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authorSven Gothel <[email protected]>2015-03-28 02:08:11 +0100
committerSven Gothel <[email protected]>2015-03-28 02:08:11 +0100
commit450aa6f7df9e67dd256b86f94e65eaf707032aad (patch)
tree04aa207d84ddc8ca246d2573aaaf756b3ce8a0b5 /LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_Util.h
parent3c7b8a17e907f4ef2afd9f77db566a3f6179cbe4 (diff)
parent4207f9c279e832e3afcb3f5fc6cd8d84cb4cfe4c (diff)
Merge branch 'vanilla_0.5.0.1' into jogamp_0.5.0.1
Conflicts: LibOVR/Include/OVR_CAPI_0_5_0.h LibOVR/Src/CAPI/CAPI_HMDState.cpp LibOVR/Src/Displays/OVR_Win32_Dxgi_Display.h LibOVR/Src/Kernel/OVR_System.cpp LibOVR/Src/OVR_CAPI.cpp LibOVR/Src/OVR_Profile.cpp LibOVRKernel/Src/Kernel/OVR_ThreadsWinAPI.cpp LibOVRKernel/Src/Kernel/OVR_Types.h
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+/************************************************************************************
+
+Filename : CAPI_D3D11_Util.h
+Content : D3D11 utility classes for rendering
+Created : September 10, 2012
+Authors : Andrew Reisse
+
+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_Util_h
+#define OVR_CAPI_D3D11_Util_h
+
+#include "Kernel/OVR_String.h"
+#include "Kernel/OVR_Array.h"
+#include "Kernel/OVR_RefCount.h"
+#include "Extras/OVR_Math.h"
+#include "Util/Util_Direct3D.h"
+#include <comdef.h> // for _COM_SMARTPTR_TYPEDEF()
+
+namespace OVR { namespace CAPI { namespace D3D11 {
+
+class Buffer;
+
+// Rendering parameters/pointers describing D3DX rendering setup.
+struct RenderParams
+{
+ ID3D11Device* pDevice;
+ ID3D11DeviceContext* pContext;
+ ID3D11RenderTargetView* pBackBufferRT;
+ ID3D11UnorderedAccessView* pBackBufferUAV;
+ IDXGISwapChain* pSwapChain;
+ Sizei BackBufferSize;
+ int Multisample;
+ UINT32 VidPnTargetId; // display miniport target id for tracing
+};
+
+
+// Rendering primitive type used to render Model.
+enum PrimitiveType
+{
+ Prim_Triangles,
+ Prim_Lines,
+ Prim_TriangleStrip,
+ Prim_Unknown,
+ Prim_Count
+};
+
+// Types of shaders that can be stored together in a ShaderSet.
+enum ShaderStage
+{
+ Shader_Vertex = 0,
+ Shader_Fragment = 2,
+ Shader_Pixel = 2,
+ Shader_Compute = 3, // DX11+ only
+ Shader_Count = 4,
+};
+
+enum MapFlags
+{
+ Map_Discard = 1,
+ Map_Read = 2, // do not use
+ Map_Unsynchronized = 4, // like D3D11_MAP_NO_OVERWRITE
+};
+
+
+// Buffer types used for uploading geometry & constants.
+enum BufferUsage
+{
+ Buffer_Unknown = 0,
+ Buffer_Vertex = 1,
+ Buffer_Index = 2,
+ Buffer_Uniform = 4,
+ Buffer_Compute = 8,
+ Buffer_TypeMask = 0xff,
+ Buffer_ReadOnly = 0x100, // Buffer must be created with Data().
+};
+
+enum TextureFormat
+{
+ Texture_RGBA = 0x0100,
+ Texture_Depth = 0x8000,
+ Texture_TypeMask = 0xff00,
+ Texture_SamplesMask = 0x00ff,
+ Texture_RenderTarget = 0x10000,
+ Texture_SampleDepth = 0x20000,
+ Texture_GenMipmaps = 0x40000,
+};
+
+// Texture sampling modes.
+enum SampleMode
+{
+ Sample_Linear = 0,
+ Sample_Nearest = 1,
+ Sample_Anisotropic = 2,
+ Sample_FilterMask = 3,
+
+ Sample_Repeat = 0,
+ Sample_Clamp = 4,
+ Sample_ClampBorder = 8, // If unsupported Clamp is used instead.
+ Sample_Mirror =12,
+ Sample_AddressMask =12,
+
+ Sample_Count =16,
+};
+
+// Base class for vertex and pixel shaders. Stored in ShaderSet.
+class Shader : public RefCountBase<Shader>
+{
+ friend class ShaderSet;
+
+protected:
+ ShaderStage Stage;
+
+public:
+ Shader(ShaderStage s) : Stage(s) {}
+ virtual ~Shader() {}
+
+ ShaderStage GetStage() const { return Stage; }
+
+ virtual void Set(PrimitiveType) const { }
+ virtual void SetUniformBuffer(class Buffer* buffers, int i = 0) { OVR_UNUSED2(buffers, i); }
+
+protected:
+ virtual bool SetUniform(const char* name, int n, const float* v) { OVR_UNUSED3(name, n, v); return false; }
+ virtual bool SetUniformBool(const char* name, int n, const bool* v) { OVR_UNUSED3(name, n, v); return false; }
+};
+
+
+
+// A group of shaders, one per stage.
+// A ShaderSet is applied to a RenderDevice for rendering with a given fill.
+class ShaderSet : public RefCountBase<ShaderSet>
+{
+protected:
+ Ptr<Shader> Shaders[Shader_Count];
+
+public:
+ ShaderSet() { }
+ ~ShaderSet() { }
+
+ virtual void SetShader(Shader *s)
+ {
+ Shaders[s->GetStage()] = s;
+ }
+ virtual void UnsetShader(int stage)
+ {
+ Shaders[stage] = NULL;
+ }
+ Shader* GetShader(int stage) { return Shaders[stage]; }
+
+ virtual void Set(PrimitiveType prim) const
+ {
+ for (int i = 0; i < Shader_Count; i++)
+ if (Shaders[i])
+ Shaders[i]->Set(prim);
+ }
+
+ // Set a uniform (other than the standard matrices). It is undefined whether the
+ // uniforms from one shader occupy the same space as those in other shaders
+ // (unless a buffer is used, then each buffer is independent).
+ virtual bool SetUniform(const char* name, int n, const float* v)
+ {
+ bool result = 0;
+ for (int i = 0; i < Shader_Count; i++)
+ if (Shaders[i])
+ result |= Shaders[i]->SetUniform(name, n, v);
+
+ return result;
+ }
+ bool SetUniform1f(const char* name, float x)
+ {
+ const float v[] = {x};
+ return SetUniform(name, 1, v);
+ }
+ bool SetUniform2f(const char* name, float x, float y)
+ {
+ const float v[] = {x,y};
+ return SetUniform(name, 2, v);
+ }
+ bool SetUniform3f(const char* name, float x, float y, float z)
+ {
+ const float v[] = {x,y,z};
+ return SetUniform(name, 3, v);
+ }
+ bool SetUniform4f(const char* name, float x, float y, float z, float w = 1)
+ {
+ const float v[] = {x,y,z,w};
+ return SetUniform(name, 4, v);
+ }
+
+ bool SetUniformv(const char* name, const Vector3f& v)
+ {
+ const float a[] = {v.x,v.y,v.z,1};
+ return SetUniform(name, 4, a);
+ }
+
+ virtual bool SetUniform4x4f(const char* name, const Matrix4f& m)
+ {
+ Matrix4f mt = m.Transposed();
+ return SetUniform(name, 16, &mt.M[0][0]);
+ }
+ virtual bool SetUniform3x3f(const char* name, const Matrix4f& m)
+ {
+ // float3x3 is actually stored the same way as float4x3, with the last items ignored by the code.
+ Matrix4f mt = m.Transposed();
+ return SetUniform(name, 12, &mt.M[0][0]);
+ }
+
+};
+
+
+// Fill combines a ShaderSet (vertex, pixel) with textures, if any.
+// Every model has a fill.
+class ShaderFill : public RefCountBase<ShaderFill>
+{
+ Ptr<ShaderSet> Shaders;
+ Ptr<class Texture> PsTextures[8];
+ Ptr<class Texture> VsTextures[8];
+ Ptr<class Texture> CsTextures[8];
+ void* InputLayout; // HACK this should be abstracted
+
+public:
+ ShaderFill(ShaderSet* sh) : Shaders(sh) { InputLayout = NULL; }
+ ShaderFill(ShaderSet& sh) : Shaders(sh) { InputLayout = NULL; }
+
+ ShaderSet* GetShaders() const { return Shaders; }
+ void* GetInputLayout() const { return InputLayout; }
+
+ virtual void Set(PrimitiveType prim = Prim_Unknown) const;
+
+ virtual void SetTexture(int i, class Texture* tex, ShaderStage stage)
+ {
+ if (i < 8)
+ {
+ if(stage == Shader_Pixel) PsTextures[i] = tex;
+ else if(stage == Shader_Vertex) VsTextures[i] = tex;
+ else if(stage == Shader_Compute) CsTextures[i] = tex;
+ else OVR_ASSERT(false);
+ }
+ }
+ void SetInputLayout(void* newIL) { InputLayout = (void*)newIL; }
+};
+
+
+class ShaderBase : public Shader
+{
+public:
+ RenderParams* pParams;
+ unsigned char* UniformData;
+ int UniformsSize;
+
+ enum VarType
+ {
+ VARTYPE_FLOAT,
+ VARTYPE_INT,
+ VARTYPE_BOOL,
+ };
+
+ struct Uniform
+ {
+ const char* Name;
+ VarType Type;
+ int Offset;
+ int Size;
+ };
+ const Uniform* UniformRefl;
+ size_t UniformReflSize;
+
+ ShaderBase(RenderParams* rp, ShaderStage stage);
+ ~ShaderBase();
+
+ ShaderStage GetStage() const { return Stage; }
+
+ void InitUniforms(const Uniform* refl, size_t reflSize);
+ bool SetUniform(const char* name, int n, const float* v);
+ bool SetUniformBool(const char* name, int n, const bool* v);
+
+ void UpdateBuffer(Buffer* b);
+};
+
+
+template<ShaderStage SStage, class D3DShaderType>
+class ShaderImpl : public ShaderBase
+{
+public:
+ D3DShaderType* D3DShader;
+
+ ShaderImpl(RenderParams* rp, void* s, size_t size, const Uniform* refl, size_t reflSize) : ShaderBase(rp, SStage)
+ {
+ Load(s, size);
+ InitUniforms(refl, reflSize);
+ }
+ ~ShaderImpl()
+ {
+ if (D3DShader)
+ D3DShader->Release();
+ }
+
+ // These functions have specializations.
+ bool Load(void* shader, size_t size);
+ void Set(PrimitiveType prim) const;
+ void SetUniformBuffer(Buffer* buffers, int i = 0);
+};
+
+typedef ShaderImpl<Shader_Vertex, ID3D11VertexShader> VertexShader;
+typedef ShaderImpl<Shader_Fragment, ID3D11PixelShader> PixelShader;
+typedef ShaderImpl<Shader_Compute, ID3D11ComputeShader> ComputeShader;
+
+
+class Buffer : public RefCountBase<Buffer>
+{
+public:
+ RenderParams* pParams;
+ Ptr<ID3D11Buffer> D3DBuffer;
+ Ptr<ID3D11ShaderResourceView> D3DSrv;
+ Ptr<ID3D11UnorderedAccessView> D3DUav;
+ size_t Size;
+ int Use;
+ bool Dynamic;
+
+public:
+ Buffer(RenderParams* rp) : pParams(rp), D3DBuffer(), D3DSrv(),
+ D3DUav(),
+ Size(0), Use(0), Dynamic(false) {}
+ ~Buffer();
+
+ ID3D11Buffer* GetBuffer() const
+ {
+ return D3DBuffer;
+ }
+
+ ID3D11ShaderResourceView* GetSrv() const
+ {
+ return D3DSrv;
+ }
+
+ ID3D11UnorderedAccessView* GetUav() const
+ {
+ return D3DUav;
+ }
+
+ virtual size_t GetSize() { return Size; }
+ virtual void* Map(size_t start, size_t size, int flags = 0);
+ virtual bool Unmap(void *m);
+ virtual bool Data(int use, const void* buffer, size_t size, int computeBufferStride = -1);
+};
+
+
+class Texture : public RefCountBase<Texture>
+{
+public:
+ RenderParams* pParams;
+ Ptr<ID3D11Texture2D> Tex;
+ Ptr<ID3D11ShaderResourceView> TexSv;
+ Ptr<ID3D11RenderTargetView> TexRtv;
+ Ptr<ID3D11DepthStencilView> TexDsv;
+ // TODO: add UAV...
+ mutable Ptr<ID3D11SamplerState> Sampler;
+ Sizei TextureSize;
+ int Samples;
+
+ Texture(RenderParams* rp, int fmt, const Sizei texSize,
+ ID3D11SamplerState* sampler, int samples = 1);
+ Texture(RenderParams* rp, int fmt, const Sizei texSize,
+ ID3D11SamplerState* sampler, const void* data, int mipcount);
+ ~Texture();
+
+ void GenerateSubresourceData(
+ unsigned imageWidth, unsigned imageHeight, int format, unsigned imageDimUpperLimit,
+ const void* rawBytes, D3D11_SUBRESOURCE_DATA* subresData,
+ unsigned& largestMipWidth, unsigned& largestMipHeight, unsigned& byteSize, unsigned& effectiveMipCount);
+
+ virtual Sizei GetSize() const { return TextureSize; }
+ virtual int GetSamples() const { return Samples; }
+
+ // virtual void SetSampleMode(int sm);
+
+ // Updates texture to point to specified resources
+ // - used for slave rendering.
+ void UpdatePlaceholderTexture(ID3D11Texture2D* texture,
+ ID3D11ShaderResourceView* psrv,
+ const Sizei& textureSize, const int sampleCount)
+ {
+ Tex = texture;
+ TexSv = psrv;
+ TexRtv.Clear();
+ TexDsv.Clear();
+
+ TextureSize = textureSize;
+ Samples = sampleCount;
+
+#ifdef OVR_BUILD_DEBUG
+ D3D11_TEXTURE2D_DESC desc;
+ texture->GetDesc(&desc);
+ OVR_ASSERT(TextureSize == Sizei(desc.Width, desc.Height));
+#endif
+ }
+
+
+ virtual void Set(int slot, ShaderStage stage = Shader_Fragment) const;
+
+ int GetNumMipLevels(int w, int h)
+ {
+ int n = 1;
+ while(w > 1 || h > 1)
+ {
+ w >>= 1;
+ h >>= 1;
+ n++;
+ }
+ return n;
+ }
+
+ void FilterRgba2x2(const uint8_t* src, int w, int h, uint8_t* dest)
+ {
+ for(int j = 0; j < (h & ~1); j += 2)
+ {
+ const uint8_t* psrc = src + (w * j * 4);
+ uint8_t* pdest = dest + ((w >> 1) * (j >> 1) * 4);
+
+ for(int i = 0; i < w >> 1; i++, psrc += 8, pdest += 4)
+ {
+ pdest[0] = (((int)psrc[0]) + psrc[4] + psrc[w * 4 + 0] + psrc[w * 4 + 4]) >> 2;
+ pdest[1] = (((int)psrc[1]) + psrc[5] + psrc[w * 4 + 1] + psrc[w * 4 + 5]) >> 2;
+ pdest[2] = (((int)psrc[2]) + psrc[6] + psrc[w * 4 + 2] + psrc[w * 4 + 6]) >> 2;
+ pdest[3] = (((int)psrc[3]) + psrc[7] + psrc[w * 4 + 3] + psrc[w * 4 + 7]) >> 2;
+ }
+ }
+ }
+};
+
+
+class GpuTimer : public RefCountBase<GpuTimer>
+{
+public:
+ GpuTimer()
+ : QuerySets(MaxNumQueryFrames)
+ , D3dDevice(NULL)
+ , Context(NULL)
+ , LastQueuedFrame(-1)
+ , LastTimedFrame(-1)
+ { }
+
+ void Init(ID3D11Device* device, ID3D11DeviceContext* content);
+
+ void BeginQuery();
+ void EndQuery();
+
+ // Returns -1 if timing is invalid
+ float GetTiming(bool blockUntilValid);
+
+protected:
+ static const unsigned MaxNumQueryFrames = 10;
+
+ int GotoNextFrame(int frame)
+ {
+ return (frame + 1) % MaxNumQueryFrames;
+ }
+
+ _COM_SMARTPTR_TYPEDEF(ID3D11Query, __uuidof(ID3D11Query));
+
+ struct GpuQuerySets
+ {
+ ID3D11QueryPtr DisjointQuery;
+ ID3D11QueryPtr TimeStartQuery;
+ ID3D11QueryPtr TimeEndQuery;
+ bool QueryStarted;
+ bool QueryAwaitingTiming;
+
+ GpuQuerySets() : QueryStarted(false), QueryAwaitingTiming(false) {}
+ };
+ Array<GpuQuerySets> QuerySets;
+
+ int LastQueuedFrame;
+ int LastTimedFrame;
+
+ Ptr<ID3D11Device> D3dDevice;
+ Ptr<ID3D11DeviceContext> Context;
+};
+
+}}} // OVR::CAPI::D3D11
+
+#endif // OVR_CAPI_D3D11_Util_h