This PR allows for OpenXR sessions to function properly with SteamVR as well as Oculus. It adds DXGI_FORMAT_B8G8R8A8_UNORM_SRGB to pick_format for D3D11, as SteamVR does not take DXGI_FORMAT_B8G8R8A8_UNORM. There doesn't appear to be any noticable performance hit from gamma correction, and indeed it actually displays colors in the session more accurately than Oculus runtime, which is not running gamma correction currently. It also adjusts the manipulation of views, as it turns out that just flipping the up/down angles on the FOVs during composition layer submission is no longer sufficient. It seems that as long as windows sessions are solely backed by D3D11, we'll need to apply the same inverted view + reversed winding fix for SteamVR as well as Oculus.
This PR allows for OpenXR sessions to function properly with SteamVR as well as Oculus. It adds
DXGI_FORMAT_B8G8R8A8_UNORM_SRGB
topick_format
for D3D11, as SteamVR does not takeDXGI_FORMAT_B8G8R8A8_UNORM
. There doesn't appear to be any noticable performance hit from gamma correction, and indeed it actually displays colors in the session more accurately than Oculus runtime, which is not running gamma correction currently. It also adjusts the manipulation of views, as it turns out that just flipping the up/down angles on the FOVs during composition layer submission is no longer sufficient. It seems that as long as windows sessions are solely backed by D3D11, we'll need to apply the same inverted view + reversed winding fix for SteamVR as well as Oculus.Fixes #217