diff options
Diffstat (limited to 'modules/openxr/extensions')
-rw-r--r-- | modules/openxr/extensions/openxr_vulkan_extension.cpp | 61 |
1 files changed, 58 insertions, 3 deletions
diff --git a/modules/openxr/extensions/openxr_vulkan_extension.cpp b/modules/openxr/extensions/openxr_vulkan_extension.cpp index ba790500f9..c7c840fdf3 100644 --- a/modules/openxr/extensions/openxr_vulkan_extension.cpp +++ b/modules/openxr/extensions/openxr_vulkan_extension.cpp @@ -305,7 +305,7 @@ bool OpenXRVulkanExtension::get_swapchain_image_data(XrSwapchain p_swapchain, in for (uint64_t i = 0; i < swapchain_length; i++) { images[i].type = XR_TYPE_SWAPCHAIN_IMAGE_VULKAN_KHR; images[i].next = nullptr; - images[i].image = nullptr; + images[i].image = VK_NULL_HANDLE; } result = xrEnumerateSwapchainImages(p_swapchain, swapchain_length, &swapchain_length, (XrSwapchainImageBaseHeader *)images); @@ -325,10 +325,65 @@ bool OpenXRVulkanExtension::get_swapchain_image_data(XrSwapchain p_swapchain, in *r_swapchain_graphics_data = data; data->is_multiview = (p_array_size > 1); - RenderingDevice::DataFormat format = RenderingDevice::DATA_FORMAT_R8G8B8A8_SRGB; // TODO set this based on p_swapchain_format - RenderingDevice::TextureSamples samples = RenderingDevice::TEXTURE_SAMPLES_1; // TODO set this based on p_sample_count + RenderingDevice::DataFormat format = RenderingDevice::DATA_FORMAT_R8G8B8A8_SRGB; + RenderingDevice::TextureSamples samples = RenderingDevice::TEXTURE_SAMPLES_1; uint64_t usage_flags = RenderingDevice::TEXTURE_USAGE_SAMPLING_BIT | RenderingDevice::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; + switch (p_swapchain_format) { + case VK_FORMAT_R8G8B8A8_SRGB: + // Even though this is an sRGB framebuffer format we're using UNORM here. + // The reason here is because Godot does a linear to sRGB conversion while + // with the sRGB format, this conversion would be doubled by the hardware. + // This also means we're reading the values as is for our preview on screen. + // The OpenXR runtime however is still treating this as an sRGB format and + // will thus do an sRGB -> Linear conversion as expected. + // format = RenderingDevice::DATA_FORMAT_R8G8B8A8_SRGB; + format = RenderingDevice::DATA_FORMAT_R8G8B8A8_UNORM; + break; + case VK_FORMAT_B8G8R8A8_SRGB: + // format = RenderingDevice::DATA_FORMAT_B8G8R8A8_SRGB; + format = RenderingDevice::DATA_FORMAT_B8G8R8A8_UNORM; + break; + case VK_FORMAT_R8G8B8A8_UINT: + format = RenderingDevice::DATA_FORMAT_R8G8B8A8_UINT; + break; + case VK_FORMAT_B8G8R8A8_UINT: + format = RenderingDevice::DATA_FORMAT_B8G8R8A8_UINT; + break; + default: + // continue with our default value + print_line("Unsupported swapchain format ", p_swapchain_format); + break; + } + + switch (p_sample_count) { + case 1: + samples = RenderingDevice::TEXTURE_SAMPLES_1; + break; + case 2: + samples = RenderingDevice::TEXTURE_SAMPLES_2; + break; + case 4: + samples = RenderingDevice::TEXTURE_SAMPLES_4; + break; + case 8: + samples = RenderingDevice::TEXTURE_SAMPLES_8; + break; + case 16: + samples = RenderingDevice::TEXTURE_SAMPLES_16; + break; + case 32: + samples = RenderingDevice::TEXTURE_SAMPLES_32; + break; + case 64: + samples = RenderingDevice::TEXTURE_SAMPLES_64; + break; + default: + // continue with our default value + print_line("Unsupported sample count ", p_sample_count); + break; + } + Vector<RID> image_rids; Vector<RID> framebuffers; |