diff options
author | Sven Gothel <[email protected]> | 2014-06-19 17:03:28 +0200 |
---|---|---|
committer | Sven Gothel <[email protected]> | 2014-06-19 17:03:28 +0200 |
commit | d9a584844a60542519d813b5dc1a62428f14a0ae (patch) | |
tree | 942c10a5ebcd0aab65e9d6facb59778468f39d3b /LibOVR/Src/CAPI/CAPI_FrameTimeManager.h |
Add OculusSDK 0.3.2 Linux Source Code w/o Samples, docs or binaries (libs or tools)
Diffstat (limited to 'LibOVR/Src/CAPI/CAPI_FrameTimeManager.h')
-rw-r--r-- | LibOVR/Src/CAPI/CAPI_FrameTimeManager.h | 264 |
1 files changed, 264 insertions, 0 deletions
diff --git a/LibOVR/Src/CAPI/CAPI_FrameTimeManager.h b/LibOVR/Src/CAPI/CAPI_FrameTimeManager.h new file mode 100644 index 0000000..4693697 --- /dev/null +++ b/LibOVR/Src/CAPI/CAPI_FrameTimeManager.h @@ -0,0 +1,264 @@ +/************************************************************************************ + +Filename : CAPI_FrameTimeManager.h +Content : Manage frame timing and pose prediction for rendering +Created : November 30, 2013 +Authors : Volga Aksoy, Michael Antonov + +Copyright : Copyright 2014 Oculus VR, Inc. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.1 (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-3.1 + +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_FrameTimeManager_h +#define OVR_CAPI_FrameTimeManager_h + +#include "../OVR_CAPI.h" +#include "../Kernel/OVR_Timer.h" +#include "../Kernel/OVR_Math.h" +#include "../Util/Util_Render_Stereo.h" +#include "../Util/Util_LatencyTest2.h" + +namespace OVR { namespace CAPI { + +//------------------------------------------------------------------------------------- + +// Helper class to collect median times between frames, so that we know +// how long to wait. +struct TimeDeltaCollector +{ + TimeDeltaCollector() : Count(0) { } + + void AddTimeDelta(double timeSeconds); + void Clear() { Count = 0; } + + double GetMedianTimeDelta() const; + + double GetCount() const { return Count; } + + enum { Capacity = 12 }; +private: + int Count; + double TimeBufferSeconds[Capacity]; +}; + + +//------------------------------------------------------------------------------------- +// ***** FrameLatencyTracker + +// FrameLatencyTracker tracks frame Present to display Scan-out timing, as reported by +// the DK2 internal latency tester pixel read-back. The computed value is used in +// FrameTimeManager for prediction. View Render and TimeWarp to scan-out latencies are +// also reported for debugging. +// +// The class operates by generating color values from GetNextDrawColor() that must +// be rendered on the back end and then looking for matching values in FrameTimeRecordSet +// structure as reported by HW. + +class FrameLatencyTracker +{ +public: + + enum { FramesTracked = Util::LT2_IncrementCount-1 }; + + FrameLatencyTracker(); + + // DrawColor == 0 is special in that it doesn't need saving of timestamp + unsigned char GetNextDrawColor(); + + void SaveDrawColor(unsigned char drawColor, double endFrameTime, + double renderIMUTime, double timewarpIMUTime ); + + void MatchRecord(const Util::FrameTimeRecordSet &r); + + void GetLatencyTimings(float latencies[3]); + + void Reset(); + +public: + + struct FrameTimeRecordEx : public Util::FrameTimeRecord + { + bool MatchedRecord; + double RenderIMUTimeSeconds; + double TimewarpIMUTimeSeconds; + }; + + // True if rendering read-back is enabled. + bool TrackerEnabled; + + enum SampleWaitType { + SampleWait_Zeroes, // We are waiting for a record with all zeros. + SampleWait_Match // We are issuing & matching colors. + }; + + SampleWaitType WaitMode; + int MatchCount; + // Records of frame timings that we are trying to measure. + FrameTimeRecordEx FrameEndTimes[FramesTracked]; + int FrameIndex; + // Median filter for (ScanoutTimeSeconds - PostPresent frame time) + TimeDeltaCollector FrameDeltas; + // Latency reporting results + double RenderLatencySeconds; + double TimewarpLatencySeconds; + double LatencyRecordTime; +}; + + + +//------------------------------------------------------------------------------------- +// ***** FrameTimeManager + +// FrameTimeManager keeps track of rendered frame timing and handles predictions for +// orientations and time-warp. + +class FrameTimeManager +{ +public: + FrameTimeManager(bool vsyncEnabled = true); + + // Data that affects frame timing computation. + struct TimingInputs + { + // Hard-coded value or dynamic as reported by FrameTimeDeltas.GetMedianTimeDelta(). + double FrameDelta; + // Screen delay from present to scan-out, as potentially reported by ScreenLatencyTracker. + double ScreenDelay; + // Negative value of how many seconds before EndFrame we start timewarp. 0.0 if not used. + double TimewarpWaitDelta; + + TimingInputs() + : FrameDelta(0), ScreenDelay(0), TimewarpWaitDelta(0) + { } + }; + + // Timing values for a specific frame. + struct Timing + { + TimingInputs Inputs; + + // Index of a frame that started at ThisFrameTime. + unsigned int FrameIndex; + // Predicted absolute times for when this frame will show up on screen. + // Generally, all values will be >= NextFrameTime, since that's the time we expect next + // vsync to succeed. + double ThisFrameTime; + double TimewarpPointTime; + double NextFrameTime; + double MidpointTime; + double EyeRenderTimes[2]; + double TimeWarpStartEndTimes[2][2]; + + Timing() + { + memset(this, 0, sizeof(Timing)); + } + + void InitTimingFromInputs(const TimingInputs& inputs, HmdShutterTypeEnum shutterType, + double thisFrameTime, unsigned int frameIndex); + }; + + + // Called on startup to provided data on HMD timing. + void Init(HmdRenderInfo& renderInfo); + + // Called with each new ConfigureRendering. + void ResetFrameTiming(unsigned frameIndex, + bool dynamicPrediction, bool sdkRender); + + void SetVsync(bool enabled) { VsyncEnabled = enabled; } + + // BeginFrame returns time of the call + // TBD: Should this be a predicted time value instead ? + double BeginFrame(unsigned frameIndex); + void EndFrame(); + + // Thread-safe function to query timing for a future frame + Timing GetFrameTiming(unsigned frameIndex); + + double GetEyePredictionTime(ovrEyeType eye); + Transformf GetEyePredictionPose(ovrHmd hmd, ovrEyeType eye); + + void GetTimewarpPredictions(ovrEyeType eye, double timewarpStartEnd[2]); + void GetTimewarpMatrices(ovrHmd hmd, ovrEyeType eye, ovrPosef renderPose, ovrMatrix4f twmOut[2]); + + // Used by renderer to determine if it should time distortion rendering. + bool NeedDistortionTimeMeasurement() const; + void AddDistortionTimeMeasurement(double distortionTimeSeconds); + + + // DK2 Lateny test interface + + // Get next draw color for DK2 latency tester + unsigned char GetFrameLatencyTestDrawColor() + { return ScreenLatencyTracker.GetNextDrawColor(); } + + // Must be called after EndFrame() to update latency tester timings. + // Must pass color reported by NextFrameColor for this frame. + void UpdateFrameLatencyTrackingAfterEndFrame(unsigned char frameLatencyTestColor, + const Util::FrameTimeRecordSet& rs); + + void GetLatencyTimings(float latencies[3]) + { return ScreenLatencyTracker.GetLatencyTimings(latencies); } + + + const Timing& GetFrameTiming() const { return FrameTiming; } + +private: + + double calcFrameDelta() const; + double calcScreenDelay() const; + double calcTimewarpWaitDelta() const; + + + HmdRenderInfo RenderInfo; + // Timings are collected through a median filter, to avoid outliers. + TimeDeltaCollector FrameTimeDeltas; + TimeDeltaCollector DistortionRenderTimes; + FrameLatencyTracker ScreenLatencyTracker; + + // Timing changes if we have no Vsync (all prediction is reduced to fixed interval). + bool VsyncEnabled; + // Set if we are rendering via the SDK, so DistortionRenderTimes is valid. + bool DynamicPrediction; + // Set if SDk is doing teh rendering. + bool SdkRender; + + // Total frame delay due to VsyncToFirstScanline, persistence and settle time. + // Computed from RenderInfor.Shutter. + double VSyncToScanoutDelay; + double NoVSyncToScanoutDelay; + double ScreenSwitchingDelay; + + // Current (or last) frame timing info. Used as a source for LocklessTiming. + Timing FrameTiming; + // TBD: Don't we need NextFrame here as well? + LocklessUpdater<Timing> LocklessTiming; + + + // IMU Read timings + double RenderIMUTimeSeconds; + double TimewarpIMUTimeSeconds; +}; + + +}} // namespace OVR::CAPI + +#endif // OVR_CAPI_FrameTimeManager_h + + |