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Diffstat (limited to 'LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_HSWDisplay.cpp')
-rw-r--r--LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_HSWDisplay.cpp567
1 files changed, 532 insertions, 35 deletions
diff --git a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_HSWDisplay.cpp b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_HSWDisplay.cpp
index 2177815..44479cb 100644
--- a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_HSWDisplay.cpp
+++ b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_HSWDisplay.cpp
@@ -1,35 +1,532 @@
-/************************************************************************************
-
-Filename : CAPI_D3D11_HSWDisplay.cpp
-Content : Implements Health and Safety Warning system.
-Created : July 7, 2014
-Authors : Paul Pedriana
-
-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_HSWDisplay.cpp"
-#undef OVR_D3D_VERSION
-
-
-
-
-
-
+/************************************************************************************
+
+Filename : CAPI_D3D11_HSWDisplay.cpp
+Content : Implements Health and Safety Warning system.
+Created : July 7, 2014
+Authors : Paul Pedriana
+
+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 "Util/Util_Direct3D.h"
+#include "OVR_CAPI_D3D.h"
+#include "CAPI_D3D11_HSWDisplay.h"
+#include "Kernel/OVR_File.h"
+#include "Kernel/OVR_SysFile.h"
+#include "Kernel/OVR_Allocator.h"
+#include "Kernel/OVR_Color.h"
+#include "Extras/OVR_Math.h"
+
+// We currently borrow the SimpleQuad shaders
+#include "Shaders/SimpleTexturedQuad_vs.h"
+#include "Shaders/SimpleTexturedQuad_ps.h"
+
+// For a given DXGI format: if the format is a typeless one then this function returns a
+// suitable typed one. If the format is a typed one then this function returns it as-is.
+static DXGI_FORMAT GetFullyTypedDXGIFormat(DXGI_FORMAT textureFormat)
+{
+ // http://msdn.microsoft.com/en-us/library/windows/desktop/bb173059%28v=vs.85%29.aspx
+
+ DXGI_FORMAT fullyTypedFormat = textureFormat;
+
+ switch (textureFormat)
+ {
+ case DXGI_FORMAT_R32G32B32A32_TYPELESS:
+ return DXGI_FORMAT_R32G32B32A32_FLOAT; // or DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_SINT
+
+ case DXGI_FORMAT_R32G32B32_TYPELESS:
+ return DXGI_FORMAT_R32G32B32_FLOAT; // or DXGI_FORMAT_R32G32B32_UINT, DXGI_FORMAT_R32G32B32_SINT
+
+ case DXGI_FORMAT_R16G16B16A16_TYPELESS:
+ return DXGI_FORMAT_R16G16B16A16_UNORM; // or DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SINT
+
+ case DXGI_FORMAT_R8G8B8A8_TYPELESS:
+ return DXGI_FORMAT_R8G8B8A8_UNORM; // or DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SINT
+
+ case DXGI_FORMAT_B8G8R8A8_TYPELESS:
+ return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
+
+ case DXGI_FORMAT_B8G8R8X8_TYPELESS:
+ return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB;
+
+ // Others which we don't currently support:
+ //case DXGI_FORMAT_R32G32_TYPELESS:
+ //case DXGI_FORMAT_R32G8X24_TYPELESS:
+ //case DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS:
+ //case DXGI_FORMAT_X32_TYPELESS_G8X24_UINT:
+ //case DXGI_FORMAT_R10G10B10A2_TYPELESS:
+ //case DXGI_FORMAT_R16G16_TYPELESS:
+ //case DXGI_FORMAT_R32_TYPELESS:
+ //case DXGI_FORMAT_R24G8_TYPELESS:
+ //case DXGI_FORMAT_R24_UNORM_X8_TYPELESS:
+ //case DXGI_FORMAT_X24_TYPELESS_G8_UINT:
+ //case DXGI_FORMAT_R8G8_TYPELESS:
+ //case DXGI_FORMAT_R16_TYPELESS:
+ //case DXGI_FORMAT_R8_TYPELESS:
+ //case DXGI_FORMAT_BC1_TYPELESS:
+ //case DXGI_FORMAT_BC2_TYPELESS:
+ //case DXGI_FORMAT_BC3_TYPELESS:
+ //case DXGI_FORMAT_BC4_TYPELESS:
+ //case DXGI_FORMAT_BC5_TYPELESS:
+ //case DXGI_FORMAT_BC6H_TYPELESS:
+ //case DXGI_FORMAT_BC7_TYPELESS:
+ }
+
+ return fullyTypedFormat;
+}
+
+
+
+namespace OVR { namespace CAPI {
+
+// To do Need to move LoadTextureTgaData to a shared location.
+uint8_t* LoadTextureTgaData(OVR::File* f, uint8_t alpha, int& width, int& height);
+
+namespace D3D11 {
+
+// This is a temporary function implementation, and it functionality needs to be implemented in a more generic way.
+Texture* LoadTextureTga(RenderParams& rParams, ID3D11SamplerState* pSamplerState, OVR::File* f, uint8_t alpha)
+{
+ Texture* pTexture = NULL;
+
+ int width, height;
+ const uint8_t* pRGBA = LoadTextureTgaData(f, alpha, width, height);
+
+ if (pRGBA)
+ {
+ pTexture = new Texture(&rParams, Texture_RGBA, OVR::Sizei(0, 0), pSamplerState, 1);
+
+ // Create the D3D texture
+ D3D11_TEXTURE2D_DESC dsDesc;
+ dsDesc.Width = width;
+ dsDesc.Height = height;
+ dsDesc.MipLevels = 1;
+ dsDesc.ArraySize = 1;
+ dsDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ dsDesc.SampleDesc.Count = 1;
+ dsDesc.SampleDesc.Quality = 0;
+ dsDesc.Usage = D3D11_USAGE_DEFAULT;
+ dsDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ dsDesc.CPUAccessFlags = 0;
+ dsDesc.MiscFlags = 0;
+
+ HRESULT hr = rParams.pDevice->CreateTexture2D(&dsDesc, NULL, &pTexture->Tex.GetRawRef());
+
+ if (SUCCEEDED(hr))
+ {
+ if (dsDesc.BindFlags & D3D11_BIND_SHADER_RESOURCE)
+ rParams.pDevice->CreateShaderResourceView(pTexture->Tex, NULL, &pTexture->TexSv.GetRawRef());
+
+ rParams.pContext->UpdateSubresource(pTexture->Tex, 0, NULL, pRGBA, width * 4, width * height * 4);
+ }
+ else
+ {
+ OVR_DEBUG_LOG_TEXT(("[LoadTextureTga] CreateTexture2D failed"));
+ pTexture->Release();
+ }
+
+ OVR_FREE(const_cast<uint8_t*>(pRGBA));
+ }
+
+ return pTexture;
+}
+
+
+// Loads a texture from a memory image of a TGA file.
+Texture* LoadTextureTga(RenderParams& rParams, ID3D11SamplerState* pSamplerState, const uint8_t* pData, int dataSize, uint8_t alpha)
+{
+ MemoryFile memoryFile("", pData, dataSize);
+
+ return LoadTextureTga(rParams, pSamplerState, &memoryFile, alpha);
+}
+
+
+// Loads a texture from a disk TGA file.
+Texture* LoadTextureTga(RenderParams& rParams, ID3D11SamplerState* pSamplerState, const char* pFilePath, uint8_t alpha)
+{
+ SysFile sysFile;
+
+ if (sysFile.Open(pFilePath, FileConstants::Open_Read | FileConstants::Open_Buffered))
+ return LoadTextureTga(rParams, pSamplerState, &sysFile, alpha);
+
+ return NULL;
+}
+
+
+
+// To do: This needs to be promoted to a central version, possibly in CAPI_HSWDisplay.h
+struct HASWVertex
+{
+ Vector3f Pos;
+ Color C;
+ float U, V;
+
+ HASWVertex(const Vector3f& p, const Color& c = Color(64, 0, 0, 255), float u = 0, float v = 0)
+ : Pos(p), C(c), U(u), V(v)
+ {}
+
+ HASWVertex(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 HASWVertex& b) const
+ {
+ return (Pos == b.Pos) && (C == b.C) && (U == b.U) && (V == b.V);
+ }
+};
+
+
+
+// The texture below may conceivably be shared between HSWDisplay instances. However,
+// beware that sharing may not be possible if two HMDs are using different locales
+// simultaneously. As of this writing it's not clear if that can occur in practice.
+
+HSWDisplay::HSWDisplay(ovrRenderAPIType api, ovrHmd hmd, const HMDRenderState& renderState)
+ : OVR::CAPI::HSWDisplay(api, hmd, renderState),
+ RenderParams()
+{
+}
+
+bool HSWDisplay::Initialize(const ovrRenderAPIConfig* apiConfig)
+{
+ const ovrD3D11Config* config = reinterpret_cast<const ovrD3D11Config*>(apiConfig);
+
+ if (config)
+ {
+ RenderParams.pDevice = config->D3D11.pDevice;
+ RenderParams.pContext = config->D3D11.pDeviceContext;
+ RenderParams.pBackBufferUAV = config->D3D11.pBackBufferUAV;
+ RenderParams.pBackBufferRT = config->D3D11.pBackBufferRT;
+ RenderParams.pSwapChain = config->D3D11.pSwapChain;
+ RenderParams.BackBufferSize = config->D3D11.Header.BackBufferSize;
+ RenderParams.Multisample = config->D3D11.Header.Multisample;
+ RenderParams.VidPnTargetId = 0;
+
+ // We may want to create RasterizerState, or alternatively let the DistortionRenderer handle it.
+ }
+ // else do any necessary cleanup
+
+ return true;
+}
+
+void HSWDisplay::Shutdown()
+{
+ UnloadGraphics();
+}
+
+
+void HSWDisplay::DisplayInternal()
+{
+ HSWDISPLAY_LOG(("[HSWDisplay D3D11] DisplayInternal()"));
+ // We may want to call LoadGraphics here instead of within Render.
+}
+
+
+void HSWDisplay::DismissInternal()
+{
+ HSWDISPLAY_LOG(("[HSWDisplay D3D11] DismissInternal()"));
+ UnloadGraphics();
+}
+
+
+void HSWDisplay::UnloadGraphics()
+{
+ //RenderParams: nothing to do.
+ pSamplerState.Clear();
+ pTexture.Clear();
+ pVB.Clear();
+ for (size_t i = 0; i < OVR_ARRAY_COUNT(UniformBufferArray); i++)
+ UniformBufferArray[i].Clear();
+ pShaderSet.Clear();
+ pVertexInputLayout.Clear();
+ pBlendState.Clear();
+ pRasterizerState.Clear();
+ // OrthoProjection: No need to clear.
+}
+
+void HSWDisplay::LoadGraphics()
+{
+ // Load the graphics if not loaded already.
+ if (!pSamplerState)
+ {
+ D3D11_SAMPLER_DESC sDesc;
+
+ memset(&sDesc, 0, sizeof(sDesc));
+ sDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
+ sDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ sDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ sDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+
+ RenderParams.pDevice->CreateSamplerState(&sDesc, &pSamplerState.GetRawRef());
+ }
+
+#if defined(OVR_BUILD_DEBUG)
+ if (!pTexture)
+ pTexture = *LoadTextureTga(RenderParams, pSamplerState, "C:\\TestPath\\TestFile.tga", 255);
+#endif
+
+ if (!pTexture) // To do: Add support for .dds files, which would be significantly smaller than the size of the tga.
+ {
+ size_t textureSize;
+ const uint8_t* TextureData = GetDefaultTexture(textureSize);
+ pTexture = *LoadTextureTga(RenderParams, pSamplerState, TextureData, (int)textureSize, 255);
+ }
+
+ if (!UniformBufferArray[0])
+ {
+ for (size_t i = 0; i < OVR_ARRAY_COUNT(UniformBufferArray); i++)
+ UniformBufferArray[i] = *new Buffer(&RenderParams);
+ }
+
+ if (!pShaderSet)
+ {
+ pShaderSet = *new ShaderSet;
+
+ // Setup the vertex shader
+ const D3D11_INPUT_ELEMENT_DESC VertexDescription[] = {
+ { "Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, offsetof(HASWVertex, Pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "Color", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(HASWVertex, C), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TexCoord", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(HASWVertex, U), D3D11_INPUT_PER_VERTEX_DATA, 0 }
+ };
+
+ Ptr<VertexShader> vs = *new VertexShader(&RenderParams, (void*)SimpleTexturedQuad_vs, sizeof(SimpleTexturedQuad_vs), SimpleTexturedQuad_vs_refl, OVR_ARRAY_COUNT(SimpleTexturedQuad_vs_refl));
+ pVertexInputLayout = NULL; // Make sure it's cleared in case it wasn't.
+ ID3D11InputLayout** ppD3DInputLayout = &pVertexInputLayout.GetRawRef();
+ HRESULT hResult = RenderParams.pDevice->CreateInputLayout(VertexDescription, OVR_ARRAY_COUNT(VertexDescription), SimpleTexturedQuad_vs, sizeof(SimpleTexturedQuad_vs), ppD3DInputLayout);
+ OVR_ASSERT(SUCCEEDED(hResult));
+ if (SUCCEEDED(hResult))
+ pShaderSet->SetShader(vs);
+
+ // Setup the pixel shader
+ Ptr<PixelShader> ps = *new PixelShader(&RenderParams, (void*)SimpleTexturedQuad_ps, sizeof(SimpleTexturedQuad_ps), SimpleTexturedQuad_ps_refl, OVR_ARRAY_COUNT(SimpleTexturedQuad_ps_refl));
+ pShaderSet->SetShader(ps);
+
+ if (!pBlendState)
+ {
+ D3D11_BLEND_DESC bm;
+ memset(&bm, 0, sizeof(bm));
+ bm.RenderTarget[0].BlendEnable = TRUE;
+ bm.RenderTarget[0].BlendOp = bm.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ bm.RenderTarget[0].SrcBlend = bm.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
+ bm.RenderTarget[0].DestBlend = bm.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ bm.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+
+ RenderParams.pDevice->CreateBlendState(&bm, &pBlendState.GetRawRef());
+ }
+
+ if (!pRasterizerState)
+ {
+ 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;
+
+ RenderParams.pDevice->CreateRasterizerState(&rs, &pRasterizerState.GetRawRef());
+ }
+ }
+
+ if (!pVB)
+ {
+ pVB = *new Buffer(&RenderParams);
+
+ if (pVB)
+ {
+ const size_t vertexCount = 4;
+
+ pVB->Data(Buffer_Vertex, NULL, vertexCount * sizeof(HASWVertex));
+ HASWVertex* pVertices = (HASWVertex*)pVB->Map(0, vertexCount * sizeof(HASWVertex), Map_Discard);
+ OVR_ASSERT(pVertices);
+
+ if (pVertices)
+ {
+ const bool flip = ((RenderState.DistortionCaps & ovrDistortionCap_FlipInput) != 0);
+ const float left = -1.0f; // We currently draw this in normalized device coordinates with an stereo translation
+ const float top = -1.1f; // applied as a vertex shader uniform. In the future when we have a more formal graphics
+ const float right = 1.0f; // API abstraction we may move this draw to an overlay layer or to a more formal
+ const float bottom = 0.9f; // model/mesh scheme with a perspective projection.
+
+ // See warning in LoadTextureTgaData() about this TGA being loaded "upside down", i.e. UV origin is at bottom-left.
+ pVertices[0] = HASWVertex(left, top, 0.f, Color(255, 255, 255, 255), 0.f, flip ? 1.f : 0.f);
+ pVertices[1] = HASWVertex(left, bottom, 0.f, Color(255, 255, 255, 255), 0.f, flip ? 0.f : 1.f);
+ pVertices[2] = HASWVertex(right, top, 0.f, Color(255, 255, 255, 255), 1.f, flip ? 1.f : 0.f);
+ pVertices[3] = HASWVertex(right, bottom, 0.f, Color(255, 255, 255, 255), 1.f, flip ? 0.f : 1.f);
+
+ pVB->Unmap(pVertices);
+ }
+ }
+ }
+}
+
+
+// Note: If we are drawing this warning onto the eye texture before distortion, the "time warp" functionality
+// will cause the warning to shake on the screen when the user moves their head. One solution is to disable
+// time warping while the warning or any screen-static GUI elements are present.
+
+void HSWDisplay::RenderInternal(ovrEyeType eye, const ovrTexture* eyeTexture)
+{
+ if (RenderEnabled && eyeTexture)
+ {
+ // We need to render to the eyeTexture with the texture viewport.
+ // Setup rendering to the texture.
+ ovrD3D11Texture* eyeTextureD3D = const_cast<ovrD3D11Texture*>(reinterpret_cast<const ovrD3D11Texture*>(eyeTexture));
+ OVR_ASSERT(eyeTextureD3D->Texture.Header.API == ovrRenderAPI_D3D11);
+
+ // Load the graphics if not loaded already.
+ if (!pVB)
+ LoadGraphics();
+
+ // Calculate ortho projection.
+ GetOrthoProjection(RenderState, OrthoProjection);
+
+ // Save settings
+ // To do: Merge this saved state with that done by DistortionRenderer::GraphicsState::Save(), and put them in a shared location.
+ Ptr<ID3D11BlendState> pBlendStateSaved;
+ FLOAT blendFactorSaved[4];
+ UINT blendSampleMaskSaved;
+ RenderParams.pContext->OMGetBlendState(&pBlendStateSaved.GetRawRef(), blendFactorSaved, &blendSampleMaskSaved);
+
+ Ptr<ID3D11RasterizerState> pRasterizerStateSaved;
+ RenderParams.pContext->RSGetState(&pRasterizerStateSaved.GetRawRef());
+
+ Ptr<ID3D11RenderTargetView> pTextureRenderTargetViewSaved;
+ Ptr<ID3D11DepthStencilView> pDepthStencilViewSaved;
+ RenderParams.pContext->OMGetRenderTargets(1, &pTextureRenderTargetViewSaved.GetRawRef(), &pDepthStencilViewSaved.GetRawRef());
+
+ D3D11_VIEWPORT d3dViewportSaved[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
+ UINT viewportCountSaved = OVR_ARRAY_COUNT(d3dViewportSaved);
+ RenderParams.pContext->RSGetViewports(&viewportCountSaved, d3dViewportSaved);
+
+ UINT stencilRefSaved;
+ Ptr<ID3D11DepthStencilState> pDepthStencilStateSaved;
+ RenderParams.pContext->OMGetDepthStencilState(&pDepthStencilStateSaved.GetRawRef(), &stencilRefSaved);
+
+ Ptr<ID3D11InputLayout> pInputLayoutSaved;
+ RenderParams.pContext->IAGetInputLayout(&pInputLayoutSaved.GetRawRef());
+
+ Ptr<ID3D11Buffer> pVertexBufferSaved;
+ UINT vertexStrideSaved[1];
+ UINT vertexOffsetSaved[1];
+ RenderParams.pContext->IAGetVertexBuffers(0, 1, &pVertexBufferSaved.GetRawRef(), vertexStrideSaved, vertexOffsetSaved);
+
+ D3D11_PRIMITIVE_TOPOLOGY topologySaved;
+ RenderParams.pContext->IAGetPrimitiveTopology(&topologySaved);
+
+
+ // Set our settings
+ RenderParams.pContext->OMSetBlendState(pBlendState, NULL, 0xffffffff);
+ RenderParams.pContext->RSSetState(pRasterizerState);
+
+ // We can't necessarily use a NULL D3D11_RENDER_TARGET_VIEW_DESC argument to CreateRenderTargetView, because we are rendering to
+ // a texture that somebody else created and which may have been created in a typeless format (e.g. DXGI_FORMAT_R8G8B8A8_TYPELESS).
+ // So what we do is check to see if the texture format is a typeless format and if see we pass a suitable D3D11_RENDER_TARGET_VIEW_DESC
+ // to CreateRenderTargetView instead of NULL.
+ D3D11_TEXTURE2D_DESC texture2DDesc;
+ eyeTextureD3D->D3D11.pTexture->GetDesc(&texture2DDesc);
+
+ D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
+ memset(&renderTargetViewDesc, 0, sizeof(renderTargetViewDesc));
+ renderTargetViewDesc.Format = GetFullyTypedDXGIFormat(texture2DDesc.Format); // DXGI_FORMAT. If this is a typeless format then GetFullyTypedFormat converts it to a fully typed format.
+ renderTargetViewDesc.ViewDimension = (texture2DDesc.SampleDesc.Count > 1) ? D3D11_RTV_DIMENSION_TEXTURE2DMS : D3D11_RTV_DIMENSION_TEXTURE2D;
+ renderTargetViewDesc.Texture2D.MipSlice = 0;
+ Ptr<ID3D11RenderTargetView> pTextureRenderTargetView;
+ HRESULT hResult = RenderParams.pDevice->CreateRenderTargetView(eyeTextureD3D->D3D11.pTexture, (renderTargetViewDesc.Format == texture2DDesc.Format) ? NULL : &renderTargetViewDesc, &pTextureRenderTargetView.GetRawRef());
+
+ if (SUCCEEDED(hResult))
+ {
+ RenderParams.pContext->OMSetRenderTargets(1, &pTextureRenderTargetView.GetRawRef(), NULL); // We currently don't bind a depth buffer.
+
+ D3D11_VIEWPORT D3DViewport;
+
+ OVR_DISABLE_MSVC_WARNING(4244) // conversion from int to float
+ D3DViewport.TopLeftX = eyeTextureD3D->Texture.Header.RenderViewport.Pos.x;
+ D3DViewport.TopLeftY = eyeTextureD3D->Texture.Header.RenderViewport.Pos.y;
+ D3DViewport.Width = eyeTextureD3D->Texture.Header.RenderViewport.Size.w;
+ D3DViewport.Height = eyeTextureD3D->Texture.Header.RenderViewport.Size.h;
+ D3DViewport.MinDepth = 0;
+ D3DViewport.MaxDepth = 1;
+ RenderParams.pContext->RSSetViewports(1, &D3DViewport);
+ OVR_RESTORE_MSVC_WARNING()
+
+ // We don't set up a world/view/projection matrix because we are using
+ // normalized device coordinates below.
+
+ // We don't set the depth state because we aren't using it.
+ // RenderParams.pContext->OMSetDepthStencilState(<depth state>, 0);
+
+ ShaderFill fill(pShaderSet);
+ fill.SetInputLayout(pVertexInputLayout);
+ if (pTexture)
+ fill.SetTexture(0, pTexture, Shader_Pixel);
+
+ const float scale = HSWDISPLAY_SCALE * ((RenderState.OurHMDInfo.HmdType == HmdType_DK1) ? 0.70f : 1.f);
+ pShaderSet->SetUniform2f("Scale", scale, scale / 2.f); // X and Y scale. Y is a fixed proportion to X in order to give a certain aspect ratio.
+ pShaderSet->SetUniform4f("Color", 1.f, 1.f, 1.f, 1.f);
+ pShaderSet->SetUniform2f("PositionOffset", OrthoProjection[eye].GetTranslation().x, 0.0f);
+
+ RenderParams.pContext->IASetInputLayout((ID3D11InputLayout*)fill.GetInputLayout());
+
+ ID3D11Buffer* vertexBuffer = pVB->GetBuffer();
+ UINT vertexStride = sizeof(HASWVertex);
+ UINT vertexOffset = 0;
+ RenderParams.pContext->IASetVertexBuffers(0, 1, &vertexBuffer, &vertexStride, &vertexOffset);
+
+ ShaderBase* vShaderBase = (ShaderBase*)pShaderSet->GetShader(OVR::CAPI::D3D11::Shader_Vertex);
+ unsigned char* vertexData = vShaderBase->UniformData;
+
+ if (vertexData)
+ {
+ UniformBufferArray[OVR::CAPI::D3D11::Shader_Vertex]->Data(OVR::CAPI::D3D11::Buffer_Uniform, vertexData, vShaderBase->UniformsSize);
+ vShaderBase->SetUniformBuffer(UniformBufferArray[OVR::CAPI::D3D11::Shader_Vertex]);
+ }
+
+ for (int i = (OVR::CAPI::D3D11::Shader_Vertex + 1); i < OVR::CAPI::D3D11::Shader_Count; i++)
+ {
+ if (pShaderSet->GetShader(i))
+ {
+ ((ShaderBase*)pShaderSet->GetShader(i))->UpdateBuffer(UniformBufferArray[i]);
+ ((ShaderBase*)pShaderSet->GetShader(i))->SetUniformBuffer(UniformBufferArray[i]);
+ }
+ }
+
+ RenderParams.pContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ fill.Set(Prim_TriangleStrip);
+
+ RenderParams.pContext->Draw(4, 0);
+ }
+ else
+ {
+ HSWDISPLAY_LOG(("[HSWDisplay D3D11] CreateRenderTargetView() failed"));
+ }
+
+
+ // Restore settings
+ RenderParams.pContext->IASetPrimitiveTopology(topologySaved);
+ RenderParams.pContext->IASetVertexBuffers(0, 1, &pVertexBufferSaved.GetRawRef(), &vertexStrideSaved[0], &vertexOffsetSaved[0]);
+ RenderParams.pContext->IASetInputLayout(pInputLayoutSaved);
+ RenderParams.pContext->OMSetDepthStencilState(pDepthStencilStateSaved, stencilRefSaved);
+ RenderParams.pContext->RSSetViewports(viewportCountSaved, d3dViewportSaved);
+ RenderParams.pContext->OMSetRenderTargets(1, &pTextureRenderTargetViewSaved.GetRawRef(), pDepthStencilViewSaved);
+ RenderParams.pContext->RSSetState(pRasterizerStateSaved);
+ RenderParams.pContext->OMSetBlendState(pBlendStateSaved, blendFactorSaved, blendSampleMaskSaved);
+ }
+}
+
+}}} // namespace OVR::CAPI::D3D11