Replace the QRhi rendering in OverlayController (private Qt API) with the render backends of the vrdashboard template (src/render/), which use public Qt API only (QQuickRenderTarget::fromOpenGLTexture / fromVulkanImage). The binary then runs on another Qt 6 patch release, e.g. the Steam Frame's system Qt. The Vulkan backend also does what SteamVR requires and the QRhi path lacked: the required instance/device extensions and the HMD's GPU (via openvr_init::renderInterop()), VK_FORMAT_R8G8B8A8_UNORM, and the transition to TRANSFER_SRC_OPTIMAL after each frame. - New option --graphics-api opengl|vulkan (default opengl, no fallback). - Shutdown() calls VR_Shutdown before the render target and Qt's device go (crash on the Steam Frame with Vulkan otherwise); it runs only once. - Mouse y is flipped on every platform: SteamVR reports it in GL convention. - Render delay 5 -> 16 ms (about 60 fps). - GuiPrivate is no longer needed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
39 lines
1.0 KiB
C++
39 lines
1.0 KiB
C++
// Adapted from the vrdashboard template (FrameAssistant commit 4a5b090),
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// verified on the Steam Frame. See docs/steamframe/DESIGN.md, section 3.
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#include "RenderBackend.h"
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#include "OpenGLRenderBackend.h"
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#if OVRAS_HAS_VULKAN
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# include "VulkanRenderBackend.h"
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#endif
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std::unique_ptr<RenderBackend> createRenderBackend( GraphicsApi api )
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{
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switch ( api )
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{
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case GraphicsApi::OpenGL:
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return std::make_unique<OpenGLRenderBackend>();
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case GraphicsApi::Vulkan:
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#if OVRAS_HAS_VULKAN
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return std::make_unique<VulkanRenderBackend>();
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#else
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return nullptr; // built without Vulkan support
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#endif
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}
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return nullptr;
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}
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bool parseGraphicsApi( const QString& name, GraphicsApi* api )
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{
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const QString lower = name.toLower();
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if ( lower == QLatin1String( "opengl" ) || lower == QLatin1String( "gl" ) )
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*api = GraphicsApi::OpenGL;
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else if ( lower == QLatin1String( "vulkan" )
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|| lower == QLatin1String( "vk" ) )
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*api = GraphicsApi::Vulkan;
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else
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return false;
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return true;
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}
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