Blender's main loop puts the main thread to sleep for 5ms if no user input was received from the OS. We never want that to happen while the VR session is running, which runs on the main thread too. For simpler scenes, where the viewport already draws fast, this may have quite some impact. E.g. in my tests, the classroom scene went from ~55 to quite stable 90 FPS in solid mode (total render time as measured and averaged by Windows Mixed Reality utilities). With Eevee, it only went from 41 to 47 FPS. In complex files, there's barely a difference. E.g. less than 1 FPS increase in a Spring file (both Solid mode and Eevee).
169 lines
5.0 KiB
C
169 lines
5.0 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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/** \file
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* \ingroup wm
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*
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* All XR functionality is accessed through a #GHOST_XrContext handle.
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* The lifetime of this context also determines the lifetime of the OpenXR instance, which is the
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* representation of the OpenXR runtime connection within the application.
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*/
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#include "BKE_global.h"
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#include "BKE_idprop.h"
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#include "BKE_report.h"
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#include "DNA_scene_types.h"
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#include "DNA_windowmanager_types.h"
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#include "DEG_depsgraph.h"
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#include "MEM_guardedalloc.h"
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#include "GHOST_C-api.h"
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#include "WM_api.h"
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#include "wm_surface.h"
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#include "wm_xr_intern.h"
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typedef struct {
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wmWindowManager *wm;
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} wmXrErrorHandlerData;
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/* -------------------------------------------------------------------- */
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static void wm_xr_error_handler(const GHOST_XrError *error)
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{
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wmXrErrorHandlerData *handler_data = error->customdata;
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wmWindowManager *wm = handler_data->wm;
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BKE_reports_clear(&wm->reports);
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WM_report(RPT_ERROR, error->user_message);
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WM_report_banner_show();
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if (wm->xr.runtime) {
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/* Just play safe and destroy the entire runtime data, including context. */
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wm_xr_runtime_data_free(&wm->xr.runtime);
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}
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}
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bool wm_xr_init(wmWindowManager *wm)
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{
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if (wm->xr.runtime && wm->xr.runtime->context) {
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return true;
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}
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static wmXrErrorHandlerData error_customdata;
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/* Set up error handling */
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error_customdata.wm = wm;
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GHOST_XrErrorHandler(wm_xr_error_handler, &error_customdata);
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{
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const GHOST_TXrGraphicsBinding gpu_bindings_candidates[] = {
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GHOST_kXrGraphicsOpenGL,
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#ifdef WIN32
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GHOST_kXrGraphicsD3D11,
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#endif
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};
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GHOST_XrContextCreateInfo create_info = {
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.gpu_binding_candidates = gpu_bindings_candidates,
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.gpu_binding_candidates_count = ARRAY_SIZE(gpu_bindings_candidates),
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};
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GHOST_XrContextHandle context;
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if (G.debug & G_DEBUG_XR) {
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create_info.context_flag |= GHOST_kXrContextDebug;
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}
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if (G.debug & G_DEBUG_XR_TIME) {
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create_info.context_flag |= GHOST_kXrContextDebugTime;
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}
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if (!(context = GHOST_XrContextCreate(&create_info))) {
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return false;
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}
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/* Set up context callbacks */
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GHOST_XrGraphicsContextBindFuncs(context,
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wm_xr_session_gpu_binding_context_create,
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wm_xr_session_gpu_binding_context_destroy);
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GHOST_XrDrawViewFunc(context, wm_xr_draw_view);
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if (!wm->xr.runtime) {
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wm->xr.runtime = wm_xr_runtime_data_create();
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wm->xr.runtime->context = context;
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}
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}
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BLI_assert(wm->xr.runtime && wm->xr.runtime->context);
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return true;
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}
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void wm_xr_exit(wmWindowManager *wm)
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{
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if (wm->xr.runtime != NULL) {
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wm_xr_runtime_data_free(&wm->xr.runtime);
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}
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if (wm->xr.session_settings.shading.prop) {
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IDP_FreeProperty(wm->xr.session_settings.shading.prop);
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wm->xr.session_settings.shading.prop = NULL;
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}
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}
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bool wm_xr_events_handle(wmWindowManager *wm)
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{
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if (wm->xr.runtime && wm->xr.runtime->context) {
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GHOST_XrEventsHandle(wm->xr.runtime->context);
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/* wm_window_process_events() uses the return value to determine if it can put the main thread
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* to sleep for some milliseconds. We never want that to happen while the VR session runs on
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* the main thread. So always return true. */
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return true;
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}
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return false;
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}
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/* -------------------------------------------------------------------- */
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/** \name XR Runtime Data
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*
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* \{ */
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wmXrRuntimeData *wm_xr_runtime_data_create(void)
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{
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wmXrRuntimeData *runtime = MEM_callocN(sizeof(*runtime), __func__);
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return runtime;
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}
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void wm_xr_runtime_data_free(wmXrRuntimeData **runtime)
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{
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/* Note that this function may be called twice, because of an indirect recursion: If a session is
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* running while WM-XR calls this function, calling GHOST_XrContextDestroy() will call this
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* again, because it's also set as the session exit callback. So NULL-check and NULL everything
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* that is freed here. */
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/* We free all runtime XR data here, so if the context is still alive, destroy it. */
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if ((*runtime)->context != NULL) {
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GHOST_XrContextHandle context = (*runtime)->context;
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/* Prevent recursive GHOST_XrContextDestroy() call by NULL'ing the context pointer before the
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* first call, see comment above. */
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(*runtime)->context = NULL;
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GHOST_XrContextDestroy(context);
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}
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MEM_SAFE_FREE(*runtime);
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}
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/** \} */ /* XR Runtime Data */
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