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authorBrad Davis <[email protected]>2014-10-24 12:56:30 -0700
committerBrad Davis <[email protected]>2014-10-24 12:56:30 -0700
commit496894ecced1b0a4ae5ab176902bbd0f43a31ed1 (patch)
tree8b7d4be1fc8508253d399d98da6143212ceb8f3c /LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.cpp
parent911239601768bacf9420ab9cfeffed7e861844ac (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.cpp347
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();
}