Files
mitch030504--Wiicompiled_VR…/runtime/include/vr/openxr_vulkan_win32.h
T
iChris4 e4d198ee13 Implement render scale adjustments for OpenXR D3D12 and Vulkan backends
- Added SetRenderScale method to both D3D12 and Vulkan backends to adjust the render scale dynamically.
- Updated eye size calculations to reflect the new render scale in both backends.
- Implemented ResizeWritablePair method to handle resizing of swapchains based on the requested eye sizes.
- Modified BeginFrame methods to ensure swapchains are resized appropriately before rendering.
- Enhanced error handling to maintain current eye sizes when the requested sizes cannot be allocated.
- Added tests to validate render scale functionality, ensuring correct behavior when scaling up and down, including handling of refused sizes.
2026-09-26 02:25:34 +02:00

116 lines
5.3 KiB
C++

// SPDX-License-Identifier: GPL-3.0-or-later
#pragma once
#if defined(MKW_ENABLE_OPENXR) && defined(_WIN32)
#include "vr/openxr_backend.h"
#include "vr/openxr_runtime.h"
#include <array>
#include <cstdint>
#include <memory>
#include <string>
namespace mkw::vr {
// Shared frame vocabulary for the Windows pacing and replay paths.
using OpenXRWindowsVulkanFrameMode = OpenXRFrameMode;
using OpenXRWindowsVulkanBeginStatus = OpenXRBeginStatus;
using OpenXRWindowsVulkanSubmissionStatus = OpenXRSubmissionStatus;
using OpenXRWindowsVulkanPresentation = OpenXRPresentation;
using OpenXRWindowsVulkanFrame = OpenXRBackendFrame;
struct OpenXRWindowsVulkanGraphicsRequirements {
XrVersion min_api_version = 0;
XrVersion max_api_version = 0;
};
// Same-device Dawn/OpenXR Vulkan backend.
//
// Startup is deliberately split in two. QueryGraphicsRequirements() runs
// after OpenXRRuntime::Initialize() but before aurora_initialize(), allowing
// OpenXR to create Dawn's Vulkan instance/device and select the physical GPU.
// BindAurora() runs afterwards and checks the device before creating a session.
//
// All methods from BeginFrame() through FinishFrame(), plus PollEvents on the
// associated OpenXRRuntime, belong to one XR pacing thread. Aurora's frame
// worker never calls OpenXR: its post-submit callback only publishes a token
// that WaitForSubmission() consumes. This is the synchronization boundary
// required by the asynchronous sealed-frame renderer.
class OpenXRWindowsVulkanBackend final {
public:
explicit OpenXRWindowsVulkanBackend(OpenXRLogCallback logger = {});
~OpenXRWindowsVulkanBackend();
OpenXRWindowsVulkanBackend(const OpenXRWindowsVulkanBackend&) = delete;
OpenXRWindowsVulkanBackend& operator=(const OpenXRWindowsVulkanBackend&) = delete;
OpenXRWindowsVulkanBackend(OpenXRWindowsVulkanBackend&&) = delete;
OpenXRWindowsVulkanBackend& operator=(OpenXRWindowsVulkanBackend&&) = delete;
bool QueryGraphicsRequirements(OpenXRRuntime& runtime);
bool BindAurora(OpenXRRuntime& runtime);
// As OpenXRD3D12Backend::SetRenderScale.
void SetRenderScale(float scale);
OpenXRWindowsVulkanBeginStatus BeginFrame(const OpenXRWindowsVulkanPresentation& presentation,
OpenXRWindowsVulkanFrame& frame);
// timeout_ms == UINT32_MAX waits until Aurora publishes this token or
// Shutdown() interrupts the wait. A timeout does not release XR images;
// the caller may keep pacing with RepeatFrame while Aurora still owns them.
OpenXRWindowsVulkanSubmissionStatus WaitForSubmission(const OpenXRWindowsVulkanFrame& frame,
uint32_t timeout_ms = UINT32_MAX);
// Withdraws this token only if Aurora has not encoded it. On success no GPU
// command can reference the acquired images, and FinishFrame(frame, false)
// is required to release them and close the compositor frame.
bool TryCancelPendingFrame(OpenXRWindowsVulkanFrame& frame);
// Ends the current compositor cycle with the last completed layer and starts
// another, without releasing or changing Aurora's pending images/render token.
// The original render poses remain attached to the pending and retained images.
bool RepeatFrame(const OpenXRWindowsVulkanFrame& frame);
// Releases acquired images and calls xrEndFrame. submit_layer must only be
// true after WaitForSubmission returned Success. Immersive frames submit
// XrCompositionLayerProjection; virtual-screen frames submit an
// XrCompositionLayerQuad using the single mono target, placed as the
// presentation's quad_anchored/quad_pose describe. If no new usable layer is
// available, resubmits the retained layer using the current display time.
bool FinishFrame(OpenXRWindowsVulkanFrame& frame, bool submit_layer);
// Render-first path when interpolation is off. Aurora renders into acquired
// non-retained XR images while no compositor frame is open. BeginFrameForPacket
// accepts only a completed packet; CopyRenderedEyes verifies the already queued
// bridge copy. FinishFrame releases the images and submits their original poses.
OpenXRBeginStatus PreparePacket(const OpenXRPresentation& presentation, OpenXRBackendFrame& packet);
bool TryCancelPendingPacket(OpenXRBackendFrame& packet);
OpenXRBeginStatus BeginFrameForPacket(const OpenXRBackendFrame& packet, OpenXRBackendFrame& frame);
OpenXRSubmissionStatus CopyRenderedEyes(const OpenXRBackendFrame& frame);
OpenXRBeginStatus KeepAliveCycle();
// Call on the XR owner thread after Aurora's worker is idle and before
// aurora_shutdown(). Safe to repeat. False means a submitted Vulkan command
// could not be fenced; the caller must retain this backend and its runtime
// for the process lifetime instead of destroying possibly live resources.
bool Shutdown();
bool IsBound() const;
// False once the settings panel's own layer could not be set up; the panel
// is then drawn into the eyes again.
bool PanelLayerAvailable() const;
const OpenXRWindowsVulkanGraphicsRequirements& GraphicsRequirements() const;
int64_t SwapchainFormat() const;
const std::string& LastError() const;
private:
class Impl;
std::unique_ptr<Impl> m_impl;
};
} // namespace mkw::vr
#endif // defined(MKW_ENABLE_OPENXR) && defined(_WIN32)