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+/************************************************************************************
+
+Filename : CAPI_D3D11_Util.cpp
+Content : D3DX11 utility classes for rendering
+Created : September 10, 2012
+Authors : Andrew Reisse
+
+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_Util.h"
+
+namespace OVR { namespace CAPI { namespace D3D11 {
+
+
+//-------------------------------------------------------------------------------------
+// ***** ShaderFill
+
+void ShaderFill::Set(PrimitiveType prim) const
+{
+ Shaders->Set(prim);
+
+ for(int i = 0; i < 8; ++i)
+ {
+ if ( VsTextures[i] != NULL )
+ {
+ VsTextures[i]->Set(i, Shader_Vertex);
+ }
+ }
+
+ for(int i = 0; i < 8; ++i)
+ {
+ if ( CsTextures[i] != NULL )
+ {
+ CsTextures[i]->Set(i, Shader_Compute);
+ }
+ }
+
+ for(int i = 0; i < 8; ++i)
+ {
+ if ( PsTextures[i] != NULL )
+ {
+ PsTextures[i]->Set(i, Shader_Fragment);
+ }
+ }
+}
+
+
+//-------------------------------------------------------------------------------------
+// ***** Buffer
+
+Buffer::~Buffer()
+{
+}
+
+bool Buffer::Data(int use, const void *buffer, size_t size, int computeBufferStride /*=-1*/)
+{
+ HRESULT hr;
+
+ if (D3DBuffer && Size >= size)
+ {
+ if (Dynamic)
+ {
+ if (!buffer)
+ return true;
+
+ void* v = Map(0, size, Map_Discard);
+ if (v)
+ {
+ memcpy(v, buffer, size);
+ Unmap(v);
+ return true;
+ }
+ }
+ else
+ {
+ OVR_ASSERT (!(use & Buffer_ReadOnly));
+ pParams->pContext->UpdateSubresource(D3DBuffer, 0, NULL, buffer, 0, 0);
+ return true;
+ }
+ }
+ if (D3DBuffer)
+ {
+ D3DBuffer = NULL;
+ Size = 0;
+ Use = 0;
+ Dynamic = false;
+ }
+ D3DSrv = NULL;
+ D3DUav = NULL;
+
+ D3D11_BUFFER_DESC desc;
+ memset(&desc, 0, sizeof(desc));
+ if (use & Buffer_ReadOnly)
+ {
+ desc.Usage = D3D11_USAGE_IMMUTABLE;
+ desc.CPUAccessFlags = 0;
+ }
+ else
+ {
+ desc.Usage = D3D11_USAGE_DYNAMIC;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ Dynamic = true;
+ }
+
+ switch(use & Buffer_TypeMask)
+ {
+ case Buffer_Vertex: desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; break;
+ case Buffer_Index: desc.BindFlags = D3D11_BIND_INDEX_BUFFER; break;
+ case Buffer_Uniform:
+ desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ size = ((size + 15) & ~15);
+ break;
+ case Buffer_Compute:
+ // There's actually a bunch of options for buffers bound to a CS.
+ // Right now this is the most appropriate general-purpose one. Add more as needed.
+
+ // NOTE - if you want D3D11_(CPU_ACCESS_WRITE), it MUST be either D3D11_(USAGE_DYNAMIC) or D3D11_(USAGE_STAGING).
+ // TODO: we want a resource that is rarely written to, in which case we'd need two surfaces - one a STAGING
+ // that the CPU writes to, and one a DEFAULT, and we CopyResource from one to the other. Hassle!
+ // Setting it as D3D11_(USAGE_DYNAMIC) will get the job done for now.
+ // Also for fun - you can't have a D3D11_(USAGE_DYNAMIC) buffer that is also a D3D11_(BIND_UNORDERED_ACCESS).
+ OVR_ASSERT ( !(use & Buffer_ReadOnly) );
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ desc.Usage = D3D11_USAGE_DYNAMIC;
+ desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ OVR_ASSERT ( computeBufferStride > 0 );
+ desc.StructureByteStride = computeBufferStride; // sizeof(DistortionComputePin);
+
+ Dynamic = true;
+ size = ((size + 15) & ~15);
+ break;
+ }
+
+ desc.ByteWidth = (unsigned)size;
+
+ D3D11_SUBRESOURCE_DATA sr;
+ sr.pSysMem = buffer;
+ sr.SysMemPitch = 0;
+ sr.SysMemSlicePitch = 0;
+
+ D3DBuffer = NULL;
+ hr = pParams->pDevice->CreateBuffer(&desc, buffer ? &sr : NULL, &D3DBuffer.GetRawRef());
+ OVR_D3D_CHECK_RET_FALSE(hr);
+
+ Use = 0;
+ Size = 0;
+
+ if ( ( use & Buffer_TypeMask ) == Buffer_Compute )
+ {
+ hr = pParams->pDevice->CreateShaderResourceView ( D3DBuffer, NULL, &D3DSrv.GetRawRef() );
+ OVR_D3D_CHECK_RET_FALSE(hr);
+
+#if 0 // Right now we do NOT ask for UAV access (see flags above).
+ hr = Ren->Device->CreateUnorderedAccessView ( D3DBuffer, NULL, &D3DUav.GetRawRef() );
+ OVR_D3D_CHECK_RET_FALSE(hr);
+#endif
+ }
+
+ Use = use;
+ Size = desc.ByteWidth;
+
+ return true;
+
+}
+
+void* Buffer::Map(size_t start, size_t size, int flags)
+{
+ OVR_UNUSED(size);
+
+ D3D11_MAP mapFlags = D3D11_MAP_WRITE;
+ if (flags & Map_Discard)
+ mapFlags = D3D11_MAP_WRITE_DISCARD;
+ if (flags & Map_Unsynchronized)
+ mapFlags = D3D11_MAP_WRITE_NO_OVERWRITE;
+
+ D3D11_MAPPED_SUBRESOURCE map;
+ if (SUCCEEDED(pParams->pContext->Map(D3DBuffer, 0, mapFlags, 0, &map)))
+ return ((char*)map.pData) + start;
+
+ return NULL;
+}
+
+bool Buffer::Unmap(void *m)
+{
+ OVR_UNUSED(m);
+
+ pParams->pContext->Unmap(D3DBuffer, 0);
+ return true;
+}
+
+
+//-------------------------------------------------------------------------------------
+// Shaders
+
+template<> bool ShaderImpl<Shader_Vertex, ID3D11VertexShader>::Load(void* shader, size_t size)
+{
+ HRESULT hr = pParams->pDevice->CreateVertexShader(shader, size, nullptr, &D3DShader);
+ OVR_D3D_CHECK_RET_FALSE(hr);
+ return true;
+}
+template<> bool ShaderImpl<Shader_Pixel, ID3D11PixelShader>::Load(void* shader, size_t size)
+{
+ HRESULT hr = pParams->pDevice->CreatePixelShader(shader, size, nullptr, &D3DShader);
+ OVR_D3D_CHECK_RET_FALSE(hr);
+ return true;
+}
+template<> bool ShaderImpl<Shader_Compute, ID3D11ComputeShader>::Load(void* shader, size_t size)
+{
+ HRESULT hr = pParams->pDevice->CreateComputeShader(shader, size, nullptr, &D3DShader);
+ OVR_D3D_CHECK_RET_FALSE(hr);
+ return true;
+}
+
+template<> void ShaderImpl<Shader_Vertex, ID3D11VertexShader>::Set(PrimitiveType) const
+{
+ pParams->pContext->VSSetShader(D3DShader, nullptr, 0);
+}
+template<> void ShaderImpl<Shader_Pixel, ID3D11PixelShader>::Set(PrimitiveType) const
+{
+ pParams->pContext->PSSetShader(D3DShader, nullptr, 0);
+}
+template<> void ShaderImpl<Shader_Compute, ID3D11ComputeShader>::Set(PrimitiveType) const
+{
+ pParams->pContext->CSSetShader(D3DShader, nullptr, 0);
+}
+
+template<> void ShaderImpl<Shader_Vertex, ID3D11VertexShader>::SetUniformBuffer(Buffer* buffer, int i)
+{
+ pParams->pContext->VSSetConstantBuffers(i, 1, &((Buffer*)buffer)->D3DBuffer.GetRawRef());
+}
+template<> void ShaderImpl<Shader_Pixel, ID3D11PixelShader>::SetUniformBuffer(Buffer* buffer, int i)
+{
+ pParams->pContext->PSSetConstantBuffers(i, 1, &((Buffer*)buffer)->D3DBuffer.GetRawRef());
+}
+template<> void ShaderImpl<Shader_Compute, ID3D11ComputeShader>::SetUniformBuffer(Buffer* buffer, int i)
+{
+ pParams->pContext->CSSetConstantBuffers(i, 1, &((Buffer*)buffer)->D3DBuffer.GetRawRef());
+}
+
+//-------------------------------------------------------------------------------------
+// ***** Shader Base
+
+ShaderBase::ShaderBase(RenderParams* rp, ShaderStage stage) :
+ Shader(stage),
+ pParams(rp),
+ UniformData(NULL),
+ UniformsSize(0),
+ UniformRefl(NULL),
+ UniformReflSize(0)
+{
+}
+
+ShaderBase::~ShaderBase()
+{
+ if (UniformData)
+ {
+ OVR_FREE(UniformData);
+ UniformData = NULL;
+ }
+
+ // UniformRefl does not need to be freed
+ UniformRefl = NULL;
+}
+
+bool ShaderBase::SetUniform(const char* name, int n, const float* v)
+{
+ for(unsigned i = 0; i < UniformReflSize; i++)
+ {
+ if (!strcmp(UniformRefl[i].Name, name))
+ {
+ memcpy(UniformData + UniformRefl[i].Offset, v, n * sizeof(float));
+ return 1;
+ }
+ }
+ return 0;
+}
+
+bool ShaderBase::SetUniformBool(const char* name, int n, const bool* v)
+{
+ OVR_UNUSED(n);
+ for(unsigned i = 0; i < UniformReflSize; i++)
+ {
+ if (!strcmp(UniformRefl[i].Name, name))
+ {
+ memcpy(UniformData + UniformRefl[i].Offset, v, UniformRefl[i].Size);
+ return 1;
+ }
+ }
+ return 0;
+}
+
+void ShaderBase::InitUniforms(const Uniform* refl, size_t reflSize)
+{
+ UniformsSize = 0;
+ if (UniformData)
+ {
+ OVR_FREE(UniformData);
+ UniformData = 0;
+ }
+
+ if (!refl)
+ {
+ UniformRefl = NULL;
+ UniformReflSize = 0;
+ return; // no reflection data
+ }
+
+ UniformRefl = refl;
+ UniformReflSize = reflSize;
+
+ UniformsSize = UniformRefl[UniformReflSize-1].Offset + UniformRefl[UniformReflSize-1].Size;
+ UniformData = (unsigned char*)OVR_ALLOC(UniformsSize);
+}
+
+void ShaderBase::UpdateBuffer(Buffer* buf)
+{
+ if (UniformsSize)
+ {
+ buf->Data(Buffer_Uniform, UniformData, UniformsSize);
+ }
+}
+
+
+//-------------------------------------------------------------------------------------
+// ***** Texture
+//
+Texture::Texture(RenderParams* rp, int fmt, const Sizei texSize,
+ ID3D11SamplerState* sampler, int samples)
+ : pParams(rp), Tex(NULL), TexSv(NULL), TexRtv(NULL), TexDsv(NULL),
+ TextureSize(texSize),
+ Sampler(sampler),
+ Samples(samples)
+{
+ OVR_UNUSED(fmt);
+}
+
+
+Texture::Texture(RenderParams* rp, int format, const Sizei texSize,
+ ID3D11SamplerState* sampler, const void* data, int mipcount)
+ : pParams(rp), Tex(NULL), TexSv(NULL), TexRtv(NULL), TexDsv(NULL),
+ TextureSize(texSize),
+ Sampler(sampler),
+ Samples(1)
+{
+ OVR_ASSERT(rp->pDevice != NULL);
+
+ OVR_UNUSED(mipcount);
+
+ //if (format == Texture_DXT1 || format == Texture_DXT3 || format == Texture_DXT5)
+ //{
+ // int convertedFormat;
+ // switch (format)
+ // {
+ // case Texture_DXT1: convertedFormat = DXGI_FORMAT_BC1_UNORM; break;
+ // case Texture_DXT3: convertedFormat = DXGI_FORMAT_BC2_UNORM; break;
+ // case Texture_DXT5:
+ // default: convertedFormat = DXGI_FORMAT_BC3_UNORM; break;
+ // }
+ // unsigned largestMipWidth = 0;
+ // unsigned largestMipHeight = 0;
+ // unsigned effectiveMipCount = mipcount;
+ // unsigned textureSize = 0;
+
+ // D3D11_SUBRESOURCE_DATA* subresData =
+ // (D3D11_SUBRESOURCE_DATA*) OVR_ALLOC(sizeof(D3D11_SUBRESOURCE_DATA) * mipcount);
+ // GenerateSubresourceData(width, height, convertedFormat, imageDimUpperLimit, data, subresData, largestMipWidth,
+ // largestMipHeight, textureSize, effectiveMipCount);
+ // TotalTextureMemoryUsage += textureSize;
+
+ // if (!Device || !subresData)
+ // {
+ // return NULL;
+ // }
+
+ // Texture* NewTex = new Texture(this, format, largestMipWidth, largestMipHeight);
+ // // BCn/DXTn - no AA.
+ // Samples = 1;
+
+ // D3D11_TEXTURE2D_DESC desc;
+ // desc.Width = largestMipWidth;
+ // desc.Height = largestMipHeight;
+ // desc.MipLevels = effectiveMipCount;
+ // desc.ArraySize = 1;
+ // desc.Format = static_cast<DXGI_FORMAT>(convertedFormat);
+ // desc.SampleDesc.Count = 1;
+ // desc.SampleDesc.Quality = 0;
+ // desc.Usage = D3D11_USAGE_DEFAULT;
+ // desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ // desc.CPUAccessFlags = 0;
+ // desc.MiscFlags = 0;
+
+ // Tex = NULL;
+ // HRESULT hr = Device->CreateTexture2D(&desc, static_cast<D3D11_SUBRESOURCE_DATA*>(subresData),
+ // &Tex.GetRawRef());
+ // OVR_FREE(subresData);
+ // if (FAILED(hr))
+ // {
+ // OVR_LOG_COM_ERROR(hr);
+ // }
+
+ // if (SUCCEEDED(hr) && NewTex != 0)
+ // {
+ // D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc;
+ // memset(&SRVDesc, 0, sizeof(SRVDesc));
+ // SRVDesc.Format = static_cast<DXGI_FORMAT>(format);
+ // SRVDesc.ViewDimension = D3D_SRV_DIMENSION_TEXTURE2D;
+ // SRVDesc.Texture2D.MipLevels = desc.MipLevels;
+
+ // TexSv = NULL;
+ // hr = Device->CreateShaderResourceView(Tex, NULL, &TexSv.GetRawRef());
+
+ // if (FAILED(hr))
+ // {
+ // OVR_LOG_COM_ERROR(hr);
+ // Release();
+ // return NULL;
+ // }
+ // return NewTex;
+ // }
+
+ // return NULL;
+ //}
+ //else
+ {
+ int samples = (format & Texture_SamplesMask);
+ if (samples < 1)
+ {
+ samples = 1;
+ }
+
+ bool createDepthSrv = (format & Texture_SampleDepth) > 0;
+
+ DXGI_FORMAT d3dformat;
+ int bpp;
+ switch(format & Texture_TypeMask)
+ {
+ //case Texture_BGRA:
+ // bpp = 4;
+ // d3dformat = (format & Texture_SRGB) ? DXGI_FORMAT_B8G8R8A8_UNORM_SRGB : DXGI_FORMAT_B8G8R8A8_UNORM;
+ // break;
+ case Texture_RGBA:
+ bpp = 4;
+ //d3dformat = (format & Texture_SRGB) ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM;
+ d3dformat = DXGI_FORMAT_R8G8B8A8_UNORM;
+ break;
+ //case Texture_R:
+ // bpp = 1;
+ // d3dformat = DXGI_FORMAT_R8_UNORM;
+ // break;
+ //case Texture_A:
+ // bpp = 1;
+ // d3dformat = DXGI_FORMAT_A8_UNORM;
+ // break;
+ case Texture_Depth:
+ bpp = 0;
+ d3dformat = createDepthSrv ? DXGI_FORMAT_R32_TYPELESS : DXGI_FORMAT_D32_FLOAT;
+ break;
+ default:
+ bpp = 4;
+ d3dformat = DXGI_FORMAT_R8G8B8A8_UNORM;
+ OVR_ASSERT(0);
+ }
+
+ D3D11_TEXTURE2D_DESC dsDesc;
+ dsDesc.Width = texSize.w;
+ dsDesc.Height = texSize.h;
+ dsDesc.MipLevels = (format == (Texture_RGBA | Texture_GenMipmaps) && data) ? GetNumMipLevels(texSize.w, texSize.h) : 1;
+ dsDesc.ArraySize = 1;
+ dsDesc.Format = d3dformat;
+ dsDesc.SampleDesc.Count = samples;
+ dsDesc.SampleDesc.Quality = 0;
+ dsDesc.Usage = D3D11_USAGE_DEFAULT;
+ dsDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ dsDesc.CPUAccessFlags = 0;
+ dsDesc.MiscFlags = 0;
+
+ if (format & Texture_RenderTarget)
+ {
+ if ((format & Texture_TypeMask) == Texture_Depth)
+ {
+ dsDesc.BindFlags = createDepthSrv ? (dsDesc.BindFlags | D3D11_BIND_DEPTH_STENCIL) : D3D11_BIND_DEPTH_STENCIL;
+ }
+ else
+ {
+ dsDesc.BindFlags |= D3D11_BIND_RENDER_TARGET;
+ }
+ }
+
+ Tex = NULL;
+ HRESULT hr = rp->pDevice->CreateTexture2D(&dsDesc, NULL, &Tex.GetRawRef());
+ if (FAILED(hr))
+ {
+ OVR_ASSERT(0);
+ //OVR_DEBUG_LOG_TEXT(("Failed to create 2D D3D texture."));
+ Release();
+ return;
+ }
+ if (dsDesc.BindFlags & D3D11_BIND_SHADER_RESOURCE)
+ {
+ if((dsDesc.BindFlags & D3D11_BIND_DEPTH_STENCIL) > 0 && createDepthSrv)
+ {
+ D3D11_SHADER_RESOURCE_VIEW_DESC depthSrv;
+ depthSrv.Format = DXGI_FORMAT_R32_FLOAT;
+ depthSrv.ViewDimension = samples > 1 ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
+ depthSrv.Texture2D.MostDetailedMip = 0;
+ depthSrv.Texture2D.MipLevels = dsDesc.MipLevels;
+ TexSv = NULL;
+ hr = rp->pDevice->CreateShaderResourceView(Tex, &depthSrv, &TexSv.GetRawRef());
+ if (FAILED(hr))
+ {
+ OVR_ASSERT(0);
+ }
+ }
+ else
+ {
+ TexSv = NULL;
+ hr = rp->pDevice->CreateShaderResourceView(Tex, NULL, &TexSv.GetRawRef());
+ if (FAILED(hr))
+ {
+ OVR_ASSERT(0);
+ }
+ }
+ }
+
+ if (data)
+ {
+ rp->pContext->UpdateSubresource(Tex, 0, NULL, data, texSize.w * bpp, texSize.w * texSize.h * bpp);
+ if (format == (Texture_RGBA | Texture_GenMipmaps))
+ {
+ int srcw = texSize.w, srch = texSize.h;
+ int level = 0;
+ uint8_t* mipmaps = NULL;
+ do
+ {
+ level++;
+ int mipw = srcw >> 1;
+ if (mipw < 1)
+ {
+ mipw = 1;
+ }
+ int miph = srch >> 1;
+ if (miph < 1)
+ {
+ miph = 1;
+ }
+ if (mipmaps == NULL)
+ {
+ mipmaps = (uint8_t*)OVR_ALLOC(mipw * miph * 4);
+ }
+ FilterRgba2x2(level == 1 ? (const uint8_t*)data : mipmaps, srcw, srch, mipmaps);
+ rp->pContext->UpdateSubresource(Tex, level, NULL, mipmaps, mipw * bpp, miph * bpp);
+ srcw = mipw;
+ srch = miph;
+ }
+ while(srcw > 1 || srch > 1);
+
+ if (mipmaps != NULL)
+ {
+ OVR_FREE(mipmaps);
+ }
+ }
+ }
+
+ if (format & Texture_RenderTarget)
+ {
+ if ((format & Texture_TypeMask) == Texture_Depth)
+ {
+ D3D11_DEPTH_STENCIL_VIEW_DESC depthDsv;
+ ZeroMemory(&depthDsv, sizeof(depthDsv));
+ depthDsv.Format = DXGI_FORMAT_D32_FLOAT;
+ depthDsv.ViewDimension = samples > 1 ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D;
+ depthDsv.Texture2D.MipSlice = 0;
+ TexDsv = NULL;
+ hr = rp->pDevice->CreateDepthStencilView(Tex, createDepthSrv ? &depthDsv : NULL, &TexDsv.GetRawRef());
+ if (FAILED(hr))
+ {
+ OVR_ASSERT(0);
+ }
+ }
+ else
+ {
+ TexRtv = NULL;
+ hr = rp->pDevice->CreateRenderTargetView(Tex, NULL, &TexRtv.GetRawRef());
+ if (FAILED(hr))
+ {
+ OVR_ASSERT(0);
+ }
+ }
+ }
+ }
+}
+
+Texture::~Texture()
+{
+}
+
+void Texture::Set(int slot, ShaderStage stage) const
+{
+ ID3D11ShaderResourceView* texSv = TexSv.GetPtr();
+
+ switch(stage)
+ {
+ case Shader_Fragment:
+ pParams->pContext->PSSetShaderResources(slot, 1, &texSv);
+ pParams->pContext->PSSetSamplers(slot, 1, &Sampler.GetRawRef());
+ break;
+
+ case Shader_Vertex:
+ pParams->pContext->VSSetShaderResources(slot, 1, &texSv);
+ pParams->pContext->VSSetSamplers(slot, 1, &Sampler.GetRawRef());
+ break;
+
+ case Shader_Compute:
+ pParams->pContext->CSSetShaderResources(slot, 1, &texSv);
+ pParams->pContext->CSSetSamplers(slot, 1, &Sampler.GetRawRef());
+ break;
+
+ default: OVR_ASSERT ( false ); break;
+ }
+}
+
+
+//-------------------------------------------------------------------------------------
+// ***** GpuTimer
+//
+#define D3DQUERY_EXEC(_context_, _query_, _command_, ...) _context_->_command_(_query_, __VA_ARGS__)
+
+
+void GpuTimer::Init(ID3D11Device* device, ID3D11DeviceContext* content)
+{
+ D3dDevice = device;
+ Context = content;
+}
+
+void GpuTimer::BeginQuery()
+{
+ HRESULT hr;
+
+ if(GotoNextFrame(LastQueuedFrame) == LastTimedFrame)
+ {
+ OVR_ASSERT(false); // too many queries queued
+ return;
+ }
+
+ LastQueuedFrame = GotoNextFrame(LastQueuedFrame);
+
+ GpuQuerySets& newQuerySet = QuerySets[LastQueuedFrame];
+ if(newQuerySet.DisjointQuery == NULL)
+ {
+ // Create the queries
+ D3D11_QUERY_DESC desc;
+ desc.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
+ desc.MiscFlags = 0;
+ hr = D3dDevice->CreateQuery(&desc, &newQuerySet.DisjointQuery);
+ OVR_D3D_CHECK_RET(hr);
+
+ desc.Query = D3D11_QUERY_TIMESTAMP;
+ hr = D3dDevice->CreateQuery(&desc, &newQuerySet.TimeStartQuery);
+ OVR_D3D_CHECK_RET(hr);
+ hr = D3dDevice->CreateQuery(&desc, &newQuerySet.TimeEndQuery);
+ OVR_D3D_CHECK_RET(hr);
+ }
+
+ OVR_ASSERT(!newQuerySet.QueryStarted);
+ OVR_ASSERT(!newQuerySet.QueryAwaitingTiming);
+
+
+ D3DQUERY_EXEC(Context, QuerySets[LastQueuedFrame].DisjointQuery, Begin, ); // First start a disjoint query
+ D3DQUERY_EXEC(Context, QuerySets[LastQueuedFrame].TimeStartQuery, End, ); // Insert start timestamp
+
+ newQuerySet.QueryStarted = true;
+ newQuerySet.QueryAwaitingTiming = false;
+ //newQuerySet.QueryTimed = false;
+}
+
+void GpuTimer::EndQuery()
+{
+ if(LastQueuedFrame > 0 && !QuerySets[LastQueuedFrame].QueryStarted)
+ return;
+
+ GpuQuerySets& doneQuerySet = QuerySets[LastQueuedFrame];
+ OVR_ASSERT(doneQuerySet.QueryStarted);
+ OVR_ASSERT(!doneQuerySet.QueryAwaitingTiming);
+
+ // Insert the end timestamp
+ D3DQUERY_EXEC(Context, doneQuerySet.TimeEndQuery, End, );
+
+ // End the disjoint query
+ D3DQUERY_EXEC(Context, doneQuerySet.DisjointQuery, End, );
+
+ doneQuerySet.QueryStarted = false;
+ doneQuerySet.QueryAwaitingTiming = true;
+}
+
+float GpuTimer::GetTiming(bool blockUntilValid)
+{
+ float time = -1.0f;
+
+ // loop until we hit a query that is not ready yet, or we have read all queued queries
+ while(LastTimedFrame != LastQueuedFrame)
+ {
+ int timeTestFrame = GotoNextFrame(LastTimedFrame);
+
+ GpuQuerySets& querySet = QuerySets[timeTestFrame];
+
+ OVR_ASSERT(!querySet.QueryStarted && querySet.QueryAwaitingTiming);
+
+ UINT64 startTime = 0;
+ UINT64 endTime = 0;
+ D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjointData;
+
+ if(blockUntilValid)
+ {
+ while(D3DQUERY_EXEC(Context, querySet.TimeStartQuery, GetData, &startTime, sizeof(startTime), 0) != S_OK);
+ while(D3DQUERY_EXEC(Context, querySet.TimeEndQuery, GetData, &endTime, sizeof(endTime), 0) != S_OK);
+ while(D3DQUERY_EXEC(Context, querySet.DisjointQuery, GetData, &disjointData, sizeof(disjointData), 0) != S_OK);
+ }
+ else
+ {
+// Early return if we fail to get data for any of these
+ if(D3DQUERY_EXEC(Context, querySet.TimeStartQuery, GetData, &startTime, sizeof(startTime), 0) != S_OK) return time;
+ if(D3DQUERY_EXEC(Context, querySet.TimeEndQuery, GetData, &endTime, sizeof(endTime), 0) != S_OK) return time;
+ if(D3DQUERY_EXEC(Context, querySet.DisjointQuery, GetData, &disjointData, sizeof(disjointData), 0) != S_OK) return time;
+ }
+
+ querySet.QueryAwaitingTiming = false;
+ LastTimedFrame = timeTestFrame; // successfully retrieved the timing data
+
+ if(disjointData.Disjoint == false)
+ {
+ UINT64 delta = endTime - startTime;
+ float frequency = (float)(disjointData.Frequency);
+ time = (delta / frequency);
+ }
+ }
+
+ return time;
+}
+
+}}} // OVR::CAPI::D3D11