118 lines
5.8 KiB
C++
118 lines
5.8 KiB
C++
// @lint-ignore-every LICENSELINT
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "OculusXRHMDPrivate.h"
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#if OCULUS_HMD_SUPPORTED_PLATFORMS
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#include "OculusXRHMD_Settings.h"
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#include "OculusXRHMD_GameFrame.h"
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#include "XRSwapChain.h"
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#include "RHI.h"
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#include "RendererInterface.h"
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#include "IStereoLayers.h"
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#include "XRRenderBridge.h"
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#if PLATFORM_WINDOWS
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#include "Windows/WindowsHWrapper.h"
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#endif
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DECLARE_STATS_GROUP(TEXT("OculusXRHMD"), STATGROUP_OculusXRHMD, STATCAT_Advanced);
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DECLARE_CYCLE_STAT(TEXT("BeginRendering"), STAT_BeginRendering, STATGROUP_OculusXRHMD);
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DECLARE_CYCLE_STAT(TEXT("FinishRendering"), STAT_FinishRendering, STATGROUP_OculusXRHMD);
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DECLARE_FLOAT_COUNTER_STAT(TEXT("LatencyRender"), STAT_LatencyRender, STATGROUP_OculusXRHMD);
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DECLARE_FLOAT_COUNTER_STAT(TEXT("LatencyTimewarp"), STAT_LatencyTimewarp, STATGROUP_OculusXRHMD);
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DECLARE_FLOAT_COUNTER_STAT(TEXT("LatencyPostPresent"), STAT_LatencyPostPresent, STATGROUP_OculusXRHMD);
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DECLARE_FLOAT_COUNTER_STAT(TEXT("ErrorRender"), STAT_ErrorRender, STATGROUP_OculusXRHMD);
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DECLARE_FLOAT_COUNTER_STAT(TEXT("ErrorTimewarp"), STAT_ErrorTimewarp, STATGROUP_OculusXRHMD);
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namespace OculusXRHMD
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{
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//-------------------------------------------------------------------------------------------------
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// FCustomPresent
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//-------------------------------------------------------------------------------------------------
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class FCustomPresent : public FXRRenderBridge
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{
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public:
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FCustomPresent(class FOculusXRHMD* InOculusXRHMD, ovrpRenderAPIType InRenderAPI, EPixelFormat InDefaultPixelFormat, bool InSupportsSRGB);
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// FXRRenderBridge/FRHICustomPresent
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virtual bool NeedsNativePresent() override;
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virtual bool Present(int32& SyncInterval) override;
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virtual void FinishRendering_RHIThread();
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ovrpRenderAPIType GetRenderAPI() const { return RenderAPI; }
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virtual bool IsUsingCorrectDisplayAdapter() const { return true; }
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void UpdateMirrorTexture_RenderThread();
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void ReleaseResources_RHIThread();
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void Shutdown();
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FTexture2DRHIRef GetMirrorTexture() { return MirrorTextureRHI; }
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virtual void* GetOvrpInstance() const { return nullptr; }
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virtual void* GetOvrpPhysicalDevice() const { return nullptr; }
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virtual void* GetOvrpDevice() const { return nullptr; }
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virtual void* GetOvrpCommandQueue() const { return nullptr; }
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EPixelFormat GetPixelFormat(EPixelFormat InFormat) const;
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EPixelFormat GetPixelFormat(ovrpTextureFormat InFormat) const;
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EPixelFormat GetDefaultPixelFormat() const { return DefaultPixelFormat; }
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ovrpTextureFormat GetOvrpTextureFormat(EPixelFormat InFormat, bool usesRGB = true) const;
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ovrpTextureFormat GetDefaultOvrpTextureFormat() const { return DefaultOvrpTextureFormat; }
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ovrpTextureFormat GetDefaultDepthOvrpTextureFormat() const { return DefaultDepthOvrpTextureFormat; }
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static bool IsSRGB(ovrpTextureFormat InFormat);
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virtual int GetSystemRecommendedMSAALevel() const;
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virtual int GetLayerFlags() const { return 0; }
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virtual FTextureRHIRef CreateTexture_RenderThread(uint32 InSizeX, uint32 InSizeY, EPixelFormat InFormat, FClearValueBinding InBinding, uint32 InNumMips, uint32 InNumSamples, uint32 InNumSamplesTileMem, ERHIResourceType InResourceType, ovrpTextureHandle InTexture, ETextureCreateFlags TexCreateFlags) = 0;
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FXRSwapChainPtr CreateSwapChain_RenderThread(uint32 InSizeX, uint32 InSizeY, EPixelFormat InFormat, FClearValueBinding InBinding, uint32 InNumMips, uint32 InNumSamples, uint32 InNumSamplesTileMem, ERHIResourceType InResourceType, const TArray<ovrpTextureHandle>& InTextures, ETextureCreateFlags InTexCreateFlags, const TCHAR* DebugName);
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TArray<FTextureRHIRef> CreateSwapChainTextures_RenderThread(uint32 InSizeX, uint32 InSizeY, EPixelFormat InFormat, FClearValueBinding InBinding, uint32 InNumMips, uint32 InNumSamples, uint32 InNumSamplesTileMem, ERHIResourceType InResourceType, const TArray<ovrpTextureHandle>& InTextures, ETextureCreateFlags InTexCreateFlags, const TCHAR* DebugName);
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void CopyTexture_RenderThread(FRHICommandListImmediate& RHICmdList, FRHITexture* DstTexture, FRHITexture* SrcTexture, FIntRect DstRect = FIntRect(), FIntRect SrcRect = FIntRect(), bool bAlphaPremultiply = false, bool bNoAlphaWrite = false, bool bInvertY = true, bool sRGBSource = false, bool bInvertAlpha = false) const;
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void SubmitGPUCommands_RenderThread(FRHICommandListImmediate& RHICmdList);
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virtual void SubmitGPUFrameTime(float GPUFrameTime) {}
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// This is a hack to turn force FSR off when we allocate our FDM to avoid a crash on Quest 3
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// TODO: Remove this for UE 5.3 after there's an engine-side fix
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virtual void UseFragmentDensityMapOverShadingRate_RHIThread(){};
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#ifdef WITH_OCULUS_BRANCH
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virtual void UpdateFoveationOffsets_RHIThread(bool bUseOffsets, FIntPoint Offsets[2]){};
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#endif // WITH_OCULUS_BRANCH
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bool SupportsSRGB()
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{
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return bSupportsSRGB;
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}
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bool SupportsSubsampled() { return bSupportsSubsampled; }
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protected:
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FOculusXRHMD* OculusXRHMD;
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ovrpRenderAPIType RenderAPI;
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EPixelFormat DefaultPixelFormat;
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bool bSupportsSRGB;
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bool bSupportsSubsampled;
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ovrpTextureFormat DefaultOvrpTextureFormat;
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ovrpTextureFormat DefaultDepthOvrpTextureFormat;
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IRendererModule* RendererModule;
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FTexture2DRHIRef MirrorTextureRHI;
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bool bIsStandaloneStereoDevice;
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};
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//-------------------------------------------------------------------------------------------------
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// APIs
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//-------------------------------------------------------------------------------------------------
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#if OCULUS_HMD_SUPPORTED_PLATFORMS_D3D11
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FCustomPresent* CreateCustomPresent_D3D11(FOculusXRHMD* InOculusXRHMD);
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#endif
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#if OCULUS_HMD_SUPPORTED_PLATFORMS_D3D12
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FCustomPresent* CreateCustomPresent_D3D12(FOculusXRHMD* InOculusXRHMD);
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#endif
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#if OCULUS_HMD_SUPPORTED_PLATFORMS_VULKAN
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FCustomPresent* CreateCustomPresent_Vulkan(FOculusXRHMD* InOculusXRHMD);
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#endif
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} // namespace OculusXRHMD
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#endif //OCULUS_HMD_SUPPORTED_PLATFORMS
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