Combine OVRBufferI and OVRMirrorI into a single interface

Simplify the renderer interface for VR to separate the OVR
implementation from the overall HMD foundation.

Part of merging OpenVR back upstream.
This commit is contained in:
Matthew Endsley
2016-09-14 17:08:14 -07:00
parent 2703ff895c
commit eec95aeef6
6 changed files with 399 additions and 398 deletions

View File

@@ -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)