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This change adds support for running XR projects built with the `d3d12` rendering backend. The XR backend hooks into the setup for the D3D12 render context in order to use the desired device and command queue for submission to OpenXR. The XR backend takes care of importing the D3D12 swapchain images into the render context. As part of this process, three issues are addressed: - Ensuring that resource state transitions are only done on textures that require them. - Enabling view instancing in the PSOs for multiview render passes. - Addressing a bug in the D3D12 runtime where PSO creation may fail when front face detection is used. Please refer to #86283 for additional discussions on the implementation details.
92 lines
4 KiB
C++
92 lines
4 KiB
C++
/**************************************************************************/
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/* openxr_platform_inc.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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// In various places we need to include platform definitions but we can't
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// include these in our normal header files as we'll end up with issues.
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#ifdef VULKAN_ENABLED
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#define XR_USE_GRAPHICS_API_VULKAN
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#include "drivers/vulkan/rendering_context_driver_vulkan.h"
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#endif // VULKAN_ENABLED
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#ifdef METAL_ENABLED
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#define XR_USE_GRAPHICS_API_METAL
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#include "drivers/metal/rendering_context_driver_metal.h"
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#endif // METAL_ENABLED
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#if defined(GLES3_ENABLED) && !defined(MACOS_ENABLED)
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#ifdef ANDROID_ENABLED
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#define XR_USE_GRAPHICS_API_OPENGL_ES
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include <GLES3/gl3.h>
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#include <GLES3/gl3ext.h>
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#else
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#define XR_USE_GRAPHICS_API_OPENGL
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#endif // ANDROID_ENABLED
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#if defined(LINUXBSD_ENABLED) && defined(EGL_ENABLED)
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#ifdef GLAD_ENABLED
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#include "thirdparty/glad/glad/egl.h"
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#else
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#include <EGL/egl.h>
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#endif // GLAD_ENABLED
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#endif // defined(LINUXBSD_ENABLED) && defined(EGL_ENABLED)
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#ifdef X11_ENABLED
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#define GL_GLEXT_PROTOTYPES 1
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#define GL3_PROTOTYPES 1
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#include "thirdparty/glad/glad/gl.h"
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#include "thirdparty/glad/glad/glx.h"
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#endif // X11_ENABLED
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#endif // defined(GLES3_ENABLED) && !defined(MACOS_ENABLED)
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#ifdef D3D12_ENABLED
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#define XR_USE_GRAPHICS_API_D3D12
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#include "drivers/d3d12/rendering_context_driver_d3d12.h"
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#endif // D3D12_ENABLED
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#ifdef X11_ENABLED
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#include <X11/Xlib.h>
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#endif // X11_ENABLED
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#ifdef WINDOWS_ENABLED
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// Including windows.h here is absolutely evil, we shouldn't be doing this outside of platform
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// however due to the way the openxr headers are put together, we have no choice.
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#include <windows.h>
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#endif // WINDOWS_ENABLED
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#ifdef ANDROID_ENABLED
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// The jobject type from jni.h is used by openxr_platform.h on Android.
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#include <jni.h>
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#endif // ANDROID_ENABLED
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// Include platform dependent structs.
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#include <openxr/openxr_platform.h>
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