diff options
author | Brad Davis <[email protected]> | 2014-10-24 12:56:30 -0700 |
---|---|---|
committer | Brad Davis <[email protected]> | 2014-10-24 12:56:30 -0700 |
commit | 496894ecced1b0a4ae5ab176902bbd0f43a31ed1 (patch) | |
tree | 8b7d4be1fc8508253d399d98da6143212ceb8f3c /LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.cpp | |
parent | 911239601768bacf9420ab9cfeffed7e861844ac (diff) |
Updating to 0.4.3 SDK0.4.3-official
Diffstat (limited to 'LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.cpp')
-rw-r--r-- | LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.cpp | 347 |
1 files changed, 227 insertions, 120 deletions
diff --git a/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.cpp b/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.cpp index 2c903b6..9aa10f3 100644 --- a/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.cpp +++ b/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.cpp @@ -5,12 +5,23 @@ Content : Distortion renderer header for GL Created : November 11, 2013 Authors : David Borel, Lee Cooper -Copyright : Copyright 2013 Oculus VR, Inc. All Rights reserved. +Copyright : Copyright 2014 Oculus VR, LLC All Rights reserved. -Use of this software is subject to the terms of the Oculus Inc license -agreement provided at the time of installation or download, or which +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. + ************************************************************************************/ #include "CAPI_GL_DistortionRenderer.h" @@ -20,6 +31,10 @@ otherwise accompanies this software in either electronic or hard copy form. #include "../../OVR_CAPI_GL.h" #include "../../Kernel/OVR_Color.h" +#if defined(OVR_OS_LINUX) + #include "../../Displays/OVR_Linux_SDKWindow.h" +#endif + namespace OVR { namespace CAPI { namespace GL { @@ -94,7 +109,9 @@ struct LatencyVertex DistortionRenderer::DistortionRenderer(ovrHmd hmd, FrameTimeManager& timeManager, const HMDRenderState& renderState) : CAPI::DistortionRenderer(ovrRenderAPI_OpenGL, hmd, timeManager, renderState) + , RotateCCW90(false) , LatencyVAO(0) + , OverdriveFbo(0) { DistortionMeshVAOs[0] = 0; DistortionMeshVAOs[1] = 0; @@ -120,8 +137,7 @@ CAPI::DistortionRenderer* DistortionRenderer::Create(ovrHmd hmd, } -bool DistortionRenderer::Initialize(const ovrRenderAPIConfig* apiConfig, - unsigned distortionCaps) +bool DistortionRenderer::Initialize(const ovrRenderAPIConfig* apiConfig) { GfxState = *new GraphicsState(); @@ -165,15 +181,24 @@ bool DistortionRenderer::Initialize(const ovrRenderAPIConfig* apiConfig, OVR_DEBUG_LOG(("XGetInputFocus failed.")); return false; } + + RotateCCW90 = false; + if ( RState.DistortionCaps & ovrDistortionCap_LinuxDevFullscreen + && SDKWindow::getRotation(HMD) == DistRotateCCW90) + { + RotateCCW90 = true; + } #endif - DistortionCaps = distortionCaps; - DistortionMeshVAOs[0] = 0; DistortionMeshVAOs[1] = 0; LatencyVAO = 0; + Context currContext; + currContext.InitFromCurrent(); + distortionContext.CreateShared( currContext ); + //DistortionWarper.SetVsync((hmdCaps & ovrHmdCap_NoVSync) ? false : true); pEyeTextures[0] = *new Texture(&RParams, 0, 0); @@ -181,22 +206,91 @@ bool DistortionRenderer::Initialize(const ovrRenderAPIConfig* apiConfig, initBuffersAndShaders(); + distortionContext.Bind(); + initOverdrive(); // because this creates an FBO + currContext.Bind(); + RestoreGraphicsState(); return true; } +void DistortionRenderer::initOverdrive() +{ + if(RState.DistortionCaps & ovrDistortionCap_Overdrive) + { + LastUsedOverdriveTextureIndex = 0; + + glGenFramebuffers(1, &OverdriveFbo); + + GLint internalFormat = (RState.DistortionCaps & ovrDistortionCap_SRGB) ? GL_SRGB_ALPHA : GL_RGBA; + + for (int i = 0; i < NumOverdriveTextures ; i++) + { + pOverdriveTextures[i] = *new Texture(&RParams, RParams.RTSize.w, RParams.RTSize.h); + + glBindTexture(GL_TEXTURE_2D, pOverdriveTextures[i]->TexId); + glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, RParams.RTSize.w, RParams.RTSize.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + OVR_ASSERT( glGetError() == GL_NO_ERROR ); + + pOverdriveTextures[i]->SetSampleMode(Sample_ClampBorder | Sample_Linear); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); + OVR_ASSERT(glGetError() == 0); + + // clear the new buffer + glBindFramebuffer(GL_FRAMEBUFFER, OverdriveFbo ); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pOverdriveTextures[i]->TexId, 0); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0); + OVR_ASSERT(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); + GLenum drawBuffers[] = { GL_COLOR_ATTACHMENT0}; + glDrawBuffers(OVR_ARRAY_COUNT(drawBuffers), drawBuffers); + glClearColor(0,0,0,1); + glClear(GL_COLOR_BUFFER_BIT); + } + + { + OverdriveBackBufferTexture = *new Texture(&RParams, RParams.RTSize.w, RParams.RTSize.h); + + glBindTexture(GL_TEXTURE_2D, OverdriveBackBufferTexture->TexId); + glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, RParams.RTSize.w, RParams.RTSize.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + OVR_ASSERT(glGetError() == 0); + + OverdriveBackBufferTexture->SetSampleMode(Sample_ClampBorder | Sample_Linear); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); + OVR_ASSERT(glGetError() == 0); + + // clear the new buffer + glBindFramebuffer(GL_FRAMEBUFFER, OverdriveFbo ); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, OverdriveBackBufferTexture->TexId, 0); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0); + OVR_ASSERT(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); + GLenum drawBuffers[] = { GL_COLOR_ATTACHMENT0}; + glDrawBuffers(OVR_ARRAY_COUNT(drawBuffers), drawBuffers); + glClearColor(0,0,0,1); + glClear(GL_COLOR_BUFFER_BIT); + } + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + } + else + { + LastUsedOverdriveTextureIndex = -1; + } +} + void DistortionRenderer::SubmitEye(int eyeId, const ovrTexture* eyeTexture) { // Doesn't do a lot in here?? const ovrGLTexture* tex = (const ovrGLTexture*)eyeTexture; - // Write in values - eachEye[eyeId].texture = tex->OGL.TexId; - if (tex) { + // Write in values + eachEye[eyeId].texture = tex->OGL.TexId; + // Its only at this point we discover what the viewport of the texture is. // because presumably we allow users to realtime adjust the resolution. eachEye[eyeId].TextureSize = tex->OGL.Header.TextureSize; @@ -235,6 +329,12 @@ void DistortionRenderer::renderEndFrame() void DistortionRenderer::EndFrame(bool swapBuffers) { + Context currContext; + currContext.InitFromCurrent(); +#if defined(OVR_OS_MAC) + distortionContext.SetSurface( currContext ); +#endif + // Don't spin if we are explicitly asked not to if (RState.DistortionCaps & ovrDistortionCap_TimeWarp && !(RState.DistortionCaps & ovrDistortionCap_ProfileNoTimewarpSpinWaits)) @@ -244,6 +344,7 @@ void DistortionRenderer::EndFrame(bool swapBuffers) // Wait for timewarp distortion if it is time and Gpu idle FlushGpuAndWaitTillTime(TimeManager.GetFrameTiming().TimewarpPointTime); + distortionContext.Bind(); renderEndFrame(); } else @@ -253,6 +354,7 @@ void DistortionRenderer::EndFrame(bool swapBuffers) WaitUntilGpuIdle(); double distortionStartTime = ovr_GetTimeInSeconds(); + distortionContext.Bind(); renderEndFrame(); WaitUntilGpuIdle(); @@ -261,6 +363,7 @@ void DistortionRenderer::EndFrame(bool swapBuffers) } else { + distortionContext.Bind(); renderEndFrame(); } @@ -274,16 +377,14 @@ void DistortionRenderer::EndFrame(bool swapBuffers) bool useVsync = ((RState.EnabledHmdCaps & ovrHmdCap_NoVSync) == 0); int swapInterval = (useVsync) ? 1 : 0; #if defined(OVR_OS_WIN32) -#ifndef NO_SCREEN_TEAR_HEALING - if (TimeManager.ScreenTearingReaction()) - { - swapInterval = 0; - useVsync = false; - } -#endif // NO_SCREEN_TEAR_HEALING if (wglGetSwapIntervalEXT() != swapInterval) wglSwapIntervalEXT(swapInterval); - + /* + bool cycle = false; + cycle = !cycle; + glClearColor(cycle ? 1 : 0, cycle ? 0 : 1, 0, 1); + glClear(GL_COLOR_BUFFER_BIT); + */ HDC dc = (RParams.DC != NULL) ? RParams.DC : GetDC(RParams.Window); BOOL success = SwapBuffers(dc); OVR_ASSERT(success); @@ -321,6 +422,7 @@ void DistortionRenderer::EndFrame(bool swapBuffers) !(RState.DistortionCaps & ovrDistortionCap_ProfileNoTimewarpSpinWaits)) WaitUntilGpuIdle(); } + currContext.Bind(); } void DistortionRenderer::WaitUntilGpuIdle() @@ -370,42 +472,6 @@ void DistortionRenderer::GraphicsState::ApplyBool(GLenum Name, GLint Value, GLin void DistortionRenderer::GraphicsState::Save() { - glGetIntegerv(GL_VIEWPORT, Viewport); - glGetFloatv(GL_COLOR_CLEAR_VALUE, ClearColor); - glGetIntegerv(GL_DEPTH_TEST, &DepthTest); - glGetIntegerv(GL_CULL_FACE, &CullFace); - glGetIntegerv(GL_FRAMEBUFFER_SRGB, &SRGB); - glGetIntegerv(GL_CURRENT_PROGRAM, &Program); - glGetIntegerv(GL_ACTIVE_TEXTURE, &ActiveTexture); - glGetIntegerv(GL_TEXTURE_BINDING_2D, &TextureBinding); - if (GLVersionInfo.SupportsVAO) - { - glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &VertexArrayBinding); - } - else - { - glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &ElementArrayBufferBinding); - glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &ArrayBufferBinding); - } - glGetIntegerv(GL_FRAMEBUFFER_BINDING, &FrameBufferBinding); - if (GLVersionInfo.SupportsDrawBuffers) - { - glGetIntegeri_v(GL_BLEND, 0, &Blend); - glGetIntegeri_v(GL_COLOR_WRITEMASK, 0, ColorWritemask); - } - else - { - glGetIntegerv(GL_BLEND, &Blend); - glGetIntegerv(GL_COLOR_WRITEMASK, ColorWritemask); - } - glGetIntegerv(GL_DITHER, &Dither); - glGetIntegerv(GL_RASTERIZER_DISCARD, &RasterizerDiscard); - if ((GLVersionInfo.MajorVersion == 3 && GLVersionInfo.MinorVersion >= 2) || GLVersionInfo.MajorVersion >= 4) - { - glGetIntegerv(GL_SAMPLE_MASK, &SampleMask); - } - - IsValid = true; } #ifdef OVR_OS_MAC @@ -417,60 +483,6 @@ bool DistortionRenderer::GraphicsState::isAtLeastOpenGL3() void DistortionRenderer::GraphicsState::Restore() { - // Don't allow restore-before-save. - if (!IsValid) - return; - - glViewport(Viewport[0], Viewport[1], Viewport[2], Viewport[3]); - glClearColor(ClearColor[0], ClearColor[1], ClearColor[2], ClearColor[3]); - - ApplyBool(GL_DEPTH_TEST, DepthTest); - ApplyBool(GL_CULL_FACE, CullFace); - ApplyBool(GL_FRAMEBUFFER_SRGB, SRGB); - - glUseProgram(Program); - glActiveTexture(ActiveTexture); - glBindTexture(GL_TEXTURE_2D, TextureBinding); - if (GLVersionInfo.SupportsVAO) - { -#ifdef OVR_OS_MAC - if (isAtLeastOpenGL3()) - { - glBindVertexArray(VertexArrayBinding); - } - else - { - glBindVertexArrayAPPLE(VertexArrayBinding); - } -#else - glBindVertexArray(VertexArrayBinding); -#endif - } - else - { - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ElementArrayBufferBinding); - glBindBuffer(GL_ARRAY_BUFFER, ArrayBufferBinding); - } - glBindFramebuffer(GL_FRAMEBUFFER, FrameBufferBinding); - - ApplyBool(GL_BLEND, Blend, 0); - - if (GLVersionInfo.SupportsDrawBuffers) - { - glColorMaski(0, (GLboolean)ColorWritemask[0], (GLboolean)ColorWritemask[1], (GLboolean)ColorWritemask[2], (GLboolean)ColorWritemask[3]); - } - else - { - glColorMask((GLboolean)ColorWritemask[0], (GLboolean)ColorWritemask[1], (GLboolean)ColorWritemask[2], (GLboolean)ColorWritemask[3]); - } - - ApplyBool(GL_DITHER, Dither); - ApplyBool(GL_RASTERIZER_DISCARD, RasterizerDiscard); - if ((GLVersionInfo.MajorVersion == 3 && GLVersionInfo.MinorVersion >= 2) || - GLVersionInfo.MajorVersion >= 4) - { - ApplyBool(GL_SAMPLE_MASK, SampleMask); - } } @@ -503,6 +515,12 @@ void DistortionRenderer::initBuffersAndShaders() pCurVBVert->ScreenPosNDC.x = pCurOvrVert->ScreenPosNDC.x; pCurVBVert->ScreenPosNDC.y = pCurOvrVert->ScreenPosNDC.y; + if (RotateCCW90) + { + OVR::Alg::Swap(pCurVBVert->ScreenPosNDC.x, pCurVBVert->ScreenPosNDC.y); + pCurVBVert->ScreenPosNDC.x = -pCurVBVert->ScreenPosNDC.x; + } + // Previous code here did this: pCurVBVert->TanEyeAnglesR = (*(Vector2f*)&pCurOvrVert->TanEyeAnglesR); However that's an usafe // cast of unrelated types which can result in undefined behavior by a conforming compiler. A safe equivalent is simply memcpy. static_assert(sizeof(OVR::Vector2f) == sizeof(ovrVector2f), "Mismatch of structs that are presumed binary equivalents."); @@ -511,8 +529,13 @@ void DistortionRenderer::initBuffersAndShaders() memcpy(&pCurVBVert->TanEyeAnglesB, &pCurOvrVert->TanEyeAnglesB, sizeof(pCurVBVert->TanEyeAnglesB)); // Convert [0.0f,1.0f] to [0,255] - if (DistortionCaps & ovrDistortionCap_Vignette) - pCurVBVert->Col.R = (uint8_t)( pCurOvrVert->VignetteFactor * 255.99f ); + if (RState.DistortionCaps & ovrDistortionCap_Vignette) + { + if(RState.DistortionCaps & ovrDistortionCap_SRGB) + pCurOvrVert->VignetteFactor = pow(pCurOvrVert->VignetteFactor, 2.1f); + + pCurVBVert->Col.R = (uint8_t)( Alg::Max ( pCurOvrVert->VignetteFactor, 0.0f ) * 255.99f ); + } else pCurVBVert->Col.R = 255; @@ -538,11 +561,33 @@ void DistortionRenderer::initBuffersAndShaders() void DistortionRenderer::renderDistortion(Texture* leftEyeTexture, Texture* rightEyeTexture) { GraphicsState* glState = (GraphicsState*)GfxState.GetPtr(); + + bool overdriveActive = IsOverdriveActive(); + int currOverdriveTextureIndex = -1; + + if(overdriveActive) + { + currOverdriveTextureIndex = (LastUsedOverdriveTextureIndex + 1) % NumOverdriveTextures; + + //glBindFramebuffer(GL_FRAMEBUFFER, 0); + glBindFramebuffer(GL_FRAMEBUFFER, OverdriveFbo ); + + GLenum drawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}; + glDrawBuffers(OVR_ARRAY_COUNT(drawBuffers), drawBuffers); + + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pOverdriveTextures[currOverdriveTextureIndex]->TexId, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, OverdriveBackBufferTexture->TexId, 0); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0); + OVR_ASSERT(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); + } + else + { + glBindFramebuffer(GL_FRAMEBUFFER, 0); + } - glBindFramebuffer(GL_FRAMEBUFFER, 0); setViewport( Recti(0,0, RParams.RTSize.w, RParams.RTSize.h) ); - if (DistortionCaps & ovrDistortionCap_SRGB) + if (RState.DistortionCaps & ovrDistortionCap_SRGB) glEnable(GL_FRAMEBUFFER_SRGB); else glDisable(GL_FRAMEBUFFER_SRGB); @@ -577,14 +622,31 @@ void DistortionRenderer::renderDistortion(Texture* leftEyeTexture, Texture* righ glClear(GL_COLOR_BUFFER_BIT); for (int eyeNum = 0; eyeNum < 2; eyeNum++) - { + { ShaderFill distortionShaderFill(DistortionShader); distortionShaderFill.SetTexture(0, eyeNum == 0 ? leftEyeTexture : rightEyeTexture); + if(overdriveActive) + { + distortionShaderFill.SetTexture(1, pOverdriveTextures[LastUsedOverdriveTextureIndex]); + + float overdriveScaleRegularRise; + float overdriveScaleRegularFall; + GetOverdriveScales(overdriveScaleRegularRise, overdriveScaleRegularFall); + DistortionShader->SetUniform3f("OverdriveScales_IsSrgb", overdriveScaleRegularRise, overdriveScaleRegularFall, + (RState.DistortionCaps & ovrDistortionCap_SRGB) ? 1.0f : -1.0f); + } + else + { + // -1.0f disables PLO + DistortionShader->SetUniform3f("OverdriveScales_IsSrgb", -1.0f, -1.0f, -1.0f); + } + DistortionShader->SetUniform2f("EyeToSourceUVScale", eachEye[eyeNum].UVScaleOffset[0].x, eachEye[eyeNum].UVScaleOffset[0].y); - DistortionShader->SetUniform2f("EyeToSourceUVOffset", eachEye[eyeNum].UVScaleOffset[1].x, eachEye[eyeNum].UVScaleOffset[1].y); + // Convert Y to 1-Y as OpenGL is inverse of D3D + DistortionShader->SetUniform2f("EyeToSourceUVOffset", eachEye[eyeNum].UVScaleOffset[1].x, 1.0f - eachEye[eyeNum].UVScaleOffset[1].y); - if (DistortionCaps & ovrDistortionCap_TimeWarp) + if (RState.DistortionCaps & ovrDistortionCap_TimeWarp) { ovrMatrix4f timeWarpMatrices[2]; ovrHmd_GetEyeTimewarpMatrices(HMD, (ovrEyeType)eyeNum, @@ -603,8 +665,36 @@ void DistortionRenderer::renderDistortion(Texture* leftEyeTexture, Texture* righ 0, (int)DistortionMeshIBs[eyeNum]->GetSize()/2, Prim_Triangles, &DistortionMeshVAOs[eyeNum], true); } } + + LastUsedOverdriveTextureIndex = currOverdriveTextureIndex; + + // Re-activate to only draw on back buffer + if(overdriveActive) + { + GLenum drawBuffers[] = { GL_COLOR_ATTACHMENT0}; + glDrawBuffers(OVR_ARRAY_COUNT(drawBuffers), drawBuffers); + + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + //glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0); + //glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, 0, 0); + OVR_ASSERT(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); + + glBindFramebuffer( GL_READ_FRAMEBUFFER, OverdriveFbo ); + glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, OverdriveBackBufferTexture->TexId, 0); + glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0); + OVR_ASSERT(glCheckFramebufferStatus(GL_READ_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); + + glBlitFramebuffer( 0, 0, OverdriveBackBufferTexture->GetWidth(), OverdriveBackBufferTexture->GetHeight(), + 0, 0, OverdriveBackBufferTexture->GetWidth(), OverdriveBackBufferTexture->GetHeight(), + GL_COLOR_BUFFER_BIT, GL_NEAREST ); + + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + GLint err = glGetError(); + OVR_ASSERT(!err); OVR_UNUSED(err); + } } + void DistortionRenderer::createDrawQuad() { const int numQuadVerts = 4; @@ -644,7 +734,7 @@ void DistortionRenderer::renderLatencyQuad(unsigned char* latencyTesterDrawColor createDrawQuad(); } - Ptr<ShaderSet> quadShader = (DistortionCaps & ovrDistortionCap_SRGB) ? SimpleQuadGammaShader : SimpleQuadShader; + Ptr<ShaderSet> quadShader = (RState.DistortionCaps & ovrDistortionCap_SRGB) ? SimpleQuadGammaShader : SimpleQuadShader; ShaderFill quadFill(quadShader); //quadFill.SetInputLayout(SimpleQuadVertexIL); @@ -672,7 +762,7 @@ void DistortionRenderer::renderLatencyPixel(unsigned char* latencyTesterPixelCol createDrawQuad(); } - Ptr<ShaderSet> quadShader = (DistortionCaps & ovrDistortionCap_SRGB) ? SimpleQuadGammaShader : SimpleQuadShader; + Ptr<ShaderSet> quadShader = (RState.DistortionCaps & ovrDistortionCap_SRGB) ? SimpleQuadGammaShader : SimpleQuadShader; ShaderFill quadFill(quadShader); setViewport(Recti(0,0, RParams.RTSize.w, RParams.RTSize.h)); @@ -693,7 +783,10 @@ void DistortionRenderer::renderLatencyPixel(unsigned char* latencyTesterPixelCol Vector2f scale(1.0f / RParams.RTSize.w, 1.0f / RParams.RTSize.h); #endif quadShader->SetUniform2f("Scale", scale.x, scale.y); - quadShader->SetUniform2f("PositionOffset", 1.0f-scale.x, 1.0f-scale.y); + if (!RotateCCW90) + quadShader->SetUniform2f("PositionOffset", 1.0f-scale.x, 1.0f-scale.y); + else + quadShader->SetUniform2f("PositionOffset", -(1.0f-scale.x), 1.0f-scale.y); renderPrimitives(&quadFill, LatencyTesterQuadVB, NULL, 0, numQuadVerts, Prim_TriangleStrip, &LatencyVAO, false); } @@ -862,7 +955,7 @@ void DistortionRenderer::initShaders() glsl2Prefix : glsl3Prefix; { - ShaderInfo vsInfo = DistortionVertexShaderLookup[DistortionVertexShaderBitMask & DistortionCaps]; + ShaderInfo vsInfo = DistortionVertexShaderLookup[DistortionVertexShaderBitMask & RState.DistortionCaps]; size_t vsSize = strlen(shaderPrefix)+vsInfo.ShaderSize; char* vsSource = new char[vsSize]; @@ -879,7 +972,7 @@ void DistortionRenderer::initShaders() delete[](vsSource); - ShaderInfo psInfo = DistortionPixelShaderLookup[DistortionPixelShaderBitMask & DistortionCaps]; + ShaderInfo psInfo = DistortionPixelShaderLookup[DistortionPixelShaderBitMask & RState.DistortionCaps]; size_t psSize = strlen(shaderPrefix)+psInfo.ShaderSize; char* psSource = new char[psSize]; @@ -964,6 +1057,11 @@ void DistortionRenderer::destroy() GraphicsState* glState = (GraphicsState*)GfxState.GetPtr(); + Context currContext; + currContext.InitFromCurrent(); + + distortionContext.Bind(); + for(int eyeNum = 0; eyeNum < 2; eyeNum++) { if (glState->GLVersionInfo.SupportsVAO) @@ -992,6 +1090,15 @@ void DistortionRenderer::destroy() LatencyVAO = 0; } + if(OverdriveFbo != 0) + { + glDeleteFramebuffers(1, &OverdriveFbo); + } + + currContext.Bind(); + distortionContext.Destroy(); + // Who is responsible for destroying the app's context? + RestoreGraphicsState(); } |