirrorTexture)
|
||||
return;
|
||||
|
||||
// Configure the mirror read buffer
|
||||
GLuint texId;
|
||||
ovr_GetMirrorTextureBufferGL(_session, m_mirrorTexture, &texId);
|
||||
GL_CHECK(glGenFramebuffers(1, &m_mirrorFBO) );
|
||||
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_mirrorFBO) );
|
||||
GL_CHECK(glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texId, 0) );
|
||||
GL_CHECK(glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0) );
|
||||
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, 0) );
|
||||
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
{
|
||||
GL_CHECK(glDeleteFramebuffers(1, &m_mirrorFBO) );
|
||||
BX_CHECK(false, "Could not initialize VR buffers!");
|
||||
}
|
||||
}
|
||||
|
||||
void OVRMirrorGL::destroy(const ovrSession& _session)
|
||||
{
|
||||
if (NULL != m_mirrorTexture)
|
||||
{
|
||||
GL_CHECK(glDeleteFramebuffers(1, &m_mirrorFBO) );
|
||||
@ -3625,7 +3626,7 @@ namespace bgfx { namespace gl
|
||||
}
|
||||
}
|
||||
|
||||
void OVRMirrorGL::blit(const ovrSession& /*_session*/)
|
||||
void OVRRenderGL::blitMirror(const ovrSession& /*_session*/)
|
||||
{
|
||||
if (NULL != m_mirrorTexture)
|
||||
{
|
||||
@ -3638,6 +3639,16 @@ namespace bgfx { namespace gl
|
||||
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, 0) );
|
||||
}
|
||||
}
|
||||
|
||||
void OVRRenderGL::preReset(const ovrSession& _session)
|
||||
{
|
||||
if (NULL != m_mirrorTexture)
|
||||
{
|
||||
GL_CHECK(glDeleteFramebuffers(1, &m_mirrorFBO) );
|
||||
ovr_DestroyMirrorTexture(_session, m_mirrorTexture);
|
||||
m_mirrorTexture = NULL;
|
||||
}
|
||||
}
|
||||
#endif // BGFX_CONFIG_USE_OVR
|
||||
|
||||
const char* glslTypeName(GLuint _type)
|
||||
|
@ -951,29 +951,25 @@ namespace bgfx
|
||||
namespace bgfx { namespace gl
|
||||
{
|
||||
#if BGFX_CONFIG_USE_OVR
|
||||
struct OVRBufferGL : public OVRBufferI
|
||||
struct OVRRenderGL : public OVRRenderI
|
||||
{
|
||||
virtual void create(const ovrSession& _session, int _eyeIdx, int _msaaSamples) BX_OVERRIDE;
|
||||
virtual void destroy(const ovrSession& _session) BX_OVERRIDE;
|
||||
virtual void render(const ovrSession& _session) BX_OVERRIDE;
|
||||
virtual void postRender(const ovrSession& _sesion) BX_OVERRIDE;
|
||||
|
||||
GLuint m_eyeFbo;
|
||||
GLuint m_eyeTexId;
|
||||
GLuint m_depthBuffer;
|
||||
GLuint m_msaaEyeFbo;
|
||||
GLuint m_msaaEyeTexId;
|
||||
GLuint m_msaaDepthBuffer;
|
||||
};
|
||||
|
||||
struct OVRMirrorGL : public OVRMirrorI
|
||||
{
|
||||
virtual void create(const ovrSession& _session, int _width, int _height) BX_OVERRIDE;
|
||||
virtual void destroy(const ovrSession& _session) BX_OVERRIDE;
|
||||
virtual void blit(const ovrSession& _session) BX_OVERRIDE;
|
||||
OVRRenderGL();
|
||||
virtual void create(const ovrSession& _session, int _msaaSamples, int _mirrorWidth, int _mirrorHeight);
|
||||
virtual void destroy(const ovrSession& _session);
|
||||
virtual void preReset(const ovrSession& _session);
|
||||
virtual void startEyeRender(const ovrSession& _session, int _eyeIdx);
|
||||
virtual void postRender(const ovrSession& _session, int _eyeIdx);
|
||||
virtual void blitMirror(const ovrSession& _session);
|
||||
|
||||
GLuint m_eyeFbo[2];
|
||||
GLuint m_eyeTexId[2];
|
||||
GLuint m_depthBuffer[2];
|
||||
GLuint m_msaaEyeFbo[2];
|
||||
GLuint m_msaaEyeTexId[2];
|
||||
GLuint m_msaaDepthBuffer[2];
|
||||
GLuint m_mirrorFBO;
|
||||
};
|
||||
|
||||
#endif // BGFX_CONFIG_USE_OVR
|
||||
|
||||
void dumpExtensions(const char* _extensions);
|
||||
|
Loading…
Reference in New Issue
Block a user