VRTowerDef/Plugins/MetaXR/Source/OculusXRHMD/Private/OculusXRHMD_CustomPresent_V...

172 lines
6.3 KiB
C++

// @lint-ignore-every LICENSELINT
// Copyright Epic Games, Inc. All Rights Reserved.
#include "OculusXRHMD_CustomPresent.h"
#include "OculusXRHMDPrivateRHI.h"
#if OCULUS_HMD_SUPPORTED_PLATFORMS_VULKAN
#include "OculusXRHMD.h"
#include "IVulkanDynamicRHI.h"
#if PLATFORM_WINDOWS
#ifndef WINDOWS_PLATFORM_TYPES_GUARD
#include "Windows/AllowWindowsPlatformTypes.h"
#endif
#endif
namespace OculusXRHMD
{
//-------------------------------------------------------------------------------------------------
// FCustomPresentVulkan
//-------------------------------------------------------------------------------------------------
class FVulkanCustomPresent : public FCustomPresent
{
public:
FVulkanCustomPresent(FOculusXRHMD* InOculusXRHMD);
// Implementation of FCustomPresent, called by Plugin itself
virtual bool IsUsingCorrectDisplayAdapter() const override;
virtual void* GetOvrpInstance() const override;
virtual void* GetOvrpPhysicalDevice() const override;
virtual void* GetOvrpDevice() const override;
virtual void* GetOvrpCommandQueue() const override;
virtual FTextureRHIRef CreateTexture_RenderThread(uint32 InSizeX, uint32 InSizeY, EPixelFormat InFormat, FClearValueBinding InBinding, uint32 InNumMips, uint32 InNumSamples, uint32 InNumSamplesTileMem, ERHIResourceType InResourceType, ovrpTextureHandle InTexture, ETextureCreateFlags InTexCreateFlags) override;
// This is a hack to turn force FSR off when we allocate our FDM to avoid a crash on Quest 3
// TODO: Remove this for UE 5.3 after there's an engine-side fix
virtual void UseFragmentDensityMapOverShadingRate_RHIThread() override;
#ifdef WITH_OCULUS_BRANCH
virtual void UpdateFoveationOffsets_RHIThread(bool bUseTileOffsets, FIntPoint TileOffsets[2]) override;
#endif // WITH_OCULUS_BRANCH
};
FVulkanCustomPresent::FVulkanCustomPresent(FOculusXRHMD* InOculusXRHMD)
: FCustomPresent(InOculusXRHMD, ovrpRenderAPI_Vulkan, PF_R8G8B8A8, true)
{
#if PLATFORM_ANDROID
if (GRHISupportsRHIThread && GIsThreadedRendering && GUseRHIThread_InternalUseOnly)
{
SetRHIThreadEnabled(false, false);
}
#endif
switch (GPixelFormats[PF_DepthStencil].PlatformFormat)
{
case VK_FORMAT_D24_UNORM_S8_UINT:
DefaultDepthOvrpTextureFormat = ovrpTextureFormat_D24_S8;
break;
case VK_FORMAT_D32_SFLOAT_S8_UINT:
DefaultDepthOvrpTextureFormat = ovrpTextureFormat_D32_FP_S8;
break;
default:
UE_LOG(LogHMD, Error, TEXT("Unrecognized depth buffer format"));
break;
}
bSupportsSubsampled = GetIVulkanDynamicRHI()->RHISupportsEXTFragmentDensityMap2();
}
bool FVulkanCustomPresent::IsUsingCorrectDisplayAdapter() const
{
#if PLATFORM_WINDOWS
const void* AdapterId = nullptr;
if (OVRP_SUCCESS(FOculusXRHMDModule::GetPluginWrapper().GetDisplayAdapterId2(&AdapterId)) && AdapterId)
{
return GetIVulkanDynamicRHI()->RHIDoesAdapterMatchDevice(AdapterId);
}
#endif
// Not enough information. Assume that we are using the correct adapter.
return true;
}
void* FVulkanCustomPresent::GetOvrpInstance() const
{
return GetIVulkanDynamicRHI()->RHIGetVkInstance();
}
void* FVulkanCustomPresent::GetOvrpPhysicalDevice() const
{
return GetIVulkanDynamicRHI()->RHIGetVkPhysicalDevice();
}
void* FVulkanCustomPresent::GetOvrpDevice() const
{
return GetIVulkanDynamicRHI()->RHIGetVkDevice();
}
void* FVulkanCustomPresent::GetOvrpCommandQueue() const
{
return GetIVulkanDynamicRHI()->RHIGetGraphicsVkQueue();
}
FTextureRHIRef FVulkanCustomPresent::CreateTexture_RenderThread(uint32 InSizeX, uint32 InSizeY, EPixelFormat InFormat, FClearValueBinding InBinding, uint32 InNumMips, uint32 InNumSamples, uint32 InNumSamplesTileMem, ERHIResourceType InResourceType, ovrpTextureHandle InTexture, ETextureCreateFlags InTexCreateFlags)
{
CheckInRenderThread();
IVulkanDynamicRHI* VulkanRHI = GetIVulkanDynamicRHI();
const VkImageSubresourceRange SubresourceRangeAll = { VK_IMAGE_ASPECT_COLOR_BIT, 0, VK_REMAINING_MIP_LEVELS, 0, VK_REMAINING_ARRAY_LAYERS };
if (EnumHasAnyFlags(InTexCreateFlags, TexCreate_RenderTargetable))
{
VulkanRHI->RHISetImageLayout((VkImage)InTexture, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, SubresourceRangeAll);
}
else if (EnumHasAnyFlags(InTexCreateFlags, TexCreate_Foveation))
{
VulkanRHI->RHISetImageLayout((VkImage)InTexture, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_FRAGMENT_DENSITY_MAP_OPTIMAL_EXT, SubresourceRangeAll);
}
switch (InResourceType)
{
case RRT_Texture2D:
return VulkanRHI->RHICreateTexture2DFromResource(InFormat, InSizeX, InSizeY, InNumMips, InNumSamples, (VkImage)InTexture, InTexCreateFlags, InBinding).GetReference();
case RRT_Texture2DArray:
return VulkanRHI->RHICreateTexture2DArrayFromResource(InFormat, InSizeX, InSizeY, 2, InNumMips, InNumSamples, (VkImage)InTexture, InTexCreateFlags, InBinding).GetReference();
case RRT_TextureCube:
return VulkanRHI->RHICreateTextureCubeFromResource(InFormat, InSizeX, false, 1, InNumMips, (VkImage)InTexture, InTexCreateFlags, InBinding).GetReference();
default:
return nullptr;
}
}
// This is a hack to turn force FSR off when we allocate our FDM to avoid a crash on Quest 3
// TODO: Remove this for UE 5.3 after there's an engine-side fix
void FVulkanCustomPresent::UseFragmentDensityMapOverShadingRate_RHIThread()
{
CheckInRHIThread();
SCOPED_NAMED_EVENT(UseFragmentDensityMapOverShadingRate_RHIThread, FColor::Red);
GRHIVariableRateShadingImageDataType = VRSImage_Fractional;
GRHIVariableRateShadingImageFormat = PF_R8G8;
}
#ifdef WITH_OCULUS_BRANCH
void FVulkanCustomPresent::UpdateFoveationOffsets_RHIThread(bool bUseOffsets, FIntPoint Offsets[2])
{
CheckInRHIThread();
SCOPED_NAMED_EVENT(UpdateFoveationOffsets_RHIThread, FColor::Red);
GetIVulkanDynamicRHI()->RHISetQcomFragmentDensityMapOffsets(bUseOffsets, Offsets);
}
#endif // WITH_OCULUS_BRANCH
//-------------------------------------------------------------------------------------------------
// APIs
//-------------------------------------------------------------------------------------------------
FCustomPresent* CreateCustomPresent_Vulkan(FOculusXRHMD* InOculusXRHMD)
{
return new FVulkanCustomPresent(InOculusXRHMD);
}
} // namespace OculusXRHMD
#if PLATFORM_WINDOWS
#undef WINDOWS_PLATFORM_TYPES_GUARD
#endif
#endif // OCULUS_HMD_SUPPORTED_PLATFORMS_VULKAN