Fix incompatible swapchain format for Quest 2
When using a RGBA16 (`GL_RGBA16`, `DXGI_FORMAT_R16G16B16A16_UNORM`) swapchain format with Quest 2, no image is presented to the headset. This can occur when using the SteamVR runtime with an AMD graphics card (ex. T95374). Workaround is to move this format after the Quest 2-compatible RGBA16F formats in the candidates list so that the RGBA16F formats are chosen instead. Reviewed By: Severin Differential Revision: https://developer.blender.org/D14024
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@@ -175,11 +175,18 @@ class GHOST_XrGraphicsBindingOpenGL : public GHOST_IXrGraphicsBinding {
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bool &r_is_srgb_format) const override
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{
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std::vector<int64_t> gpu_binding_formats = {
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#if 0 /* RGB10A2, RGBA16 don't seem to work with Oculus head-sets, \
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* so move them after RGBA16F for the time being. */
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GL_RGB10_A2,
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GL_RGBA16,
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GL_RGBA16F,
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GL_RGBA8,
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GL_SRGB8_ALPHA8,
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#endif
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GL_RGBA16F,
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#if 1
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GL_RGB10_A2,
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GL_RGBA16,
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#endif
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GL_RGBA8,
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GL_SRGB8_ALPHA8,
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};
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std::optional result = choose_swapchain_format_from_candidates(gpu_binding_formats,
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@@ -361,14 +368,15 @@ class GHOST_XrGraphicsBindingD3D : public GHOST_IXrGraphicsBinding {
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bool &r_is_srgb_format) const override
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{
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std::vector<int64_t> gpu_binding_formats = {
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# if 0 /* RGB10A2 doesn't seem to work with Oculus head-sets, \
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* so move it after RGB16AF for the time being. */
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# if 0 /* RGB10A2, RGBA16 don't seem to work with Oculus head-sets, \
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* so move them after RGBA16F for the time being. */
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DXGI_FORMAT_R10G10B10A2_UNORM,
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DXGI_FORMAT_R16G16B16A16_UNORM,
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# endif
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DXGI_FORMAT_R16G16B16A16_UNORM,
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DXGI_FORMAT_R16G16B16A16_FLOAT,
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# if 1
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DXGI_FORMAT_R10G10B10A2_UNORM,
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DXGI_FORMAT_R16G16B16A16_UNORM,
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# endif
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DXGI_FORMAT_R8G8B8A8_UNORM,
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DXGI_FORMAT_R8G8B8A8_UNORM_SRGB,
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