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_D3D1X_DistortionRenderer.h | 202 --------------------- 1 file changed, 202 deletions(-) delete mode 100644 LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_DistortionRenderer.h (limited to 'LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_DistortionRenderer.h') diff --git a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_DistortionRenderer.h b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_DistortionRenderer.h deleted file mode 100644 index 0bbf049..0000000 --- a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_DistortionRenderer.h +++ /dev/null @@ -1,202 +0,0 @@ -/************************************************************************************ - -Filename : CAPI_D3D1X_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. - -************************************************************************************/ - -// No include guard, since this fill will be multiply-included. -//#ifndef OVR_CAPI_D3D1X_DistortionRenderer_h - -#include "CAPI_D3D1X_Util.h" -#include "../CAPI_DistortionRenderer.h" - -#include "../../Kernel/OVR_Log.h" - -namespace OVR { namespace CAPI { namespace D3D_NS { - - -// ***** D3D1X::DistortionRenderer - -// Implementation of DistortionRenderer for D3D10/11. - -class DistortionRenderer : public CAPI::DistortionRenderer -{ -public: - DistortionRenderer(ovrHmd hmd, - FrameTimeManager& timeManager, - const HMDRenderState& renderState); - ~DistortionRenderer(); - - - // Creation function for the device. - static CAPI::DistortionRenderer* Create(ovrHmd hmd, - FrameTimeManager& timeManager, - const HMDRenderState& renderState); - - - // ***** Public DistortionRenderer interface - - virtual bool Initialize(const ovrRenderAPIConfig* apiConfig) OVR_OVERRIDE; - - virtual void SubmitEye(int eyeId, const ovrTexture* eyeTexture); - - virtual void EndFrame(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: - - class GraphicsState : public CAPI::DistortionRenderer::GraphicsState - { - public: - GraphicsState(ID3D1xDeviceContext* context); - virtual ~GraphicsState(); - virtual void clearMemory(); - virtual void Save(); - virtual void Restore(); - - protected: - ID3D1xDeviceContext* context; - BOOL memoryCleared; - - ID3D1xRasterizerState* rasterizerState; - ID3D1xInputLayout* inputLayoutState; - - ID3D1xShaderResourceView* psShaderResourceState[D3D1x_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT]; - ID3D1xSamplerState* psSamplerStates[D3D1x_COMMONSHADER_SAMPLER_SLOT_COUNT]; - ID3D1xBuffer* psConstantBuffersState[D3D1x_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT]; - - ID3D1xShaderResourceView* vsShaderResourceState[D3D1x_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT]; - ID3D1xSamplerState* vsSamplerStates[D3D1x_COMMONSHADER_SAMPLER_SLOT_COUNT]; - ID3D1xBuffer* vsConstantBuffersState[D3D1x_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT]; - -#if (OVR_D3D_VERSION == 11) - ID3D1xShaderResourceView* csShaderResourceState[D3D1x_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT]; - ID3D1xSamplerState* csSamplerStates[D3D1x_COMMONSHADER_SAMPLER_SLOT_COUNT]; - ID3D1xBuffer* csConstantBuffersState[D3D1x_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT]; - ID3D1xUnorderedAccessView* csUnorderedAccessViewState[D3D1x_SIMULTANEOUS_RENDER_TARGET_COUNT]; -#endif - - ID3D1xRenderTargetView* renderTargetViewState[D3D1x_SIMULTANEOUS_RENDER_TARGET_COUNT]; - ID3D1xDepthStencilView* depthStencilViewState; - - ID3D1xBlendState* omBlendState; - FLOAT omBlendFactorState[4]; - UINT omSampleMaskState; - - D3D1x_PRIMITIVE_TOPOLOGY primitiveTopologyState; - - ID3D1xBuffer* iaIndexBufferPointerState; - DXGI_FORMAT iaIndexBufferFormatState; - UINT iaIndexBufferOffsetState; - - ID3D1xBuffer* iaVertexBufferPointersState[D3D1x_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]; - UINT iaVertexBufferStridesState[D3D1x_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]; - UINT iaVertexBufferOffsetsState[D3D1x_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]; - - ID3D1xPixelShader* currentPixelShader; - ID3D1xVertexShader* currentVertexShader; - ID3D1xGeometryShader* currentGeometryShader; -#if (OVR_D3D_VERSION == 11) - ID3D11HullShader* currentHullShader; - ID3D11DomainShader* currentDomainShader; - ID3D11ComputeShader* currentComputeShader; -#endif - - }; - -private: - // Helpers - void initBuffersAndShaders(); - void initShaders(); - void initFullscreenQuad(); - void initOverdrive(); - void destroy(); - - void setViewport(const Recti& vp); - - void renderDistortion(Texture* leftEyeTexture, Texture* rightEyeTexture); - - 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); - - // Create or get cached D3D sampler based on flags. - ID3D1xSamplerState* 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; - - // D3DX device and utility variables. - RenderParams RParams; - Ptr pEyeTextures[2]; - - // U,V scale and offset needed for timewarp. - ovrVector2f UVScaleOffset[2][2]; - ovrSizei EyeTextureSize[2]; - ovrRecti EyeRenderViewport[2]; - - Ptr pOverdriveTextures[NumOverdriveTextures]; - - //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; -}; - -}}} // OVR::CAPI::D3D1X -- cgit v1.2.3