From 4207f9c279e832e3afcb3f5fc6cd8d84cb4cfe4c Mon Sep 17 00:00:00 2001 From: Sven Gothel Date: Sat, 28 Mar 2015 01:43:35 +0100 Subject: Bump OculusVR RIFT SDK to 0.5.0.1 --- .../Src/CAPI/D3D1X/CAPI_D3D11_DistortionRenderer.h | 240 ++++++++++++++++++--- 1 file changed, 206 insertions(+), 34 deletions(-) (limited to 'LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_DistortionRenderer.h') diff --git a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_DistortionRenderer.h b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_DistortionRenderer.h index 0216232..4282074 100644 --- a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_DistortionRenderer.h +++ b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_DistortionRenderer.h @@ -1,34 +1,206 @@ -/************************************************************************************ - -Filename : CAPI_D3D11_DistortionRenderer.h -Content : Distortion renderer header for D3D11 -Created : November 11, 2013 -Authors : Michael Antonov - -Copyright : Copyright 2014 Oculus VR, LLC All Rights reserved. - -Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License"); -you may not use the Oculus VR Rift SDK except in compliance with the License, -which is provided at the time of installation or download, or which -otherwise accompanies this software in either electronic or hard copy form. - -You may obtain a copy of the License at - -http://www.oculusvr.com/licenses/LICENSE-3.2 - -Unless required by applicable law or agreed to in writing, the Oculus VR SDK -distributed under the License is distributed on an "AS IS" BASIS, -WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -See the License for the specific language governing permissions and -limitations under the License. - -************************************************************************************/ - -#ifndef INC_CAPI_D3D11_DistortionRenderer_h -#define INC_CAPI_D3D11_DistortionRenderer_h - -#define OVR_D3D_VERSION 11 -#include "CAPI_D3D1X_DistortionRenderer.h" -#undef OVR_D3D_VERSION - -#endif +/************************************************************************************ + +Filename : CAPI_D3D11_DistortionRenderer.h +Content : Experimental distortion renderer +Created : November 11, 2013 +Authors : Volga Aksoy + +Copyright : Copyright 2014 Oculus VR, LLC All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculusvr.com/licenses/LICENSE-3.2 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +distributed under the License is distributed on an "AS IS" BASIS, +WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +See the License for the specific language governing permissions and +limitations under the License. + +************************************************************************************/ + +#ifndef OVR_CAPI_D3D11_DistortionRenderer_h +#define OVR_CAPI_D3D11_DistortionRenderer_h + +#include "CAPI_D3D11_Util.h" +#include "../CAPI_DistortionRenderer.h" + +#include "Kernel/OVR_Log.h" + +namespace OVR { namespace CAPI { namespace D3D11 { + + +// ***** D3D11::DistortionRenderer + +// Implementation of DistortionRenderer for D3D11. + +class DistortionRenderer : public CAPI::DistortionRenderer +{ +public: + DistortionRenderer(); + ~DistortionRenderer(); + + + // Creation function for the device. + static CAPI::DistortionRenderer* Create(); + + + // ***** Public DistortionRenderer interface + + virtual void SubmitEye(int eyeId, const ovrTexture* eyeTexture) OVR_OVERRIDE; + virtual void SubmitEyeWithDepth(int eyeId, const ovrTexture* eyeColorTexture, const ovrTexture* eyeDepthTexture) OVR_OVERRIDE; + + virtual void EndFrame(uint32_t frameIndex, bool swapBuffers); + + // TBD: Make public? + void WaitUntilGpuIdle(); + + // Similar to ovr_WaitTillTime but it also flushes GPU. + // Note, it exits when time expires, even if GPU is not in idle state yet. + double FlushGpuAndWaitTillTime(double absTime); + +protected: + virtual bool initializeRenderer(const ovrRenderAPIConfig* apiConfig) OVR_OVERRIDE; + + class GraphicsState : public CAPI::DistortionRenderer::GraphicsState + { + public: + GraphicsState(ID3D11DeviceContext* context); + virtual ~GraphicsState(); + virtual void clearMemory(); + virtual void Save(); + virtual void Restore(); + + protected: + ID3D11DeviceContext* context; + BOOL memoryCleared; + + ID3D11RasterizerState* rasterizerState; + ID3D11InputLayout* inputLayoutState; + + ID3D11ShaderResourceView* psShaderResourceState[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT]; + ID3D11SamplerState* psSamplerStates[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT]; + ID3D11Buffer* psConstantBuffersState[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT]; + + ID3D11ShaderResourceView* vsShaderResourceState[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT]; + ID3D11SamplerState* vsSamplerStates[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT]; + ID3D11Buffer* vsConstantBuffersState[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT]; + + ID3D11ShaderResourceView* csShaderResourceState[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT]; + ID3D11SamplerState* csSamplerStates[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT]; + ID3D11Buffer* csConstantBuffersState[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT]; + ID3D11UnorderedAccessView* csUnorderedAccessViewState[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT]; + + ID3D11RenderTargetView* renderTargetViewState[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT]; + ID3D11DepthStencilView* depthStencilViewState; + + ID3D11BlendState* omBlendState; + FLOAT omBlendFactorState[4]; + UINT omSampleMaskState; + + D3D11_PRIMITIVE_TOPOLOGY primitiveTopologyState; + + ID3D11Buffer* iaIndexBufferPointerState; + DXGI_FORMAT iaIndexBufferFormatState; + UINT iaIndexBufferOffsetState; + + ID3D11Buffer* iaVertexBufferPointersState[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]; + UINT iaVertexBufferStridesState[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]; + UINT iaVertexBufferOffsetsState[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]; + + ID3D11PixelShader* currentPixelShader; + ID3D11VertexShader* currentVertexShader; + ID3D11GeometryShader* currentGeometryShader; + ID3D11HullShader* currentHullShader; + ID3D11DomainShader* currentDomainShader; + ID3D11ComputeShader* currentComputeShader; + }; + +private: + // Helpers + bool initBuffersAndShaders(); + void initShaders(); + void initFullscreenQuad(); + void initOverdrive(); + void destroy(); + + void setViewport(const Recti& vp); + + void renderDistortion(); + + void renderPrimitives(const ShaderFill* fill, Buffer* vertices, Buffer* indices, + Matrix4f* viewMatrix, int offset, int count, + PrimitiveType rprim); + + void renderEndFrame(); + + void createDrawQuad(); + void renderLatencyQuad(unsigned char* latencyTesterDrawColor); + void renderLatencyPixel(unsigned char* latencyTesterPixelColor); + + // Attempt to use DXGI GetFrameStatistics for getting a previous vsync + // Returns 0 if no Vsync timing information is available. + double getDXGILastVsyncTime(); + + // Create or get cached D3D sampler based on flags. + ID3D11SamplerState* getSamplerState(int sm); + + + //// TBD: Should we be using oe from RState instead? + //unsigned DistortionCaps; + + // Back buffer is properly set as an SRGB format? + bool SrgbBackBuffer; + + // Failures retrieving the frame index from renderer + int FrameIndexFailureCount; + static const int FrameIndexFailureLimit = 5; // After a few failures stop trying. + + // D3DX device and utility variables. + RenderParams RParams; + Ptr pEyeTextures[2]; + Ptr pEyeDepthTextures[2]; + + // U,V scale and offset needed for timewarp. + ovrVector2f UVScaleOffset[2][2]; + ovrSizei EyeTextureSize[2]; + ovrRecti EyeRenderViewport[2]; + + Ptr pOverdriveTextures[NumOverdriveTextures]; + Ptr OverdriveLutTexture; + + //Ptr mpFullScreenVertexBuffer; + + Ptr DistortionMeshVBs[2]; // one per-eye + Ptr DistortionMeshIBs[2]; // one per-eye + Ptr DistortionPinBuffer[2]; // one per-eye + + Ptr DistortionShader; + Ptr DistortionVertexIL; + + struct StandardUniformData + { + Matrix4f Proj; + Matrix4f View; + } StdUniforms; + Ptr UniformBuffers[Shader_Count]; + + Ptr SamplerStates[Sample_Count]; + Ptr Rasterizer; + + Ptr LatencyTesterQuadVB; + Ptr SimpleQuadShader; + Ptr SimpleQuadVertexIL; + + GpuTimer GpuProfiler; + Hash> RenderTargetMap; +}; + +}}} // OVR::CAPI::D3D11 + +#endif // OVR_CAPI_D3D11_DistortionRenderer_h -- cgit v1.2.3