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https://github.com/overte-org/overte.git
synced 2025-04-23 02:53:32 +02:00
openvr: fix for crash on exit
Before this fix, a script could call into HMD.getHUDLookAtPosition2D() while the app was shutting down, which in turn would call getHeadPose() on the currently active display plugin. This call could cause a crash within the openvr plugin, because the SDK was either shutdown, or in the process of shutting down on the main thread. This fixes this by spliting the previous DisplayPlugin::getHeadPose(int) into two parts: * updateHeadPose(int) which is only called once a frame and only by the main thread. * getHeadPose() which is thread-safe and will return a cached copy of the hmd pose sampled by the last updateHeadPose.
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parent
312635c1db
commit
d218ca4960
9 changed files with 40 additions and 15 deletions
interface/src
libraries
plugins
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@ -1603,7 +1603,7 @@ void Application::paintGL() {
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// unmodified head pose because the only plugin that cares (the Oculus plugin) uses it
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// for rotational timewarp. If we move to support positonal timewarp, we need to
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// ensure this contains the full pose composed with the eye offsets.
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mat4 headPose = displayPlugin->getHeadPose(_frameCount);
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mat4 headPose = displayPlugin->updateHeadPose(_frameCount);
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// FIXME we probably don't need to set the projection matrix every frame,
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// only when the display plugin changes (or in non-HMD modes when the user
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@ -2975,7 +2975,7 @@ void Application::updateMyAvatarLookAtPosition() {
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lookAtPosition.x = -lookAtPosition.x;
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}
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if (isHMD) {
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glm::mat4 headPose = getActiveDisplayPlugin()->getHeadPose(_frameCount);
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glm::mat4 headPose = getActiveDisplayPlugin()->getHeadPose();
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glm::quat hmdRotation = glm::quat_cast(headPose);
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lookAtSpot = _myCamera.getPosition() + myAvatar->getOrientation() * (hmdRotation * lookAtPosition);
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} else {
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@ -4927,7 +4927,7 @@ mat4 Application::getEyeOffset(int eye) const {
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mat4 Application::getHMDSensorPose() const {
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if (isHMDMode()) {
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return getActiveDisplayPlugin()->getHeadPose(_frameCount);
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return getActiveDisplayPlugin()->getHeadPose();
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}
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return mat4();
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}
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@ -38,7 +38,7 @@ void AvatarUpdate::synchronousProcess() {
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// transform the head pose from the displayPlugin into avatar coordinates.
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glm::mat4 invAvatarMat = glm::inverse(createMatFromQuatAndPos(myAvatar->getOrientation(), myAvatar->getPosition()));
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_headPose = invAvatarMat * (myAvatar->getSensorToWorldMatrix() * qApp->getActiveDisplayPlugin()->getHeadPose(frameCount));
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_headPose = invAvatarMat * (myAvatar->getSensorToWorldMatrix() * qApp->getActiveDisplayPlugin()->getHeadPose());
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if (!isThreaded()) {
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process();
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@ -1258,7 +1258,7 @@ void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, fl
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if (qApp->isHMDMode()) {
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glm::vec3 cameraPosition = qApp->getCamera()->getPosition();
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glm::mat4 headPose = qApp->getActiveDisplayPlugin()->getHeadPose(qApp->getFrameCount());
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glm::mat4 headPose = qApp->getActiveDisplayPlugin()->getHeadPose();
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glm::mat4 leftEyePose = qApp->getActiveDisplayPlugin()->getEyeToHeadTransform(Eye::Left);
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leftEyePose = leftEyePose * headPose;
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glm::vec3 leftEyePosition = extractTranslation(leftEyePose);
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@ -342,7 +342,7 @@ void CompositorHelper::computeHmdPickRay(const glm::vec2& cursorPos, glm::vec3&
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}
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glm::mat4 CompositorHelper::getUiTransform() const {
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return _currentCamera * glm::inverse(_currentDisplayPlugin->getHeadPose(_currentFrame));
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return _currentCamera * glm::inverse(_currentDisplayPlugin->getHeadPose());
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}
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//Finds the collision point of a world space ray
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@ -121,8 +121,14 @@ public:
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static const glm::mat4 transform; return transform;
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}
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virtual glm::mat4 getHeadPose(uint32_t frameIndex) const {
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static const glm::mat4 pose; return pose;
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// will query the underlying hmd api to compute the most recent head pose
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virtual glm::mat4 updateHeadPose(uint32_t frameIndex) {
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return glm::mat4();
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}
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// returns a copy of the most recent head pose, computed via updateHeadPose
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virtual glm::mat4 getHeadPose() const {
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return glm::mat4();
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}
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// Needed for timewarp style features
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@ -15,14 +15,20 @@ void OculusBaseDisplayPlugin::resetSensors() {
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ovr_RecenterPose(_session);
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}
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glm::mat4 OculusBaseDisplayPlugin::getHeadPose(uint32_t frameIndex) const {
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glm::mat4 OculusBaseDisplayPlugin::updateHeadPose(uint32_t frameIndex) {
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static uint32_t lastFrameSeen = 0;
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auto displayTime = ovr_GetPredictedDisplayTime(_session, frameIndex);
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auto trackingState = ovr_GetTrackingState(_session, displayTime, frameIndex > lastFrameSeen);
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if (frameIndex > lastFrameSeen) {
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lastFrameSeen = frameIndex;
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}
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return toGlm(trackingState.HeadPose.ThePose);
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mat4 headPose = toGlm(trackingState.HeadPose.ThePose);
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_headPoseCache.set(headPose);
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return headPose;
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}
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glm::mat4 OculusBaseDisplayPlugin::getHeadPose() const {
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return _headPoseCache.get();
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}
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bool OculusBaseDisplayPlugin::isSupported() const {
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@ -8,6 +8,7 @@
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#pragma once
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#include <display-plugins/hmd/HmdDisplayPlugin.h>
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#include <ThreadSafeValueCache.h>
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#include <QTimer>
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@ -20,7 +21,8 @@ public:
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// Stereo specific methods
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virtual void resetSensors() override final;
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virtual glm::mat4 getHeadPose(uint32_t frameIndex) const override;
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virtual glm::mat4 updateHeadPose(uint32_t frameIndex) override;
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virtual glm::mat4 getHeadPose() const override;
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protected:
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void customizeContext() override;
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@ -36,4 +38,5 @@ protected:
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ovrHmdDesc _hmdDesc;
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ovrLayerEyeFov _sceneLayer;
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ovrViewScaleDesc _viewScaleDesc;
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ThreadSafeValueCache<glm::mat4> _headPoseCache { glm::mat4() };
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};
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@ -38,7 +38,7 @@ static mat4 _sensorResetMat;
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static std::array<vr::Hmd_Eye, 2> VR_EYES { { vr::Eye_Left, vr::Eye_Right } };
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bool OpenVrDisplayPlugin::isSupported() const {
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return !isOculusPresent() && vr::VR_IsHmdPresent();
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return /*!isOculusPresent() &&*/ vr::VR_IsHmdPresent();
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}
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void OpenVrDisplayPlugin::internalActivate() {
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@ -112,7 +112,7 @@ void OpenVrDisplayPlugin::resetSensors() {
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_sensorResetMat = glm::inverse(cancelOutRollAndPitch(m));
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}
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glm::mat4 OpenVrDisplayPlugin::getHeadPose(uint32_t frameIndex) const {
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glm::mat4 OpenVrDisplayPlugin::updateHeadPose(uint32_t frameIndex) {
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float displayFrequency = _system->GetFloatTrackedDeviceProperty(vr::k_unTrackedDeviceIndex_Hmd, vr::Prop_DisplayFrequency_Float);
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float frameDuration = 1.f / displayFrequency;
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@ -139,14 +139,21 @@ glm::mat4 OpenVrDisplayPlugin::getHeadPose(uint32_t frameIndex) const {
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_trackedDeviceLinearVelocities[i] = transformVectorFast(_sensorResetMat, toGlm(_trackedDevicePose[i].vVelocity));
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_trackedDeviceAngularVelocities[i] = transformVectorFast(_sensorResetMat, toGlm(_trackedDevicePose[i].vAngularVelocity));
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}
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_headPoseCache.set(_trackedDevicePoseMat4[0]);
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return _trackedDevicePoseMat4[0];
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}
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glm::mat4 OpenVrDisplayPlugin::getHeadPose() const {
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return _headPoseCache.get();
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}
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void OpenVrDisplayPlugin::hmdPresent() {
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// Flip y-axis since GL UV coords are backwards.
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static vr::VRTextureBounds_t leftBounds{ 0, 0, 0.5f, 1 };
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static vr::VRTextureBounds_t rightBounds{ 0.5f, 0, 1, 1 };
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vr::Texture_t texture { (void*)oglplus::GetName(_compositeFramebuffer->color), vr::API_OpenGL, vr::ColorSpace_Auto };
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_compositor->Submit(vr::Eye_Left, &texture, &leftBounds);
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@ -12,6 +12,7 @@
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#include <openvr.h>
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#include <display-plugins/hmd/HmdDisplayPlugin.h>
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#include <ThreadSafeValueCache.h>
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const float TARGET_RATE_OpenVr = 90.0f; // FIXME: get from sdk tracked device property? This number is vive-only.
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@ -27,7 +28,8 @@ public:
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// Stereo specific methods
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virtual void resetSensors() override;
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virtual glm::mat4 getHeadPose(uint32_t frameIndex) const override;
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virtual glm::mat4 updateHeadPose(uint32_t frameIndex) override;
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virtual glm::mat4 getHeadPose() const override;
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protected:
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void internalActivate() override;
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@ -41,4 +43,5 @@ private:
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std::atomic<vr::EDeviceActivityLevel> _hmdActivityLevel { vr::k_EDeviceActivityLevel_Unknown };
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static const QString NAME;
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mutable Mutex _poseMutex;
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ThreadSafeValueCache<glm::mat4> _headPoseCache { glm::mat4() };
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};
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