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flightgear/3rdparty/osgXR/CHANGELOG.md
James Hogan 5bf9a32437
osgXR: Update to 0.3.9
Update 3rdparty/osgXR to version 0.3.9, which gets us better handling of
quirks and window closure, and the ability to create quad composition
layers which will be particularly useful for the loading screen when
flightgear isn't so good at timely frame updates.
2022-07-12 19:26:41 +01:00

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Version 0.3.9
-------------
Highlights:
* New quad composition layer API.
* Improved quirk handling depending on OpenXR runtime.
Bug fixes:
* PkgConfig: Fix OpenXR dependency.
* XRState: Fix copy error in depth format selection.
* Handle releaseGLObjects on window close.
* Handle Monado instance loss.
New/expanded APIs:
* osgXR/Swapchain: New Swapchain class to represent a chain of images that can
be passed to OpenXR for use in composition layers. They can be linked to
cameras for rendering, and to state sets to update the texture of mirror
objects.
* osgXR/SubImage: New simple SubImage class to specify a sub-rectangle of a
Swapchain, for use by composition layers.
* osgXR/CompositionLayer: New CompositionLayer base class for general
composition layer handling.
* osgXR/CompositionLayerQuad: New CompositionLayerQuad class for applications
to use to implement OpenXR compositor quad layers.
Behind the scenes:
* Subaction: Tweak indentation.
* Add Quirks infrastructure.
* Handle OpenXR GL context mishandling with quirks.
* Compositor: Add internal OpenXR::CompositionLayerQuad API.
* XRState: Split image format selection into functions for shared use by new
public Swapchain API.
* XRState::XRSwapchain: Add forced alpha internal API for use by new public
APIs.
Build system:
* CMake: Explicitly find Threads with old OpenXR loaders.
Version 0.3.8
-------------
Highlights:
* Swapchain format preferences, allowing more formats to be chosen, and using
sRGB formats by default.
* Handle building as a CMake subproject.
New/expanded APIs:
* Settings::preferRGBEncoding(), Settings::allowRGBEncoding() - For choosing
preferred and allowed RGB encodings from linear, floating point (linear), and
sRGB (non-linear).
* Settings::preferDepthEncoding(), Settings::allowDepthEncoding() - For
choosing preferred and allowed depth encodings from linear, and floating
point.
* Settings::getRGBBits(), Settings::setRGBBits() - For choosing preferred
number of bits per RGB channel (for linear & float encodings only),
overriding the graphics window traits bit depths.
* Settings::getAlphaBits(), Settings::setAlphaBits() - For choosing preferred
number of alpha channel bits, overriding the graphics window traits bit
depths.
* Settings::getDepthBits(), Settings::setDepthBits() - For choosing preferred
number of depth channel bits, overriding the graphics window traits bit
depths.
* Settings::getStencilBits(), Settings::setStencilBits() - For choosing
preferred number of stencil channel bits, overriding the graphics window
traits bit depths.
* Settings::getPreferredRGBEncodingMask(),
Settings::setPreferredRGBEncodingMask(),
Settings::getAllowedRGBEncodingMask(),
Settings::setAllowedRGBEncodingMask() - Largely internal for directly
accessing the masks of preferred and allowed RGB encodings.
* Settings::getPreferredDepthEncodingMask(),
Settings::setPreferredDepthEncodingMask(),
Settings::getAllowedDepthEncodingMask(),
Settings::setAllowedDepthEncodingMask() - Largely internal for directly
accessing the masks of preferred and allowed depth encodings.
Documentation:
* Settings: Tweak comment wording for consistency.
Behaviour changes:
* Determine swapchain formats using new preferences specified in Settings,
using sRGB formats by default instead of linear.
* Choose a suitable depth/stencil fallback for when a depth swapchain cannot be
used.
* Enable gamma correction when rendering VR mirror to sRGB framebuffer.
Build system:
* Handle building as a subproject.
* Reduce minimum CMake version to 3.11.
* Add OSGXR\_WARNINGS option to enable compiler warnings (for development use).
* Drop osgXR\_INCLUDE\_DIR use since newer CMake handles automatically.
Version 0.3.7
-------------
New features:
* Implement basic Windows OpenGL graphics binding.
Windows (MSVC) build fixes:
* Session: #ifdef X11 specific workaround.
* CMake: Require osgUtil.
* Manager: Avoid undefined Mirror.
* Fix Win32 DLL imports/exports.
* Subaction: Use C++11 smart pointers for \_private to avoid undefined Private
implementation class.
* Fix build against old OpenGL headers.
ABI changes (ABI version 5):
* Subaction: Use C++11 smart pointers for \_private.
* Switch Action, ActionSet & InteractionProfile pimpls to std::unique\_ptr<>.
Version 0.3.6
-------------
Bug fixes:
* Work around Monado GL context assumptions for xrCreateSession &
xrCreateSwapchain calls.
* Permit new swapchain formats: GL\_RGB10\_A2 (for Monado on AMD) & GL\_RGBA8.
Behaviour changes:
* Report list of swapchain formats on failure to choose one.
Behind the scenes:
* Minor whitespace cleanups in src/XRState.cpp.
Version 0.3.5
-------------
Bug fixes:
* Ensure OpenXR::Action is valid before creating an action state object.
* Don't suggest empty InteractionProfile bindings to OpenXR.
Behaviour changes:
* Manager (XRState) no longer keeps counted references to ActionSets or
InteractionProfiles. The app should manage the lifetime of these objects
itself, and can now safely discard and recreate them.
* All created Actions are now provided to OpenXR even if unreferenced by any
InteractionProfile suggested bindings.
* Action setup is now treated as a separate initialisation stage. As such if
no action sets or no interaction profiles have been created, action setup
will now take place on the next update() after they are created.
New/expanded APIs:
* Manager::syncActionSet() - To inform osgXR that actions, action sets, or
interaction profiles have been altered, so it can take action to apply them
as soon as possible.
* ActionPose::Location::operator !=, ActionPose::Location::operator == - For
comparing pose location objects for equality.
Behind the scenes:
* Some minor refactoring in src/Action.cpp.
Version 0.3.4
-------------
Bug fixes:
* Fix draw pass accounting and slave cam VR mode.
Behaviour changes:
* Automatically fall back from SceneView mode if the view configuration isn't
stereo.
New/expanded APIs:
* New action APIs for exposing OpenXR actions (both input and haptics), action
sets, interaction profiles, and subactions:
* osgXR/Action: New Action, ActionBoolean, ActionFloat, ActionVector2f,
ActionPose and ActionVibration classes to represent different kinds of
XrAction.
* osgXR/ActionSet: New ActionSet class to group actions that can be activated
and deactivated together.
* osgXR/InteractionProfile: New InteractionProfile class to allows default
action bindings for interaction profiles to be suggested.
* osgXR/Subaction: New Subaction class to represent a subaction path (or top
level user path) which groups physical interactions, allowing single
actions that apply to both hands to be handled separately.
Behind the scenes:
* Add internal action management classes in OpenXR namespace.
* Wrap XrSpace in an OpenXR::Space class.
* Wrap XrPath in an OpenXR::Path class.
* Extend inline code documentation.
* Code cleanups.
Version 0.3.3 (formerly 0.4.0)
------------------------------
New/expanded APIs:
* Settings::getVisibilityMask(), Settings::getVisibilityMask() - for setting
whether osgXR should create visibility masks (when supported by the OpenXR
runtime).
* Manager::hasVisibilityMaskExtension() - for finding whether the visibility
mask extension is supported by the OpenXR runtime.
* Manager::setVisibilityMaskNodeMasks() - for setting the left and right eye
NodeMasks to use for visibility masks.
Behind the scenes:
* Implement creation, caching, and updating of visibility mask geometry for each
OpenXR view.
* Implement rendering of visibility masks to the depth buffer to reduce fragment
overhead when GPU bound.
Version 0.3.2
-------------
Bug fixes:
* Fix a couple of bugs around session recreation (used when VR or swapchain mode
changes).
Behaviour changes:
* Pick depth buffer format based on GraphicsContext traits depth bits.
* Enable depth info submission at session state to allow it to be dynamically
switched without hitting a SteamVR hang during instance destruction.
Behind the scenes:
* Fix a few inconsequential compiler warnings with -Wall.
* Minor cosmetic cleanups (whitespace, explicit include).
Version 0.3.1
-------------
Behind the scenes:
* Fix possible crash in XRState::isRunning() if session is delayed coming up.
Version 0.3.0
-------------
API changes:
* Manager::checkAndResetStateChanged() - to detect when VR state may have
changed, requiring app caches to be invalidated or synchronised with the new
state.
Version 0.2.1
-------------
Behind the scenes:
* Make frame view location accessors thread safe so multiple cull threads can be
used.
Version 0.2.0
-------------
API changes:
* Cleanups (moving dynamic bits out of Settings).
* Manager::update() - should be called regularly to allow for incremental
bringup and OpenXR event handling.
* Manager::setEnabled() - for triggering bringing up/down of VR.
New/expanded APIs:
* Manager::destroyAndWait() and Manager::isDestroying() - for clean shutdown
before program exit.
* Manager::syncSettings() - to trigger appropriate reinitialisation to handle
any changed settings.
* Manager::getStateString() - to get a user readable description of the current
VR state.
* Manager::onRunning() - virtual callback when VR has started (consider setting
up desktop mirrors).
* Manager::onStopped() - virtual callback when VR has stopped (consider
removing desktop mirrors).
* Manager::onFocus() - virtual callback when VR app is running in focus
(consider resuming if paused).
* Manager::onUnfocus() - virtual callback when VR app has lost focus (consider
pausing the experience).
Behind the scenes highlights:
* Make OpenXR bringup incremental, reversible and restartable.
* Improved handling of SteamVR's messing with GL context and threading.
* Separated event handling.
Version 0.1.0
-------------
This represents early development with the API still in heavy flux.
It supported:
* A Manager class with virtual callbacks for configuring views.
* Desktop mirrors of the VR views.