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OpenXR: Apply fix for reverse Z #90416

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merged 1 commit into from
Apr 10, 2024

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BastiaanOlij
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@BastiaanOlij BastiaanOlij commented Apr 9, 2024

According to feedback we've received from the OpenXR group, this should be the right way to handle reverse-Z in OpenXR.

This only applies if the depth buffer is submitted to OpenXR, something that not all XR runtimes actually utilise (it's used for advanced reprojection if it is). This option is disabled by default and needs to be enabled if users want to try it out.

image

I tested this on:

  • SteamVR (Valve Index)
  • Oculus PCVR (Quest 3)
  • Oculus native (Quest 3)

Both with mobile and compatibility renderer. All seemed to work fine except SteamVR on compatibility giving a black screen. I've however verified that this is an existing problem unrelated to reverse-Z or this fix which should be investigated separately..

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@dsnopek dsnopek left a comment

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Thanks!

I haven't tested, but this change looks good, and matches what the spec says about supporting reverse z:

Selection_139

@akien-mga akien-mga changed the title OpenXR: apply fix for reverse Z OpenXR: Apply fix for reverse Z Apr 9, 2024
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@clayjohn clayjohn left a comment

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Makes sense!

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Needs rebase.

@BastiaanOlij BastiaanOlij force-pushed the openxr_fix_reverse_z branch from f73e854 to b67eba8 Compare April 10, 2024 00:37
@akien-mga akien-mga merged commit 0d50f45 into godotengine:master Apr 10, 2024
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Thanks!

@BastiaanOlij BastiaanOlij deleted the openxr_fix_reverse_z branch May 2, 2024 00:26
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4 participants