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-rw-r--r--LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_DistortionRenderer.h240
1 files changed, 206 insertions, 34 deletions
diff --git a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_DistortionRenderer.h b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_DistortionRenderer.h
index 0216232..4282074 100644
--- a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_DistortionRenderer.h
+++ b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_DistortionRenderer.h
@@ -1,34 +1,206 @@
-/************************************************************************************
-
-Filename : CAPI_D3D11_DistortionRenderer.h
-Content : Distortion renderer header for D3D11
-Created : November 11, 2013
-Authors : 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.
-
-************************************************************************************/
-
-#ifndef INC_CAPI_D3D11_DistortionRenderer_h
-#define INC_CAPI_D3D11_DistortionRenderer_h
-
-#define OVR_D3D_VERSION 11
-#include "CAPI_D3D1X_DistortionRenderer.h"
-#undef OVR_D3D_VERSION
-
-#endif
+/************************************************************************************
+
+Filename : CAPI_D3D11_DistortionRenderer.h
+Content : Experimental distortion renderer
+Created : November 11, 2013
+Authors : Volga Aksoy
+
+Copyright : Copyright 2014 Oculus VR, LLC All Rights reserved.
+
+Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License");
+you may not use the Oculus VR Rift SDK except in compliance with the License,
+which is provided at the time of installation or download, or which
+otherwise accompanies this software in either electronic or hard copy form.
+
+You may obtain a copy of the License at
+
+http://www.oculusvr.com/licenses/LICENSE-3.2
+
+Unless required by applicable law or agreed to in writing, the Oculus VR SDK
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+
+#ifndef OVR_CAPI_D3D11_DistortionRenderer_h
+#define OVR_CAPI_D3D11_DistortionRenderer_h
+
+#include "CAPI_D3D11_Util.h"
+#include "../CAPI_DistortionRenderer.h"
+
+#include "Kernel/OVR_Log.h"
+
+namespace OVR { namespace CAPI { namespace D3D11 {
+
+
+// ***** D3D11::DistortionRenderer
+
+// Implementation of DistortionRenderer for D3D11.
+
+class DistortionRenderer : public CAPI::DistortionRenderer
+{
+public:
+ DistortionRenderer();
+ ~DistortionRenderer();
+
+
+ // Creation function for the device.
+ static CAPI::DistortionRenderer* Create();
+
+
+ // ***** Public DistortionRenderer interface
+
+ virtual void SubmitEye(int eyeId, const ovrTexture* eyeTexture) OVR_OVERRIDE;
+ virtual void SubmitEyeWithDepth(int eyeId, const ovrTexture* eyeColorTexture, const ovrTexture* eyeDepthTexture) OVR_OVERRIDE;
+
+ virtual void EndFrame(uint32_t frameIndex, bool swapBuffers);
+
+ // TBD: Make public?
+ void WaitUntilGpuIdle();
+
+ // Similar to ovr_WaitTillTime but it also flushes GPU.
+ // Note, it exits when time expires, even if GPU is not in idle state yet.
+ double FlushGpuAndWaitTillTime(double absTime);
+
+protected:
+ virtual bool initializeRenderer(const ovrRenderAPIConfig* apiConfig) OVR_OVERRIDE;
+
+ class GraphicsState : public CAPI::DistortionRenderer::GraphicsState
+ {
+ public:
+ GraphicsState(ID3D11DeviceContext* context);
+ virtual ~GraphicsState();
+ virtual void clearMemory();
+ virtual void Save();
+ virtual void Restore();
+
+ protected:
+ ID3D11DeviceContext* context;
+ BOOL memoryCleared;
+
+ ID3D11RasterizerState* rasterizerState;
+ ID3D11InputLayout* inputLayoutState;
+
+ ID3D11ShaderResourceView* psShaderResourceState[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
+ ID3D11SamplerState* psSamplerStates[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
+ ID3D11Buffer* psConstantBuffersState[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
+
+ ID3D11ShaderResourceView* vsShaderResourceState[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
+ ID3D11SamplerState* vsSamplerStates[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
+ ID3D11Buffer* vsConstantBuffersState[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
+
+ ID3D11ShaderResourceView* csShaderResourceState[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
+ ID3D11SamplerState* csSamplerStates[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
+ ID3D11Buffer* csConstantBuffersState[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
+ ID3D11UnorderedAccessView* csUnorderedAccessViewState[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT];
+
+ ID3D11RenderTargetView* renderTargetViewState[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT];
+ ID3D11DepthStencilView* depthStencilViewState;
+
+ ID3D11BlendState* omBlendState;
+ FLOAT omBlendFactorState[4];
+ UINT omSampleMaskState;
+
+ D3D11_PRIMITIVE_TOPOLOGY primitiveTopologyState;
+
+ ID3D11Buffer* iaIndexBufferPointerState;
+ DXGI_FORMAT iaIndexBufferFormatState;
+ UINT iaIndexBufferOffsetState;
+
+ ID3D11Buffer* iaVertexBufferPointersState[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
+ UINT iaVertexBufferStridesState[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
+ UINT iaVertexBufferOffsetsState[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
+
+ ID3D11PixelShader* currentPixelShader;
+ ID3D11VertexShader* currentVertexShader;
+ ID3D11GeometryShader* currentGeometryShader;
+ ID3D11HullShader* currentHullShader;
+ ID3D11DomainShader* currentDomainShader;
+ ID3D11ComputeShader* currentComputeShader;
+ };
+
+private:
+ // Helpers
+ bool initBuffersAndShaders();
+ void initShaders();
+ void initFullscreenQuad();
+ void initOverdrive();
+ void destroy();
+
+ void setViewport(const Recti& vp);
+
+ void renderDistortion();
+
+ void renderPrimitives(const ShaderFill* fill, Buffer* vertices, Buffer* indices,
+ Matrix4f* viewMatrix, int offset, int count,
+ PrimitiveType rprim);
+
+ void renderEndFrame();
+
+ void createDrawQuad();
+ void renderLatencyQuad(unsigned char* latencyTesterDrawColor);
+ void renderLatencyPixel(unsigned char* latencyTesterPixelColor);
+
+ // Attempt to use DXGI GetFrameStatistics for getting a previous vsync
+ // Returns 0 if no Vsync timing information is available.
+ double getDXGILastVsyncTime();
+
+ // Create or get cached D3D sampler based on flags.
+ ID3D11SamplerState* getSamplerState(int sm);
+
+
+ //// TBD: Should we be using oe from RState instead?
+ //unsigned DistortionCaps;
+
+ // Back buffer is properly set as an SRGB format?
+ bool SrgbBackBuffer;
+
+ // Failures retrieving the frame index from renderer
+ int FrameIndexFailureCount;
+ static const int FrameIndexFailureLimit = 5; // After a few failures stop trying.
+
+ // D3DX device and utility variables.
+ RenderParams RParams;
+ Ptr<Texture> pEyeTextures[2];
+ Ptr<Texture> pEyeDepthTextures[2];
+
+ // U,V scale and offset needed for timewarp.
+ ovrVector2f UVScaleOffset[2][2];
+ ovrSizei EyeTextureSize[2];
+ ovrRecti EyeRenderViewport[2];
+
+ Ptr<Texture> pOverdriveTextures[NumOverdriveTextures];
+ Ptr<Texture> OverdriveLutTexture;
+
+ //Ptr<Buffer> mpFullScreenVertexBuffer;
+
+ Ptr<Buffer> DistortionMeshVBs[2]; // one per-eye
+ Ptr<Buffer> DistortionMeshIBs[2]; // one per-eye
+ Ptr<Buffer> DistortionPinBuffer[2]; // one per-eye
+
+ Ptr<ShaderSet> DistortionShader;
+ Ptr<ID3D11InputLayout> DistortionVertexIL;
+
+ struct StandardUniformData
+ {
+ Matrix4f Proj;
+ Matrix4f View;
+ } StdUniforms;
+ Ptr<Buffer> UniformBuffers[Shader_Count];
+
+ Ptr<ID3D11SamplerState> SamplerStates[Sample_Count];
+ Ptr<ID3D11RasterizerState> Rasterizer;
+
+ Ptr<Buffer> LatencyTesterQuadVB;
+ Ptr<ShaderSet> SimpleQuadShader;
+ Ptr<ID3D11InputLayout> SimpleQuadVertexIL;
+
+ GpuTimer GpuProfiler;
+ Hash<ID3D11Texture2D*, Ptr<ID3D11RenderTargetView>> RenderTargetMap;
+};
+
+}}} // OVR::CAPI::D3D11
+
+#endif // OVR_CAPI_D3D11_DistortionRenderer_h