diff options
author | Sven Gothel <[email protected]> | 2015-03-28 01:43:35 +0100 |
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committer | Sven Gothel <[email protected]> | 2015-03-28 01:43:35 +0100 |
commit | 4207f9c279e832e3afcb3f5fc6cd8d84cb4cfe4c (patch) | |
tree | cf3671058d55b47ab6cb6f36f369928606137628 /LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_Util.h | |
parent | c29cd1a2fbff6282bab956ad61661ac9d48c4e6e (diff) |
Bump OculusVR RIFT SDK to 0.5.0.1vanilla_0.5.0.1
Diffstat (limited to 'LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_Util.h')
-rw-r--r-- | LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_Util.h | 500 |
1 files changed, 500 insertions, 0 deletions
diff --git a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_Util.h b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_Util.h new file mode 100644 index 0000000..b4e5529 --- /dev/null +++ b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_Util.h @@ -0,0 +1,500 @@ +/************************************************************************************ + +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 |