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-rw-r--r--LibOVR/Src/CAPI/D3D1X/CAPI_D3D10_DistortionRenderer.cpp29
-rw-r--r--LibOVR/Src/CAPI/D3D1X/CAPI_D3D10_DistortionRenderer.h34
-rw-r--r--LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_DistortionRenderer.cpp30
-rw-r--r--LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_DistortionRenderer.h34
-rw-r--r--LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_DistortionRenderer.cpp804
-rw-r--r--LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_DistortionRenderer.h148
-rw-r--r--LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_Util.cpp416
-rw-r--r--LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_Util.h507
-rw-r--r--LibOVR/Src/CAPI/D3D1X/CAPI_D3D9_DistortionRenderer.cpp279
-rw-r--r--LibOVR/Src/CAPI/D3D1X/CAPI_D3D9_DistortionRenderer.h139
-rw-r--r--LibOVR/Src/CAPI/D3D1X/CAPI_D3D9_Util.cpp254
11 files changed, 2674 insertions, 0 deletions
diff --git a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D10_DistortionRenderer.cpp b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D10_DistortionRenderer.cpp
new file mode 100644
index 0000000..fbdee63
--- /dev/null
+++ b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D10_DistortionRenderer.cpp
@@ -0,0 +1,29 @@
+/************************************************************************************
+
+Filename : CAPI_D3D10_DistortionRenderer.cpp
+Content : Distortion renderer instantiation for D3D10
+Created : November 11, 2013
+Authors : Volga Aksoy, Michael Antonov
+
+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.
+
+************************************************************************************/
+
+#define OVR_D3D_VERSION 10
+#include "CAPI_D3D1X_Util.cpp"
+#include "CAPI_D3D1X_DistortionRenderer.cpp"
diff --git a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D10_DistortionRenderer.h b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D10_DistortionRenderer.h
new file mode 100644
index 0000000..dd697be
--- /dev/null
+++ b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D10_DistortionRenderer.h
@@ -0,0 +1,34 @@
+/************************************************************************************
+
+Filename : CAPI_D3D10_DistortionRenderer.h
+Content : Distortion renderer header for D3D10
+Created : November 11, 2013
+Authors : Michael Antonov
+
+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.
+
+************************************************************************************/
+
+#ifndef INC_CAPI_D3D10_DistortionRenderer_h
+#define INC_CAPI_D3D10_DistortionRenderer_h
+
+#define OVR_D3D_VERSION 10
+#include "CAPI_D3D1X_DistortionRenderer.h"
+#undef OVR_D3D_VERSION
+
+#endif \ No newline at end of file
diff --git a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_DistortionRenderer.cpp b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_DistortionRenderer.cpp
new file mode 100644
index 0000000..7a2a569
--- /dev/null
+++ b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_DistortionRenderer.cpp
@@ -0,0 +1,30 @@
+/************************************************************************************
+
+Filename : CAPI_D3D11_DistortionRenderer.cpp
+Content : Distortion renderer instantiation for D3D11
+Created : November 11, 2013
+Authors : Volga Aksoy, Michael Antonov
+
+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.
+
+************************************************************************************/
+
+#define OVR_D3D_VERSION 11
+#include "CAPI_D3D1X_Util.cpp"
+#include "CAPI_D3D1X_DistortionRenderer.cpp"
+
diff --git a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_DistortionRenderer.h b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_DistortionRenderer.h
new file mode 100644
index 0000000..4362d50
--- /dev/null
+++ b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D11_DistortionRenderer.h
@@ -0,0 +1,34 @@
+/************************************************************************************
+
+Filename : CAPI_D3D11_DistortionRenderer.h
+Content : Distortion renderer header for D3D11
+Created : November 11, 2013
+Authors : Michael Antonov
+
+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.
+
+************************************************************************************/
+
+#ifndef INC_CAPI_D3D11_DistortionRenderer_h
+#define INC_CAPI_D3D11_DistortionRenderer_h
+
+#define OVR_D3D_VERSION 11
+#include "CAPI_D3D1X_DistortionRenderer.h"
+#undef OVR_D3D_VERSION
+
+#endif \ No newline at end of file
diff --git a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_DistortionRenderer.cpp b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_DistortionRenderer.cpp
new file mode 100644
index 0000000..60e2c88
--- /dev/null
+++ b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_DistortionRenderer.cpp
@@ -0,0 +1,804 @@
+/************************************************************************************
+
+Filename : CAPI_D3D1X_DistortionRenderer.cpp
+Content : Experimental distortion renderer
+Created : November 11, 2013
+Authors : Volga Aksoy, Michael Antonov
+
+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_DistortionRenderer.h"
+
+#include "../../OVR_CAPI_D3D.h"
+
+namespace OVR { namespace CAPI { namespace D3D_NS {
+
+#include "../Shaders/Distortion_vs.h"
+#include "../Shaders/Distortion_vs_refl.h"
+#include "../Shaders/Distortion_ps.h"
+#include "../Shaders/Distortion_ps_refl.h"
+#include "../Shaders/DistortionChroma_vs.h"
+#include "../Shaders/DistortionChroma_vs_refl.h"
+#include "../Shaders/DistortionChroma_ps.h"
+#include "../Shaders/DistortionChroma_ps_refl.h"
+#include "../Shaders/DistortionTimewarp_vs.h"
+#include "../Shaders/DistortionTimewarp_vs_refl.h"
+#include "../Shaders/DistortionTimewarpChroma_vs.h"
+#include "../Shaders/DistortionTimewarpChroma_vs_refl.h"
+
+#include "../Shaders/SimpleQuad_vs.h"
+#include "../Shaders/SimpleQuad_vs_refl.h"
+#include "../Shaders/SimpleQuad_ps.h"
+#include "../Shaders/SimpleQuad_ps_refl.h"
+
+// Distortion pixel shader lookup.
+// Bit 0: Chroma Correction
+// Bit 1: Timewarp
+
+enum {
+ DistortionVertexShaderBitMask = 3,
+ DistortionVertexShaderCount = DistortionVertexShaderBitMask + 1,
+ DistortionPixelShaderBitMask = 1,
+ DistortionPixelShaderCount = DistortionPixelShaderBitMask + 1
+};
+
+struct PrecompiledShader
+{
+ const unsigned char* ShaderData;
+ size_t ShaderSize;
+ const ShaderBase::Uniform* ReflectionData;
+ size_t ReflectionSize;
+};
+
+// Do add a new distortion shader use these macros (with or w/o reflection)
+#define PCS_NOREFL(shader) { shader, sizeof(shader), NULL, 0 }
+#define PCS_REFL__(shader) { shader, sizeof(shader), shader ## _refl, sizeof( shader ## _refl )/sizeof(*(shader ## _refl)) }
+
+
+static PrecompiledShader DistortionVertexShaderLookup[DistortionVertexShaderCount] =
+{
+ PCS_REFL__(Distortion_vs),
+ PCS_REFL__(DistortionChroma_vs),
+ PCS_REFL__(DistortionTimewarp_vs),
+ PCS_REFL__(DistortionTimewarpChroma_vs),
+};
+
+static PrecompiledShader DistortionPixelShaderLookup[DistortionPixelShaderCount] =
+{
+ PCS_NOREFL(Distortion_ps),
+ PCS_NOREFL(DistortionChroma_ps)
+};
+
+void DistortionShaderBitIndexCheck()
+{
+ OVR_COMPILER_ASSERT(ovrDistortionCap_Chromatic == 1);
+ OVR_COMPILER_ASSERT(ovrDistortionCap_TimeWarp == 2);
+}
+
+
+
+struct DistortionVertex
+{
+ Vector2f Pos;
+ Vector2f TexR;
+ Vector2f TexG;
+ Vector2f TexB;
+ Color Col;
+};
+
+
+// Vertex type; same format is used for all shapes for simplicity.
+// Shapes are built by adding vertices to Model.
+struct Vertex
+{
+ Vector3f Pos;
+ Color C;
+ float U, V;
+ Vector3f Norm;
+
+ Vertex (const Vector3f& p, const Color& c = Color(64,0,0,255),
+ float u = 0, float v = 0, Vector3f n = Vector3f(1,0,0))
+ : Pos(p), C(c), U(u), V(v), Norm(n)
+ {}
+ Vertex(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 Vertex& b) const
+ {
+ return Pos == b.Pos && C == b.C && U == b.U && V == b.V;
+ }
+};
+
+
+//----------------------------------------------------------------------------
+// ***** D3D1X::DistortionRenderer
+
+DistortionRenderer::DistortionRenderer(ovrHmd hmd, FrameTimeManager& timeManager,
+ const HMDRenderState& renderState)
+ : CAPI::DistortionRenderer(ovrRenderAPI_D3D11, hmd, timeManager, renderState)
+{
+ EyeTextureSize[0] = Sizei(0);
+ EyeRenderViewport[0] = Recti();
+ EyeTextureSize[1] = Sizei(0);
+ EyeRenderViewport[1] = Recti();
+}
+
+DistortionRenderer::~DistortionRenderer()
+{
+ destroy();
+}
+
+// static
+CAPI::DistortionRenderer* DistortionRenderer::Create(ovrHmd hmd,
+ FrameTimeManager& timeManager,
+ const HMDRenderState& renderState)
+{
+ return new DistortionRenderer(hmd, timeManager, renderState);
+}
+
+
+bool DistortionRenderer::Initialize(const ovrRenderAPIConfig* apiConfig,
+ unsigned distortionCaps)
+{
+ const ovrD3D1X(Config)* config = (const ovrD3D1X(Config)*)apiConfig;
+
+ if (!config)
+ {
+ // Cleanup
+ pEyeTextures[0].Clear();
+ pEyeTextures[1].Clear();
+ memset(&RParams, 0, sizeof(RParams));
+ return true;
+ }
+
+ if (!config->D3D_NS.pDevice || !config->D3D_NS.pBackBufferRT)
+ return false;
+
+ RParams.pDevice = config->D3D_NS.pDevice;
+ RParams.pContext = D3DSELECT_10_11(config->D3D_NS.pDevice, config->D3D_NS.pDeviceContext);
+ RParams.pBackBufferRT = config->D3D_NS.pBackBufferRT;
+ RParams.pSwapChain = config->D3D_NS.pSwapChain;
+ RParams.RTSize = config->D3D_NS.Header.RTSize;
+ RParams.Multisample = config->D3D_NS.Header.Multisample;
+
+ GfxState = *new GraphicsState(RParams.pContext);
+
+ DistortionCaps = distortionCaps;
+
+ //DistortionWarper.SetVsync((hmdCaps & ovrHmdCap_NoVSync) ? false : true);
+
+ pEyeTextures[0] = *new Texture(&RParams, Texture_RGBA, Sizei(0),
+ getSamplerState(Sample_Linear|Sample_ClampBorder));
+ pEyeTextures[1] = *new Texture(&RParams, Texture_RGBA, Sizei(0),
+ getSamplerState(Sample_Linear|Sample_ClampBorder));
+
+ initBuffersAndShaders();
+
+ // Rasterizer state
+ D3D1X_(RASTERIZER_DESC) rs;
+ memset(&rs, 0, sizeof(rs));
+ rs.AntialiasedLineEnable = true;
+ rs.CullMode = D3D1X_(CULL_BACK);
+ rs.DepthClipEnable = true;
+ rs.FillMode = D3D1X_(FILL_SOLID);
+ RParams.pDevice->CreateRasterizerState(&rs, &Rasterizer.GetRawRef());
+
+ // TBD: Blend state.. not used?
+ // We'll want to turn off blending
+
+#if (OVR_D3D_VERSION == 11)
+ GpuProfiler.Init(RParams.pDevice, RParams.pContext);
+#endif
+
+ return true;
+}
+
+
+void DistortionRenderer::SubmitEye(int eyeId, ovrTexture* eyeTexture)
+{
+ const ovrD3D1X(Texture)* tex = (const ovrD3D1X(Texture)*)eyeTexture;
+
+ if (eyeTexture)
+ {
+ // Use tex->D3D_NS.Header.RenderViewport to update UVs for rendering in case they changed.
+ // TBD: This may be optimized through some caching.
+ EyeTextureSize[eyeId] = tex->D3D_NS.Header.TextureSize;
+ EyeRenderViewport[eyeId] = tex->D3D_NS.Header.RenderViewport;
+
+ const ovrEyeRenderDesc& erd = RState.EyeRenderDesc[eyeId];
+
+ ovrHmd_GetRenderScaleAndOffset(erd.Fov,
+ EyeTextureSize[eyeId], EyeRenderViewport[eyeId],
+ UVScaleOffset[eyeId]);
+
+ pEyeTextures[eyeId]->UpdatePlaceholderTexture(tex->D3D_NS.pTexture, tex->D3D_NS.pSRView,
+ tex->D3D_NS.Header.TextureSize);
+ }
+}
+
+void DistortionRenderer::EndFrame(bool swapBuffers, unsigned char* latencyTesterDrawColor,
+ unsigned char* latencyTester2DrawColor)
+{
+ if (!TimeManager.NeedDistortionTimeMeasurement())
+ {
+ if (RState.DistortionCaps & ovrDistortionCap_TimeWarp)
+ {
+ // Wait for timewarp distortion if it is time and Gpu idle
+ FlushGpuAndWaitTillTime(TimeManager.GetFrameTiming().TimewarpPointTime);
+ }
+
+ renderDistortion(pEyeTextures[0], pEyeTextures[1]);
+ }
+ else
+ {
+ // If needed, measure distortion time so that TimeManager can better estimate
+ // latency-reducing time-warp wait timing.
+ WaitUntilGpuIdle();
+ double distortionStartTime = ovr_GetTimeInSeconds();
+
+ renderDistortion(pEyeTextures[0], pEyeTextures[1]);
+
+ WaitUntilGpuIdle();
+ TimeManager.AddDistortionTimeMeasurement(ovr_GetTimeInSeconds() - distortionStartTime);
+ }
+
+ if(latencyTesterDrawColor)
+ {
+ renderLatencyQuad(latencyTesterDrawColor);
+ }
+ else if(latencyTester2DrawColor)
+ {
+ renderLatencyPixel(latencyTester2DrawColor);
+ }
+
+ if (swapBuffers)
+ {
+ if (RParams.pSwapChain)
+ {
+ UINT swapInterval = (RState.EnabledHmdCaps & ovrHmdCap_NoVSync) ? 0 : 1;
+ RParams.pSwapChain->Present(swapInterval, 0);
+
+ // Force GPU to flush the scene, resulting in the lowest possible latency.
+ // It's critical that this flush is *after* present.
+ WaitUntilGpuIdle();
+ }
+ else
+ {
+ // TBD: Generate error - swapbuffer option used with null swapchain.
+ }
+ }
+}
+
+
+void DistortionRenderer::WaitUntilGpuIdle()
+{
+ // Flush and Stall CPU while waiting for GPU to complete rendering all of the queued draw calls
+ D3D1x_QUERY_DESC queryDesc = { D3D1X_(QUERY_EVENT), 0 };
+ Ptr<ID3D1xQuery> query;
+ BOOL done = FALSE;
+
+ if (RParams.pDevice->CreateQuery(&queryDesc, &query.GetRawRef()) == S_OK)
+ {
+ D3DSELECT_10_11(query->End(),
+ RParams.pContext->End(query));
+
+ // GetData will returns S_OK for both done == TRUE or FALSE.
+ // Exit on failure to avoid infinite loop.
+ do { }
+ while(!done &&
+ !FAILED(D3DSELECT_10_11(query->GetData(&done, sizeof(BOOL), 0),
+ RParams.pContext->GetData(query, &done, sizeof(BOOL), 0)))
+ );
+ }
+}
+
+double DistortionRenderer::FlushGpuAndWaitTillTime(double absTime)
+{
+ double initialTime = ovr_GetTimeInSeconds();
+ if (initialTime >= absTime)
+ return 0.0;
+
+ // Flush and Stall CPU while waiting for GPU to complete rendering all of the queued draw calls
+ D3D1x_QUERY_DESC queryDesc = { D3D1X_(QUERY_EVENT), 0 };
+ Ptr<ID3D1xQuery> query;
+ BOOL done = FALSE;
+ bool callGetData = false;
+
+ if (RParams.pDevice->CreateQuery(&queryDesc, &query.GetRawRef()) == S_OK)
+ {
+ D3DSELECT_10_11(query->End(),
+ RParams.pContext->End(query));
+ callGetData = true;
+ }
+
+ double newTime = initialTime;
+ volatile int i;
+
+ while (newTime < absTime)
+ {
+ if (callGetData)
+ {
+ // GetData will returns S_OK for both done == TRUE or FALSE.
+ // Stop calling GetData on failure.
+ callGetData = !FAILED(D3DSELECT_10_11(query->GetData(&done, sizeof(BOOL), 0),
+ RParams.pContext->GetData(query, &done, sizeof(BOOL), 0))) && !done;
+ }
+ else
+ {
+ for (int j = 0; j < 50; j++)
+ i = 0;
+ }
+ newTime = ovr_GetTimeInSeconds();
+ }
+
+ // How long we waited
+ return newTime - initialTime;
+}
+
+void DistortionRenderer::initBuffersAndShaders()
+{
+ for ( int eyeNum = 0; eyeNum < 2; eyeNum++ )
+ {
+ // Allocate & generate distortion mesh vertices.
+ ovrDistortionMesh meshData;
+
+// double startT = ovr_GetTimeInSeconds();
+
+ if (!ovrHmd_CreateDistortionMesh( HMD,
+ RState.EyeRenderDesc[eyeNum].Eye,
+ RState.EyeRenderDesc[eyeNum].Fov,
+ RState.DistortionCaps,
+ &meshData) )
+ {
+ OVR_ASSERT(false);
+ continue;
+ }
+
+// double deltaT = ovr_GetTimeInSeconds() - startT;
+// LogText("GenerateDistortion time = %f\n", deltaT);
+
+ // Now parse the vertex data and create a render ready vertex buffer from it
+ DistortionVertex * pVBVerts = (DistortionVertex*)OVR_ALLOC ( sizeof(DistortionVertex) * meshData.VertexCount );
+ DistortionVertex * pCurVBVert = pVBVerts;
+ ovrDistortionVertex* pCurOvrVert = meshData.pVertexData;
+
+ for ( unsigned vertNum = 0; vertNum < meshData.VertexCount; vertNum++ )
+ {
+ pCurVBVert->Pos.x = pCurOvrVert->Pos.x;
+ pCurVBVert->Pos.y = pCurOvrVert->Pos.y;
+ pCurVBVert->TexR = (*(Vector2f*)&pCurOvrVert->TexR);
+ pCurVBVert->TexG = (*(Vector2f*)&pCurOvrVert->TexG);
+ pCurVBVert->TexB = (*(Vector2f*)&pCurOvrVert->TexB);
+ // Convert [0.0f,1.0f] to [0,255]
+ pCurVBVert->Col.R = (OVR::UByte)( pCurOvrVert->VignetteFactor * 255.99f );
+ pCurVBVert->Col.G = pCurVBVert->Col.R;
+ pCurVBVert->Col.B = pCurVBVert->Col.R;
+ pCurVBVert->Col.A = (OVR::UByte)( pCurOvrVert->TimeWarpFactor * 255.99f );;
+ pCurOvrVert++;
+ pCurVBVert++;
+ }
+
+ DistortionMeshVBs[eyeNum] = *new Buffer(&RParams);
+ DistortionMeshVBs[eyeNum]->Data(Buffer_Vertex | Buffer_ReadOnly, pVBVerts, sizeof(DistortionVertex)* meshData.VertexCount);
+ DistortionMeshIBs[eyeNum] = *new Buffer(&RParams);
+ DistortionMeshIBs[eyeNum]->Data(Buffer_Index | Buffer_ReadOnly, meshData.pIndexData, (sizeof(INT16)* meshData.IndexCount));
+
+ OVR_FREE ( pVBVerts );
+ ovrHmd_DestroyDistortionMesh( &meshData );
+ }
+
+ // Uniform buffers
+ for(int i = 0; i < Shader_Count; i++)
+ {
+ UniformBuffers[i] = *new Buffer(&RParams);
+ //MaxTextureSet[i] = 0;
+ }
+
+ initShaders();
+}
+
+void DistortionRenderer::renderDistortion(Texture* leftEyeTexture, Texture* rightEyeTexture)
+{
+ RParams.pContext->RSSetState(Rasterizer);
+
+ RParams.pContext->OMSetRenderTargets(1, &RParams.pBackBufferRT, 0);
+
+ setViewport(Recti(0,0, RParams.RTSize.w, RParams.RTSize.h));
+
+ // Not affected by viewport.
+ RParams.pContext->ClearRenderTargetView(RParams.pBackBufferRT, RState.ClearColor);
+
+ for(int eyeNum = 0; eyeNum < 2; eyeNum++)
+ {
+ ShaderFill distortionShaderFill(DistortionShader);
+ distortionShaderFill.SetTexture(0, eyeNum == 0 ? leftEyeTexture : rightEyeTexture);
+ distortionShaderFill.SetInputLayout(DistortionVertexIL);
+
+ DistortionShader->SetUniform2f("EyeToSourceUVScale", UVScaleOffset[eyeNum][0].x, UVScaleOffset[eyeNum][0].y);
+ DistortionShader->SetUniform2f("EyeToSourceUVOffset", UVScaleOffset[eyeNum][1].x, UVScaleOffset[eyeNum][1].y);
+
+ if (DistortionCaps & ovrDistortionCap_TimeWarp)
+ {
+ ovrMatrix4f timeWarpMatrices[2];
+ ovrHmd_GetEyeTimewarpMatrices(HMD, (ovrEyeType)eyeNum,
+ RState.EyeRenderPoses[eyeNum], timeWarpMatrices);
+
+ // Feed identity like matrices in until we get proper timewarp calculation going on
+ DistortionShader->SetUniform4x4f("EyeRotationStart", Matrix4f(timeWarpMatrices[0]));
+ DistortionShader->SetUniform4x4f("EyeRotationEnd", Matrix4f(timeWarpMatrices[1]));
+
+ renderPrimitives(&distortionShaderFill, DistortionMeshVBs[eyeNum], DistortionMeshIBs[eyeNum],
+ NULL, 0, (int)DistortionMeshVBs[eyeNum]->GetSize(), Prim_Triangles);
+ }
+ else
+ {
+ renderPrimitives(&distortionShaderFill, DistortionMeshVBs[eyeNum], DistortionMeshIBs[eyeNum],
+ NULL, 0, (int)DistortionMeshVBs[eyeNum]->GetSize(), Prim_Triangles);
+ }
+ }
+}
+
+void DistortionRenderer::createDrawQuad()
+{
+ const int numQuadVerts = 4;
+ LatencyTesterQuadVB = *new Buffer(&RParams);
+ if(!LatencyTesterQuadVB)
+ {
+ return;
+ }
+
+ LatencyTesterQuadVB->Data(Buffer_Vertex, NULL, numQuadVerts * sizeof(Vertex));
+ Vertex* vertices = (Vertex*)LatencyTesterQuadVB->Map(0, numQuadVerts * sizeof(Vertex), Map_Discard);
+ if(!vertices)
+ {
+ OVR_ASSERT(false); // failed to lock vertex buffer
+ return;
+ }
+
+ const float left = -1.0f;
+ const float top = -1.0f;
+ const float right = 1.0f;
+ const float bottom = 1.0f;
+
+ vertices[0] = Vertex(Vector3f(left, top, 0.0f), Color(255, 255, 255, 255));
+ vertices[1] = Vertex(Vector3f(left, bottom, 0.0f), Color(255, 255, 255, 255));
+ vertices[2] = Vertex(Vector3f(right, top, 0.0f), Color(255, 255, 255, 255));
+ vertices[3] = Vertex(Vector3f(right, bottom, 0.0f), Color(255, 255, 255, 255));
+
+ LatencyTesterQuadVB->Unmap(vertices);
+}
+
+void DistortionRenderer::renderLatencyQuad(unsigned char* latencyTesterDrawColor)
+{
+ const int numQuadVerts = 4;
+
+ if(!LatencyTesterQuadVB)
+ {
+ createDrawQuad();
+ }
+
+ ShaderFill quadFill(SimpleQuadShader);
+ quadFill.SetInputLayout(SimpleQuadVertexIL);
+
+ setViewport(Recti(0,0, RParams.RTSize.w, RParams.RTSize.h));
+
+ SimpleQuadShader->SetUniform2f("Scale", 0.2f, 0.2f);
+ SimpleQuadShader->SetUniform4f("Color", (float)latencyTesterDrawColor[0] / 255.99f,
+ (float)latencyTesterDrawColor[0] / 255.99f,
+ (float)latencyTesterDrawColor[0] / 255.99f,
+ 1.0f);
+
+ for(int eyeNum = 0; eyeNum < 2; eyeNum++)
+ {
+ SimpleQuadShader->SetUniform2f("PositionOffset", eyeNum == 0 ? -0.4f : 0.4f, 0.0f);
+ renderPrimitives(&quadFill, LatencyTesterQuadVB, NULL, NULL, 0, numQuadVerts, Prim_TriangleStrip);
+ }
+}
+
+void DistortionRenderer::renderLatencyPixel(unsigned char* latencyTesterPixelColor)
+{
+ const int numQuadVerts = 4;
+
+ if(!LatencyTesterQuadVB)
+ {
+ createDrawQuad();
+ }
+
+ ShaderFill quadFill(SimpleQuadShader);
+ quadFill.SetInputLayout(SimpleQuadVertexIL);
+
+ setViewport(Recti(0,0, RParams.RTSize.w, RParams.RTSize.h));
+
+ SimpleQuadShader->SetUniform4f("Color", (float)latencyTesterPixelColor[0] / 255.99f,
+ (float)latencyTesterPixelColor[0] / 255.99f,
+ (float)latencyTesterPixelColor[0] / 255.99f,
+ 1.0f);
+
+ Vector2f scale(2.0f / RParams.RTSize.w, 2.0f / RParams.RTSize.h);
+ SimpleQuadShader->SetUniform2f("Scale", scale.x, scale.y);
+ SimpleQuadShader->SetUniform2f("PositionOffset", 1.0f, 1.0f);
+ renderPrimitives(&quadFill, LatencyTesterQuadVB, NULL, NULL, 0, numQuadVerts, Prim_TriangleStrip);
+}
+
+void DistortionRenderer::renderPrimitives(
+ const ShaderFill* fill,
+ Buffer* vertices, Buffer* indices,
+ Matrix4f* viewMatrix, int offset, int count,
+ PrimitiveType rprim)
+{
+ OVR_ASSERT(fill->GetInputLayout() != 0);
+ RParams.pContext->IASetInputLayout((ID3D1xInputLayout*)fill->GetInputLayout());
+
+ if (indices)
+ {
+ RParams.pContext->IASetIndexBuffer(indices->GetBuffer(), DXGI_FORMAT_R16_UINT, 0);
+ }
+
+ ID3D1xBuffer* vertexBuffer = vertices->GetBuffer();
+ UINT vertexStride = sizeof(Vertex);
+ UINT vertexOffset = offset;
+ RParams.pContext->IASetVertexBuffers(0, 1, &vertexBuffer, &vertexStride, &vertexOffset);
+
+ ShaderSet* shaders = ((ShaderFill*)fill)->GetShaders();
+
+ ShaderBase* vshader = ((ShaderBase*)shaders->GetShader(Shader_Vertex));
+ unsigned char* vertexData = vshader->UniformData;
+ if (vertexData)
+ {
+ // TODO: some VSes don't start with StandardUniformData!
+ if ( viewMatrix )
+ {
+ StandardUniformData* stdUniforms = (StandardUniformData*) vertexData;
+ stdUniforms->View = viewMatrix->Transposed();
+ stdUniforms->Proj = StdUniforms.Proj;
+ }
+ UniformBuffers[Shader_Vertex]->Data(Buffer_Uniform, vertexData, vshader->UniformsSize);
+ vshader->SetUniformBuffer(UniformBuffers[Shader_Vertex]);
+ }
+
+ for(int i = Shader_Vertex + 1; i < Shader_Count; i++)
+ {
+ if (shaders->GetShader(i))
+ {
+ ((ShaderBase*)shaders->GetShader(i))->UpdateBuffer(UniformBuffers[i]);
+ ((ShaderBase*)shaders->GetShader(i))->SetUniformBuffer(UniformBuffers[i]);
+ }
+ }
+
+ D3D1X_(PRIMITIVE_TOPOLOGY) prim;
+ switch(rprim)
+ {
+ case Prim_Triangles:
+ prim = D3D1X_(PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ break;
+ case Prim_Lines:
+ prim = D3D1X_(PRIMITIVE_TOPOLOGY_LINELIST);
+ break;
+ case Prim_TriangleStrip:
+ prim = D3D1X_(PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ break;
+ default:
+ OVR_ASSERT(0);
+ return;
+ }
+ RParams.pContext->IASetPrimitiveTopology(prim);
+
+ fill->Set(rprim);
+
+ if (indices)
+ {
+ RParams.pContext->DrawIndexed(count, 0, 0);
+ }
+ else
+ {
+ RParams.pContext->Draw(count, 0);
+ }
+}
+
+void DistortionRenderer::setViewport(const Recti& vp)
+{
+ D3D1x_VIEWPORT d3dvp;
+
+ d3dvp.Width = D3DSELECT_10_11(vp.w, (float)vp.w);
+ d3dvp.Height = D3DSELECT_10_11(vp.h, (float)vp.h);
+ d3dvp.TopLeftX = D3DSELECT_10_11(vp.x, (float)vp.x);
+ d3dvp.TopLeftY = D3DSELECT_10_11(vp.y, (float)vp.y);
+ d3dvp.MinDepth = 0;
+ d3dvp.MaxDepth = 1;
+ RParams.pContext->RSSetViewports(1, &d3dvp);
+}
+
+
+
+
+static D3D1X_(INPUT_ELEMENT_DESC) DistortionMeshVertexDesc[] =
+{
+ {"Position", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D1X_(INPUT_PER_VERTEX_DATA), 0},
+ {"TexCoord", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D1X_(INPUT_PER_VERTEX_DATA), 0},
+ {"TexCoord", 1, DXGI_FORMAT_R32G32_FLOAT, 0, 16, D3D1X_(INPUT_PER_VERTEX_DATA), 0},
+ {"TexCoord", 2, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D1X_(INPUT_PER_VERTEX_DATA), 0},
+ {"Color", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 32, D3D1X_(INPUT_PER_VERTEX_DATA), 0},
+};
+
+static D3D1X_(INPUT_ELEMENT_DESC) SimpleQuadMeshVertexDesc[] =
+{
+ {"Position", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D1X_(INPUT_PER_VERTEX_DATA), 0},
+};
+
+// TODO: this is D3D specific
+void DistortionRenderer::initShaders()
+{
+ {
+ PrecompiledShader vsShaderByteCode = DistortionVertexShaderLookup[DistortionVertexShaderBitMask & DistortionCaps];
+ Ptr<D3D_NS::VertexShader> vtxShader = *new D3D_NS::VertexShader(
+ &RParams,
+ (void*)vsShaderByteCode.ShaderData, vsShaderByteCode.ShaderSize,
+ vsShaderByteCode.ReflectionData, vsShaderByteCode.ReflectionSize);
+
+ ID3D1xInputLayout** objRef = &DistortionVertexIL.GetRawRef();
+
+ HRESULT validate = RParams.pDevice->CreateInputLayout(
+ DistortionMeshVertexDesc, sizeof(DistortionMeshVertexDesc) / sizeof(DistortionMeshVertexDesc[0]),
+ vsShaderByteCode.ShaderData, vsShaderByteCode.ShaderSize, objRef);
+ OVR_UNUSED(validate);
+
+ DistortionShader = *new ShaderSet;
+ DistortionShader->SetShader(vtxShader);
+
+ PrecompiledShader psShaderByteCode = DistortionPixelShaderLookup[DistortionPixelShaderBitMask & DistortionCaps];
+
+ Ptr<D3D_NS::PixelShader> ps = *new D3D_NS::PixelShader(
+ &RParams,
+ (void*)psShaderByteCode.ShaderData, psShaderByteCode.ShaderSize,
+ psShaderByteCode.ReflectionData, psShaderByteCode.ReflectionSize);
+
+ DistortionShader->SetShader(ps);
+ }
+
+ {
+ Ptr<D3D_NS::VertexShader> vtxShader = *new D3D_NS::VertexShader(
+ &RParams,
+ (void*)SimpleQuad_vs, sizeof(SimpleQuad_vs),
+ SimpleQuad_vs_refl, sizeof(SimpleQuad_vs_refl) / sizeof(SimpleQuad_vs_refl[0]));
+ //NULL, 0);
+
+ ID3D1xInputLayout** objRef = &SimpleQuadVertexIL.GetRawRef();
+
+ HRESULT validate = RParams.pDevice->CreateInputLayout(
+ SimpleQuadMeshVertexDesc, sizeof(SimpleQuadMeshVertexDesc) / sizeof(SimpleQuadMeshVertexDesc[0]),
+ (void*)SimpleQuad_vs, sizeof(SimpleQuad_vs), objRef);
+ OVR_UNUSED(validate);
+
+ SimpleQuadShader = *new ShaderSet;
+ SimpleQuadShader->SetShader(vtxShader);
+
+ Ptr<D3D_NS::PixelShader> ps = *new D3D_NS::PixelShader(
+ &RParams,
+ (void*)SimpleQuad_ps, sizeof(SimpleQuad_ps),
+ SimpleQuad_ps_refl, sizeof(SimpleQuad_ps_refl) / sizeof(SimpleQuad_ps_refl[0]));
+
+ SimpleQuadShader->SetShader(ps);
+ }
+}
+
+
+
+ID3D1xSamplerState* DistortionRenderer::getSamplerState(int sm)
+{
+ if (SamplerStates[sm])
+ return SamplerStates[sm];
+
+ D3D1X_(SAMPLER_DESC) ss;
+ memset(&ss, 0, sizeof(ss));
+ if (sm & Sample_Clamp)
+ ss.AddressU = ss.AddressV = ss.AddressW = D3D1X_(TEXTURE_ADDRESS_CLAMP);
+ else if (sm & Sample_ClampBorder)
+ ss.AddressU = ss.AddressV = ss.AddressW = D3D1X_(TEXTURE_ADDRESS_BORDER);
+ else
+ ss.AddressU = ss.AddressV = ss.AddressW = D3D1X_(TEXTURE_ADDRESS_WRAP);
+
+ if (sm & Sample_Nearest)
+ {
+ ss.Filter = D3D1X_(FILTER_MIN_MAG_MIP_POINT);
+ }
+ else if (sm & Sample_Anisotropic)
+ {
+ ss.Filter = D3D1X_(FILTER_ANISOTROPIC);
+ ss.MaxAnisotropy = 8;
+ }
+ else
+ {
+ ss.Filter = D3D1X_(FILTER_MIN_MAG_MIP_LINEAR);
+ }
+ ss.MaxLOD = 15;
+ RParams.pDevice->CreateSamplerState(&ss, &SamplerStates[sm].GetRawRef());
+ return SamplerStates[sm];
+}
+
+
+void DistortionRenderer::destroy()
+{
+ for(int eyeNum = 0; eyeNum < 2; eyeNum++)
+ {
+ DistortionMeshVBs[eyeNum].Clear();
+ DistortionMeshIBs[eyeNum].Clear();
+ }
+
+ DistortionVertexIL.Clear();
+
+ if (DistortionShader)
+ {
+ DistortionShader->UnsetShader(Shader_Vertex);
+ DistortionShader->UnsetShader(Shader_Pixel);
+ DistortionShader.Clear();
+ }
+
+ LatencyTesterQuadVB.Clear();
+}
+
+
+DistortionRenderer::GraphicsState::GraphicsState(ID3D1xDeviceContext* c)
+: context(c)
+, rasterizerState(NULL)
+{
+ for (int i = 0; i < 8; ++i)
+ samplerStates[i] = NULL;
+}
+
+
+void DistortionRenderer::GraphicsState::Save()
+{
+ if (rasterizerState != NULL)
+ rasterizerState->Release();
+
+ context->RSGetState(&rasterizerState);
+
+ for (int i = 0; i < 8; ++i)
+ {
+ if (samplerStates[i] != NULL)
+ samplerStates[i]->Release();
+ }
+
+ context->PSGetSamplers(0, 8, samplerStates);
+}
+
+
+void DistortionRenderer::GraphicsState::Restore()
+{
+ if (rasterizerState != NULL)
+ {
+ context->RSSetState(rasterizerState);
+ rasterizerState->Release();
+ rasterizerState = NULL;
+ }
+
+ for (int i = 0; i < 8; ++i)
+ {
+ if (samplerStates[i] == NULL)
+ continue;
+
+ context->PSSetSamplers(0, 1, &samplerStates[i]);
+ samplerStates[i]->Release();
+ samplerStates[i] = NULL;
+ }
+}
+
+}}} // OVR::CAPI::D3D1X
diff --git a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_DistortionRenderer.h b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_DistortionRenderer.h
new file mode 100644
index 0000000..433d6ec
--- /dev/null
+++ b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_DistortionRenderer.h
@@ -0,0 +1,148 @@
+/************************************************************************************
+
+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 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);
+
+protected:
+
+ class GraphicsState : public CAPI::DistortionRenderer::GraphicsState
+ {
+ public:
+ GraphicsState(ID3D1xDeviceContext* context);
+ virtual void Save();
+ virtual void Restore();
+
+ protected:
+ ID3D1xRasterizerState* rasterizerState;
+ ID3D1xSamplerState* samplerStates[8];
+ ID3D1xDeviceContext* context;
+ };
+
+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];
+ ovrSizei EyeTextureSize[2];
+ ovrRecti EyeRenderViewport[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
diff --git a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_Util.cpp b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_Util.cpp
new file mode 100644
index 0000000..90b4347
--- /dev/null
+++ b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_Util.cpp
@@ -0,0 +1,416 @@
+/************************************************************************************
+
+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
diff --git a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_Util.h b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_Util.h
new file mode 100644
index 0000000..5213565
--- /dev/null
+++ b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_Util.h
@@ -0,0 +1,507 @@
+/************************************************************************************
+
+Filename : CAPI_D3D1X_Util.h
+Content : D3DX 10/11 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.
+
+************************************************************************************/
+
+// ***** IMPORTANT:
+// This file can be included twice, once with OVR_D3D_VERSION=10 and
+// once with OVR_D3D_VERSION=11.
+
+
+#ifndef OVR_D3D_VERSION
+#error define OVR_D3D_VERSION to 10 or 11
+#endif
+
+// Custom include guard, allowing one of each D3D10/11.
+#if (OVR_D3D_VERSION == 10 && !defined(INC_OVR_CAPI_D3D10_Util_h)) || \
+ (OVR_D3D_VERSION == 11 && !defined(INC_OVR_CAPI_D3D11_Util_h))
+
+#include "../../Kernel/OVR_String.h"
+#include "../../Kernel/OVR_Array.h"
+#include "../../Kernel/OVR_Math.h"
+
+#if defined(OVR_OS_WIN32)
+#include <Windows.h>
+#include <comdef.h> // for _COM_SMARTPTR_TYPEDEF()
+
+#undef D3D_NS // namespace
+#undef D3D1X_
+#undef ID3D1X // interface prefix
+#undef ovrD3D1X // ovrD3D10Config, etc.
+#undef D3D11_COMMA_0 // Injects on ", 0" for D3D11 only
+#undef D3DSELECT_10_11
+#undef IID_ID3D1xShaderReflection
+
+#if (OVR_D3D_VERSION == 10)
+
+ #define INC_OVR_CAPI_D3D10_Util_h
+ #define D3D_NS D3D10
+ #define D3D1X_(x) D3D10_##x
+ #define ID3D1X(x) ID3D10##x
+ #define ovrD3D1X(x) ovrD3D10##x
+ #define D3DSELECT_10_11(a10, a11) a10
+ #define D3D11_COMMA_0
+ #define IID_ID3D1xShaderReflection IID_ID3D10ShaderReflection
+ #include <d3d10_1.h> // avoids warning?
+ #include <d3d10.h>
+
+#else // (OVR_D3D_VERSION == 11)
+
+ #define INC_OVR_CAPI_D3D11_Util_h
+ #define D3D_NS D3D11
+ #define D3D1X_(x) D3D11_##x
+ #define ID3D1X(x) ID3D11##x
+ #define ovrD3D1X(x) ovrD3D11##x
+ #define D3DSELECT_10_11(a10, a11) a11
+ #define D3D11_COMMA_0 , 0
+ #define IID_ID3D1xShaderReflection IID_ID3D11ShaderReflection
+ #include <d3d11.h>
+ #include <D3D11Shader.h>
+#endif
+#endif
+
+
+namespace OVR { namespace CAPI { namespace D3D_NS {
+
+// D3D Namespace-local types.
+typedef ID3D1X(Device) ID3D1xDevice;
+typedef ID3D1X(RenderTargetView) ID3D1xRenderTargetView;
+typedef ID3D1X(Texture2D) ID3D1xTexture2D;
+typedef ID3D1X(ShaderResourceView) ID3D1xShaderResourceView;
+typedef ID3D1X(DepthStencilView) ID3D1xDepthStencilView;
+typedef ID3D1X(DepthStencilState) ID3D1xDepthStencilState;
+typedef ID3D1X(InputLayout) ID3D1xInputLayout;
+typedef ID3D1X(Buffer) ID3D1xBuffer;
+typedef ID3D1X(VertexShader) ID3D1xVertexShader;
+typedef ID3D1X(PixelShader) ID3D1xPixelShader;
+typedef ID3D1X(GeometryShader) ID3D1xGeometryShader;
+typedef ID3D1X(BlendState) ID3D1xBlendState;
+typedef ID3D1X(RasterizerState) ID3D1xRasterizerState;
+typedef ID3D1X(SamplerState) ID3D1xSamplerState;
+typedef ID3D1X(Query) ID3D1xQuery;
+typedef ID3D1X(ShaderReflection) ID3D1xShaderReflection;
+typedef ID3D1X(ShaderReflectionVariable) ID3D1xShaderReflectionVariable;
+typedef ID3D1X(ShaderReflectionConstantBuffer) ID3D1xShaderReflectionConstantBuffer;
+typedef D3D1X_(VIEWPORT) D3D1x_VIEWPORT;
+typedef D3D1X_(QUERY_DESC) D3D1x_QUERY_DESC;
+typedef D3D1X_(SHADER_BUFFER_DESC) D3D1x_SHADER_BUFFER_DESC;
+typedef D3D1X_(SHADER_VARIABLE_DESC) D3D1x_SHADER_VARIABLE_DESC;
+// Blob is the same
+typedef ID3D10Blob ID3D1xBlob;
+
+#if (OVR_D3D_VERSION == 10)
+ typedef ID3D10Device ID3D1xDeviceContext;
+#else
+ typedef ID3D11DeviceContext ID3D1xDeviceContext;
+#endif
+
+
+// Assert on HRESULT failure
+inline void VERIFY_HRESULT(HRESULT hr)
+{
+ if (FAILED(hr))
+ OVR_ASSERT(false);
+}
+
+class Buffer;
+
+// Rendering parameters/pointers describing D3DX rendering setup.
+struct RenderParams
+{
+ ID3D1xDevice* pDevice;
+ ID3D1xDeviceContext* pContext;
+ ID3D1xRenderTargetView* pBackBufferRT;
+ IDXGISwapChain* pSwapChain;
+ Sizei RTSize;
+ int Multisample;
+};
+
+
+// Rendering primitive type used to render Model.
+enum PrimitiveType
+{
+ Prim_Triangles,
+ Prim_Lines,
+ Prim_TriangleStrip,
+ Prim_Unknown,
+ Prim_Count
+};
+
+// Types of shaders that can be stored together in a ShaderSet.
+enum ShaderStage
+{
+ Shader_Vertex = 0,
+ Shader_Fragment = 2,
+ Shader_Pixel = 2,
+ Shader_Count = 3,
+};
+
+enum MapFlags
+{
+ Map_Discard = 1,
+ Map_Read = 2, // do not use
+ Map_Unsynchronized = 4, // like D3D11_MAP_NO_OVERWRITE
+};
+
+
+// Buffer types used for uploading geometry & constants.
+enum BufferUsage
+{
+ Buffer_Unknown = 0,
+ Buffer_Vertex = 1,
+ Buffer_Index = 2,
+ Buffer_Uniform = 4,
+ Buffer_TypeMask = 0xff,
+ Buffer_ReadOnly = 0x100, // Buffer must be created with Data().
+};
+
+enum TextureFormat
+{
+ Texture_RGBA = 0x0100,
+ Texture_Depth = 0x8000,
+ Texture_TypeMask = 0xff00,
+ Texture_SamplesMask = 0x00ff,
+ Texture_RenderTarget = 0x10000,
+ Texture_GenMipmaps = 0x20000,
+};
+
+// Texture sampling modes.
+enum SampleMode
+{
+ Sample_Linear = 0,
+ Sample_Nearest = 1,
+ Sample_Anisotropic = 2,
+ Sample_FilterMask = 3,
+
+ Sample_Repeat = 0,
+ Sample_Clamp = 4,
+ Sample_ClampBorder = 8, // If unsupported Clamp is used instead.
+ Sample_AddressMask =12,
+
+ Sample_Count =13,
+};
+
+// Base class for vertex and pixel shaders. Stored in ShaderSet.
+class Shader : public RefCountBase<Shader>
+{
+ friend class ShaderSet;
+
+protected:
+ ShaderStage Stage;
+
+public:
+ Shader(ShaderStage s) : Stage(s) {}
+ virtual ~Shader() {}
+
+ ShaderStage GetStage() const { return Stage; }
+
+ virtual void Set(PrimitiveType) const { }
+ virtual void SetUniformBuffer(class Buffer* buffers, int i = 0) { OVR_UNUSED2(buffers, i); }
+
+protected:
+ virtual bool SetUniform(const char* name, int n, const float* v) { OVR_UNUSED3(name, n, v); return false; }
+ virtual bool SetUniformBool(const char* name, int n, const bool* v) { OVR_UNUSED3(name, n, v); return false; }
+};
+
+
+
+// A group of shaders, one per stage.
+// A ShaderSet is applied to a RenderDevice for rendering with a given fill.
+class ShaderSet : public RefCountBase<ShaderSet>
+{
+protected:
+ Ptr<Shader> Shaders[Shader_Count];
+
+public:
+ ShaderSet() { }
+ ~ShaderSet() { }
+
+ virtual void SetShader(Shader *s)
+ {
+ Shaders[s->GetStage()] = s;
+ }
+ virtual void UnsetShader(int stage)
+ {
+ Shaders[stage] = NULL;
+ }
+ Shader* GetShader(int stage) { return Shaders[stage]; }
+
+ virtual void Set(PrimitiveType prim) const
+ {
+ for (int i = 0; i < Shader_Count; i++)
+ if (Shaders[i])
+ Shaders[i]->Set(prim);
+ }
+
+ // Set a uniform (other than the standard matrices). It is undefined whether the
+ // uniforms from one shader occupy the same space as those in other shaders
+ // (unless a buffer is used, then each buffer is independent).
+ virtual bool SetUniform(const char* name, int n, const float* v)
+ {
+ bool result = 0;
+ for (int i = 0; i < Shader_Count; i++)
+ if (Shaders[i])
+ result |= Shaders[i]->SetUniform(name, n, v);
+
+ return result;
+ }
+ bool SetUniform1f(const char* name, float x)
+ {
+ const float v[] = {x};
+ return SetUniform(name, 1, v);
+ }
+ bool SetUniform2f(const char* name, float x, float y)
+ {
+ const float v[] = {x,y};
+ return SetUniform(name, 2, v);
+ }
+ bool SetUniform3f(const char* name, float x, float y, float z)
+ {
+ const float v[] = {x,y,z};
+ return SetUniform(name, 3, v);
+ }
+ bool SetUniform4f(const char* name, float x, float y, float z, float w = 1)
+ {
+ const float v[] = {x,y,z,w};
+ return SetUniform(name, 4, v);
+ }
+
+ bool SetUniformv(const char* name, const Vector3f& v)
+ {
+ const float a[] = {v.x,v.y,v.z,1};
+ return SetUniform(name, 4, a);
+ }
+
+ virtual bool SetUniform4x4f(const char* name, const Matrix4f& m)
+ {
+ Matrix4f mt = m.Transposed();
+ return SetUniform(name, 16, &mt.M[0][0]);
+ }
+};
+
+
+// Fill combines a ShaderSet (vertex, pixel) with textures, if any.
+// Every model has a fill.
+class ShaderFill : public RefCountBase<ShaderFill>
+{
+ Ptr<ShaderSet> Shaders;
+ Ptr<class Texture> Textures[8];
+ void* InputLayout; // HACK this should be abstracted
+
+public:
+ ShaderFill(ShaderSet* sh) : Shaders(sh) { InputLayout = NULL; }
+ ShaderFill(ShaderSet& sh) : Shaders(sh) { InputLayout = NULL; }
+
+ ShaderSet* GetShaders() const { return Shaders; }
+ void* GetInputLayout() const { return InputLayout; }
+
+ virtual void Set(PrimitiveType prim = Prim_Unknown) const;
+ virtual void SetTexture(int i, class Texture* tex) { if (i < 8) Textures[i] = tex; }
+ void SetInputLayout(void* newIL) { InputLayout = (void*)newIL; }
+};
+
+
+class ShaderBase : public Shader
+{
+public:
+ RenderParams* pParams;
+ unsigned char* UniformData;
+ int UniformsSize;
+
+ enum VarType
+ {
+ VARTYPE_FLOAT,
+ VARTYPE_INT,
+ VARTYPE_BOOL,
+ };
+
+ struct Uniform
+ {
+ const char* Name;
+ VarType Type;
+ int Offset, Size;
+ };
+ const Uniform* UniformRefl;
+ size_t UniformReflSize;
+
+ ShaderBase(RenderParams* rp, ShaderStage stage);
+ ~ShaderBase();
+
+ ShaderStage GetStage() const { return Stage; }
+
+ void InitUniforms(const Uniform* refl, size_t reflSize);
+ bool SetUniform(const char* name, int n, const float* v);
+ bool SetUniformBool(const char* name, int n, const bool* v);
+
+ void UpdateBuffer(Buffer* b);
+};
+
+
+template<ShaderStage SStage, class D3DShaderType>
+class ShaderImpl : public ShaderBase
+{
+public:
+ D3DShaderType* D3DShader;
+
+ ShaderImpl(RenderParams* rp, void* s, size_t size, const Uniform* refl, size_t reflSize) : ShaderBase(rp, SStage)
+ {
+ Load(s, size);
+ InitUniforms(refl, reflSize);
+ }
+ ~ShaderImpl()
+ {
+ if (D3DShader)
+ D3DShader->Release();
+ }
+
+ // These functions have specializations.
+ bool Load(void* shader, size_t size);
+ void Set(PrimitiveType prim) const;
+ void SetUniformBuffer(Buffer* buffers, int i = 0);
+};
+
+typedef ShaderImpl<Shader_Vertex, ID3D1xVertexShader> VertexShader;
+typedef ShaderImpl<Shader_Fragment, ID3D1xPixelShader> PixelShader;
+
+
+class Buffer : public RefCountBase<Buffer>
+{
+public:
+ RenderParams* pParams;
+ Ptr<ID3D1xBuffer> D3DBuffer;
+ size_t Size;
+ int Use;
+ bool Dynamic;
+
+public:
+ Buffer(RenderParams* rp) : pParams(rp), Size(0), Use(0) {}
+ ~Buffer();
+
+ ID3D1xBuffer* GetBuffer() const { return D3DBuffer; }
+
+ virtual size_t GetSize() { return Size; }
+ virtual void* Map(size_t start, size_t size, int flags = 0);
+ virtual bool Unmap(void *m);
+ virtual bool Data(int use, const void* buffer, size_t size);
+};
+
+
+class Texture : public RefCountBase<Texture>
+{
+public:
+ RenderParams* pParams;
+ Ptr<ID3D1xTexture2D> Tex;
+ Ptr<ID3D1xShaderResourceView> TexSv;
+ Ptr<ID3D1xRenderTargetView> TexRtv;
+ Ptr<ID3D1xDepthStencilView> TexDsv;
+ mutable Ptr<ID3D1xSamplerState> Sampler;
+ Sizei TextureSize;
+ int Samples;
+
+ Texture(RenderParams* rp, int fmt, const Sizei texSize,
+ ID3D1xSamplerState* sampler, int samples = 1);
+ ~Texture();
+
+ virtual Sizei GetSize() const { return TextureSize; }
+ virtual int GetSamples() const { return Samples; }
+
+ // virtual void SetSampleMode(int sm);
+
+ // Updates texture to point to specified resources
+ // - used for slave rendering.
+ void UpdatePlaceholderTexture(ID3D1xTexture2D* texture,
+ ID3D1xShaderResourceView* psrv,
+ const Sizei& textureSize)
+ {
+ Tex = texture;
+ TexSv = psrv;
+ TexRtv.Clear();
+ TexDsv.Clear();
+
+ TextureSize = textureSize;
+
+#ifdef OVR_BUILD_DEBUG
+ D3D1X_(TEXTURE2D_DESC) desc;
+ texture->GetDesc(&desc);
+ OVR_ASSERT(TextureSize == Sizei(desc.Width, desc.Height));
+#endif
+ }
+
+
+ virtual void Set(int slot, ShaderStage stage = Shader_Fragment) const;
+
+};
+
+
+class GpuTimer : public RefCountBase<GpuTimer>
+{
+public:
+ GpuTimer()
+ : QuerySets(MaxNumQueryFrames)
+ , D3dDevice(NULL)
+ , Context(NULL)
+ , LastQueuedFrame(-1)
+ , LastTimedFrame(-1)
+ { }
+
+ void Init(ID3D1xDevice* device, ID3D1xDeviceContext* content);
+
+ void BeginQuery();
+ void EndQuery();
+
+ // Returns -1 if timing is invalid
+ float GetTiming(bool blockUntilValid);
+
+protected:
+ static const unsigned MaxNumQueryFrames = 10;
+
+ int GotoNextFrame(int frame)
+ {
+ return (frame + 1) % MaxNumQueryFrames;
+ }
+
+ _COM_SMARTPTR_TYPEDEF(ID3D1xQuery, __uuidof(ID3D1xQuery));
+
+ struct GpuQuerySets
+ {
+ ID3D1xQueryPtr DisjointQuery;
+ ID3D1xQueryPtr TimeStartQuery;
+ ID3D1xQueryPtr TimeEndQuery;
+ bool QueryStarted;
+ bool QueryAwaitingTiming;
+
+ GpuQuerySets() : QueryStarted(false), QueryAwaitingTiming(false) {}
+ };
+ Array<GpuQuerySets> QuerySets;
+
+ int LastQueuedFrame;
+ int LastTimedFrame;
+
+ Ptr<ID3D1xDevice> D3dDevice;
+ Ptr<ID3D1xDeviceContext> Context;
+};
+
+}}} // OVR::CAPI::D3D1X
+
+#endif // INC_OVR_CAPI_D3D10/11_Util_h
diff --git a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D9_DistortionRenderer.cpp b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D9_DistortionRenderer.cpp
new file mode 100644
index 0000000..b777ab5
--- /dev/null
+++ b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D9_DistortionRenderer.cpp
@@ -0,0 +1,279 @@
+/************************************************************************************
+
+Filename : CAPI_D3D1X_DistortionRenderer.cpp
+Content : Experimental distortion renderer
+Created : March 7th, 2014
+Authors : Tom Heath
+
+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_D3D9_DistortionRenderer.h"
+#define OVR_D3D_VERSION 9
+#include "../../OVR_CAPI_D3D.h"
+
+namespace OVR { namespace CAPI { namespace D3D9 {
+
+
+///QUESTION : Why not just a normal constructor?
+CAPI::DistortionRenderer* DistortionRenderer::Create(ovrHmd hmd,
+ FrameTimeManager& timeManager,
+ const HMDRenderState& renderState)
+{
+ return new DistortionRenderer(hmd, timeManager, renderState);
+}
+
+DistortionRenderer::DistortionRenderer(ovrHmd hmd, FrameTimeManager& timeManager,
+ const HMDRenderState& renderState)
+ : CAPI::DistortionRenderer(ovrRenderAPI_D3D9, hmd, timeManager, renderState)
+{
+}
+/**********************************************/
+DistortionRenderer::~DistortionRenderer()
+{
+ //Release any memory
+ eachEye[0].dxIndices->Release();
+ eachEye[0].dxVerts->Release();
+ eachEye[1].dxIndices->Release();
+ eachEye[1].dxVerts->Release();
+}
+
+
+/******************************************************************************/
+bool DistortionRenderer::Initialize(const ovrRenderAPIConfig* apiConfig,
+ unsigned arg_distortionCaps)
+{
+ ///QUESTION - what is returned bool for??? Are we happy with this true, if not config.
+ const ovrD3D9Config * config = (const ovrD3D9Config*)apiConfig;
+ if (!config) return true;
+ if (!config->D3D9.pDevice) return false;
+
+ //Glean all the required variables from the input structures
+ device = config->D3D9.pDevice;
+ swapChain = config->D3D9.pSwapChain;
+ screenSize = config->D3D9.Header.RTSize;
+ distortionCaps = arg_distortionCaps;
+
+ GfxState = *new GraphicsState(device);
+
+ CreateVertexDeclaration();
+ CreateDistortionShaders();
+ Create_Distortion_Models();
+
+ return true;
+}
+
+
+/**************************************************************/
+void DistortionRenderer::SubmitEye(int eyeId, ovrTexture* eyeTexture)
+{
+ //Doesn't do a lot in here??
+ const ovrD3D9Texture* tex = (const ovrD3D9Texture*)eyeTexture;
+
+ //Write in values
+ eachEye[eyeId].texture = tex->D3D9.pTexture;
+
+ // Its only at this point we discover what the viewport of the texture is.
+ // because presumably we allow users to realtime adjust the resolution.
+ eachEye[eyeId].TextureSize = tex->D3D9.Header.TextureSize;
+ eachEye[eyeId].RenderViewport = tex->D3D9.Header.RenderViewport;
+
+ const ovrEyeRenderDesc& erd = RState.EyeRenderDesc[eyeId];
+
+ ovrHmd_GetRenderScaleAndOffset( erd.Fov,
+ eachEye[eyeId].TextureSize, eachEye[eyeId].RenderViewport,
+ eachEye[eyeId].UVScaleOffset );
+}
+
+
+/******************************************************************/
+void DistortionRenderer::EndFrame(bool swapBuffers,
+ unsigned char* latencyTesterDrawColor, unsigned char* latencyTester2DrawColor)
+{
+ OVR_UNUSED(swapBuffers);
+ OVR_UNUSED(latencyTesterDrawColor);
+
+ ///QUESTION : Should I be clearing the screen?
+ ///QUESTION : Should I be ensuring the screen is the render target
+
+ if (!TimeManager.NeedDistortionTimeMeasurement())
+ {
+ if (RState.DistortionCaps & ovrDistortionCap_TimeWarp)
+ {
+ // Wait for timewarp distortion if it is time and Gpu idle
+ WaitTillTimeAndFlushGpu(TimeManager.GetFrameTiming().TimewarpPointTime);
+ }
+
+ RenderBothDistortionMeshes();
+ }
+ else
+ {
+ // If needed, measure distortion time so that TimeManager can better estimate
+ // latency-reducing time-warp wait timing.
+ WaitUntilGpuIdle();
+ double distortionStartTime = ovr_GetTimeInSeconds();
+
+ RenderBothDistortionMeshes();
+ WaitUntilGpuIdle();
+
+ TimeManager.AddDistortionTimeMeasurement(ovr_GetTimeInSeconds() - distortionStartTime);
+ }
+
+ if(latencyTesterDrawColor)
+ {
+ ///QUESTION : Is this still to be supported?
+ ///renderLatencyQuad(latencyTesterDrawColor);
+ }
+
+ if(latencyTester2DrawColor)
+ {
+ // TODO:
+ }
+
+ if (swapBuffers)
+ {
+ if (swapChain)
+ {
+ swapChain->Present(NULL, NULL, NULL, NULL, 0);
+ }
+ else
+ {
+ device->Present( NULL, NULL, NULL, NULL );
+ }
+
+ // Force GPU to flush the scene, resulting in the lowest possible latency.
+ // It's critical that this flush is *after* present.
+ WaitUntilGpuIdle();
+ }
+}
+
+
+void DistortionRenderer::WaitUntilGpuIdle()
+{
+ if(device)
+ {
+ IDirect3DQuery9* pEventQuery=NULL ;
+ device->CreateQuery(D3DQUERYTYPE_EVENT, &pEventQuery) ;
+
+ if(pEventQuery!=NULL)
+ {
+ pEventQuery->Issue(D3DISSUE_END) ;
+ while(S_FALSE == pEventQuery->GetData(NULL, 0, D3DGETDATA_FLUSH)) ;
+ }
+ }
+}
+
+double DistortionRenderer::WaitTillTimeAndFlushGpu(double absTime)
+{
+ double initialTime = ovr_GetTimeInSeconds();
+ if (initialTime >= absTime)
+ return 0.0;
+
+ WaitUntilGpuIdle();
+
+ double newTime = initialTime;
+ volatile int i;
+
+ while (newTime < absTime)
+ {
+ for (int j = 0; j < 50; j++)
+ i = 0;
+ newTime = ovr_GetTimeInSeconds();
+ }
+
+ // How long we waited
+ return newTime - initialTime;
+}
+
+
+
+DistortionRenderer::GraphicsState::GraphicsState(IDirect3DDevice9* d)
+: device(d)
+, numSavedStates(0)
+{
+}
+
+void DistortionRenderer::GraphicsState::RecordAndSetState(int which, int type, DWORD newValue)
+{
+ SavedStateType * sst = &savedState[numSavedStates++];
+ sst->which = which;
+ sst->type = type;
+ if (which == 0)
+ {
+ device->GetSamplerState(0, (D3DSAMPLERSTATETYPE)type, &sst->valueToRevertTo);
+ device->SetSamplerState(0, (D3DSAMPLERSTATETYPE)type, newValue);
+ }
+ else
+ {
+ device->GetRenderState((D3DRENDERSTATETYPE)type, &sst->valueToRevertTo);
+ device->SetRenderState((D3DRENDERSTATETYPE)type, newValue);
+ }
+}
+
+void DistortionRenderer::GraphicsState::Save()
+{
+ //Record and set rasterizer and sampler states.
+
+ numSavedStates=0;
+
+ RecordAndSetState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
+ RecordAndSetState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
+ RecordAndSetState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR );
+ RecordAndSetState(0, D3DSAMP_BORDERCOLOR, 0x000000 );
+ RecordAndSetState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER );
+ RecordAndSetState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER );
+
+ RecordAndSetState(1, D3DRS_MULTISAMPLEANTIALIAS, FALSE );
+ RecordAndSetState(1, D3DRS_DITHERENABLE, FALSE );
+ RecordAndSetState(1, D3DRS_ZENABLE, FALSE );
+ RecordAndSetState(1, D3DRS_ZWRITEENABLE, TRUE );
+ RecordAndSetState(1, D3DRS_ZFUNC, D3DCMP_LESSEQUAL );
+ RecordAndSetState(1, D3DRS_CULLMODE , D3DCULL_CCW );
+ RecordAndSetState(1, D3DRS_ALPHABLENDENABLE , FALSE );
+ RecordAndSetState(1, D3DRS_DEPTHBIAS , 0 );
+ RecordAndSetState(1, D3DRS_SRCBLEND , D3DBLEND_SRCALPHA );
+ RecordAndSetState(1, D3DRS_DESTBLEND , D3DBLEND_INVSRCALPHA );
+ RecordAndSetState(1, D3DRS_FILLMODE, D3DFILL_SOLID );
+ RecordAndSetState(1, D3DRS_ALPHATESTENABLE, FALSE);
+ RecordAndSetState(1, D3DRS_DEPTHBIAS , 0 );
+ RecordAndSetState(1, D3DRS_LIGHTING, FALSE );
+ RecordAndSetState(1, D3DRS_FOGENABLE, FALSE );
+}
+
+
+void DistortionRenderer::GraphicsState::Restore()
+{
+ for (int i = 0; i<numSavedStates; i++)
+ {
+ SavedStateType * sst = &savedState[i];
+ if (sst->which == 0)
+ {
+ device->SetSamplerState(0, (D3DSAMPLERSTATETYPE)sst->type, sst->valueToRevertTo);
+ }
+ else
+ {
+ device->SetRenderState((D3DRENDERSTATETYPE)sst->type, sst->valueToRevertTo);
+ }
+ }
+}
+
+
+}}} // OVR::CAPI::D3D1X
+
+
diff --git a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D9_DistortionRenderer.h b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D9_DistortionRenderer.h
new file mode 100644
index 0000000..0ac7ae9
--- /dev/null
+++ b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D9_DistortionRenderer.h
@@ -0,0 +1,139 @@
+/************************************************************************************
+
+Filename : CAPI_D3D1X_DistortionRenderer.h
+Content : Experimental distortion renderer
+Created : March 7, 2014
+Authors : Tom Heath
+
+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 "../../Kernel/OVR_Types.h"
+
+#undef new
+
+#if defined (OVR_OS_WIN32)
+#if _MSC_VER < 1700
+#include <d3dx9.h>
+#else
+#include <d3d9.h>
+#endif
+#endif
+
+#if defined(OVR_DEFINE_NEW)
+#define new OVR_DEFINE_NEW
+#endif
+
+#include "../CAPI_DistortionRenderer.h"
+
+
+namespace OVR { namespace CAPI { namespace D3D9 {
+
+
+//Implementation of DistortionRenderer for D3D9.
+/***************************************************/
+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 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 WaitTillTimeAndFlushGpu(double absTime);
+
+protected:
+
+ class GraphicsState : public CAPI::DistortionRenderer::GraphicsState
+ {
+ public:
+ GraphicsState(IDirect3DDevice9* d);
+ virtual void Save();
+ virtual void Restore();
+
+ protected:
+ void RecordAndSetState(int which, int type, DWORD newValue);
+
+ //Structure to store our state changes
+ static const int MAX_SAVED_STATES=100;
+ struct SavedStateType
+ {
+ int which; //0 for samplerstate, 1 for renderstate
+ int type;
+ DWORD valueToRevertTo;
+ } savedState[MAX_SAVED_STATES];
+
+ //Keep track of how many we've done, for reverting
+ int numSavedStates;
+ IDirect3DDevice9* device;
+ };
+
+private:
+
+ //Functions
+ void CreateDistortionShaders(void);
+ void Create_Distortion_Models(void);
+ void CreateVertexDeclaration(void);
+ void RenderBothDistortionMeshes();
+ void RecordAndSetState(int which, int type, DWORD newValue);
+ void RevertAllStates(void);
+
+
+ //Data, structures and pointers
+ IDirect3DDevice9 * device;
+ IDirect3DSwapChain9 * swapChain;
+ IDirect3DVertexDeclaration9 * vertexDecl;
+ IDirect3DPixelShader9 * pixelShader;
+ IDirect3DVertexShader9 * vertexShader;
+ IDirect3DVertexShader9 * vertexShaderTimewarp;
+ ovrSizei screenSize;
+ unsigned distortionCaps;
+
+ struct FOR_EACH_EYE
+ {
+ FOR_EACH_EYE() : TextureSize(0), RenderViewport(Sizei(0)) { }
+
+ IDirect3DVertexBuffer9 * dxVerts;
+ IDirect3DIndexBuffer9 * dxIndices;
+ int numVerts;
+ int numIndices;
+ IDirect3DTexture9 * texture;
+ ovrVector2f UVScaleOffset[2];
+ Sizei TextureSize;
+ Recti RenderViewport;
+ } eachEye[2];
+};
+
+}}} // OVR::CAPI::D3D9
diff --git a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D9_Util.cpp b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D9_Util.cpp
new file mode 100644
index 0000000..793de74
--- /dev/null
+++ b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D9_Util.cpp
@@ -0,0 +1,254 @@
+/************************************************************************************
+
+Filename : CAPI_D3D1X_Util.cpp
+Content : D3D9 utility functions for rendering
+Created : March 7 , 2014
+Authors : Tom Heath
+
+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_D3D9_DistortionRenderer.h"
+#define OVR_D3D_VERSION 9
+#include "../../OVR_CAPI_D3D.h"
+
+
+namespace OVR { namespace CAPI { namespace D3D9 {
+
+
+#define PRECOMPILE_FLAG 0
+#if !PRECOMPILE_FLAG
+//To make these, you need to run it with PRECOMPILE_FLAG, which also uses them, so good for debugging.
+//Then cut and paste these from the output window.
+//Then turn off the flag.
+DWORD precompiledVertexShaderSrc[95] = {4294836736,3014654,1111577667,28,127,4294836736,2,28,33024,120,68,131074,655361,88,0,104,2,131073,88,0,1415936325,1668436847,1716475477,1952805734,2880154368,196609,131073,1,0,1415936325,1668436847,1666405973,6646881,845116278,1291858015,1869767529,1952870259,693250080,1397508128,1750278220,1919247457,1836008224,1701603696,775495794,959330610,858665525,3223857,83886161,2685337601,1065353216,0,1056964608,0,33554463,2147483648,2416902144,33554463,2147614720,2416902145,33554463,2147483653,2416902146,33554463,2147549189,2416902147,33554463,2147614725,2416902148,33554433,2147680256,2699296768,67108868,3758292992,2162425856,2430861314,2699296770,67108868,3758292993,2162425856,2430861315,2699296770,67108868,3758292994,2162425856,2430861316,2699296770,67108868,3222208512,2416181248,2689597441,2686779393,33554433,3758161923,2415919105,65535,};
+DWORD precompiledVertexShaderTimewarpSrc[293] = {4294836736,4456446,1111577667,28,215,4294836736,4,28,33024,208,108,1310722,5373956,124,0,140,262146,1179652,124,0,157,131074,655361,176,0,192,2,131073,176,0,1382381893,1952543855,1164865385,2868929646,196611,262148,1,0,1382381893,1952543855,1399746409,1953653108,1702446336,1918070612,1331058019,1702061670,2880110708,196609,131073,1,0,1415936325,1668436847,1666405973,6646881,845116278,1291858015,1869767529,1952870259,693250080,1397508128,1750278220,1919247457,1836008224,1701603696,775495794,959330610,858665525,3223857,83886161,2685337601,1065353216,0,1056964608,0,33554463,2147483648,2416902144,33554463,2147549184,2416902145,33554463,2147614720,2416902146,33554463,2147483653,2416902147,33554463,2147549189,2416902148,33554463,2147614725,2416902149,33554433,2147549184,2695495684,50331650,2147549185,2164260864,2695495700,33554433,2147614720,2695495685,50331650,2147614721,2169831424,2695495701,33554433,2147745792,2695495686,50331650,2147745793,2175401984,2695495702,33554433,2148007936,2695495687,50331650,2148007937,2180972544,2695495703,67108868,2148466688,2415919105,2162425857,2162425856,67108868,2148466689,2416181251,2689597441,2684682241,50331657,2147549186,2162425856,2162425857,33554438,2147549186,2147483650,33554433,2147680259,2699296772,50331650,2147876866,2177892355,2697986068,67108868,2147549187,2415919105,2158624770,2689925124,67108868,2147549188,2415919105,2153054210,2684354564,33554433,2147680261,2699296773,50331650,2147876866,2177105925,2697199637,67108868,2147614723,2415919105,2153054210,2689925125,67108868,2147614724,2415919105,2158624770,2684354565,33554433,2147680261,2699296774,50331650,2147811333,2177171461,2697265174,67108868,2147745795,2415919105,2147483653,2689925126,67108868,2147745796,2415919105,2158624773,2684354566,33554433,2147680261,2699296775,50331650,2148073477,2166685701,2686779415,67108868,2148007939,2415919105,2147483653,2689925127,67108868,2148007940,2415919105,2164195333,2684354567,50331657,2147549189,2162425860,2162425857,50331657,2147614725,2162425859,2162425857,50331653,2147680257,2147483650,2162425861,33554433,2147680258,2699296768,67108868,3758292992,2162425858,2162425857,2699296770,67108868,2148466689,2416181252,2689597441,2684682241,50331657,2147549189,2162425860,2162425857,50331657,2147614725,2162425859,2162425857,50331657,2147549185,2162425856,2162425857,33554438,2147549185,2147483649,50331653,2147680257,2147483649,2162425861,67108868,3758292993,2162425858,2162425857,2699296770,67108868,2148466689,2416181253,2689597441,2684682241,50331657,2147549188,2162425860,2162425857,50331657,2147614724,2162425859,2162425857,50331657,2147549184,2162425856,2162425857,33554438,2147549184,2147483648,50331653,2147680256,2147483648,2162425860,67108868,3758292994,2162425858,2162425856,2699296770,67108868,3222208512,2416181248,2689597441,2686779393,33554433,3758161923,2415919106,65535,};
+DWORD precompiledPixelShaderSrc[84] = {4294902528,2228222,1111577667,28,79,4294902528,1,28,33024,72,48,3,131073,56,0,1954047316,6648437,786436,65537,1,0,861893488,1291858015,1869767529,1952870259,693250080,1397508128,1750278220,1919247457,1836008224,1701603696,775495794,959330610,858665525,3223857,83886161,2685337600,1065353216,0,0,0,33554463,2147483653,2416115712,33554463,2147549189,2416115713,33554463,2147614725,2416115714,33554463,2147680261,2415984643,33554463,2415919104,2685339648,50331714,2148466688,2430861312,2699298816,67108868,2148073472,2147483648,2690908160,2686779392,50331714,2148466689,2430861313,2699298816,33554433,2147614720,2153054209,50331714,2148466689,2430861314,2699298816,33554433,2147745792,2158624769,50331653,2148468736,2162425856,2415919107,65535,};
+
+#else
+#include "d3dcompiler.h"
+/***************************************************************************/
+const char* VertexShaderSrc =
+
+ "float2 EyeToSourceUVScale : register(c0); \n"
+ "float2 EyeToSourceUVOffset : register(c2); \n"
+
+ "void main(in float2 Position : POSITION, in float TimeWarp : POSITION1, \n"
+ " in float Vignette : POSITION2, in float2 TexCoord0 : TEXCOORD0, \n"
+ " in float2 TexCoord1 : TEXCOORD1, in float2 TexCoord2 : TEXCOORD2, \n"
+ " out float4 oPosition : SV_Position, out float2 oTexCoord0 : TEXCOORD0, \n"
+ " out float2 oTexCoord1 : TEXCOORD1, out float2 oTexCoord2 : TEXCOORD2, \n"
+ " out float oVignette : TEXCOORD3) \n"
+ "{ \n"
+ " oTexCoord0 = EyeToSourceUVScale * TexCoord0 + EyeToSourceUVOffset; \n"
+ " oTexCoord1 = EyeToSourceUVScale * TexCoord1 + EyeToSourceUVOffset; \n"
+ " oTexCoord2 = EyeToSourceUVScale * TexCoord2 + EyeToSourceUVOffset; \n"
+ " oVignette = Vignette; \n"
+ " oPosition = float4(Position.xy, 0.5, 1.0); \n"
+ "}";
+
+/***************************************************************************/
+const char* VertexShaderTimewarpSrc =
+
+ "float2 EyeToSourceUVScale : register(c0); \n"
+ "float2 EyeToSourceUVOffset : register(c2); \n"
+ "float4x4 EyeRotationStart : register(c4); \n"
+ "float4x4 EyeRotationEnd : register(c20); \n"
+
+ "float2 TimewarpTexCoord(float2 TexCoord, float4x4 rotMat) \n"
+ "{ \n"
+ " float3 transformed = float3( mul ( rotMat, float4(TexCoord.xy, 1, 1) ).xyz); \n"
+ " float2 flattened = (transformed.xy / transformed.z); \n"
+ " return(EyeToSourceUVScale * flattened + EyeToSourceUVOffset); \n"
+ "} \n"
+ "void main(in float2 Position : POSITION, in float TimeWarp : POSITION1, \n"
+ " in float Vignette : POSITION2, in float2 TexCoord0 : TEXCOORD0, \n"
+ " in float2 TexCoord1 : TEXCOORD1, in float2 TexCoord2 : TEXCOORD2, \n"
+ " out float4 oPosition : SV_Position, out float2 oTexCoord0 : TEXCOORD0, \n"
+ " out float2 oTexCoord1 : TEXCOORD1, out float2 oTexCoord2 : TEXCOORD2, \n"
+ " out float oVignette : TEXCOORD3) \n"
+ "{ \n"
+ " float4x4 lerpedEyeRot = lerp(EyeRotationStart, EyeRotationEnd, TimeWarp); \n"
+ " oTexCoord0 = TimewarpTexCoord(TexCoord0,lerpedEyeRot); \n"
+ " oTexCoord1 = TimewarpTexCoord(TexCoord1,lerpedEyeRot); \n"
+ " oTexCoord2 = TimewarpTexCoord(TexCoord2,lerpedEyeRot); \n"
+ " oVignette = Vignette; \n"
+ " oPosition = float4(Position.xy, 0.5, 1.0); \n"
+ "}";
+
+/***************************************************************************/
+const char* PixelShaderSrc =
+
+ " sampler2D Texture : register(s0); \n"
+
+ "float4 main(in float4 oPosition : SV_Position, in float2 oTexCoord0 : TEXCOORD0, \n"
+ " in float2 oTexCoord1 : TEXCOORD1, in float2 oTexCoord2 : TEXCOORD2, \n"
+ " in float oVignette : TEXCOORD3) \n"
+ " : SV_Target \n"
+ "{ \n"
+ " float R = tex2D(Texture,oTexCoord0).r; \n"
+ " float G = tex2D(Texture,oTexCoord1).g; \n"
+ " float B = tex2D(Texture,oTexCoord2).b; \n"
+ " return (oVignette*float4(R,G,B,1)); \n"
+ "}";
+
+/*************************************************************/
+ID3DBlob* ShaderCompile(char * shaderName, const char * shaderSrcString, const char * profile)
+{
+ ID3DBlob* pShaderCode = NULL;
+ ID3DBlob* pErrorMsg = NULL;
+
+ if (FAILED(D3DCompile(shaderSrcString, strlen(shaderSrcString),NULL,NULL,NULL,
+ "main",profile,D3DCOMPILE_OPTIMIZATION_LEVEL3,0,
+ &pShaderCode,&pErrorMsg)))
+ MessageBoxA(NULL,(char *) pErrorMsg->GetBufferPointer(),"", MB_OK);
+ if (pErrorMsg) pErrorMsg->Release();
+
+ //Now write out blob
+ char tempString[1000];
+ int numDWORDs = ((int)pShaderCode->GetBufferSize())/4;
+ DWORD * ptr = (DWORD *)pShaderCode->GetBufferPointer();
+ sprintf_s(tempString,"DWORD %s[%d] = {",shaderName,numDWORDs);
+ OutputDebugStringA(tempString);
+ for (int i = 0;i < numDWORDs; i++)
+ {
+ sprintf_s(tempString,"%lu,",ptr[i]);
+ OutputDebugStringA(tempString);
+ }
+ OutputDebugStringA("};\n");
+
+ return(pShaderCode);
+}
+#endif
+
+/***********************************************************/
+void DistortionRenderer::CreateDistortionShaders(void)
+{
+#if PRECOMPILE_FLAG
+ ID3DBlob * pShaderCode;
+ pShaderCode = ShaderCompile("precompiledVertexShaderSrc",VertexShaderSrc,"vs_2_0");
+ device->CreateVertexShader( ( DWORD* )pShaderCode->GetBufferPointer(), &vertexShader );
+ pShaderCode->Release();
+
+ pShaderCode = ShaderCompile("precompiledVertexShaderTimewarpSrc",VertexShaderTimewarpSrc,"vs_2_0");
+ device->CreateVertexShader( ( DWORD* )pShaderCode->GetBufferPointer(), &vertexShaderTimewarp );
+ pShaderCode->Release();
+
+ pShaderCode = ShaderCompile("precompiledPixelShaderSrc",PixelShaderSrc,"ps_3_0");
+ device->CreatePixelShader( ( DWORD* )pShaderCode->GetBufferPointer(), &pixelShader );
+ pShaderCode->Release();
+#else
+ device->CreateVertexShader( precompiledVertexShaderSrc, &vertexShader );
+ device->CreateVertexShader( precompiledVertexShaderTimewarpSrc, &vertexShaderTimewarp );
+ device->CreatePixelShader( precompiledPixelShaderSrc, &pixelShader );
+#endif
+}
+
+
+/***************************************************/
+void DistortionRenderer::CreateVertexDeclaration(void)
+{
+ static const D3DVERTEXELEMENT9 VertexElements[7] = {
+ { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
+ { 0, 8, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 1 },
+ { 0, 12, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 2 },
+ { 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
+ { 0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
+ { 0, 32, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2 },
+ D3DDECL_END() };
+ device->CreateVertexDeclaration( VertexElements, &vertexDecl );
+}
+
+
+/******************************************************/
+void DistortionRenderer::Create_Distortion_Models(void)
+{
+ //Make the distortion models
+ for (int eye=0;eye<2;eye++)
+ {
+ FOR_EACH_EYE * e = &eachEye[eye];
+ ovrDistortionMesh meshData;
+ ovrHmd_CreateDistortionMesh(HMD,
+ RState.EyeRenderDesc[eye].Eye,
+ RState.EyeRenderDesc[eye].Fov,
+ distortionCaps,
+ &meshData);
+
+ e->numVerts = meshData.VertexCount;
+ e->numIndices = meshData.IndexCount;
+
+ device->CreateVertexBuffer( (e->numVerts)*sizeof(ovrDistortionVertex),0, 0,
+ D3DPOOL_MANAGED, &e->dxVerts, NULL );
+ ovrDistortionVertex * dxv; e->dxVerts->Lock( 0, 0, (void**)&dxv, 0 );
+ for (int v=0;v<e->numVerts;v++) dxv[v] = meshData.pVertexData[v];
+
+ device->CreateIndexBuffer( (e->numIndices)*sizeof(u_short),0, D3DFMT_INDEX16,
+ D3DPOOL_MANAGED, &e->dxIndices, NULL );
+ unsigned short* dxi; e->dxIndices->Lock( 0, 0, (void**)&dxi, 0 );
+ for (int i=0;i<e->numIndices;i++) dxi[i] = meshData.pIndexData[i];
+
+ ovrHmd_DestroyDistortionMesh( &meshData );
+ }
+}
+
+/**********************************************************/
+void DistortionRenderer::RenderBothDistortionMeshes(void)
+{
+ for (int eye=0; eye<2; eye++)
+ {
+ FOR_EACH_EYE * e = &eachEye[eye];
+ D3DVIEWPORT9 vp; vp.X=0; vp.Y=0; vp.Width=screenSize.w; vp.Height=screenSize.h; vp.MinZ=0; vp.MaxZ = 1;
+ device->SetViewport(&vp);
+ device->SetStreamSource( 0, e->dxVerts,0, sizeof(ovrDistortionVertex) );
+ device->SetVertexDeclaration( vertexDecl );
+ device->SetIndices( e->dxIndices );
+ device->SetPixelShader( pixelShader );
+ device->SetTexture( 0, e->texture);
+
+ //Choose which vertex shader, with associated additional inputs
+ if (distortionCaps & ovrDistortionCap_TimeWarp)
+ {
+ device->SetVertexShader( vertexShaderTimewarp );
+
+ ovrMatrix4f timeWarpMatrices[2];
+ ovrHmd_GetEyeTimewarpMatrices(HMD, (ovrEyeType)eye,
+ RState.EyeRenderPoses[eye], timeWarpMatrices);
+
+ //Need to transpose the matrices
+ timeWarpMatrices[0] = Matrix4f(timeWarpMatrices[0]).Transposed();
+ timeWarpMatrices[1] = Matrix4f(timeWarpMatrices[1]).Transposed();
+
+ // Feed identity like matrices in until we get proper timewarp calculation going on
+ device->SetVertexShaderConstantF(4, (float *) &timeWarpMatrices[0],4);
+ device->SetVertexShaderConstantF(20,(float *) &timeWarpMatrices[1],4);
+ }
+ else
+ {
+ device->SetVertexShader( vertexShader );
+ }
+
+ //Set up vertex shader constants
+ device->SetVertexShaderConstantF( 0, ( FLOAT* )&(e->UVScaleOffset[0]), 1 );
+ device->SetVertexShaderConstantF( 2, ( FLOAT* )&(e->UVScaleOffset[1]), 1 );
+
+ device->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,0,0,e->numVerts,0,e->numIndices/3);
+ }
+}
+
+}}} \ No newline at end of file