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+/************************************************************************************
+
+Filename : CAPI_D3D1X_DistortionRenderer.h
+Content : Experimental distortion renderer
+Created : November 11, 2013
+Authors : Volga Aksoy
+
+Copyright : Copyright 2014 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Oculus VR Rift SDK License Version 3.1 (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-3.1
+
+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.
+
+************************************************************************************/
+
+// No include guard, since this fill will be multiply-included.
+//#ifndef OVR_CAPI_D3D1X_DistortionRenderer_h
+
+#include "CAPI_D3D1X_Util.h"
+#include "../CAPI_DistortionRenderer.h"
+
+#include "../../Kernel/OVR_Log.h"
+
+namespace OVR { namespace CAPI { namespace D3D_NS {
+
+
+// ***** D3D1X::DistortionRenderer
+
+// Implementation of DistortionRenderer for D3D10/11.
+
+class DistortionRenderer : public CAPI::DistortionRenderer
+{
+public:
+ DistortionRenderer(ovrHmd hmd,
+ FrameTimeManager& timeManager,
+ const HMDRenderState& renderState);
+ ~DistortionRenderer();
+
+
+ // Creation function for the device.
+ static CAPI::DistortionRenderer* Create(ovrHmd hmd,
+ FrameTimeManager& timeManager,
+ const HMDRenderState& renderState);
+
+
+ // ***** Public DistortionRenderer interface
+
+ virtual bool Initialize(const ovrRenderAPIConfig* apiConfig,
+ unsigned hmdCaps, unsigned distortionCaps);
+
+ virtual void SubmitEye(int eyeId, ovrTexture* eyeTexture);
+
+ virtual void EndFrame(bool swapBuffers, unsigned char* latencyTesterDrawColor, unsigned char* latencyTester2DrawColor);
+
+ // 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);
+
+private:
+ // Helpers
+ void initBuffersAndShaders();
+ void initShaders();
+ void initFullscreenQuad();
+ void destroy();
+
+ void setViewport(const Recti& vp);
+
+ void renderDistortion(Texture* leftEyeTexture, Texture* rightEyeTexture);
+
+ void renderPrimitives(const ShaderFill* fill, Buffer* vertices, Buffer* indices,
+ Matrix4f* viewMatrix, int offset, int count,
+ PrimitiveType rprim);
+
+ void createDrawQuad();
+ void renderLatencyQuad(unsigned char* latencyTesterDrawColor);
+ void renderLatencyPixel(unsigned char* latencyTesterPixelColor);
+
+ // Create or get cached D3D sampler based on flags.
+ ID3D1xSamplerState* getSamplerState(int sm);
+
+
+ // TBD: Should we be using oe from RState instead?
+ unsigned DistortionCaps;
+
+ // D3DX device and utility variables.
+ RenderParams RParams;
+ Ptr<Texture> pEyeTextures[2];
+
+ // U,V scale and offset needed for timewarp.
+ ovrVector2f UVScaleOffset[2][2];
+
+ //Ptr<Buffer> mpFullScreenVertexBuffer;
+
+ Ptr<Buffer> DistortionMeshVBs[2]; // one per-eye
+ Ptr<Buffer> DistortionMeshIBs[2]; // one per-eye
+
+ Ptr<ShaderSet> DistortionShader;
+ Ptr<ID3D1xInputLayout> DistortionVertexIL;
+
+ struct StandardUniformData
+ {
+ Matrix4f Proj;
+ Matrix4f View;
+ } StdUniforms;
+ Ptr<Buffer> UniformBuffers[Shader_Count];
+
+ Ptr<ID3D1xSamplerState> SamplerStates[Sample_Count];
+ Ptr<ID3D1xRasterizerState> Rasterizer;
+
+ Ptr<Buffer> LatencyTesterQuadVB;
+ Ptr<ShaderSet> SimpleQuadShader;
+ Ptr<ID3D1xInputLayout> SimpleQuadVertexIL;
+
+ GpuTimer GpuProfiler;
+};
+
+}}} // OVR::CAPI::D3D1X