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+/************************************************************************************
+
+Filename : CAPI_D3D1X_Util.cpp
+Content : D3DX10 utility classes for rendering
+Created : September 10, 2012
+Authors : Andrew Reisse
+
+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.
+
+************************************************************************************/
+
+#include "CAPI_D3D1X_Util.h"
+
+#include <d3dcompiler.h>
+
+namespace OVR { namespace CAPI { namespace D3D_NS {
+
+
+//-------------------------------------------------------------------------------------
+// ***** ShaderFill
+
+void ShaderFill::Set(PrimitiveType prim) const
+{
+ Shaders->Set(prim);
+ for(int i = 0; i < 8; i++)
+ {
+ if(Textures[i])
+ {
+ Textures[i]->Set(i);
+ }
+ }
+}
+
+
+//-------------------------------------------------------------------------------------
+// ***** Buffer
+
+Buffer::~Buffer()
+{
+}
+
+bool Buffer::Data(int use, const void *buffer, size_t size)
+{
+ 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
+ {
+ pParams->pContext->UpdateSubresource(D3DBuffer, 0, NULL, buffer, 0, 0);
+ return true;
+ }
+ }
+ if (D3DBuffer)
+ {
+ D3DBuffer = NULL;
+ Size = 0;
+ Use = 0;
+ Dynamic = 0;
+ }
+
+ D3D1X_(BUFFER_DESC) desc;
+ memset(&desc, 0, sizeof(desc));
+ if (use & Buffer_ReadOnly)
+ {
+ desc.Usage = D3D1X_(USAGE_IMMUTABLE);
+ desc.CPUAccessFlags = 0;
+ }
+ else
+ {
+ desc.Usage = D3D1X_(USAGE_DYNAMIC);
+ desc.CPUAccessFlags = D3D1X_(CPU_ACCESS_WRITE);
+ Dynamic = 1;
+ }
+
+ switch(use & Buffer_TypeMask)
+ {
+ case Buffer_Vertex: desc.BindFlags = D3D1X_(BIND_VERTEX_BUFFER); break;
+ case Buffer_Index: desc.BindFlags = D3D1X_(BIND_INDEX_BUFFER); break;
+ case Buffer_Uniform:
+ desc.BindFlags = D3D1X_(BIND_CONSTANT_BUFFER);
+ size += ((size + 15) & ~15) - size;
+ break;
+ }
+
+ desc.ByteWidth = (unsigned)size;
+
+ D3D1X_(SUBRESOURCE_DATA) sr;
+ sr.pSysMem = buffer;
+ sr.SysMemPitch = 0;
+ sr.SysMemSlicePitch = 0;
+
+ HRESULT hr = pParams->pDevice->CreateBuffer(&desc, buffer ? &sr : NULL, &D3DBuffer.GetRawRef());
+ if (SUCCEEDED(hr))
+ {
+ Use = use;
+ Size = desc.ByteWidth;
+ return 1;
+ }
+ return 0;
+}
+
+void* Buffer::Map(size_t start, size_t size, int flags)
+{
+ OVR_UNUSED(size);
+
+ D3D1X_(MAP) mapFlags = D3D1X_(MAP_WRITE);
+ if (flags & Map_Discard)
+ mapFlags = D3D1X_(MAP_WRITE_DISCARD);
+ if (flags & Map_Unsynchronized)
+ mapFlags = D3D1X_(MAP_WRITE_NO_OVERWRITE);
+
+#if (OVR_D3D_VERSION == 10)
+ void* map;
+ if (SUCCEEDED(D3DBuffer->Map(mapFlags, 0, &map)))
+ return ((char*)map) + start;
+#else
+ D3D11_MAPPED_SUBRESOURCE map;
+ if (SUCCEEDED(pParams->pContext->Map(D3DBuffer, 0, mapFlags, 0, &map)))
+ return ((char*)map.pData) + start;
+#endif
+
+ return NULL;
+}
+
+bool Buffer::Unmap(void *m)
+{
+ OVR_UNUSED(m);
+
+ D3DSELECT_10_11( D3DBuffer->Unmap(),
+ pParams->pContext->Unmap(D3DBuffer, 0) );
+ return true;
+}
+
+
+//-------------------------------------------------------------------------------------
+// Shaders
+
+template<> bool ShaderImpl<Shader_Vertex, ID3D1xVertexShader>::Load(void* shader, size_t size)
+{
+ return SUCCEEDED(pParams->pDevice->CreateVertexShader(shader, size D3D11_COMMA_0, &D3DShader));
+}
+template<> bool ShaderImpl<Shader_Pixel, ID3D1xPixelShader>::Load(void* shader, size_t size)
+{
+ return SUCCEEDED(pParams->pDevice->CreatePixelShader(shader, size D3D11_COMMA_0, &D3DShader));
+}
+
+template<> void ShaderImpl<Shader_Vertex, ID3D1xVertexShader>::Set(PrimitiveType) const
+{
+ pParams->pContext->VSSetShader(D3DShader D3D11_COMMA_0 D3D11_COMMA_0 );
+}
+template<> void ShaderImpl<Shader_Pixel, ID3D1xPixelShader>::Set(PrimitiveType) const
+{
+ pParams->pContext->PSSetShader(D3DShader D3D11_COMMA_0 D3D11_COMMA_0 ) ;
+}
+
+template<> void ShaderImpl<Shader_Vertex, ID3D1xVertexShader>::SetUniformBuffer(Buffer* buffer, int i)
+{
+ pParams->pContext->VSSetConstantBuffers(i, 1, &((Buffer*)buffer)->D3DBuffer.GetRawRef());
+}
+template<> void ShaderImpl<Shader_Pixel, ID3D1xPixelShader>::SetUniformBuffer(Buffer* buffer, int i)
+{
+ pParams->pContext->PSSetConstantBuffers(i, 1, &((Buffer*)buffer)->D3DBuffer.GetRawRef());
+}
+
+
+//-------------------------------------------------------------------------------------
+// ***** Shader Base
+
+ShaderBase::ShaderBase(RenderParams* rp, ShaderStage stage)
+ : Shader(stage), pParams(rp), UniformData(0)
+{
+}
+ShaderBase::~ShaderBase()
+{
+ if (UniformData)
+ OVR_FREE(UniformData);
+}
+
+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)
+{
+ if(!refl)
+ {
+ UniformRefl = NULL;
+ UniformReflSize = 0;
+
+ UniformsSize = 0;
+ if (UniformData)
+ {
+ OVR_FREE(UniformData);
+ UniformData = 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,
+ ID3D1xSamplerState* sampler, int samples)
+ : pParams(rp), Tex(NULL), TexSv(NULL), TexRtv(NULL), TexDsv(NULL),
+ TextureSize(texSize),
+ Sampler(sampler),
+ Samples(samples)
+{
+ OVR_UNUSED(fmt);
+}
+
+Texture::~Texture()
+{
+}
+
+void Texture::Set(int slot, ShaderStage stage) const
+{
+ ID3D1xShaderResourceView* 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);
+ break;
+ }
+}
+
+
+//-------------------------------------------------------------------------------------
+// ***** GpuTimer
+//
+#if (OVR_D3D_VERSION == 11)
+#define D3DQUERY_EXEC(_context_, _query_, _command_, ...) _context_->_command_(_query_, __VA_ARGS__)
+#else
+#define D3DQUERY_EXEC(_context_, _query_, _command_, ...) _query_->_command_(__VA_ARGS__)
+#endif
+
+
+void GpuTimer::Init(ID3D1xDevice* device, ID3D1xDeviceContext* content)
+{
+ D3dDevice = device;
+ Context = content;
+}
+
+void GpuTimer::BeginQuery()
+{
+ 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
+ D3D1x_QUERY_DESC desc;
+ desc.Query = D3D1X_(QUERY_TIMESTAMP_DISJOINT);
+ desc.MiscFlags = 0;
+ VERIFY_HRESULT(D3dDevice->CreateQuery(&desc, &newQuerySet.DisjointQuery));
+
+ desc.Query = D3D1X_(QUERY_TIMESTAMP);
+ VERIFY_HRESULT(D3dDevice->CreateQuery(&desc, &newQuerySet.TimeStartQuery));
+ VERIFY_HRESULT(D3dDevice->CreateQuery(&desc, &newQuerySet.TimeEndQuery));
+ }
+
+ 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;
+ D3D1X_(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::D3DX