This commit is contained in:
Branimir Karadžić 2016-04-04 22:57:54 -07:00
parent d655fa1099
commit ace7083efa
5 changed files with 309 additions and 306 deletions

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@ -31,8 +31,9 @@ namespace bgfx
struct OVRBufferI
{
virtual ~OVRBufferI() {};
virtual void onRender(const ovrSession &session) = 0;
virtual void destroy(const ovrSession &session) = 0;
virtual void init(const ovrSession& _session, int _eyeIdx) = 0;
virtual void onRender(const ovrSession& _session) = 0;
virtual void destroy(const ovrSession& _session) = 0;
ovrSizei m_eyeTextureSize;
ovrTextureSwapChain m_swapTextureChain;
@ -42,9 +43,9 @@ namespace bgfx
struct OVRMirrorI
{
virtual ~OVRMirrorI() {};
virtual void init(const ovrSession &session, int windowWidth, int windowHeight) = 0;
virtual void destroy(const ovrSession &session) = 0;
virtual void blit(const ovrSession &session) = 0;
virtual void init(const ovrSession& _session, int windowWidth, int windowHeight) = 0;
virtual void destroy(const ovrSession& _session) = 0;
virtual void blit(const ovrSession& _session) = 0;
ovrMirrorTexture m_mirrorTexture;
ovrMirrorTextureDesc m_mirrorDesc;

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@ -601,166 +601,6 @@ namespace bgfx { namespace d3d11
static PFN_GET_DEBUG_INTERFACE1 DXGIGetDebugInterface1;
#endif // USE_D3D11_DYNAMIC_LIB
#if BGFX_CONFIG_USE_OVR
// Oculus Rift eye buffer
struct OVRBufferD3D11 : public OVRBufferI
{
OVRBufferD3D11(const ovrSession& _session, int eyeIdx, ID3D11Device* _device, ID3D11DeviceContext* _deviceCtx)
{
m_device = _device;
m_deviceCtx = _deviceCtx;
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.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
desc.Width = m_eyeTextureSize.w;
desc.Height = m_eyeTextureSize.h;
desc.MipLevels = 1;
desc.SampleCount = 1;
desc.MiscFlags = ovrTextureMisc_DX_Typeless;
desc.BindFlags = ovrTextureBind_DX_RenderTarget;
desc.StaticImage = ovrFalse;
ovrResult result = ovr_CreateTextureSwapChainDX(_session, _device, &desc, &m_swapTextureChain);
if (!OVR_SUCCESS(result) )
{
BX_CHECK(false, "Could not create D3D11 OVR swap texture");
}
memset(m_eyeRtv, 0, sizeof(m_eyeRtv) );
int textureCount = 0;
ovr_GetTextureSwapChainLength(_session, m_swapTextureChain, &textureCount);
for (int ii = 0; ii < textureCount; ++ii)
{
ID3D11Texture2D* tex = NULL;
ovr_GetTextureSwapChainBufferDX(_session, m_swapTextureChain, ii, IID_PPV_ARGS(&tex) );
D3D11_RENDER_TARGET_VIEW_DESC rtvd = {};
rtvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
rtvd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
ID3D11RenderTargetView* rtv;
DX_CHECK(_device->CreateRenderTargetView(tex, &rtvd, &rtv) );
m_eyeRtv[ii] = rtv;
DX_RELEASE(tex, 1);
}
// setup depth buffer
D3D11_TEXTURE2D_DESC dbDesc;
dbDesc.Width = m_eyeTextureSize.w;
dbDesc.Height = m_eyeTextureSize.h;
dbDesc.MipLevels = 1;
dbDesc.ArraySize = 1;
dbDesc.Format = DXGI_FORMAT_D32_FLOAT;
dbDesc.SampleDesc.Count = 1;
dbDesc.SampleDesc.Quality = 0;
dbDesc.Usage = D3D11_USAGE_DEFAULT;
dbDesc.CPUAccessFlags = 0;
dbDesc.MiscFlags = 0;
dbDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
ID3D11Texture2D* tex;
DX_CHECK(_device->CreateTexture2D(&dbDesc, NULL, &tex) );
DX_CHECK(_device->CreateDepthStencilView(tex, NULL, &m_depthBuffer) );
DX_RELEASE(tex, 0);
}
void onRender(const ovrSession& _session)
{
// Clear and set up rendertarget
int texIndex = 0;
ovr_GetTextureSwapChainCurrentIndex(_session, m_swapTextureChain, &texIndex);
float black[] = { 0.f, 0.f, 0.f, 0.f }; // Important that alpha=0, if want pixels to be transparent, for manual layers
m_deviceCtx->OMSetRenderTargets(1, &m_eyeRtv[texIndex], m_depthBuffer);
m_deviceCtx->ClearRenderTargetView(m_eyeRtv[texIndex], black);
m_deviceCtx->ClearDepthStencilView(m_depthBuffer, 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.MinDepth = 0;
D3Dvp.MaxDepth = 1;
m_deviceCtx->RSSetViewports(1, &D3Dvp);
}
void destroy(const ovrSession& _session)
{
for (uint32_t ii = 0; ii < BX_COUNTOF(m_eyeRtv); ++ii)
{
DX_RELEASE(m_eyeRtv[ii], 0);
}
ovr_DestroyTextureSwapChain(_session, m_swapTextureChain);
m_depthBuffer->Release();
}
ID3D11Device* m_device;
ID3D11DeviceContext* m_deviceCtx;
ID3D11RenderTargetView* m_eyeRtv[4];
ID3D11DepthStencilView* m_depthBuffer;
};
// Oculus Rift mirror
struct OVRMirrorD3D11 : public OVRMirrorI
{
OVRMirrorD3D11(ID3D11Device* _device, ID3D11DeviceContext* _deviceCtx, IDXGISwapChain* _swapChain)
: m_device(_device)
, m_deviceCtx(_deviceCtx)
, m_swapChain(_swapChain)
{
}
void init(const ovrSession& _session, int _width, int _height)
{
m_mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
m_mirrorDesc.Width = _width;
m_mirrorDesc.Height = _height;
ovrResult result = ovr_CreateMirrorTextureDX(_session, m_device, &m_mirrorDesc, &m_mirrorTexture);
if (!OVR_SUCCESS(result) )
{
BX_CHECK(false, "Could not create D3D11 OVR mirror texture");
}
}
void destroy(const ovrSession& session)
{
if (NULL != m_mirrorTexture)
{
ovr_DestroyMirrorTexture(session, m_mirrorTexture);
m_mirrorTexture = NULL;
}
}
void blit(const ovrSession& session)
{
if (NULL != m_mirrorTexture)
{
ID3D11Texture2D* tex = NULL;
ovr_GetMirrorTextureBufferDX(session, m_mirrorTexture, IID_PPV_ARGS(&tex) );
ID3D11Texture2D* backBuffer;
DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
m_deviceCtx->CopyResource(backBuffer, tex);
DX_CHECK(m_swapChain->Present(0, 0) );
DX_RELEASE(tex, 1);
DX_RELEASE(backBuffer, 0);
}
}
ID3D11Device* m_device;
ID3D11DeviceContext* m_deviceCtx;
IDXGISwapChain* m_swapChain;
};
#endif // BGFX_CONFIG_USE_OVR
struct RendererContextD3D11 : public RendererContextI
{
RendererContextD3D11()
@ -3246,12 +3086,13 @@ BX_PRAGMA_DIAGNOSTIC_POP();
// eye buffers need to be initialized only once during application lifetime
if (!m_ovr.m_eyeBuffers[eyeIdx])
{
m_ovr.m_eyeBuffers[eyeIdx] = BX_NEW(g_allocator, OVRBufferD3D11(m_ovr.m_hmd, eyeIdx, m_device, m_deviceCtx) );
m_ovr.m_eyeBuffers[eyeIdx] = BX_NEW(g_allocator, OVRBufferD3D11);
m_ovr.m_eyeBuffers[eyeIdx]->init(m_ovr.m_hmd, eyeIdx);
}
}
// recreate mirror texture
m_ovr.m_mirror = BX_NEW(g_allocator, OVRMirrorD3D11(m_device, m_deviceCtx, m_swapChain) );
m_ovr.m_mirror = BX_NEW(g_allocator, OVRMirrorD3D11);
m_ovr.m_mirror->init(m_ovr.m_hmd, m_resolution.m_width, m_resolution.m_height);
}
}
@ -3705,6 +3546,140 @@ BX_PRAGMA_DIAGNOSTIC_POP();
agsDriverExtensions_MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
}
#if BGFX_CONFIG_USE_OVR
void OVRBufferD3D11::init(const ovrSession& _session, int _eyeIdx)
{
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.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
desc.Width = m_eyeTextureSize.w;
desc.Height = m_eyeTextureSize.h;
desc.MipLevels = 1;
desc.SampleCount = 1;
desc.MiscFlags = ovrTextureMisc_DX_Typeless;
desc.BindFlags = ovrTextureBind_DX_RenderTarget;
desc.StaticImage = ovrFalse;
ovrResult result = ovr_CreateTextureSwapChainDX(_session, s_renderD3D11->m_device, &desc, &m_swapTextureChain);
if (!OVR_SUCCESS(result) )
{
BX_CHECK(false, "Could not create D3D11 OVR swap texture");
}
memset(m_eyeRtv, 0, sizeof(m_eyeRtv) );
int textureCount = 0;
ovr_GetTextureSwapChainLength(_session, m_swapTextureChain, &textureCount);
for (int ii = 0; ii < textureCount; ++ii)
{
ID3D11Texture2D* tex = NULL;
ovr_GetTextureSwapChainBufferDX(_session, m_swapTextureChain, ii, IID_PPV_ARGS(&tex) );
D3D11_RENDER_TARGET_VIEW_DESC rtvd = {};
rtvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
rtvd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
ID3D11RenderTargetView* rtv;
DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(tex, &rtvd, &rtv) );
m_eyeRtv[ii] = rtv;
DX_RELEASE(tex, 1);
}
// setup depth buffer
D3D11_TEXTURE2D_DESC dbDesc;
dbDesc.Width = m_eyeTextureSize.w;
dbDesc.Height = m_eyeTextureSize.h;
dbDesc.MipLevels = 1;
dbDesc.ArraySize = 1;
dbDesc.Format = DXGI_FORMAT_D32_FLOAT;
dbDesc.SampleDesc.Count = 1;
dbDesc.SampleDesc.Quality = 0;
dbDesc.Usage = D3D11_USAGE_DEFAULT;
dbDesc.CPUAccessFlags = 0;
dbDesc.MiscFlags = 0;
dbDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
ID3D11Texture2D* tex;
DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&dbDesc, NULL, &tex) );
DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(tex, NULL, &m_depthBuffer) );
DX_RELEASE(tex, 0);
}
void OVRBufferD3D11::onRender(const ovrSession& _session)
{
// Clear and set up rendertarget
int texIndex = 0;
ovr_GetTextureSwapChainCurrentIndex(_session, m_swapTextureChain, &texIndex);
float black[] = { 0.f, 0.f, 0.f, 0.f }; // Important that alpha=0, if want pixels to be transparent, for manual layers
s_renderD3D11->m_deviceCtx->OMSetRenderTargets(1, &m_eyeRtv[texIndex], m_depthBuffer);
s_renderD3D11->m_deviceCtx->ClearRenderTargetView(m_eyeRtv[texIndex], black);
s_renderD3D11->m_deviceCtx->ClearDepthStencilView(m_depthBuffer, 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.MinDepth = 0;
D3Dvp.MaxDepth = 1;
s_renderD3D11->m_deviceCtx->RSSetViewports(1, &D3Dvp);
}
void OVRBufferD3D11::destroy(const ovrSession& _session)
{
for (uint32_t ii = 0; ii < BX_COUNTOF(m_eyeRtv); ++ii)
{
DX_RELEASE(m_eyeRtv[ii], 0);
}
ovr_DestroyTextureSwapChain(_session, m_swapTextureChain);
m_depthBuffer->Release();
}
void OVRMirrorD3D11::init(const ovrSession& _session, int _width, int _height)
{
m_mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
m_mirrorDesc.Width = _width;
m_mirrorDesc.Height = _height;
ovrResult result = ovr_CreateMirrorTextureDX(_session, s_renderD3D11->m_device, &m_mirrorDesc, &m_mirrorTexture);
if (!OVR_SUCCESS(result) )
{
BX_CHECK(false, "Could not create D3D11 OVR mirror texture");
}
}
void OVRMirrorD3D11::destroy(const ovrSession& session)
{
if (NULL != m_mirrorTexture)
{
ovr_DestroyMirrorTexture(session, m_mirrorTexture);
m_mirrorTexture = NULL;
}
}
void OVRMirrorD3D11::blit(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);
}
}
#endif // BGFX_CONFIG_USE_OVR
struct UavFormat
{
DXGI_FORMAT format[3];

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@ -59,6 +59,25 @@ BX_PRAGMA_DIAGNOSTIC_POP()
namespace bgfx { namespace d3d11
{
#if BGFX_CONFIG_USE_OVR
struct OVRBufferD3D11 : public OVRBufferI
{
virtual void init(const ovrSession& _session, int _eyeIdx) BX_OVERRIDE;
virtual void destroy(const ovrSession& _session) BX_OVERRIDE;
virtual void onRender(const ovrSession& _session) BX_OVERRIDE;
ID3D11RenderTargetView* m_eyeRtv[4];
ID3D11DepthStencilView* m_depthBuffer;
};
struct OVRMirrorD3D11 : public OVRMirrorI
{
virtual void init(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
{
BufferD3D11()

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@ -1274,144 +1274,6 @@ namespace bgfx { namespace gl
BX_UNUSED(supported);
}
#if BGFX_CONFIG_USE_OVR
// Oculus Rift eye buffer
struct OVRBufferGL : public OVRBufferI
{
OVRBufferGL(const ovrSession& session, int eyeIdx)
{
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_swapTextureChain);
int textureCount = 0;
ovr_GetTextureSwapChainLength(session, m_swapTextureChain, &textureCount);
for (int j = 0; j < textureCount; ++j)
{
GLuint chainTexId;
ovr_GetTextureSwapChainBufferGL(session, m_swapTextureChain, 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));
// 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));
}
void onRender(const ovrSession& session)
{
// set the current eye texture in swap chain
int curIndex;
ovr_GetTextureSwapChainCurrentIndex(session, m_swapTextureChain, &curIndex);
ovr_GetTextureSwapChainBufferGL(session, m_swapTextureChain, curIndex, &m_eyeTexId);
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(glViewport(0, 0, m_eyeTextureSize.w, m_eyeTextureSize.h));
GL_CHECK(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
}
void destroy(const ovrSession& session)
{
GL_CHECK(glDeleteFramebuffers(1, &m_eyeFbo));
GL_CHECK(glDeleteTextures(1, &m_depthBuffer));
ovr_DestroyTextureSwapChain(session, m_swapTextureChain);
}
GLuint m_eyeFbo;
GLuint m_eyeTexId;
GLuint m_depthBuffer;
};
// Oculus Rift mirror
struct OVRMirrorGL : public OVRMirrorI
{
void init(const ovrSession& session, int windowWidth, int windowHeight)
{
memset(&m_mirrorDesc, 0, sizeof(m_mirrorDesc));
m_mirrorDesc.Width = windowWidth;
m_mirrorDesc.Height = windowHeight;
m_mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
ovr_CreateMirrorTextureGL(session, &m_mirrorDesc, &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 destroy(const ovrSession& session)
{
if (!m_mirrorTexture)
return;
GL_CHECK(glDeleteFramebuffers(1, &m_mirrorFBO));
ovr_DestroyMirrorTexture(session, m_mirrorTexture);
m_mirrorTexture = NULL;
}
void blit(const ovrSession& /*session*/)
{
if (!m_mirrorTexture)
return;
// Blit mirror texture to back buffer
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_mirrorFBO));
GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0));
GLint w = m_mirrorDesc.Width;
GLint h = m_mirrorDesc.Height;
GL_CHECK(glBlitFramebuffer(0, h, w, 0, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST));
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, 0));
}
GLuint m_mirrorFBO;
};
#endif // BGFX_CONFIG_USE_OVR
struct RendererContextGL : public RendererContextI
{
RendererContextGL()
@ -2998,7 +2860,8 @@ namespace bgfx { namespace gl
// eye buffers need to be initialized only once during application lifetime
if (!m_ovr.m_eyeBuffers[eyeIdx])
{
m_ovr.m_eyeBuffers[eyeIdx] = BX_NEW(g_allocator, OVRBufferGL(m_ovr.m_hmd, eyeIdx));
m_ovr.m_eyeBuffers[eyeIdx] = BX_NEW(g_allocator, OVRBufferGL);
m_ovr.m_eyeBuffers[eyeIdx]->init(m_ovr.m_hmd, eyeIdx);
}
}
@ -3455,6 +3318,129 @@ namespace bgfx { namespace gl
s_renderGL = NULL;
}
#if BGFX_CONFIG_USE_OVR
void OVRBufferGL::init(const ovrSession& session, int eyeIdx)
{
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_swapTextureChain);
int textureCount = 0;
ovr_GetTextureSwapChainLength(session, m_swapTextureChain, &textureCount);
for (int j = 0; j < textureCount; ++j)
{
GLuint chainTexId;
ovr_GetTextureSwapChainBufferGL(session, m_swapTextureChain, 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));
// 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));
}
void OVRBufferGL::onRender(const ovrSession& session)
{
// set the current eye texture in swap chain
int curIndex;
ovr_GetTextureSwapChainCurrentIndex(session, m_swapTextureChain, &curIndex);
ovr_GetTextureSwapChainBufferGL(session, m_swapTextureChain, curIndex, &m_eyeTexId);
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(glViewport(0, 0, m_eyeTextureSize.w, m_eyeTextureSize.h));
GL_CHECK(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
}
void OVRBufferGL::destroy(const ovrSession& session)
{
GL_CHECK(glDeleteFramebuffers(1, &m_eyeFbo));
GL_CHECK(glDeleteTextures(1, &m_depthBuffer));
ovr_DestroyTextureSwapChain(session, m_swapTextureChain);
}
void OVRMirrorGL::init(const ovrSession& session, int windowWidth, int windowHeight)
{
memset(&m_mirrorDesc, 0, sizeof(m_mirrorDesc));
m_mirrorDesc.Width = windowWidth;
m_mirrorDesc.Height = windowHeight;
m_mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
ovr_CreateMirrorTextureGL(session, &m_mirrorDesc, &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 (!m_mirrorTexture)
return;
GL_CHECK(glDeleteFramebuffers(1, &m_mirrorFBO));
ovr_DestroyMirrorTexture(session, m_mirrorTexture);
m_mirrorTexture = NULL;
}
void OVRMirrorGL::blit(const ovrSession& /*session*/)
{
if (!m_mirrorTexture)
return;
// Blit mirror texture to back buffer
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_mirrorFBO));
GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0));
GLint w = m_mirrorDesc.Width;
GLint h = m_mirrorDesc.Height;
GL_CHECK(glBlitFramebuffer(0, h, w, 0, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST));
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, 0));
}
#endif // BGFX_CONFIG_USE_OVR
const char* glslTypeName(GLuint _type)
{
#define GLSL_TYPE(_ty) case _ty: return #_ty

View File

@ -901,6 +901,28 @@ namespace bgfx
namespace bgfx { namespace gl
{
#if BGFX_CONFIG_USE_OVR
struct OVRBufferGL : public OVRBufferI
{
virtual void init(const ovrSession& _session, int _eyeIdx) BX_OVERRIDE;
virtual void destroy(const ovrSession& _session) BX_OVERRIDE;
virtual void onRender(const ovrSession& _session) BX_OVERRIDE;
GLuint m_eyeFbo;
GLuint m_eyeTexId;
GLuint m_depthBuffer;
};
struct OVRMirrorGL : public OVRMirrorI
{
virtual void init(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;
GLuint m_mirrorFBO;
};
#endif // BGFX_CONFIG_USE_OVR
void dumpExtensions(const char* _extensions);
const char* glEnumName(GLenum _enum);