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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, 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_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 ( 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*/)
-{
- 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;
-#if (OVR_D3D_VERSION >= 11)
- D3DUav = NULL;
-#endif
-
- 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 = true;
- }
-
- 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);
- break;
- case Buffer_Compute:
-#if (OVR_D3D_VERSION >= 11)
- // 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 D3D1X_(CPU_ACCESS_WRITE), it MUST be either D3D1X_(USAGE_DYNAMIC) or D3D1X_(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 D3D1X_(USAGE_DYNAMIC) will get the job done for now.
- // Also for fun - you can't have a D3D1X_(USAGE_DYNAMIC) buffer that is also a D3D1X_(BIND_UNORDERED_ACCESS).
- OVR_ASSERT ( !(use & Buffer_ReadOnly) );
- desc.BindFlags = D3D1X_(BIND_SHADER_RESOURCE);
- desc.Usage = D3D1X_(USAGE_DYNAMIC);
- desc.MiscFlags = D3D1X_(RESOURCE_MISC_BUFFER_STRUCTURED);
- desc.CPUAccessFlags = D3D1X_(CPU_ACCESS_WRITE);
- OVR_ASSERT ( computeBufferStride > 0 );
- desc.StructureByteStride = computeBufferStride; // sizeof(DistortionComputePin);
-
- Dynamic = true;
- size = ((size + 15) & ~15);
-#else
- OVR_UNUSED ( computeBufferStride );
- OVR_ASSERT ( false ); // No compute shaders in DX10
-#endif
- break;
- }
-
- desc.ByteWidth = (unsigned)size;
-
- D3D1X_(SUBRESOURCE_DATA) sr;
- sr.pSysMem = buffer;
- sr.SysMemPitch = 0;
- sr.SysMemSlicePitch = 0;
-
- D3DBuffer = NULL;
- HRESULT hr = pParams->pDevice->CreateBuffer(&desc, buffer ? &sr : NULL, &D3DBuffer.GetRawRef());
- if (SUCCEEDED(hr))
- {
- Use = use;
- Size = desc.ByteWidth;
- }
- else
- {
- OVR_ASSERT ( false );
- return false;
- }
-
- if ( ( use & Buffer_TypeMask ) == Buffer_Compute )
- {
- HRESULT hres = pParams->pDevice->CreateShaderResourceView ( D3DBuffer, NULL, &D3DSrv.GetRawRef() );
- if ( SUCCEEDED(hres) )
- {
-#if (OVR_D3D_VERSION >= 11)
-#if 0 // Right now we do NOT ask for UAV access (see flags above).
- hres = Ren->Device->CreateUnorderedAccessView ( D3DBuffer, NULL, &D3DUav.GetRawRef() );
- if ( SUCCEEDED(hres) )
- {
- // All went well.
- }
-#endif
-#endif
- }
-
- if ( !SUCCEEDED(hres) )
- {
- OVR_ASSERT ( false );
- Use = 0;
- Size = 0;
- return false;
- }
- }
-
- return true;
-
-}
-
-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));
-}
-#if (OVR_D3D_VERSION>=11)
-template<> bool ShaderImpl<Shader_Compute, ID3D1xComputeShader>::Load(void* shader, size_t size)
-{
- return SUCCEEDED(pParams->pDevice->CreateComputeShader(shader, size D3D11_COMMA_0, &D3DShader));
-}
-#endif
-
-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 ) ;
-}
-#if (OVR_D3D_VERSION>=11)
-template<> void ShaderImpl<Shader_Compute, ID3D1xComputeShader>::Set(PrimitiveType) const
-{
- pParams->pContext->CSSetShader(D3DShader D3D11_COMMA_0 D3D11_COMMA_0 ) ;
-}
-#endif
-
-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());
-}
-#if (OVR_D3D_VERSION>=11)
-template<> void ShaderImpl<Shader_Compute, ID3D1xComputeShader>::SetUniformBuffer(Buffer* buffer, int i)
-{
- pParams->pContext->CSSetConstantBuffers(i, 1, &((Buffer*)buffer)->D3DBuffer.GetRawRef());
-}
-#endif
-
-//-------------------------------------------------------------------------------------
-// ***** 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)
-{
- 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);
- pParams->pContext->VSSetSamplers(slot, 1, &Sampler.GetRawRef());
- break;
-
-#if (OVR_D3D_VERSION >= 11)
- case Shader_Compute:
- pParams->pContext->CSSetShaderResources(slot, 1, &texSv);
- pParams->pContext->CSSetSamplers(slot, 1, &Sampler.GetRawRef());
- break;
-#endif
- default: OVR_ASSERT ( false ); 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