Bug 1384865 - Using game pose of OpenVR VRDisplay instead of render pose; r?kip
MozReview-Commit-ID: FXnPBdyVLdE
--- a/gfx/vr/gfxVROpenVR.cpp
+++ b/gfx/vr/gfxVROpenVR.cpp
@@ -198,19 +198,20 @@ VRDisplayOpenVR::PollEvents()
}
}
VRHMDSensorState
VRDisplayOpenVR::GetSensorState()
{
PollEvents();
- ::vr::TrackedDevicePose_t poses[::vr::k_unMaxTrackedDeviceCount];
- // Note: We *must* call WaitGetPoses in order for any rendering to happen at all
- mVRCompositor->WaitGetPoses(poses, ::vr::k_unMaxTrackedDeviceCount, nullptr, 0);
+ const uint32_t posesSize = ::vr::k_unTrackedDeviceIndex_Hmd + 1;
+ ::vr::TrackedDevicePose_t poses[posesSize];
+ // Note: We *must* call WaitGetPoses in order for any rendering to happen at all.
+ mVRCompositor->WaitGetPoses(nullptr, 0, poses, posesSize);
VRHMDSensorState result;
::vr::Compositor_FrameTiming timing;
timing.m_nSize = sizeof(::vr::Compositor_FrameTiming);
if (mVRCompositor->GetFrameTiming(&timing)) {
result.timestamp = timing.m_flSystemTimeInSeconds;
} else {