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-rw-r--r--LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_DistortionRenderer.cpp1707
1 files changed, 1677 insertions, 30 deletions
diff --git a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_DistortionRenderer.cpp b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_DistortionRenderer.cpp
index 2ba9ccc..334869c 100644
--- a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_DistortionRenderer.cpp
+++ b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_DistortionRenderer.cpp
@@ -1,30 +1,1677 @@
-/************************************************************************************
-
-Filename : CAPI_D3D11_DistortionRenderer.cpp
-Content : Distortion renderer instantiation for D3D11
-Created : November 11, 2013
-Authors : Volga Aksoy, Michael Antonov
-
-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.
-
-************************************************************************************/
-
-#define OVR_D3D_VERSION 11
-#include "CAPI_D3D1X_Util.cpp"
-#include "CAPI_D3D1X_DistortionRenderer.cpp"
-
+/************************************************************************************
+
+Filename : CAPI_D3D11_DistortionRenderer.cpp
+Content : Experimental distortion renderer
+Created : November 11, 2013
+Authors : Volga Aksoy, Michael Antonov, Shariq Hashme
+
+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.
+
+************************************************************************************/
+
+#include "CAPI_D3D11_DistortionRenderer.h"
+
+#include "OVR_CAPI_D3D.h"
+#include "../CAPI_HMDState.h"
+#include "Kernel/OVR_Color.h"
+#include "../Textures/overdriveLut_dk2.h"
+
+#include "../../Displays/OVR_Win32_Dxgi_Display.h" // Display driver timing info
+
+
+namespace OVR { namespace CAPI { namespace D3D11 {
+
+#include "Shaders/Distortion_ps.h"
+#include "Shaders/DistortionChroma_vs.h"
+#include "Shaders/DistortionChroma_ps.h"
+#include "Shaders/DistortionTimewarpChroma_vs.h"
+#include "Shaders/DistortionCS2x2.h"
+
+#include "Shaders/SimpleQuad_vs.h"
+#include "Shaders/SimpleQuad_ps.h"
+
+#include "Tracing/Tracing.h"
+
+#include <initguid.h>
+DEFINE_GUID(IID_OVRDXGISwapchain, 0x868f9b4f, 0xe427, 0x46ed, 0xb0, 0x94, 0x66, 0xd1, 0x3b, 0xb, 0x48, 0xf7);
+
+[uuid(E741B60E-3AC8-418A-AB3C-26C1D4EDD33B)]
+interface IOVRDXGISwapChain : IUnknown
+{
+ virtual HRESULT GetDirectBuffer(REFIID riid, void** ppv) = 0;
+};
+
+#include <VersionHelpers.h>
+
+// Distortion pixel shader lookup.
+// Bit 0: Chroma Correction
+// Bit 1: Timewarp
+
+enum {
+ DistortionVertexShaderBitMask = 3,
+ DistortionVertexShaderCount = DistortionVertexShaderBitMask + 1,
+ DistortionPixelShaderBitMask = 0,
+ DistortionPixelShaderCount = DistortionPixelShaderBitMask + 1,
+};
+
+struct PrecompiledShader
+{
+ const unsigned char* ShaderData;
+ size_t ShaderSize;
+ const ShaderBase::Uniform* ReflectionData;
+ size_t ReflectionSize;
+};
+
+// To add a new distortion shader use these macros (with or w/o reflection)
+#define PCS_NOREFL(shader) { shader, sizeof(shader), NULL, 0 }
+#define PCS_REFL__(shader) { shader, sizeof(shader), shader ## _refl, sizeof( shader ## _refl )/sizeof(*(shader ## _refl)) }
+
+
+static PrecompiledShader DistortionVertexShaderLookup[DistortionVertexShaderCount] =
+{
+ PCS_REFL__(DistortionChroma_vs),
+ PCS_REFL__(DistortionTimewarpChroma_vs),
+ PCS_REFL__(DistortionTimewarpChroma_vs),
+ { NULL, 0, NULL, 0 },
+};
+
+static PrecompiledShader DistortionPixelShaderLookup[DistortionPixelShaderCount] =
+{
+ PCS_REFL__(DistortionChroma_ps)
+};
+
+enum
+{
+ DistortionComputeShader2x2 = 0,
+ DistortionComputeShaderCount
+};
+static PrecompiledShader DistortionComputeShaderLookup[DistortionComputeShaderCount] =
+{
+ PCS_REFL__(DistortionCS2x2)
+};
+
+
+
+void DistortionShaderBitIndexCheck()
+{
+ OVR_COMPILER_ASSERT(ovrDistortionCap_TimeWarp == 2);
+}
+
+
+
+struct DistortionVertex // Must match the VB description DistortionMeshVertexDesc
+{
+ Vector2f ScreenPosNDC;
+ Vector2f TanEyeAnglesR;
+ Vector2f TanEyeAnglesG;
+ Vector2f TanEyeAnglesB;
+ Color Col;
+};
+
+struct DistortionComputePin // Must match the ones declared in DistortionCS*.csh
+{
+ Vector2f TanEyeAnglesR;
+ Vector2f TanEyeAnglesG;
+ Vector2f TanEyeAnglesB;
+ Color Col;
+ int padding[1]; // Aligns to power-of-two boundary, increases performance significantly.
+};
+
+
+// Vertex type; same format is used for all shapes for simplicity.
+// Shapes are built by adding vertices to Model.
+struct Vertex
+{
+ Vector3f Pos;
+ Color C;
+ float U, V;
+ Vector3f Norm;
+
+ Vertex(const Vector3f& p, const Color& c = Color(64, 0, 0, 255),
+ float u = 0, float v = 0, Vector3f n = Vector3f(1, 0, 0))
+ : Pos(p), C(c), U(u), V(v), Norm(n)
+ {}
+ Vertex(float x, float y, float z, const Color& c = Color(64, 0, 0, 255),
+ float u = 0, float v = 0) : Pos(x, y, z), C(c), U(u), V(v)
+ { }
+
+ bool operator==(const Vertex& b) const
+ {
+ return Pos == b.Pos && C == b.C && U == b.U && V == b.V;
+ }
+};
+
+
+//----------------------------------------------------------------------------
+// ***** D3D11::DistortionRenderer
+
+DistortionRenderer::DistortionRenderer()
+{
+ SrgbBackBuffer = false;
+
+ EyeTextureSize[0] = Sizei(0);
+ EyeRenderViewport[0] = Recti();
+ EyeTextureSize[1] = Sizei(0);
+ EyeRenderViewport[1] = Recti();
+}
+
+DistortionRenderer::~DistortionRenderer()
+{
+ destroy();
+}
+
+// static
+CAPI::DistortionRenderer* DistortionRenderer::Create()
+{
+ return new DistortionRenderer;
+}
+
+
+bool DistortionRenderer::initializeRenderer(const ovrRenderAPIConfig* apiConfig)
+{
+ const ovrD3D11Config* config = (const ovrD3D11Config*)apiConfig;
+
+ // Reset the frame index read failure count, as this function is called when
+ // switching between windowed and fullscreen mode.
+ FrameIndexFailureCount = 0;
+
+ if (!config)
+ {
+ // Cleanup
+ pEyeTextures[0].Clear();
+ pEyeTextures[1].Clear();
+ pEyeDepthTextures[0].Clear();
+ pEyeDepthTextures[1].Clear();
+ memset(&RParams, 0, sizeof(RParams));
+ return true;
+ }
+
+ if (!config->D3D11.pDevice || !config->D3D11.pBackBufferRT)
+ return false;
+
+ if (Display::GetDirectDisplayInitialized())
+ {
+ Ptr<IUnknown> ovrSwapChain;
+ if (config->D3D11.pSwapChain->QueryInterface(IID_OVRDXGISwapchain, (void**)&ovrSwapChain.GetRawRef()) == E_NOINTERFACE)
+ {
+ OVR_DEBUG_LOG_TEXT(("ovr_Initialize() or ovr_InitializeRenderingShim() wasn't called before DXGISwapChain was created."));
+ }
+ }
+
+ RParams.pDevice = config->D3D11.pDevice;
+ RParams.pContext = config->D3D11.pDeviceContext;
+ RParams.pBackBufferRT = config->D3D11.pBackBufferRT;
+ RParams.pBackBufferUAV = config->D3D11.pBackBufferUAV;
+ RParams.pSwapChain = config->D3D11.pSwapChain;
+ RParams.BackBufferSize = config->D3D11.Header.BackBufferSize;
+ RParams.Multisample = config->D3D11.Header.Multisample;
+ RParams.VidPnTargetId = 0;
+
+ // set RParams.VidPnTargetId to the display target id for ETW tracing in order
+ // to match Microsoft-Windows-DxgKrnl's VSync event
+ IDXGIOutput *pOutput = NULL;
+ RParams.pSwapChain->GetContainingOutput(&pOutput);
+ if (pOutput)
+ {
+ // get the swapchain's DeviceName
+ DXGI_OUTPUT_DESC desc;
+ pOutput->GetDesc(&desc);
+
+ // allocate the required buffers for QueryDisplayConfig (we don't need pModeInfoArray but it can't be NULL or less than needed)
+ UINT32 NumPathArrayElements = 0, NumModeInfoArrayElements = 0;
+ DISPLAYCONFIG_PATH_INFO *pPathInfoArray = NULL;
+ DISPLAYCONFIG_MODE_INFO *pModeInfoArray = NULL;
+ LONG st = ERROR_INSUFFICIENT_BUFFER;
+ while (ERROR_INSUFFICIENT_BUFFER == st)
+ {
+ st = GetDisplayConfigBufferSizes(QDC_ONLY_ACTIVE_PATHS, &NumPathArrayElements, &NumModeInfoArrayElements);
+ if (ERROR_SUCCESS != st)
+ {
+ OVR_DEBUG_LOG_TEXT(("Error: GetDisplayConfigBufferSizes failed with %ld\n", st));
+ break;
+ }
+
+ pPathInfoArray = new DISPLAYCONFIG_PATH_INFO[NumPathArrayElements];
+ pModeInfoArray = new DISPLAYCONFIG_MODE_INFO[NumModeInfoArrayElements];
+
+ st = QueryDisplayConfig(QDC_ONLY_ACTIVE_PATHS, &NumPathArrayElements, pPathInfoArray, &NumModeInfoArrayElements, pModeInfoArray, NULL);
+ if (ERROR_SUCCESS != st) OVR_DEBUG_LOG_TEXT(("Error: QueryDisplayConfig failed with %ld\n", st));
+ }
+
+ // search for matching display targets for the SwapChain's display source
+ if (ERROR_SUCCESS == st)
+ {
+ for (UINT32 i = 0; i < NumPathArrayElements; ++i)
+ {
+ DISPLAYCONFIG_PATH_INFO *p = &pPathInfoArray[i];
+
+ DISPLAYCONFIG_SOURCE_DEVICE_NAME sdn;
+ sdn.header.size = sizeof(sdn);
+ sdn.header.type = DISPLAYCONFIG_DEVICE_INFO_GET_SOURCE_NAME;
+ sdn.header.adapterId = p->sourceInfo.adapterId;
+ sdn.header.id = p->sourceInfo.id;
+ st = DisplayConfigGetDeviceInfo(&sdn.header);
+
+ DISPLAYCONFIG_TARGET_DEVICE_NAME tdn;
+ tdn.header.size = sizeof(tdn);
+ tdn.header.type = DISPLAYCONFIG_DEVICE_INFO_GET_TARGET_NAME;
+ tdn.header.adapterId = p->targetInfo.adapterId;
+ tdn.header.id = p->targetInfo.id;
+ st = DisplayConfigGetDeviceInfo(&tdn.header);
+
+ if (wcsncmp(sdn.viewGdiDeviceName, desc.DeviceName, sizeof(desc.DeviceName)) == 0)
+ {
+ // pick anything if nothing was found yet, else give precedence to "Rift" monitors on this display device
+ static const wchar_t Rift[] = { L'R', L'i', L'f', L't' };
+ if (!RParams.VidPnTargetId || (wcsncmp(tdn.monitorFriendlyDeviceName, Rift, sizeof(Rift)) == 0))
+ {
+ RParams.VidPnTargetId = p->targetInfo.id;
+ OVR_DEBUG_LOG_TEXT(("Debug: Found VidPnTargetId=%d for display %d name=\"%ls\"\n", RParams.VidPnTargetId, p->sourceInfo.id, tdn.monitorFriendlyDeviceName));
+ }
+ }
+ }
+ }
+
+ delete [] pPathInfoArray;
+ delete [] pModeInfoArray;
+
+ pOutput->Release();
+ }
+
+ GfxState = *new GraphicsState(RParams.pContext);
+
+ D3D11_RENDER_TARGET_VIEW_DESC backBufferDesc;
+ RParams.pBackBufferRT->GetDesc(&backBufferDesc);
+ SrgbBackBuffer = (backBufferDesc.Format == DXGI_FORMAT_R8G8B8A8_UNORM_SRGB) ||
+ (backBufferDesc.Format == DXGI_FORMAT_B8G8R8A8_UNORM_SRGB) ||
+ (backBufferDesc.Format == DXGI_FORMAT_B8G8R8X8_UNORM_SRGB);
+
+
+#if 0 // enable related section in DistortionChroma.psh shader
+ // aniso requires proper sRGB sampling
+ SampleMode hqFilter = (RenderState->DistortionCaps & ovrDistortionCap_HqDistortion) ? Sample_Anisotropic : Sample_Linear;
+#else
+ SampleMode hqFilter = Sample_Linear;
+#endif
+
+ pEyeTextures[0] = *new Texture(&RParams, Texture_RGBA, Sizei(0),
+ getSamplerState(hqFilter | Sample_ClampBorder));
+ pEyeTextures[1] = *new Texture(&RParams, Texture_RGBA, Sizei(0),
+ getSamplerState(hqFilter | Sample_ClampBorder));
+
+ pEyeDepthTextures[0] = *new Texture(&RParams, Texture_Depth, Sizei(0),
+ getSamplerState(hqFilter | Sample_ClampBorder));
+ pEyeDepthTextures[1] = *new Texture(&RParams, Texture_Depth, Sizei(0),
+ getSamplerState(hqFilter | Sample_ClampBorder));
+
+ if (!initBuffersAndShaders())
+ {
+ return false;
+ }
+
+ // Rasterizer state
+ D3D11_RASTERIZER_DESC rs;
+ memset(&rs, 0, sizeof(rs));
+ rs.AntialiasedLineEnable = true;
+ rs.CullMode = D3D11_CULL_BACK;
+ rs.DepthClipEnable = true;
+ rs.FillMode = D3D11_FILL_SOLID;
+ Rasterizer = NULL;
+ RParams.pDevice->CreateRasterizerState(&rs, &Rasterizer.GetRawRef());
+
+ initOverdrive();
+
+ // TBD: Blend state.. not used?
+ // We'll want to turn off blending
+
+ GpuProfiler.Init(RParams.pDevice, RParams.pContext);
+
+ return true;
+}
+
+void DistortionRenderer::initOverdrive()
+{
+ if (RenderState->DistortionCaps & ovrDistortionCap_Overdrive)
+ {
+ LastUsedOverdriveTextureIndex = 0;
+
+ D3D11_RENDER_TARGET_VIEW_DESC backBufferDesc;
+ RParams.pBackBufferRT->GetDesc(&backBufferDesc);
+
+ for (int i = 0; i < NumOverdriveTextures; i++)
+ {
+ pOverdriveTextures[i] = *new Texture(&RParams, Texture_RGBA, RParams.BackBufferSize,
+ getSamplerState(Sample_Linear | Sample_ClampBorder));
+
+ D3D11_TEXTURE2D_DESC dsDesc;
+ dsDesc.Width = RParams.BackBufferSize.w;
+ dsDesc.Height = RParams.BackBufferSize.h;
+ dsDesc.MipLevels = 1;
+ dsDesc.ArraySize = 1;
+ dsDesc.Format = backBufferDesc.Format;
+ dsDesc.SampleDesc.Count = 1;
+ dsDesc.SampleDesc.Quality = 0;
+ dsDesc.Usage = D3D11_USAGE_DEFAULT;
+ dsDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ dsDesc.CPUAccessFlags = 0;
+ dsDesc.MiscFlags = 0;
+
+ HRESULT hr = RParams.pDevice->CreateTexture2D(&dsDesc, NULL, &pOverdriveTextures[i]->Tex.GetRawRef());
+ if (FAILED(hr))
+ {
+ OVR_DEBUG_LOG_TEXT(("Failed to create overdrive texture."));
+ // Remove overdrive flag since we failed to create the texture
+ LastUsedOverdriveTextureIndex = -1; // disables feature
+ break;
+ }
+
+ RParams.pDevice->CreateShaderResourceView(pOverdriveTextures[i]->Tex, NULL, &pOverdriveTextures[i]->TexSv.GetRawRef());
+ RParams.pDevice->CreateRenderTargetView(pOverdriveTextures[i]->Tex, NULL, &pOverdriveTextures[i]->TexRtv.GetRawRef());
+ }
+
+ const int dimSize = 256;
+ OVR_COMPILER_ASSERT(dimSize * dimSize * 4 == sizeof(overdriveLut_dk2));
+ OverdriveLutTexture = *new Texture(&RParams, Texture_RGBA, Sizei(dimSize, dimSize),
+ getSamplerState(Sample_Linear | Sample_Clamp), overdriveLut_dk2, 1);
+ }
+ else
+ {
+ LastUsedOverdriveTextureIndex = -1;
+ }
+}
+
+void DistortionRenderer::SubmitEye(int eyeId, const ovrTexture* eyeTexture)
+{
+ if (eyeTexture)
+ {
+ const ovrD3D11Texture* tex = (const ovrD3D11Texture*)eyeTexture;
+
+ // Use tex->D3D11.Header.RenderViewport to update UVs for rendering in case they changed.
+ // TBD: This may be optimized through some caching.
+ EyeTextureSize[eyeId] = tex->D3D11.Header.TextureSize;
+ EyeRenderViewport[eyeId] = tex->D3D11.Header.RenderViewport;
+
+ const ovrEyeRenderDesc& erd = RenderState->EyeRenderDesc[eyeId];
+
+ ovrHmd_GetRenderScaleAndOffset(erd.Fov,
+ EyeTextureSize[eyeId], EyeRenderViewport[eyeId],
+ UVScaleOffset[eyeId]);
+
+ if (RenderState->DistortionCaps & ovrDistortionCap_FlipInput)
+ {
+ UVScaleOffset[eyeId][0].y = -UVScaleOffset[eyeId][0].y;
+ UVScaleOffset[eyeId][1].y = 1.0f - UVScaleOffset[eyeId][1].y;
+ }
+
+ // Get multisample count from texture
+ D3D11_TEXTURE2D_DESC desc;
+ tex->D3D11.pTexture->GetDesc(&desc);
+
+ pEyeTextures[eyeId]->UpdatePlaceholderTexture(tex->D3D11.pTexture, tex->D3D11.pSRView,
+ tex->D3D11.Header.TextureSize, desc.SampleDesc.Count);
+ }
+}
+
+void DistortionRenderer::SubmitEyeWithDepth(int eyeId, const ovrTexture* eyeColorTexture, const ovrTexture* eyeDepthTexture)
+{
+ SubmitEye(eyeId, eyeColorTexture);
+
+ if (eyeDepthTexture)
+ {
+ const ovrD3D11Texture* depthTex = (const ovrD3D11Texture*)eyeDepthTexture;
+
+ // Use tex->D3D11.Header.RenderViewport to update UVs for rendering in case they changed.
+ // TBD: This may be optimized through some caching.
+ EyeTextureSize[eyeId] = depthTex->D3D11.Header.TextureSize;
+ EyeRenderViewport[eyeId] = depthTex->D3D11.Header.RenderViewport;
+
+ const ovrEyeRenderDesc& erd = RenderState->EyeRenderDesc[eyeId];
+
+ ovrHmd_GetRenderScaleAndOffset(erd.Fov,
+ EyeTextureSize[eyeId], EyeRenderViewport[eyeId],
+ UVScaleOffset[eyeId]);
+
+ if (RenderState->DistortionCaps & ovrDistortionCap_FlipInput)
+ {
+ UVScaleOffset[eyeId][0].y = -UVScaleOffset[eyeId][0].y;
+ UVScaleOffset[eyeId][1].y = 1.0f - UVScaleOffset[eyeId][1].y;
+ }
+
+ // Get multisample count from texture
+ D3D11_TEXTURE2D_DESC desc;
+ depthTex->D3D11.pTexture->GetDesc(&desc);
+
+ pEyeDepthTextures[eyeId]->UpdatePlaceholderTexture(depthTex->D3D11.pTexture, depthTex->D3D11.pSRView,
+ depthTex->D3D11.Header.TextureSize, desc.SampleDesc.Count);
+ }
+}
+
+void DistortionRenderer::renderEndFrame()
+{
+ renderDistortion();
+
+ if (RegisteredPostDistortionCallback)
+ RegisteredPostDistortionCallback(RParams.pContext);
+
+ if (LatencyTest2Active)
+ {
+ renderLatencyPixel(LatencyTest2DrawColor);
+ }
+}
+
+/******************************************************************/
+// Attempt to use DXGI for getting a previous vsync
+double DistortionRenderer::getDXGILastVsyncTime()
+{
+ OVR_ASSERT(RParams.pSwapChain != nullptr);
+
+ // If in driver mode,
+ if (!RenderState->OurHMDInfo.InCompatibilityMode)
+ {
+ // Prefer the driver mode
+ return 0.;
+ }
+
+ // If failure count is exceeded,
+ if (FrameIndexFailureCount >= FrameIndexFailureLimit)
+ {
+ if (FrameIndexFailureCount == FrameIndexFailureLimit)
+ {
+ LogError("[D3D11DistortionRenderer] Performance Warning: DXGI GetFrameStatistics could not get Vsync timing. The game should be running in fullscreen mode on the Rift to get adequate timing information.");
+ ++FrameIndexFailureCount;
+ }
+
+ return 0.;
+ }
+
+ // Get frame statistics from the D3D11 renderer
+ DXGI_FRAME_STATISTICS stats;
+ HRESULT hr = RParams.pSwapChain->GetFrameStatistics(&stats);
+ if (SUCCEEDED(hr))
+ {
+ FrameIndexFailureCount = 0; // Reset failure count
+
+ // Return Vsync time in seconds
+ return stats.SyncQPCTime.QuadPart * Timer::GetPerfFrequencyInverse();
+ }
+
+ FrameIndexFailureCount++; // Increment failure count
+ return 0.;
+}
+
+void DistortionRenderer::EndFrame(uint32_t frameIndex, bool swapBuffers)
+{
+ // Calculate the display frame index from the last known vsync time and
+ // corresponding display frame index
+ Timing->CalculateTimewarpTiming(frameIndex, getDXGILastVsyncTime());
+
+ // Don't spin if we are explicitly asked not to
+ if ( (RenderState->DistortionCaps & ovrDistortionCap_TimeWarp) &&
+ (RenderState->DistortionCaps & ovrDistortionCap_TimewarpJitDelay) &&
+ !(RenderState->DistortionCaps & ovrDistortionCap_ProfileNoSpinWaits))
+ {
+ if (!Timing->NeedDistortionTimeMeasurement())
+ {
+ // Wait for timewarp distortion if it is time and Gpu idle
+ FlushGpuAndWaitTillTime(Timing->GetTimewarpTiming()->JIT_TimewarpTime);
+
+ renderEndFrame();
+ }
+ else
+ {
+ // If needed, measure distortion time so that TimeManager can better estimate
+ // latency-reducing time-warp wait timing.
+ WaitUntilGpuIdle();
+ double distortionStartTime = ovr_GetTimeInSeconds();
+
+ renderEndFrame();
+
+ WaitUntilGpuIdle();
+ Timing->AddDistortionTimeMeasurement(ovr_GetTimeInSeconds() - distortionStartTime);
+ }
+ }
+ else
+ {
+ renderEndFrame();
+ }
+
+ if (LatencyTestActive)
+ {
+ renderLatencyQuad(LatencyTestDrawColor);
+ }
+
+ if (swapBuffers)
+ {
+ if (RParams.pSwapChain)
+ {
+ TraceDistortionPresent(RParams.VidPnTargetId, 0);
+
+ UINT swapInterval = (RenderState->EnabledHmdCaps & ovrHmdCap_NoVSync) ? 0 : 1;
+ RParams.pSwapChain->Present(swapInterval, 0);
+
+ // Force GPU to flush the scene, resulting in the lowest possible latency.
+ // It's critical that this flush is *after* present.
+ // With the display driver this flush is obsolete and theoretically should
+ // be a no-op.
+ // Doesn't need to be done if running through the Oculus driver.
+ if (RenderState->OurHMDInfo.InCompatibilityMode &&
+ !(RenderState->DistortionCaps & ovrDistortionCap_ProfileNoSpinWaits))
+ {
+ WaitUntilGpuIdle();
+ }
+ }
+ else
+ {
+ // TBD: Generate error - swapbuffer option used with null swapchain.
+ }
+ }
+
+ TraceDistortionEnd(RParams.VidPnTargetId, 0);
+}
+
+
+void DistortionRenderer::WaitUntilGpuIdle()
+{
+ HRESULT hr;
+
+ TraceDistortionWaitGPU(RParams.VidPnTargetId, 0);
+
+ // Flush and Stall CPU while waiting for GPU to complete rendering all of the queued draw calls
+ D3D11_QUERY_DESC queryDesc = { D3D11_QUERY_EVENT, 0 };
+ Ptr<ID3D11Query> query;
+ hr = RParams.pDevice->CreateQuery(&queryDesc, &query.GetRawRef());
+
+ if (SUCCEEDED(hr))
+ {
+ RParams.pContext->End(query);
+
+ // This flush is very important to measure Present() time in practice and prevent the
+ // GPU from allowing us to queue ahead unintentionally in extended mode.
+ RParams.pContext->Flush();
+
+ for (;;)
+ {
+ BOOL done = FALSE;
+ hr = RParams.pContext->GetData(query, &done, sizeof(done), 0);
+
+ // Exit on failure to avoid infinite loop.
+ if (FAILED(hr))
+ {
+ break;
+ }
+
+ // If event succeeded and it's done,
+ if (SUCCEEDED(hr) && done)
+ {
+ break;
+ }
+ }
+ }
+}
+
+double DistortionRenderer::FlushGpuAndWaitTillTime(double absTime)
+{
+ RParams.pContext->Flush();
+ return WaitTillTime(absTime);
+}
+
+bool DistortionRenderer::initBuffersAndShaders()
+{
+ if (RenderState->DistortionCaps & ovrDistortionCap_ComputeShader)
+ {
+ // Compute shader distortion grid.
+ // TODO - only do this if the CS is actually enabled?
+ for (int eyeNum = 0; eyeNum < 2; eyeNum++)
+ {
+ // Compute shader setup of regular grid.
+ DistortionMeshVBs[eyeNum] = NULL;
+ DistortionMeshIBs[eyeNum] = NULL;
+
+ // These constants need to match those declared in the shader in DistortionCS*.csh
+ const int gridSizeInPixels = 16;
+ const int pinsPerEdge = 128;
+
+
+ // TODO: clean up this mess!
+ ovrEyeType eyeType = RenderState->EyeRenderDesc[eyeNum].Eye;
+ ovrFovPort fov = RenderState->EyeRenderDesc[eyeNum].Fov;
+
+ HmdRenderInfo const & hmdri = RenderState->RenderInfo;
+ DistortionRenderDesc const & distortion = RenderState->Distortion[eyeType];
+
+
+ // Find the mapping from TanAngle space to target NDC space.
+ ScaleAndOffset2D eyeToSourceNDC = CreateNDCScaleAndOffsetFromFov(fov);
+
+ //const StereoEyeParams &stereoParams = ( eyeNum == 0 ) ? stereoParamsLeft : stereoParamsRight;
+ OVR_ASSERT(gridSizeInPixels * (pinsPerEdge - 1) > hmdri.ResolutionInPixels.w / 2);
+ OVR_ASSERT(gridSizeInPixels * (pinsPerEdge - 1) > hmdri.ResolutionInPixels.h);
+ DistortionComputePin Verts[pinsPerEdge*pinsPerEdge];
+ // Vertices are laid out in a vertical scanline pattern,
+ // scanning right to left, then within each scan going top to bottom, like DK2.
+ // If we move to a different panel orientation, we may need to flip this around.
+ int vertexNum = 0;
+ for (int x = 0; x < pinsPerEdge; x++)
+ {
+ for (int y = 0; y < pinsPerEdge; y++)
+ {
+ int pixX = x * gridSizeInPixels;
+ int pixY = y * gridSizeInPixels;
+#if 0
+ // Simple version, ignoring pentile offsets
+ Vector2f screenPosNdc;
+ screenPosNdc.x = 2.0f * (0.5f - ((float)pixX / (hmdri.ResolutionInPixels.w / 2))); // Note signs!
+ screenPosNdc.y = 2.0f * (-0.5f + ((float)pixY / hmdri.ResolutionInPixels.h)); // Note signs!
+
+ DistortionMeshVertexData vertex = DistortionMeshMakeVertex(screenPosNdc,
+ (eyeNum == 1),
+ hmdri,
+ distortion,
+ eyeToSourceNDC);
+ DistortionComputePin *pCurVert = &(Verts[vertexNum]);
+ pCurVert->TanEyeAnglesR = vertex.TanEyeAnglesR;
+ pCurVert->TanEyeAnglesG = vertex.TanEyeAnglesG;
+ pCurVert->TanEyeAnglesB = vertex.TanEyeAnglesB;
+#else
+ // Pentile offsets are messy.
+ Vector2f screenPos[3]; // R=0, G=1, B=2
+ DistortionMeshVertexData vertexRGB[3];
+ screenPos[1] = Vector2f((float)pixX, (float)pixY);
+ screenPos[0] = screenPos[1];
+ screenPos[2] = screenPos[1];
+
+
+ for (int i = 0; i < 3; i++)
+ {
+ Vector2f screenPosNdc;
+ screenPosNdc.x = 2.0f * (0.5f - (screenPos[i].x / (hmdri.ResolutionInPixels.w / 2))); // Note signs!
+ screenPosNdc.y = 2.0f * (-0.5f + (screenPos[i].y / hmdri.ResolutionInPixels.h)); // Note signs!
+ vertexRGB[i] = DistortionMeshMakeVertex(screenPosNdc,
+ (eyeNum == 1),
+ hmdri,
+ distortion,
+ eyeToSourceNDC);
+ }
+ // Most data (fade, TW interpolate, etc) comes from the green channel.
+ DistortionMeshVertexData vertex = vertexRGB[1];
+ DistortionComputePin *pCurVert = &(Verts[vertexNum]);
+ pCurVert->TanEyeAnglesR = vertexRGB[0].TanEyeAnglesR;
+ pCurVert->TanEyeAnglesG = vertexRGB[1].TanEyeAnglesG;
+ pCurVert->TanEyeAnglesB = vertexRGB[2].TanEyeAnglesB;
+#endif
+
+ // vertex.Shade will go negative beyond the edges to produce correct intercept with the 0.0 plane.
+ // We want to preserve this, so bias and offset to fit [-1,+1] in a byte.
+ // The reverse wll be done in the shader.
+ float shade = Alg::Clamp(vertex.Shade * 0.5f + 0.5f, 0.0f, 1.0f);
+ pCurVert->Col.R = (OVR::UByte)(floorf(shade * 255.999f));
+ pCurVert->Col.G = pCurVert->Col.R;
+ pCurVert->Col.B = pCurVert->Col.R;
+ pCurVert->Col.A = (OVR::UByte)(floorf(vertex.TimewarpLerp * 255.999f));
+
+ vertexNum++;
+ }
+ }
+ DistortionPinBuffer[eyeNum] = *new Buffer(&RParams);
+ DistortionPinBuffer[eyeNum]->Data(Buffer_Compute, Verts, vertexNum * sizeof(Verts[0]), sizeof(Verts[0]));
+ }
+
+ }
+ else
+ {
+ for (int eyeNum = 0; eyeNum < 2; eyeNum++)
+ {
+ // Allocate & generate distortion mesh vertices.
+ DistortionPinBuffer[eyeNum] = NULL;
+
+ ovrDistortionMesh meshData;
+
+ // double startT = ovr_GetTimeInSeconds();
+
+ if (!CalculateDistortionMeshFromFOV(RenderState->RenderInfo,
+ RenderState->Distortion[eyeNum],
+ (RenderState->EyeRenderDesc[eyeNum].Eye == ovrEye_Left ? StereoEye_Left : StereoEye_Right),
+ RenderState->EyeRenderDesc[eyeNum].Fov,
+ RenderState->DistortionCaps,
+ &meshData))
+ {
+ OVR_ASSERT(false);
+ return false;
+ }
+
+ // double deltaT = ovr_GetTimeInSeconds() - startT;
+ // LogText("GenerateDistortion time = %f\n", deltaT);
+
+ // Now parse the vertex data and create a render ready vertex buffer from it
+ DistortionVertex * pVBVerts = (DistortionVertex*)OVR_ALLOC(sizeof(DistortionVertex) * meshData.VertexCount);
+ DistortionVertex * pCurVBVert = pVBVerts;
+ ovrDistortionVertex* pCurOvrVert = meshData.pVertexData;
+
+ for (unsigned vertNum = 0; vertNum < meshData.VertexCount; vertNum++)
+ {
+ pCurVBVert->ScreenPosNDC.x = pCurOvrVert->ScreenPosNDC.x;
+ pCurVBVert->ScreenPosNDC.y = pCurOvrVert->ScreenPosNDC.y;
+ pCurVBVert->TanEyeAnglesR = (*(Vector2f*)&pCurOvrVert->TanEyeAnglesR);
+ pCurVBVert->TanEyeAnglesG = (*(Vector2f*)&pCurOvrVert->TanEyeAnglesG);
+ pCurVBVert->TanEyeAnglesB = (*(Vector2f*)&pCurOvrVert->TanEyeAnglesB);
+
+ // Convert [0.0f,1.0f] to [0,255]
+ if (RenderState->DistortionCaps & ovrDistortionCap_Vignette)
+ pCurVBVert->Col.R = (uint8_t)(Alg::Max(pCurOvrVert->VignetteFactor, 0.0f) * 255.99f);
+ else
+ pCurVBVert->Col.R = 255;
+
+ pCurVBVert->Col.G = pCurVBVert->Col.R;
+ pCurVBVert->Col.B = pCurVBVert->Col.R;
+ pCurVBVert->Col.A = (uint8_t)(pCurOvrVert->TimeWarpFactor * 255.99f);
+ pCurOvrVert++;
+ pCurVBVert++;
+ }
+
+ DistortionMeshVBs[eyeNum] = *new Buffer(&RParams);
+ DistortionMeshVBs[eyeNum]->Data(Buffer_Vertex | Buffer_ReadOnly, pVBVerts, sizeof(DistortionVertex)* meshData.VertexCount);
+ DistortionMeshIBs[eyeNum] = *new Buffer(&RParams);
+ DistortionMeshIBs[eyeNum]->Data(Buffer_Index | Buffer_ReadOnly, meshData.pIndexData, (sizeof(INT16)* meshData.IndexCount));
+
+ OVR_FREE(pVBVerts);
+ ovrHmd_DestroyDistortionMesh(&meshData);
+ }
+ }
+
+
+ // Uniform buffers
+ for (int i = 0; i < Shader_Count; i++)
+ {
+ UniformBuffers[i] = *new Buffer(&RParams);
+ //MaxTextureSet[i] = 0;
+ }
+
+ initShaders();
+
+ return true;
+}
+
+
+
+void DistortionRenderer::renderDistortion()
+{
+ // XXX takes a frameIndex second parameter, how do we get that here?
+ TraceDistortionBegin(RParams.VidPnTargetId, 0);
+
+ Ptr<IOVRDXGISwapChain> ovrSwap;
+ HRESULT hr = RParams.pSwapChain->QueryInterface(IID_PPV_ARGS(&ovrSwap.GetRawRef()));
+ if (SUCCEEDED(hr))
+ {
+ Ptr<ID3D11Texture2D> texture;
+ hr = ovrSwap->GetDirectBuffer(IID_PPV_ARGS(&texture.GetRawRef()));
+ if (SUCCEEDED(hr))
+ {
+ Ptr<ID3D11RenderTargetView> rtv;
+ auto it = RenderTargetMap.Find(texture.GetPtr());
+ if (it == RenderTargetMap.End())
+ {
+ hr = RParams.pDevice->CreateRenderTargetView(texture, nullptr, &rtv.GetRawRef());
+ if (SUCCEEDED(hr))
+ {
+ RenderTargetMap.Add(texture.GetPtr(), rtv);
+ }
+ }
+ else
+ {
+ rtv = it->Second;
+ }
+
+ if (rtv)
+ {
+ // The RenderTargets map holds the ref count on this for us
+ RParams.pBackBufferRT = rtv;
+ }
+ }
+ }
+
+ RParams.pContext->HSSetShader(NULL, NULL, 0);
+ RParams.pContext->DSSetShader(NULL, NULL, 0);
+ RParams.pContext->GSSetShader(NULL, NULL, 0);
+
+ RParams.pContext->RSSetState(Rasterizer);
+
+ bool overdriveActive = IsOverdriveActive();
+ int currOverdriveTextureIndex = -1;
+
+ if (overdriveActive)
+ {
+ currOverdriveTextureIndex = (LastUsedOverdriveTextureIndex + 1) % NumOverdriveTextures;
+ ID3D11RenderTargetView* distortionRtv = pOverdriveTextures[currOverdriveTextureIndex]->TexRtv.GetRawRef();
+ ID3D11RenderTargetView* mrtRtv[2] = { distortionRtv, RParams.pBackBufferRT };
+ RParams.pContext->OMSetRenderTargets(2, mrtRtv, 0);
+
+ RParams.pContext->ClearRenderTargetView(distortionRtv, RenderState->ClearColor);
+ }
+ else
+ {
+ RParams.pContext->OMSetRenderTargets(1, &RParams.pBackBufferRT, 0);
+ }
+
+ // Not affected by viewport.
+ RParams.pContext->ClearRenderTargetView(RParams.pBackBufferRT, RenderState->ClearColor);
+
+ setViewport(Recti(0, 0, RParams.BackBufferSize.w, RParams.BackBufferSize.h));
+
+
+ for (int eyeNum = 0; eyeNum < 2; eyeNum++)
+ {
+ ShaderFill distortionShaderFill(DistortionShader);
+ distortionShaderFill.SetTexture(0, pEyeTextures[eyeNum], Shader_Pixel);
+
+ if (pEyeDepthTextures[eyeNum]->Tex != NULL)
+ {
+ OVR_ASSERT(pEyeDepthTextures[eyeNum]->GetSamples() <= 4);
+ DistortionShader->SetUniform1f("depthMsaaSamples", (float)pEyeDepthTextures[eyeNum]->GetSamples());
+
+ // the shader will select the right version
+ distortionShaderFill.SetTexture(2, pEyeDepthTextures[eyeNum], Shader_Vertex); // DepthTexture4x
+ switch (pEyeDepthTextures[eyeNum]->GetSamples())
+ {
+ case 1: distortionShaderFill.SetTexture(0, pEyeDepthTextures[eyeNum], Shader_Vertex); break; // Set DepthTexture1x
+ case 2: distortionShaderFill.SetTexture(1, pEyeDepthTextures[eyeNum], Shader_Vertex); break; // Set DepthTexture2x
+ case 4: distortionShaderFill.SetTexture(2, pEyeDepthTextures[eyeNum], Shader_Vertex); break; // Set DepthTexture4x
+
+ default:
+ OVR_ASSERT(false); // unsupported MSAA sample count (requires shader update)
+ LogError("{ERR-105} [D3D1x] Unsupported MSAA sample count (requires D3D shader update)");
+ }
+
+ if (PositionTimewarpDesc.NearClip >= 0.0f && PositionTimewarpDesc.FarClip >= 0.0f)
+ {
+ float NearClip = PositionTimewarpDesc.NearClip;
+ float FarClip = PositionTimewarpDesc.FarClip;
+
+ float DepthProjectorX = FarClip / (FarClip - NearClip);
+ float DepthProjectorY = (-FarClip * NearClip) / (FarClip - NearClip);
+ DistortionShader->SetUniform2f("DepthProjector", DepthProjectorX, DepthProjectorY);
+ }
+ else
+ {
+ OVR_ASSERT(false);
+ LogError("{ERR-101} [D3D1x] Invalid ovrPositionTimewarpDesc data provided by client.");
+
+ DistortionShader->SetUniform2f("DepthProjector", 1.0f, 1.0f);
+ }
+
+ // DepthProjector values can also be calculated as:
+ //float DepthProjectorX = FarClip / (FarClip - NearClip);
+ //float DepthProjectorY = (-FarClip * NearClip) / (FarClip - NearClip);
+ //DistortionShader->SetUniform2f("DepthProjector", -eyeProj[eyeNum].M[2][2], eyeProj[eyeNum].M[2][3]);
+ DistortionShader->SetUniform2f("DepthDimSize", (float)pEyeDepthTextures[eyeNum]->TextureSize.w,
+ (float)pEyeDepthTextures[eyeNum]->TextureSize.h);
+ }
+ else
+ {
+ // -1.0 disables the use of the depth buffer
+ DistortionShader->SetUniform1f("depthMsaaSamples", -1.0f);
+ }
+
+ if (RenderState->DistortionCaps & ovrDistortionCap_HqDistortion)
+ {
+ static float aaDerivMult = 1.0f;
+ DistortionShader->SetUniform1f("AaDerivativeMult", aaDerivMult);
+ }
+ else
+ {
+ // 0.0 disables high quality anti-aliasing
+ DistortionShader->SetUniform1f("AaDerivativeMult", -1.0f);
+ }
+
+ if (overdriveActive)
+ {
+ distortionShaderFill.SetTexture(1, pOverdriveTextures[LastUsedOverdriveTextureIndex], Shader_Pixel);
+ distortionShaderFill.SetTexture(2, OverdriveLutTexture, Shader_Pixel);
+
+ // Toggle this to compare LUTs vs analytical values for overdrive
+ static bool enableLut = false;
+
+ float overdriveScaleRegularRise;
+ float overdriveScaleRegularFall;
+ GetOverdriveScales(overdriveScaleRegularRise, overdriveScaleRegularFall);
+ DistortionShader->SetUniform3f("OverdriveScales", enableLut ? 2.0f : 1.0f,
+ overdriveScaleRegularRise, overdriveScaleRegularFall);
+ }
+ else
+ {
+ // -1.0f disables PLO
+ DistortionShader->SetUniform3f("OverdriveScales", -1.0f, -1.0f, -1.0f);
+ }
+
+ distortionShaderFill.SetInputLayout(DistortionVertexIL);
+
+ DistortionShader->SetUniform2f("EyeToSourceUVScale", UVScaleOffset[eyeNum][0].x, UVScaleOffset[eyeNum][0].y);
+ DistortionShader->SetUniform2f("EyeToSourceUVOffset", UVScaleOffset[eyeNum][1].x, UVScaleOffset[eyeNum][1].y);
+
+
+ if (RenderState->DistortionCaps & ovrDistortionCap_TimeWarp)
+ {
+ Matrix4f startEndMatrices[2];
+ double timewarpIMUTime = 0.;
+ // TODO: if (pEyeDepthTextures[eyeNum]->Tex != NULL), need to use CalculateTimewarpFromSensors instead.
+ CalculateOrientationTimewarpFromSensors(
+ RenderState->EyeRenderPoses[eyeNum].Orientation,
+ SensorReader, Timing->GetTimewarpTiming()->EyeStartEndTimes[eyeNum],
+ startEndMatrices, timewarpIMUTime);
+ Timing->SetTimewarpIMUTime(timewarpIMUTime);
+
+ if (RenderState->DistortionCaps & ovrDistortionCap_ComputeShader)
+ {
+ DistortionShader->SetUniform3x3f("EyeRotationStart", startEndMatrices[0]);
+ DistortionShader->SetUniform3x3f("EyeRotationEnd", startEndMatrices[1]);
+ }
+ else
+ {
+ // Can feed identity like matrices incase of concern over timewarp calculations
+ DistortionShader->SetUniform4x4f("EyeRotationStart", startEndMatrices[0]);
+ DistortionShader->SetUniform4x4f("EyeRotationEnd", startEndMatrices[1]);
+ }
+ }
+
+
+ if (RenderState->DistortionCaps & ovrDistortionCap_ComputeShader)
+ {
+ //RParams.pContext->CSCSSetShaderResources
+ //RParams.pContext->CSSetUnorderedAccessViews
+ //RParams.pContext->CSSetShader
+ //RParams.pContext->CSSetSamplers
+ //RParams.pContext->CSSetConstantBuffers
+
+
+ // These need to match the values used in the compiled shader
+ //const int gridSizeInPixels = 16; // GRID_SIZE_IN_PIXELS
+ //const int pinsPerEdge = 128; // PINS_PER_EDGE
+ const int nxnBlockSizeInPixels = 2; // NXN_BLOCK_SIZE_PIXELS
+ const int simdSquareSize = 16; // SIMD_SQUARE_SIZE
+
+ const int invocationSizeInPixels = nxnBlockSizeInPixels * simdSquareSize;
+
+ distortionShaderFill.SetTexture(0, pEyeTextures[eyeNum], Shader_Compute);
+
+ DistortionShader->SetUniform1f("RightEye", (float)eyeNum);
+ DistortionShader->SetUniform1f("UseOverlay", 0.0f); // No overlay supported here.
+ DistortionShader->SetUniform1f("FbSizePixelsX", (float)RParams.BackBufferSize.w);
+
+
+ ShaderSet* shaders = distortionShaderFill.GetShaders();
+ ShaderBase* cshader = ((ShaderBase*)shaders->GetShader(Shader_Compute));
+
+ ID3D11UnorderedAccessView *uavRendertarget = RParams.pBackBufferUAV;
+ int SizeX = RParams.BackBufferSize.w / 2;
+ int SizeY = RParams.BackBufferSize.h;
+
+ int TileNumX = (SizeX + (invocationSizeInPixels - 1)) / invocationSizeInPixels;
+ int TileNumY = (SizeY + (invocationSizeInPixels - 1)) / invocationSizeInPixels;
+
+ RParams.pContext->CSSetUnorderedAccessViews(0, 1, &uavRendertarget, NULL);
+
+
+ // Incoming eye-buffer textures start at t0 onwards, so set this in slot #4
+ // Subtlety - can't put this in slot 0 because fill->Set stops at the first NULL texture.
+ ID3D11ShaderResourceView *d3dSrv = DistortionPinBuffer[eyeNum]->GetSrv();
+ RParams.pContext->CSSetShaderResources(4, 1, &d3dSrv);
+
+ // TODO: uniform/constant buffers
+ cshader->UpdateBuffer(UniformBuffers[Shader_Compute]);
+ cshader->SetUniformBuffer(UniformBuffers[Shader_Compute]);
+
+ // Primitive type is ignored for CS.
+ // This call actually sets the textures and does pContext->CSSetShader(). Primitive type is ignored.
+ distortionShaderFill.Set(Prim_Unknown);
+
+ RParams.pContext->Dispatch(TileNumX, TileNumY, 1);
+ }
+ else
+ {
+ renderPrimitives(&distortionShaderFill, DistortionMeshVBs[eyeNum], DistortionMeshIBs[eyeNum],
+ NULL, 0, (int)DistortionMeshIBs[eyeNum]->GetSize() / 2, Prim_Triangles);
+ }
+ }
+
+ LastUsedOverdriveTextureIndex = currOverdriveTextureIndex;
+
+ // Re-activate to only draw on back buffer
+ if (overdriveActive)
+ {
+ RParams.pContext->OMSetRenderTargets(1, &RParams.pBackBufferRT, 0);
+ }
+}
+
+void DistortionRenderer::createDrawQuad()
+{
+ const int numQuadVerts = 4;
+ LatencyTesterQuadVB = *new Buffer(&RParams);
+ if (!LatencyTesterQuadVB)
+ {
+ return;
+ }
+
+ LatencyTesterQuadVB->Data(Buffer_Vertex, NULL, numQuadVerts * sizeof(Vertex));
+ Vertex* vertices = (Vertex*)LatencyTesterQuadVB->Map(0, numQuadVerts * sizeof(Vertex), Map_Discard);
+ if (!vertices)
+ {
+ OVR_ASSERT(false); // failed to lock vertex buffer
+ return;
+ }
+
+ const float left = -1.0f;
+ const float top = -1.0f;
+ const float right = 1.0f;
+ const float bottom = 1.0f;
+
+ vertices[0] = Vertex(Vector3f(left, top, 0.0f), Color(255, 255, 255, 255));
+ vertices[1] = Vertex(Vector3f(left, bottom, 0.0f), Color(255, 255, 255, 255));
+ vertices[2] = Vertex(Vector3f(right, top, 0.0f), Color(255, 255, 255, 255));
+ vertices[3] = Vertex(Vector3f(right, bottom, 0.0f), Color(255, 255, 255, 255));
+
+ LatencyTesterQuadVB->Unmap(vertices);
+}
+
+void DistortionRenderer::renderLatencyQuad(unsigned char* latencyTesterDrawColor)
+{
+ const int numQuadVerts = 4;
+
+ if (!LatencyTesterQuadVB)
+ {
+ createDrawQuad();
+ }
+
+ ShaderFill quadFill(SimpleQuadShader);
+ quadFill.SetInputLayout(SimpleQuadVertexIL);
+
+ setViewport(Recti(0, 0, RParams.BackBufferSize.w, RParams.BackBufferSize.h));
+
+ float testerLuminance = (float)latencyTesterDrawColor[0] / 255.99f;
+ if (SrgbBackBuffer)
+ {
+ testerLuminance = pow(testerLuminance, 2.2f);
+ }
+
+ SimpleQuadShader->SetUniform2f("Scale", 0.3f, 0.3f);
+ SimpleQuadShader->SetUniform4f("Color", testerLuminance, testerLuminance, testerLuminance, 1.0f);
+
+ for (int eyeNum = 0; eyeNum < 2; eyeNum++)
+ {
+ SimpleQuadShader->SetUniform2f("PositionOffset", eyeNum == 0 ? -0.5f : 0.5f, 0.0f);
+ renderPrimitives(&quadFill, LatencyTesterQuadVB, NULL, NULL, 0, numQuadVerts, Prim_TriangleStrip);
+ }
+}
+
+void DistortionRenderer::renderLatencyPixel(unsigned char* latencyTesterPixelColor)
+{
+ const int numQuadVerts = 4;
+
+ if (!LatencyTesterQuadVB)
+ {
+ createDrawQuad();
+ }
+
+ ShaderFill quadFill(SimpleQuadShader);
+ quadFill.SetInputLayout(SimpleQuadVertexIL);
+
+ setViewport(Recti(0, 0, RParams.BackBufferSize.w, RParams.BackBufferSize.h));
+
+ Vector3f testerColor = Vector3f((float)latencyTesterPixelColor[0] / 255.99f,
+ (float)latencyTesterPixelColor[1] / 255.99f,
+ (float)latencyTesterPixelColor[2] / 255.99f);
+ if (SrgbBackBuffer)
+ {
+ // 2.2 gamma is close enough for our purposes of matching sRGB
+ testerColor.x = pow(testerColor.x, 2.2f);
+ testerColor.y = pow(testerColor.y, 2.2f);
+ testerColor.z = pow(testerColor.z, 2.2f);
+ }
+
+#ifdef OVR_BUILD_DEBUG
+ SimpleQuadShader->SetUniform4f("Color", testerColor.x, testerColor.y, testerColor.z, 1.0f);
+
+ Vector2f scale(20.0f / RParams.BackBufferSize.w, 20.0f / RParams.BackBufferSize.h);
+#else
+ // sending in as gray scale
+ SimpleQuadShader->SetUniform4f("Color", testerColor.x, testerColor.x, testerColor.x, 1.0f);
+
+ Vector2f scale(1.0f / RParams.BackBufferSize.w, 1.0f / RParams.BackBufferSize.h);
+#endif
+ SimpleQuadShader->SetUniform2f("Scale", scale.x, scale.y);
+
+ float xOffset = RenderState->RenderInfo.OffsetLatencyTester ? -0.5f * scale.x : 1.0f - scale.x;
+ float yOffset = 1.0f - scale.y;
+
+ // Render the latency tester quad in the correct location.
+ if (RenderState->RenderInfo.Rotation == 270)
+ {
+ xOffset = -xOffset;
+ }
+ else if (RenderState->RenderInfo.Rotation == 180)
+ {
+ xOffset = -xOffset;
+ yOffset = -yOffset;
+ }
+ else if (RenderState->RenderInfo.Rotation == 90)
+ {
+ yOffset = -yOffset;
+ }
+
+ SimpleQuadShader->SetUniform2f("PositionOffset", xOffset, yOffset);
+
+ renderPrimitives(&quadFill, LatencyTesterQuadVB, NULL, NULL, 0, numQuadVerts, Prim_TriangleStrip);
+}
+
+void DistortionRenderer::renderPrimitives(
+ const ShaderFill* fill,
+ Buffer* vertices, Buffer* indices,
+ Matrix4f* viewMatrix, int offset, int count,
+ PrimitiveType rprim)
+{
+ OVR_ASSERT(fill->GetInputLayout() != 0);
+ RParams.pContext->IASetInputLayout((ID3D11InputLayout*)fill->GetInputLayout());
+
+ if (indices)
+ {
+ RParams.pContext->IASetIndexBuffer(indices->GetBuffer(), DXGI_FORMAT_R16_UINT, 0);
+ }
+
+ ID3D11Buffer* vertexBuffer = vertices->GetBuffer();
+ UINT vertexStride = sizeof(Vertex);
+ UINT vertexOffset = offset;
+ RParams.pContext->IASetVertexBuffers(0, 1, &vertexBuffer, &vertexStride, &vertexOffset);
+
+ ShaderSet* shaders = ((ShaderFill*)fill)->GetShaders();
+
+ ShaderBase* vshader = ((ShaderBase*)shaders->GetShader(Shader_Vertex));
+ unsigned char* vertexData = vshader->UniformData;
+ if (vertexData)
+ {
+ // TODO: some VSes don't start with StandardUniformData!
+ if (viewMatrix)
+ {
+ StandardUniformData* stdUniforms = (StandardUniformData*)vertexData;
+ stdUniforms->View = viewMatrix->Transposed();
+ stdUniforms->Proj = StdUniforms.Proj;
+ }
+ UniformBuffers[Shader_Vertex]->Data(Buffer_Uniform, vertexData, vshader->UniformsSize);
+ vshader->SetUniformBuffer(UniformBuffers[Shader_Vertex]);
+ }
+
+ for (int i = Shader_Vertex + 1; i < Shader_Count; i++)
+ {
+ if (shaders->GetShader(i))
+ {
+ ((ShaderBase*)shaders->GetShader(i))->UpdateBuffer(UniformBuffers[i]);
+ ((ShaderBase*)shaders->GetShader(i))->SetUniformBuffer(UniformBuffers[i]);
+ }
+ }
+
+ D3D11_PRIMITIVE_TOPOLOGY prim;
+ switch (rprim)
+ {
+ case Prim_Triangles:
+ prim = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
+ break;
+ case Prim_Lines:
+ prim = D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
+ break;
+ case Prim_TriangleStrip:
+ prim = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
+ break;
+ default:
+ OVR_ASSERT(0);
+ return;
+ }
+ RParams.pContext->IASetPrimitiveTopology(prim);
+
+ fill->Set(rprim);
+
+ if (indices)
+ {
+ RParams.pContext->DrawIndexed(count, 0, 0);
+ }
+ else
+ {
+ RParams.pContext->Draw(count, 0);
+ }
+}
+
+void DistortionRenderer::setViewport(const Recti& vp)
+{
+ D3D11_VIEWPORT d3dvp;
+
+ d3dvp.Width = (float)vp.w;
+ d3dvp.Height = (float)vp.h;
+ d3dvp.TopLeftX = (float)vp.x;
+ d3dvp.TopLeftY = (float)vp.y;
+ d3dvp.MinDepth = 0;
+ d3dvp.MaxDepth = 1;
+ RParams.pContext->RSSetViewports(1, &d3dvp);
+}
+
+
+
+// Must match struct DistortionVertex
+static D3D11_INPUT_ELEMENT_DESC DistortionMeshVertexDesc[] =
+{
+ { "Position", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TexCoord", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TexCoord", 1, DXGI_FORMAT_R32G32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TexCoord", 2, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "Color", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+};
+
+static D3D11_INPUT_ELEMENT_DESC SimpleQuadMeshVertexDesc[] =
+{
+ { "Position", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+};
+
+
+void DistortionRenderer::initShaders()
+{
+ if ((RenderState->DistortionCaps & ovrDistortionCap_ComputeShader) != 0)
+ {
+ // Compute shader
+ DistortionShader = *new ShaderSet;
+
+ int shaderNum = DistortionComputeShader2x2;
+
+ PrecompiledShader psShaderByteCode = DistortionComputeShaderLookup[shaderNum];
+ Ptr<D3D11::ComputeShader> cs = *new D3D11::ComputeShader(
+ &RParams,
+ (void*)psShaderByteCode.ShaderData, psShaderByteCode.ShaderSize,
+ psShaderByteCode.ReflectionData, psShaderByteCode.ReflectionSize);
+
+ DistortionShader->SetShader(cs);
+ }
+ else
+ {
+ // Vertex + pixel distortion shader.
+ PrecompiledShader& vsShaderByteCode = DistortionVertexShaderLookup[DistortionVertexShaderBitMask & RenderState->DistortionCaps];
+ if (vsShaderByteCode.ShaderData != NULL)
+ {
+ Ptr<D3D11::VertexShader> vtxShader = *new D3D11::VertexShader(
+ &RParams,
+ (void*)vsShaderByteCode.ShaderData, vsShaderByteCode.ShaderSize,
+ vsShaderByteCode.ReflectionData, vsShaderByteCode.ReflectionSize);
+
+ DistortionVertexIL = NULL;
+ ID3D11InputLayout** objRef = &DistortionVertexIL.GetRawRef();
+
+ HRESULT validate = RParams.pDevice->CreateInputLayout(
+ DistortionMeshVertexDesc, sizeof(DistortionMeshVertexDesc) / sizeof(DistortionMeshVertexDesc[0]),
+ vsShaderByteCode.ShaderData, vsShaderByteCode.ShaderSize, objRef);
+ OVR_UNUSED(validate);
+
+ DistortionShader = *new ShaderSet;
+ DistortionShader->SetShader(vtxShader);
+ }
+ else
+ {
+ OVR_ASSERT_M(false, "Unsupported distortion feature used\n");
+ }
+
+ PrecompiledShader& psShaderByteCode = DistortionPixelShaderLookup[DistortionPixelShaderBitMask & RenderState->DistortionCaps];
+ if (psShaderByteCode.ShaderData)
+ {
+ Ptr<D3D11::PixelShader> ps = *new D3D11::PixelShader(
+ &RParams,
+ (void*)psShaderByteCode.ShaderData, psShaderByteCode.ShaderSize,
+ psShaderByteCode.ReflectionData, psShaderByteCode.ReflectionSize);
+
+ DistortionShader->SetShader(ps);
+ }
+ else
+ {
+ OVR_ASSERT_M(false, "Unsupported distortion feature used\n");
+ }
+ }
+
+ {
+ Ptr<D3D11::VertexShader> vtxShader = *new D3D11::VertexShader(
+ &RParams,
+ (void*)SimpleQuad_vs, sizeof(SimpleQuad_vs),
+ SimpleQuad_vs_refl, sizeof(SimpleQuad_vs_refl) / sizeof(SimpleQuad_vs_refl[0]));
+ //NULL, 0);
+
+ SimpleQuadVertexIL = NULL;
+ ID3D11InputLayout** objRef = &SimpleQuadVertexIL.GetRawRef();
+
+ HRESULT validate = RParams.pDevice->CreateInputLayout(
+ SimpleQuadMeshVertexDesc, sizeof(SimpleQuadMeshVertexDesc) / sizeof(SimpleQuadMeshVertexDesc[0]),
+ (void*)SimpleQuad_vs, sizeof(SimpleQuad_vs), objRef);
+ OVR_UNUSED(validate);
+
+ SimpleQuadShader = *new ShaderSet;
+ SimpleQuadShader->SetShader(vtxShader);
+
+ Ptr<D3D11::PixelShader> ps = *new D3D11::PixelShader(
+ &RParams,
+ (void*)SimpleQuad_ps, sizeof(SimpleQuad_ps),
+ SimpleQuad_ps_refl, sizeof(SimpleQuad_ps_refl) / sizeof(SimpleQuad_ps_refl[0]));
+
+ SimpleQuadShader->SetShader(ps);
+ }
+}
+
+
+
+ID3D11SamplerState* DistortionRenderer::getSamplerState(int sm)
+{
+ if (SamplerStates[sm])
+ return SamplerStates[sm];
+
+ D3D11_SAMPLER_DESC ss;
+ memset(&ss, 0, sizeof(ss));
+ switch(sm & Sample_AddressMask)
+ {
+ case Sample_Clamp: ss.AddressU = ss.AddressV = ss.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; break;
+ case Sample_ClampBorder: ss.AddressU = ss.AddressV = ss.AddressW = D3D11_TEXTURE_ADDRESS_BORDER; break;
+ case Sample_Repeat: ss.AddressU = ss.AddressV = ss.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; break;
+ case Sample_Mirror: ss.AddressU = ss.AddressV = ss.AddressW = D3D11_TEXTURE_ADDRESS_MIRROR; break;
+ default: OVR_ASSERT(false);
+ }
+
+ switch(sm & Sample_FilterMask)
+ {
+ case Sample_Linear:
+ ss.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
+ break;
+
+ case Sample_Nearest:
+ ss.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ break;
+
+ case Sample_Anisotropic:
+ ss.Filter = D3D11_FILTER_ANISOTROPIC;
+ ss.MaxAnisotropy = 4;
+ break;
+
+ default: OVR_ASSERT(false);
+ }
+
+ ss.MaxLOD = 15;
+ RParams.pDevice->CreateSamplerState(&ss, &SamplerStates[sm].GetRawRef());
+ return SamplerStates[sm];
+}
+
+
+void DistortionRenderer::destroy()
+{
+ for (int eyeNum = 0; eyeNum < 2; eyeNum++)
+ {
+ DistortionMeshVBs[eyeNum].Clear();
+ DistortionMeshIBs[eyeNum].Clear();
+ DistortionPinBuffer[eyeNum].Clear();
+ }
+
+ DistortionVertexIL.Clear();
+
+ if (DistortionShader)
+ {
+ DistortionShader->UnsetShader(Shader_Vertex);
+ DistortionShader->UnsetShader(Shader_Pixel);
+ DistortionShader->UnsetShader(Shader_Compute);
+ DistortionShader.Clear();
+ }
+
+ LatencyTesterQuadVB.Clear();
+}
+
+
+DistortionRenderer::GraphicsState::GraphicsState(ID3D11DeviceContext* c)
+ : context(c)
+ , memoryCleared(TRUE)
+ , rasterizerState(NULL)
+ //samplerStates[]
+ , inputLayoutState(NULL)
+ //psShaderResourceState[]
+ //vsShaderResourceState[]
+ //psConstantBuffersState[]
+ //vsConstantBuffersState[]
+ //renderTargetViewState[]
+ , depthStencilViewState(NULL)
+ , omBlendState(NULL)
+ //omBlendFactorState[]
+ , omSampleMaskState(0xffffffff)
+ , primitiveTopologyState(D3D_PRIMITIVE_TOPOLOGY_UNDEFINED)
+ , iaIndexBufferPointerState(NULL)
+ , iaIndexBufferFormatState(DXGI_FORMAT_UNKNOWN)
+ , iaIndexBufferOffsetState(0)
+ //iaVertexBufferPointersState[]
+ //iaVertexBufferStridesState[]
+ //iaVertexBufferOffsetsState[]
+ , currentPixelShader(NULL)
+ , currentVertexShader(NULL)
+ , currentGeometryShader(NULL)
+ , currentHullShader(NULL)
+ , currentDomainShader(NULL)
+ , currentComputeShader(NULL)
+{
+ for (int i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
+ {
+ psSamplerStates[i] = NULL;
+ vsSamplerStates[i] = NULL;
+ csSamplerStates[i] = NULL;
+ }
+
+ for (int i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
+ {
+ psShaderResourceState[i] = NULL;
+ vsShaderResourceState[i] = NULL;
+ csShaderResourceState[i] = NULL;
+ }
+
+ for (int i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
+ {
+ psConstantBuffersState[i] = NULL;
+ vsConstantBuffersState[i] = NULL;
+ csConstantBuffersState[i] = NULL;
+ }
+
+ for (int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
+ {
+ renderTargetViewState[i] = NULL;
+ csUnorderedAccessViewState[i] = NULL;
+ }
+
+ for (int i = 0; i < 4; i++)
+ omBlendFactorState[i] = NULL;
+
+ for (int i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++)
+ {
+ iaVertexBufferPointersState[i] = NULL;
+ iaVertexBufferStridesState[i] = NULL;
+ iaVertexBufferOffsetsState[i] = NULL;
+ }
+}
+
+#define SAFE_RELEASE(x) if ( (x) != NULL ) { (x)->Release(); (x)=NULL; }
+
+void DistortionRenderer::GraphicsState::clearMemory()
+{
+ SAFE_RELEASE(rasterizerState);
+
+ for (int i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
+ {
+ SAFE_RELEASE(psSamplerStates[i]);
+ SAFE_RELEASE(vsSamplerStates[i]);
+ SAFE_RELEASE(csSamplerStates[i]);
+ }
+
+ SAFE_RELEASE(inputLayoutState);
+
+ for (int i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
+ {
+ SAFE_RELEASE(psShaderResourceState[i]);
+ SAFE_RELEASE(vsShaderResourceState[i]);
+ SAFE_RELEASE(csShaderResourceState[i]);
+ }
+
+ for (int i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
+ {
+ SAFE_RELEASE(psConstantBuffersState[i]);
+ SAFE_RELEASE(vsConstantBuffersState[i]);
+ SAFE_RELEASE(csConstantBuffersState[i]);
+ }
+
+ for (int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
+ {
+ SAFE_RELEASE(renderTargetViewState[i]);
+ SAFE_RELEASE(csUnorderedAccessViewState[i]);
+ }
+
+ SAFE_RELEASE(depthStencilViewState);
+ SAFE_RELEASE(omBlendState);
+ SAFE_RELEASE(iaIndexBufferPointerState);
+
+ for (int i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++)
+ {
+ SAFE_RELEASE(iaVertexBufferPointersState[i]);
+ }
+
+ SAFE_RELEASE(currentPixelShader);
+ SAFE_RELEASE(currentVertexShader);
+ SAFE_RELEASE(currentGeometryShader);
+
+ SAFE_RELEASE(currentHullShader);
+ SAFE_RELEASE(currentDomainShader);
+ SAFE_RELEASE(currentComputeShader);
+
+ memoryCleared = TRUE;
+}
+
+#undef SAFE_RELEASE
+
+DistortionRenderer::GraphicsState::~GraphicsState()
+{
+ clearMemory();
+}
+
+
+void DistortionRenderer::GraphicsState::Save()
+{
+ if (!memoryCleared)
+ clearMemory();
+
+ memoryCleared = FALSE;
+
+ context->RSGetState(&rasterizerState);
+ context->IAGetInputLayout(&inputLayoutState);
+
+ context->PSGetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, psShaderResourceState);
+ context->PSGetSamplers(0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, psSamplerStates);
+ context->PSGetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, psConstantBuffersState);
+
+ context->VSGetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, vsShaderResourceState);
+ context->VSGetSamplers(0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, vsSamplerStates);
+ context->VSGetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, vsConstantBuffersState);
+
+ context->CSGetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, csShaderResourceState);
+ context->CSGetSamplers(0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, csSamplerStates);
+ context->CSGetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, csConstantBuffersState);
+ context->CSGetUnorderedAccessViews(0, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, csUnorderedAccessViewState);
+
+ context->OMGetRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, renderTargetViewState, &depthStencilViewState);
+
+ context->OMGetBlendState(&omBlendState, omBlendFactorState, &omSampleMaskState);
+
+ context->IAGetPrimitiveTopology(&primitiveTopologyState);
+
+ context->IAGetIndexBuffer(&iaIndexBufferPointerState, &iaIndexBufferFormatState, &iaIndexBufferOffsetState);
+
+ context->IAGetVertexBuffers(0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, iaVertexBufferPointersState, iaVertexBufferStridesState, iaVertexBufferOffsetsState);
+
+ context->PSGetShader(&currentPixelShader, NULL, NULL);
+ context->VSGetShader(&currentVertexShader, NULL, NULL);
+ context->GSGetShader(&currentGeometryShader, NULL, NULL);
+ context->HSGetShader(&currentHullShader, NULL, NULL);
+ context->DSGetShader(&currentDomainShader, NULL, NULL);
+ context->CSGetShader(&currentComputeShader, NULL, NULL);
+ /* maybe above doesn't work; then do something with this (must test on dx11)
+ ID3D11ClassInstance* blank_array[0];
+ UINT blank_uint = 0;
+ context->PSGetShader(&currentPixelShader, blank_array, blank_uint);
+ context->VSGetShader(&currentVertexShader, blank_array, blank_uint);
+ context->GSGetShader(&currentGeometryShader, blank_array, blank_uint);
+ context->HSGetShader(&currentHullShader, blank_array, blank_uint);
+ context->DSGetShader(&currentDomainShader, blank_array, blank_uint);
+ context->CSGetShader(&currentComputeShader, blank_array, blank_uint);
+ */
+}
+
+
+void DistortionRenderer::GraphicsState::Restore()
+{
+ if (rasterizerState != NULL)
+ context->RSSetState(rasterizerState);
+
+ if (inputLayoutState != NULL)
+ context->IASetInputLayout(inputLayoutState);
+
+ context->PSSetSamplers(0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, psSamplerStates);
+ if (psShaderResourceState != NULL)
+ context->PSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, psShaderResourceState);
+ if (psConstantBuffersState != NULL)
+ context->PSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, psConstantBuffersState);
+
+ context->VSSetSamplers(0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, vsSamplerStates);
+ if (vsShaderResourceState != NULL)
+ context->VSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, vsShaderResourceState);
+ if (vsConstantBuffersState != NULL)
+ context->VSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, vsConstantBuffersState);
+
+ context->CSSetSamplers(0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, csSamplerStates);
+ if (csShaderResourceState != NULL)
+ context->CSSetShaderResources(0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, csShaderResourceState);
+ if (csConstantBuffersState != NULL)
+ context->CSSetConstantBuffers(0, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, csConstantBuffersState);
+ if (csUnorderedAccessViewState != NULL)
+ context->CSSetUnorderedAccessViews(0, D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, csUnorderedAccessViewState, NULL);
+
+ if (depthStencilViewState != NULL || renderTargetViewState != NULL)
+ context->OMSetRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, renderTargetViewState, depthStencilViewState);
+
+ if (omBlendState != NULL)
+ context->OMSetBlendState(omBlendState, omBlendFactorState, omSampleMaskState);
+
+ context->IASetPrimitiveTopology(primitiveTopologyState);
+
+ if (iaIndexBufferPointerState != NULL)
+ context->IASetIndexBuffer(iaIndexBufferPointerState, iaIndexBufferFormatState, iaIndexBufferOffsetState);
+
+ if (iaVertexBufferPointersState != NULL)
+ context->IASetVertexBuffers(0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, iaVertexBufferPointersState, iaVertexBufferStridesState, iaVertexBufferOffsetsState);
+
+ if (currentPixelShader != NULL)
+ context->PSSetShader(currentPixelShader, NULL, 0);
+ if (currentVertexShader != NULL)
+ context->VSSetShader(currentVertexShader, NULL, 0);
+ if (currentGeometryShader != NULL)
+ context->GSSetShader(currentGeometryShader, NULL, 0);
+ if (currentHullShader != NULL)
+ context->HSSetShader(currentHullShader, NULL, 0);
+ if (currentDomainShader != NULL)
+ context->DSSetShader(currentDomainShader, NULL, 0);
+ if (currentComputeShader != NULL)
+ context->CSSetShader(currentComputeShader, NULL, 0);
+
+ clearMemory();
+}
+
+}}} // OVR::CAPI::D3D11