Commit Graph

10 Commits

Author SHA1 Message Date
Ryan Hummer
4af2fd066d Updating Dev-Release-5.5 from Main at CL #36144969
#okforversepublic

[CL 36146571 by Ryan Hummer in Dev-5.5 branch]
2024-09-10 10:26:02 -04:00
josh adams
0442fba8a6 - UnrealGame compiled for VisionOS
- Added UE_PLATFORM_IOS_ONLY, which is like PLATFORM_IOS, but is only for iPhone IOS, but TVOS, VisionOS, etc
- Updated some libs for VisionOS and TVOS

#rb roman.dzieciol
#jira UE-213434
[FYI] jeff.fisher

[CL 35698420 by josh adams in ue5-main branch]
2024-08-21 09:26:16 -04:00
jeff fisher
dde5ac1554 UE-208424 VisionOS: View lagging behind head motion
-Fixed problem where we were doing the copy of the swap chain render target into the compositor services drawable BEFORE rendering to the render target instead of after, resulted in displaying pixels from swapchainlength-1 in the past.  Now we are encoding the blits and the compositer services present into the main frame command buffer.
-Fixed problem where we were caching the device positions for late update before we update them in the render thread.
-Many verbose logging improvements.
#jira UE-208424
#rb carl.lloyd, Josie.Yang

[CL 32526840 by jeff fisher in ue5-main branch]
2024-03-26 18:25:31 -04:00
jeff fisher
9182d16359 UE-208427 VisionOS: problem with view transforms
-Fixed bug where hmd offset was applied twice.
-Fixed bug where eye offsets were never applied.
-Removed some unused code and obsolete comments.
-Additional logging to debug frame sequence issues.
#jira UE-208427
#rb christopher.fiala

[CL 32039454 by jeff fisher in ue5-main branch]
2024-03-05 18:02:13 -05:00
jeff fisher
12704adb64 UE-206181 Experimental support for VisionOS
-First phase of VisionOS running on device.  VRTemplate will run on device.
-Mobile forward renderer runs if MobileMultiView is disabled at reasonable framerate, however depth is currently incorrect (we are just writing scene color to it, depth information exists but is not yet connected).  The blocky black shadow artifact is related to this.
-Deferred rendering runs at approximately 10fps with no anti-aliasing and (if you make a trivial code edit) with a proper depth buffer.
-Appears to be running one frame behind now, not sure how.  This broke when moving up to this stream.
#jira UE-206181
Also review 31739189
#rb adam.kinge, carl.lloyd, josh.adams, josie.yang

[CL 31816728 by jeff fisher in ue5-main branch]
2024-02-26 16:25:01 -05:00
josh adams
a25f5c0cc1 - Fixed Xcode proejct generation/compiling/booting for Vision Pro hardware
- Commandline in Xcode is now used, if we want Swift to set the CL, we'll have to pause the engine startup sooner
- Added auto-launch timer to the SwiftUI window for easier development (don't need to wear the VP) to debug startup crashes, etc
- Depth texture was too big, so halved the resolution of the viewports (work in progress)
- Currently asserting in XR code, or crashing in compositor services code
#rb Jeff.Fisher

#changelist validated
#virtualized

[CL 31347927 by josh adams in ue5-main branch]
2024-02-09 13:21:33 -05:00
jeff fisher
1c32e0a777 UE-204751 VisionOS -> visionOS in all user facing strings.
-Fixed plugin project settings UI duplication (settings were displayed twice).
#jira UE-204751
#rb erica.stella

[CL 30923415 by jeff fisher in ue5-main branch]
2024-01-26 10:00:20 -05:00
adam kinge
5a69eb894e Add a new Platform VisionOS Project Settings panel to enable/disable VisionOS's full immersion vs window mode
#jira UE-194826
#rb josh.adams

[CL 28113411 by adam kinge in ue5-main branch]
2023-09-21 19:03:01 -04:00
Josh Adams
574dc31ccb - Very very early support for UE running as a SwiftUI app:
- .ini settings for using SwiftUI main function
  - this will eanble #defines, etc, to enable some embedded style functionality in UE, where SwiftUI will trigger when to create the engine/view/etc
  - assume fully immersive mode, which uses CompositorServices to get drawables from SwiftUI land
  - Added some code to FMetalViewport for using Composotir layer/drawable instead of CoreAnimation layer/drawable
  - If the .ini setting is false, then it will use the original VIsionOS support which works generally in the simulator

- Also removed -lc++ commandline which was causing "duplicate -lc++" warning when building in recent Xcode

#rb adam.kinge

[CL 26769312 by Josh Adams in ue5-main branch]
2023-08-02 09:09:16 -04:00
josh adams
e64cc70e03 - Moved VisionOS libs to Engine/Platforms
- Updated Build.cs for IOS group to allow VisionOS, and use the new PlatformModuleDirectory stuff to allow for platform extension (VisionOS) to use same code as non-extensions (IOS/TVOS)
#rb adam.kinge

[CL 26618503 by josh adams in ue5-main branch]
2023-07-26 15:45:21 -04:00