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authorPeter Kim <pk15950@gmail.com>2022-02-11 14:42:30 +0300
committerPeter Kim <pk15950@gmail.com>2022-02-11 14:46:38 +0300
commit2cad80cbc4775447152a631bbfcabbf8d642e833 (patch)
tree47ab0d38e892d33fb1cf56eddcf8db58efab2e4b /intern
parent4fbd00e04c00735fdcc135c588b884fbb9b71efc (diff)
Fix incompatible swapchain format for Quest 2
When using a RGBA16 (`GL_RGBA16`, `DXGI_FORMAT_R16G16B16A16_UNORM`) swapchain format with Quest 2, no image is presented to the headset. This can occur when using the SteamVR runtime with an AMD graphics card (ex. T95374). Workaround is to move this format after the Quest 2-compatible RGBA16F formats in the candidates list so that the RGBA16F formats are chosen instead. Reviewed By: Severin Differential Revision: https://developer.blender.org/D14024
Diffstat (limited to 'intern')
-rw-r--r--intern/ghost/intern/GHOST_XrGraphicsBinding.cpp20
1 files changed, 14 insertions, 6 deletions
diff --git a/intern/ghost/intern/GHOST_XrGraphicsBinding.cpp b/intern/ghost/intern/GHOST_XrGraphicsBinding.cpp
index 6eaf55afacd..c6d513f0ac5 100644
--- a/intern/ghost/intern/GHOST_XrGraphicsBinding.cpp
+++ b/intern/ghost/intern/GHOST_XrGraphicsBinding.cpp
@@ -175,11 +175,18 @@ class GHOST_XrGraphicsBindingOpenGL : public GHOST_IXrGraphicsBinding {
bool &r_is_srgb_format) const override
{
std::vector<int64_t> gpu_binding_formats = {
+#if 0 /* RGB10A2, RGBA16 don't seem to work with Oculus head-sets, \
+ * so move them after RGBA16F for the time being. */
GL_RGB10_A2,
GL_RGBA16,
- GL_RGBA16F,
- GL_RGBA8,
- GL_SRGB8_ALPHA8,
+#endif
+ GL_RGBA16F,
+#if 1
+ GL_RGB10_A2,
+ GL_RGBA16,
+#endif
+ GL_RGBA8,
+ GL_SRGB8_ALPHA8,
};
std::optional result = choose_swapchain_format_from_candidates(gpu_binding_formats,
@@ -361,14 +368,15 @@ class GHOST_XrGraphicsBindingD3D : public GHOST_IXrGraphicsBinding {
bool &r_is_srgb_format) const override
{
std::vector<int64_t> gpu_binding_formats = {
-# if 0 /* RGB10A2 doesn't seem to work with Oculus head-sets, \
- * so move it after RGB16AF for the time being. */
+# if 0 /* RGB10A2, RGBA16 don't seem to work with Oculus head-sets, \
+ * so move them after RGBA16F for the time being. */
DXGI_FORMAT_R10G10B10A2_UNORM,
+ DXGI_FORMAT_R16G16B16A16_UNORM,
# endif
- DXGI_FORMAT_R16G16B16A16_UNORM,
DXGI_FORMAT_R16G16B16A16_FLOAT,
# if 1
DXGI_FORMAT_R10G10B10A2_UNORM,
+ DXGI_FORMAT_R16G16B16A16_UNORM,
# endif
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_R8G8B8A8_UNORM_SRGB,