diff options
author | Brad Davis <[email protected]> | 2013-07-03 09:16:03 -0700 |
---|---|---|
committer | Brad Davis <[email protected]> | 2013-07-03 09:16:03 -0700 |
commit | d46694c91c2bec4eb1e282c0c0101e6dab26e082 (patch) | |
tree | eb5fba71edf1aedc0d6af9406881004289433b20 /Samples/CommonSrc/Render/Render_D3D1X_Device.h | |
parent | 7fa8be4bc565adc9911c95c814480cc48bf2d13c (diff) |
SDK 0.2.3
Diffstat (limited to 'Samples/CommonSrc/Render/Render_D3D1X_Device.h')
-rw-r--r-- | Samples/CommonSrc/Render/Render_D3D1X_Device.h | 722 |
1 files changed, 362 insertions, 360 deletions
diff --git a/Samples/CommonSrc/Render/Render_D3D1X_Device.h b/Samples/CommonSrc/Render/Render_D3D1X_Device.h index c0edc28..b615e2b 100644 --- a/Samples/CommonSrc/Render/Render_D3D1X_Device.h +++ b/Samples/CommonSrc/Render/Render_D3D1X_Device.h @@ -1,360 +1,362 @@ -/************************************************************************************
-
-Filename : Render_D3D1X_Device.h
-Content : RenderDevice implementation header for D3DX10/11.
-Created : September 10, 2012
-Authors : Andrew Reisse
-
-Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
-
-Licensed under the Apache License, Version 2.0 (the "License");
-you may not use this file except in compliance with the License.
-You may obtain a copy of the License at
-
-http://www.apache.org/licenses/LICENSE-2.0
-
-Unless required by applicable law or agreed to in writing, software
-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.
-
-************************************************************************************/
-
-// ***** IMPORTANT:
-// This file can be included twice, once with OVR_D3D_VERSION=10 and
-// once with OVR_D3D_VERSION=11.
-
-
-#ifndef OVR_D3D_VERSION
-#error define OVR_D3D_VERSION to 10 or 11
-#endif
-
-#include "Kernel/OVR_String.h"
-#include "Kernel/OVR_Array.h"
-
-#if (OVR_D3D_VERSION == 10 && !defined(_OVR_RENDERER_D3D10)) || \
- (OVR_D3D_VERSION == 11 && !defined(_OVR_RENDERER_D3D11))
-
-#include "../Render/Render_Device.h"
-
-#include <Windows.h>
-
-#if (OVR_D3D_VERSION == 10)
-#define _OVR_RENDERER_D3D10
-#include <d3d10.h>
-
-namespace OVR { namespace Render { namespace D3D10 {
-
-#else // 11
-
-#define _OVR_RENDERER_D3D11
-#include <d3d11.h>
-
-namespace OVR { namespace Render { namespace D3D11 {
-#endif
-
-class RenderDevice;
-
-#ifdef D3D1x_
-#undef D3D1x_
-#endif
-#ifdef ID3D1x
-#undef ID3D1x
-#endif
-
-#if (OVR_D3D_VERSION == 10)
-typedef ID3D10Device ID3D1xDevice;
-typedef ID3D10Device ID3D1xDeviceContext;
-typedef ID3D10RenderTargetView ID3D1xRenderTargetView;
-typedef ID3D10Texture2D ID3D1xTexture2D;
-typedef ID3D10ShaderResourceView ID3D1xShaderResourceView;
-typedef ID3D10DepthStencilView ID3D1xDepthStencilView;
-typedef ID3D10DepthStencilState ID3D1xDepthStencilState;
-typedef ID3D10InputLayout ID3D1xInputLayout;
-typedef ID3D10Buffer ID3D1xBuffer;
-typedef ID3D10VertexShader ID3D1xVertexShader;
-typedef ID3D10PixelShader ID3D1xPixelShader;
-typedef ID3D10GeometryShader ID3D1xGeometryShader;
-typedef ID3D10BlendState ID3D1xBlendState;
-typedef ID3D10RasterizerState ID3D1xRasterizerState;
-typedef ID3D10SamplerState ID3D1xSamplerState;
-typedef ID3D10Query ID3D1xQuery;
-typedef ID3D10Blob ID3D1xBlob;
-typedef D3D10_VIEWPORT D3D1x_VIEWPORT;
-typedef D3D10_QUERY_DESC D3D1x_QUERY_DESC;
-#define D3D1x_(x) D3D10_##x
-#define ID3D1x(x) ID3D10##x
-
-#else // D3D 11
-typedef ID3D11Device ID3D1xDevice;
-typedef ID3D11DeviceContext ID3D1xDeviceContext;
-typedef ID3D11RenderTargetView ID3D1xRenderTargetView;
-typedef ID3D11Texture2D ID3D1xTexture2D;
-typedef ID3D11ShaderResourceView ID3D1xShaderResourceView;
-typedef ID3D11DepthStencilView ID3D1xDepthStencilView;
-typedef ID3D11DepthStencilState ID3D1xDepthStencilState;
-typedef ID3D11InputLayout ID3D1xInputLayout;
-typedef ID3D11Buffer ID3D1xBuffer;
-typedef ID3D10Blob ID3D1xBlob;
-typedef ID3D11VertexShader ID3D1xVertexShader;
-typedef ID3D11PixelShader ID3D1xPixelShader;
-typedef ID3D11GeometryShader ID3D1xGeometryShader;
-typedef ID3D11BlendState ID3D1xBlendState;
-typedef ID3D11RasterizerState ID3D1xRasterizerState;
-typedef ID3D11SamplerState ID3D1xSamplerState;
-typedef ID3D11Query ID3D1xQuery;
-typedef D3D11_VIEWPORT D3D1x_VIEWPORT;
-typedef D3D11_QUERY_DESC D3D1x_QUERY_DESC;
-#define D3D1x_(x) D3D11_##x
-#define ID3D1x(x) ID3D11##x
-#endif
-
-class Buffer;
-
-class ShaderBase : public Render::Shader
-{
-public:
- RenderDevice* Ren;
- unsigned char* UniformData;
- int UniformsSize;
-
- struct Uniform
- {
- String Name;
- int Offset, Size;
- };
- Array<Uniform> UniformInfo;
-
- ShaderBase(RenderDevice* r, ShaderStage stage);
- ~ShaderBase();
-
- void InitUniforms(ID3D10Blob* s);
- bool SetUniform(const char* name, int n, const float* v);
- //virtual bool UseTransposeMatrix() const { return 1; }
-
- void UpdateBuffer(Buffer* b);
-};
-
-template<Render::ShaderStage SStage, class D3DShaderType>
-class Shader : public ShaderBase
-{
-public:
- D3DShaderType* D3DShader;
-
- Shader(RenderDevice* r, D3DShaderType* s) : ShaderBase(r, SStage), D3DShader(s) {}
- Shader(RenderDevice* r, ID3D1xBlob* s) : ShaderBase(r, SStage)
- {
- Load(s);
- InitUniforms(s);
- }
- ~Shader()
- {
- if(D3DShader)
- {
- D3DShader->Release();
- }
- }
- bool Load(ID3D1xBlob* shader)
- {
- return Load(shader->GetBufferPointer(), shader->GetBufferSize());
- }
-
- // These functions have specializations.
- bool Load(void* shader, size_t size);
- void Set(PrimitiveType prim) const;
- void SetUniformBuffer(Render::Buffer* buffers, int i = 0);
-};
-
-typedef Shader<Render::Shader_Vertex, ID3D1xVertexShader> VertexShader;
-typedef Shader<Render::Shader_Geometry, ID3D1xGeometryShader> GeomShader;
-typedef Shader<Render::Shader_Fragment, ID3D1xPixelShader> PixelShader;
-
-
-class Buffer : public Render::Buffer
-{
-public:
- RenderDevice* Ren;
- Ptr<ID3D1xBuffer> D3DBuffer;
- size_t Size;
- int Use;
- bool Dynamic;
-
-public:
- Buffer(RenderDevice* r) : Ren(r), Size(0), Use(0) {}
- ~Buffer();
-
- ID3D1xBuffer* GetBuffer()
- {
- return D3DBuffer;
- }
-
- 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);
-};
-
-class Texture : public Render::Texture
-{
-public:
- RenderDevice* Ren;
- Ptr<ID3D1xTexture2D> Tex;
- Ptr<ID3D1xShaderResourceView> TexSv;
- Ptr<ID3D1xRenderTargetView> TexRtv;
- Ptr<ID3D1xDepthStencilView> TexDsv;
- mutable Ptr<ID3D1xSamplerState> Sampler;
- int Width, Height;
- int Samples;
-
- Texture(RenderDevice* r, int fmt, int w, int h);
- ~Texture();
-
- virtual int GetWidth() const
- {
- return Width;
- }
- virtual int GetHeight() const
- {
- return Height;
- }
- virtual int GetSamples() const
- {
- return Samples;
- }
-
- virtual void SetSampleMode(int sm);
-
- virtual void Set(int slot, Render::ShaderStage stage = Render::Shader_Fragment) const;
-};
-
-class RenderDevice : public Render::RenderDevice
-{
-public:
- Ptr<IDXGIFactory> DXGIFactory;
- HWND Window;
-
- Ptr<ID3D1xDevice> Device;
- Ptr<ID3D1xDeviceContext> Context;
- Ptr<IDXGISwapChain> SwapChain;
- Ptr<IDXGIAdapter> Adapter;
- Ptr<IDXGIOutput> FullscreenOutput;
- int FSDesktopX, FSDesktopY;
- int PreFullscreenX, PreFullscreenY, PreFullscreenW, PreFullscreenH;
-
- Ptr<ID3D1xTexture2D> BackBuffer;
- Ptr<ID3D1xRenderTargetView> BackBufferRT;
- Ptr<Texture> CurRenderTarget;
- Ptr<Texture> CurDepthBuffer;
- Ptr<ID3D1xRasterizerState> Rasterizer;
- Ptr<ID3D1xBlendState> BlendState;
- int NumViewports;
- D3D1x_VIEWPORT Viewports[2];
-
- Ptr<ID3D1xDepthStencilState> DepthStates[1 + 2 * Compare_Count];
- Ptr<ID3D1xDepthStencilState> CurDepthState;
- Ptr<ID3D1xInputLayout> ModelVertexIL;
-
- Ptr<ID3D1xSamplerState> SamplerStates[Sample_Count];
-
- struct StandardUniformData
- {
- Matrix4f Proj;
- Matrix4f View;
- } StdUniforms;
- Ptr<Buffer> UniformBuffers[Shader_Count];
- int MaxTextureSet[Shader_Count];
-
- Ptr<VertexShader> VertexShaders[VShader_Count];
- Ptr<PixelShader> PixelShaders[FShader_Count];
- Ptr<GeomShader> pStereoShaders[Prim_Count];
- Ptr<Buffer> CommonUniforms[8];
- Ptr<ShaderSet> ExtraShaders;
- Ptr<ShaderFill> DefaultFill;
-
- Ptr<Buffer> QuadVertexBuffer;
-
- Array<Ptr<Texture> > DepthBuffers;
-
-public:
- RenderDevice(const RendererParams& p, HWND window);
- ~RenderDevice();
-
- // Implement static initializer function to create this class.
- static Render::RenderDevice* CreateDevice(const RendererParams& rp, void* oswnd);
-
- // if needRecreate == true it will recreate DXGIFactory and Adapter
- // to get the latest info about monitors (including just connected/
- // disconnected ones). Note, SwapChain will be released in this case
- // and it should be recreated.
- void UpdateMonitorOutputs(bool needRecreate = false);
-
- virtual void SetMultipleViewports(int n, const Viewport* vps);
- virtual void SetWindowSize(int w, int h);
- virtual bool SetParams(const RendererParams& newParams);
- //virtual void SetScissor(int x, int y, int w, int h);
-
- virtual void Present();
- virtual void ForceFlushGPU();
-
- virtual bool SetFullscreen(DisplayMode fullscreen);
- virtual UPInt QueryGPUMemorySize();
-
- virtual void Clear(float r = 0, float g = 0, float b = 0, float a = 1, float depth = 1);
- virtual void Rect(float left, float top, float right, float bottom)
- {
- OVR_UNUSED4(left, top, right, bottom);
- }
-
- virtual Buffer* CreateBuffer();
- virtual Texture* CreateTexture(int format, int width, int height, const void* data, int mipcount=1);
-
- static void GenerateSubresourceData(
- unsigned imageWidth, unsigned imageHeight, int format, unsigned imageDimUpperLimit,
- const void* rawBytes,
- D3D1x_(SUBRESOURCE_DATA)* subresData,
- unsigned& largestMipWidth, unsigned& largestMipHeight, unsigned& byteSize, unsigned& effectiveMipCount);
-
- Texture* GetDepthBuffer(int w, int h, int ms);
-
- virtual void BeginRendering();
- virtual void SetRenderTarget(Render::Texture* color,
- Render::Texture* depth = NULL, Render::Texture* stencil = NULL);
- virtual void SetDepthMode(bool enable, bool write, CompareFunc func = Compare_Less);
- virtual void SetWorldUniforms(const Matrix4f& proj);
- virtual void SetCommonUniformBuffer(int i, Render::Buffer* buffer);
- virtual void SetExtraShaders(ShaderSet* s)
- {
- ExtraShaders = s;
- }
-
-
- // Overrident to apply proper blend state.
- virtual void FillRect(float left, float top, float right, float bottom, Color c);
- virtual void RenderText(const struct Font* font, const char* str, float x, float y, float size, Color c);
-
- virtual void Render(const Matrix4f& matrix, Model* model);
- virtual void Render(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
- const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles);
- virtual void RenderWithAlpha( const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
- const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles);
-
- virtual Fill *CreateSimpleFill(int flags = Fill::F_Solid);
-
- virtual Render::Shader *LoadBuiltinShader(ShaderStage stage, int shader);
-
- bool RecreateSwapChain();
- virtual ID3D10Blob* CompileShader(const char* profile, const char* src, const char* mainName = "main");
- virtual ShaderBase* CreateStereoShader(PrimitiveType prim, Render::Shader* vs);
-
- ID3D1xSamplerState* GetSamplerState(int sm);
-
- void SetTexture(Render::ShaderStage stage, int slot, const Texture* t);
-};
-
-}}}
-
-#endif
+/************************************************************************************ + +Filename : Render_D3D1X_Device.h +Content : RenderDevice implementation header for D3DX10/11. +Created : September 10, 2012 +Authors : Andrew Reisse + +Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved. + +Licensed under the Apache License, Version 2.0 (the "License"); +you may not use this file except in compliance with the License. +You may obtain a copy of the License at + +http://www.apache.org/licenses/LICENSE-2.0 + +Unless required by applicable law or agreed to in writing, software +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. + +************************************************************************************/ + +// ***** IMPORTANT: +// This file can be included twice, once with OVR_D3D_VERSION=10 and +// once with OVR_D3D_VERSION=11. + + +#ifndef OVR_D3D_VERSION +#error define OVR_D3D_VERSION to 10 or 11 +#endif + +#include "Kernel/OVR_String.h" +#include "Kernel/OVR_Array.h" + +#if (OVR_D3D_VERSION == 10 && !defined(_OVR_RENDERER_D3D10)) || \ + (OVR_D3D_VERSION == 11 && !defined(_OVR_RENDERER_D3D11)) + +#include "../Render/Render_Device.h" + +#include <Windows.h> + +#if (OVR_D3D_VERSION == 10) +#define _OVR_RENDERER_D3D10 +#include <d3d10.h> + +namespace OVR { namespace Render { namespace D3D10 { + +#else // 11 + +#define _OVR_RENDERER_D3D11 +#include <d3d11.h> + +namespace OVR { namespace Render { namespace D3D11 { +#endif + +class RenderDevice; + +#ifdef D3D1x_ +#undef D3D1x_ +#endif +#ifdef ID3D1x +#undef ID3D1x +#endif + +#if (OVR_D3D_VERSION == 10) +typedef ID3D10Device ID3D1xDevice; +typedef ID3D10Device ID3D1xDeviceContext; +typedef ID3D10RenderTargetView ID3D1xRenderTargetView; +typedef ID3D10Texture2D ID3D1xTexture2D; +typedef ID3D10ShaderResourceView ID3D1xShaderResourceView; +typedef ID3D10DepthStencilView ID3D1xDepthStencilView; +typedef ID3D10DepthStencilState ID3D1xDepthStencilState; +typedef ID3D10InputLayout ID3D1xInputLayout; +typedef ID3D10Buffer ID3D1xBuffer; +typedef ID3D10VertexShader ID3D1xVertexShader; +typedef ID3D10PixelShader ID3D1xPixelShader; +typedef ID3D10GeometryShader ID3D1xGeometryShader; +typedef ID3D10BlendState ID3D1xBlendState; +typedef ID3D10RasterizerState ID3D1xRasterizerState; +typedef ID3D10SamplerState ID3D1xSamplerState; +typedef ID3D10Query ID3D1xQuery; +typedef ID3D10Blob ID3D1xBlob; +typedef D3D10_VIEWPORT D3D1x_VIEWPORT; +typedef D3D10_QUERY_DESC D3D1x_QUERY_DESC; +#define D3D1x_(x) D3D10_##x +#define ID3D1x(x) ID3D10##x + +#else // D3D 11 +typedef ID3D11Device ID3D1xDevice; +typedef ID3D11DeviceContext ID3D1xDeviceContext; +typedef ID3D11RenderTargetView ID3D1xRenderTargetView; +typedef ID3D11Texture2D ID3D1xTexture2D; +typedef ID3D11ShaderResourceView ID3D1xShaderResourceView; +typedef ID3D11DepthStencilView ID3D1xDepthStencilView; +typedef ID3D11DepthStencilState ID3D1xDepthStencilState; +typedef ID3D11InputLayout ID3D1xInputLayout; +typedef ID3D11Buffer ID3D1xBuffer; +typedef ID3D10Blob ID3D1xBlob; +typedef ID3D11VertexShader ID3D1xVertexShader; +typedef ID3D11PixelShader ID3D1xPixelShader; +typedef ID3D11GeometryShader ID3D1xGeometryShader; +typedef ID3D11BlendState ID3D1xBlendState; +typedef ID3D11RasterizerState ID3D1xRasterizerState; +typedef ID3D11SamplerState ID3D1xSamplerState; +typedef ID3D11Query ID3D1xQuery; +typedef D3D11_VIEWPORT D3D1x_VIEWPORT; +typedef D3D11_QUERY_DESC D3D1x_QUERY_DESC; +#define D3D1x_(x) D3D11_##x +#define ID3D1x(x) ID3D11##x +#endif + +class Buffer; + +class ShaderBase : public Render::Shader +{ +public: + RenderDevice* Ren; + unsigned char* UniformData; + int UniformsSize; + + struct Uniform + { + String Name; + int Offset, Size; + }; + Array<Uniform> UniformInfo; + + ShaderBase(RenderDevice* r, ShaderStage stage); + ~ShaderBase(); + + void InitUniforms(ID3D10Blob* s); + bool SetUniform(const char* name, int n, const float* v); + //virtual bool UseTransposeMatrix() const { return 1; } + + void UpdateBuffer(Buffer* b); +}; + +template<Render::ShaderStage SStage, class D3DShaderType> +class Shader : public ShaderBase +{ +public: + D3DShaderType* D3DShader; + + Shader(RenderDevice* r, D3DShaderType* s) : ShaderBase(r, SStage), D3DShader(s) {} + Shader(RenderDevice* r, ID3D1xBlob* s) : ShaderBase(r, SStage) + { + Load(s); + InitUniforms(s); + } + ~Shader() + { + if(D3DShader) + { + D3DShader->Release(); + } + } + bool Load(ID3D1xBlob* shader) + { + return Load(shader->GetBufferPointer(), shader->GetBufferSize()); + } + + // These functions have specializations. + bool Load(void* shader, size_t size); + void Set(PrimitiveType prim) const; + void SetUniformBuffer(Render::Buffer* buffers, int i = 0); +}; + +typedef Shader<Render::Shader_Vertex, ID3D1xVertexShader> VertexShader; +typedef Shader<Render::Shader_Geometry, ID3D1xGeometryShader> GeomShader; +typedef Shader<Render::Shader_Fragment, ID3D1xPixelShader> PixelShader; + + +class Buffer : public Render::Buffer +{ +public: + RenderDevice* Ren; + Ptr<ID3D1xBuffer> D3DBuffer; + size_t Size; + int Use; + bool Dynamic; + +public: + Buffer(RenderDevice* r) : Ren(r), Size(0), Use(0) {} + ~Buffer(); + + ID3D1xBuffer* GetBuffer() + { + return D3DBuffer; + } + + 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); +}; + +class Texture : public Render::Texture +{ +public: + RenderDevice* Ren; + Ptr<ID3D1xTexture2D> Tex; + Ptr<ID3D1xShaderResourceView> TexSv; + Ptr<ID3D1xRenderTargetView> TexRtv; + Ptr<ID3D1xDepthStencilView> TexDsv; + mutable Ptr<ID3D1xSamplerState> Sampler; + int Width, Height; + int Samples; + + Texture(RenderDevice* r, int fmt, int w, int h); + ~Texture(); + + virtual int GetWidth() const + { + return Width; + } + virtual int GetHeight() const + { + return Height; + } + virtual int GetSamples() const + { + return Samples; + } + + virtual void SetSampleMode(int sm); + + virtual void Set(int slot, Render::ShaderStage stage = Render::Shader_Fragment) const; +}; + +class RenderDevice : public Render::RenderDevice +{ +public: + Ptr<IDXGIFactory> DXGIFactory; + HWND Window; + + Ptr<ID3D1xDevice> Device; + Ptr<ID3D1xDeviceContext> Context; + Ptr<IDXGISwapChain> SwapChain; + Ptr<IDXGIAdapter> Adapter; + Ptr<IDXGIOutput> FullscreenOutput; + int FSDesktopX, FSDesktopY; + int PreFullscreenX, PreFullscreenY, PreFullscreenW, PreFullscreenH; + + Ptr<ID3D1xTexture2D> BackBuffer; + Ptr<ID3D1xRenderTargetView> BackBufferRT; + Ptr<Texture> CurRenderTarget; + Ptr<Texture> CurDepthBuffer; + Ptr<ID3D1xRasterizerState> Rasterizer; + Ptr<ID3D1xBlendState> BlendState; + int NumViewports; + D3D1x_VIEWPORT Viewports[2]; + + Ptr<ID3D1xDepthStencilState> DepthStates[1 + 2 * Compare_Count]; + Ptr<ID3D1xDepthStencilState> CurDepthState; + Ptr<ID3D1xInputLayout> ModelVertexIL; + + Ptr<ID3D1xSamplerState> SamplerStates[Sample_Count]; + + struct StandardUniformData + { + Matrix4f Proj; + Matrix4f View; + } StdUniforms; + Ptr<Buffer> UniformBuffers[Shader_Count]; + int MaxTextureSet[Shader_Count]; + + Ptr<VertexShader> VertexShaders[VShader_Count]; + Ptr<PixelShader> PixelShaders[FShader_Count]; + Ptr<GeomShader> pStereoShaders[Prim_Count]; + Ptr<Buffer> CommonUniforms[8]; + Ptr<ShaderSet> ExtraShaders; + Ptr<ShaderFill> DefaultFill; + + Ptr<Buffer> QuadVertexBuffer; + + Array<Ptr<Texture> > DepthBuffers; + +public: + RenderDevice(const RendererParams& p, HWND window); + ~RenderDevice(); + + // Implement static initializer function to create this class. + static Render::RenderDevice* CreateDevice(const RendererParams& rp, void* oswnd); + + // if needRecreate == true it will recreate DXGIFactory and Adapter + // to get the latest info about monitors (including just connected/ + // disconnected ones). Note, SwapChain will be released in this case + // and it should be recreated. + void UpdateMonitorOutputs(bool needRecreate = false); + + virtual void SetMultipleViewports(int n, const Viewport* vps); + virtual void SetWindowSize(int w, int h); + virtual bool SetParams(const RendererParams& newParams); + //virtual void SetScissor(int x, int y, int w, int h); + + virtual void Present(); + virtual void ForceFlushGPU(); + + virtual bool SetFullscreen(DisplayMode fullscreen); + virtual UPInt QueryGPUMemorySize(); + + virtual void Clear(float r = 0, float g = 0, float b = 0, float a = 1, float depth = 1); + virtual void Rect(float left, float top, float right, float bottom) + { + OVR_UNUSED4(left, top, right, bottom); + } + + virtual Buffer* CreateBuffer(); + virtual Texture* CreateTexture(int format, int width, int height, const void* data, int mipcount=1); + + static void GenerateSubresourceData( + unsigned imageWidth, unsigned imageHeight, int format, unsigned imageDimUpperLimit, + const void* rawBytes, + D3D1x_(SUBRESOURCE_DATA)* subresData, + unsigned& largestMipWidth, unsigned& largestMipHeight, unsigned& byteSize, unsigned& effectiveMipCount); + + Texture* GetDepthBuffer(int w, int h, int ms); + + virtual void BeginRendering(); + virtual void SetRenderTarget(Render::Texture* color, + Render::Texture* depth = NULL, Render::Texture* stencil = NULL); + virtual void SetDepthMode(bool enable, bool write, CompareFunc func = Compare_Less); + virtual void SetWorldUniforms(const Matrix4f& proj); + virtual void SetCommonUniformBuffer(int i, Render::Buffer* buffer); + virtual void SetExtraShaders(ShaderSet* s) + { + ExtraShaders = s; + } + + + // Overrident to apply proper blend state. + virtual void FillRect(float left, float top, float right, float bottom, Color c); + virtual void FillGradientRect(float left, float top, float right, float bottom, Color col_top, Color col_btm); + virtual void RenderText(const struct Font* font, const char* str, float x, float y, float size, Color c); + virtual void RenderImage(float left, float top, float right, float bottom, ShaderFill* image); + + virtual void Render(const Matrix4f& matrix, Model* model); + virtual void Render(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices, + const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles); + virtual void RenderWithAlpha( const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices, + const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles); + + virtual Fill *CreateSimpleFill(int flags = Fill::F_Solid); + + virtual Render::Shader *LoadBuiltinShader(ShaderStage stage, int shader); + + bool RecreateSwapChain(); + virtual ID3D10Blob* CompileShader(const char* profile, const char* src, const char* mainName = "main"); + virtual ShaderBase* CreateStereoShader(PrimitiveType prim, Render::Shader* vs); + + ID3D1xSamplerState* GetSamplerState(int sm); + + void SetTexture(Render::ShaderStage stage, int slot, const Texture* t); +}; + +}}} + +#endif |