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-rw-r--r--LibOVR/Src/CAPI/D3D9/CAPI_D3D9_DistortionRenderer.cpp845
-rw-r--r--LibOVR/Src/CAPI/D3D9/CAPI_D3D9_DistortionRenderer.h279
-rw-r--r--LibOVR/Src/CAPI/D3D9/CAPI_D3D9_HSWDisplay.cpp855
-rw-r--r--LibOVR/Src/CAPI/D3D9/CAPI_D3D9_HSWDisplay.h158
-rw-r--r--LibOVR/Src/CAPI/D3D9/CAPI_D3D9_Util.cpp559
5 files changed, 1360 insertions, 1336 deletions
diff --git a/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_DistortionRenderer.cpp b/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_DistortionRenderer.cpp
index 05508ea..d7706ae 100644
--- a/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_DistortionRenderer.cpp
+++ b/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_DistortionRenderer.cpp
@@ -1,409 +1,436 @@
-/************************************************************************************
-
-Filename : CAPI_D3D1X_DistortionRenderer.cpp
-Content : Experimental distortion renderer
-Created : March 7th, 2014
-Authors : Tom Heath
-
-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_D3D9_DistortionRenderer.h"
-#define OVR_D3D_VERSION 9
-#include "../../OVR_CAPI_D3D.h"
-
-#include <initguid.h>
-DEFINE_GUID(IID_OVRDirect3DDevice9EX, 0xe6d58f10, 0xffa1, 0x4748, 0x85, 0x9f, 0xbc, 0xd7, 0xea, 0xe8, 0xfc, 0x1);
-
-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),
- Device(NULL),
- SwapChain(NULL),
- VertexDecl(NULL),
- PixelShader(NULL),
- VertexShader(NULL),
- VertexShaderTimewarp(NULL),
- //screenSize(),
- ResolutionInPixels(0,0)
- //eachEye[]
-{
- ScreenSize.w = 0;
- ScreenSize.h = 0;
- InitLatencyTester(renderState);
-
- for (int i = 0; i < 2; ++i)
- {
- eachEye[i].dxIndices = nullptr;
- eachEye[i].dxVerts = nullptr;
- }
-}
-
-
-/**********************************************/
-DistortionRenderer::~DistortionRenderer()
-{
- //Release any memory
- if (eachEye[0].dxIndices)
- {
- eachEye[0].dxIndices->Release();
- }
- if (eachEye[0].dxVerts)
- {
- eachEye[0].dxVerts->Release();
- }
- if (eachEye[1].dxIndices)
- {
- eachEye[1].dxIndices->Release();
- }
- if (eachEye[1].dxVerts)
- {
- eachEye[1].dxVerts->Release();
- }
-}
-
-
-/******************************************************************************/
-bool DistortionRenderer::Initialize(const ovrRenderAPIConfig* apiConfig)
-{
- ///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;
-
- if (System::DirectDisplayEnabled())
- {
- Ptr<IUnknown> ovrDevice;
- if (config->D3D9.pDevice->QueryInterface(IID_OVRDirect3DDevice9EX, (void**)&ovrDevice.GetRawRef()) == E_NOINTERFACE)
- {
- OVR_DEBUG_LOG_TEXT(("ovr_Initialize() or ovr_InitializeRenderingShim() wasn't called before the D3D9 device was created."));
- }
- }
-
- //Glean all the required variables from the input structures
- Device = config->D3D9.pDevice;
- SwapChain = config->D3D9.pSwapChain;
- ScreenSize = config->D3D9.Header.BackBufferSize;
-
- GfxState = *new GraphicsState(Device, RState.DistortionCaps);
-
- CreateVertexDeclaration();
- CreateDistortionShaders();
- CreateDistortionModels();
-
- return true;
-}
-
-void DistortionRenderer::InitLatencyTester(const HMDRenderState& RenderState)
-{
- ResolutionInPixels = RenderState.OurHMDInfo.ResolutionInPixels;
-}
-
-
-/**************************************************************/
-void DistortionRenderer::SubmitEye(int eyeId, const 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 );
-
- if (RState.DistortionCaps & ovrDistortionCap_FlipInput)
- {
- eachEye[eyeId].UVScaleOffset[0].y = -eachEye[eyeId].UVScaleOffset[0].y;
- eachEye[eyeId].UVScaleOffset[1].y = 1.0f - eachEye[eyeId].UVScaleOffset[1].y;
- }
-}
-
-void DistortionRenderer::renderEndFrame()
-{
- RenderBothDistortionMeshes();
-
- if(RegisteredPostDistortionCallback)
- RegisteredPostDistortionCallback(Device);
-
- if (LatencyTest2Active)
- {
- renderLatencyPixel(LatencyTest2DrawColor);
- }
-}
-
-/******************************************************************/
-void DistortionRenderer::EndFrame(bool swapBuffers)
-{
- ///QUESTION : Clear the screen?
- ///QUESTION : Ensure the screen is the render target
-
- // Don't spin if we are explicitly asked not to
- if (RState.DistortionCaps & ovrDistortionCap_TimeWarp &&
- !(RState.DistortionCaps & ovrDistortionCap_ProfileNoTimewarpSpinWaits))
- {
- if (!TimeManager.NeedDistortionTimeMeasurement())
- {
- // Wait for timewarp distortion if it is time and Gpu idle
- FlushGpuAndWaitTillTime(TimeManager.GetFrameTiming().TimewarpPointTime);
-
- renderEndFrame();
- }
- else
- {
- // If needed, measure distortion time so that TimeManager can better estimate
- // latency-reducing time-warp wait timing.
- WaitUntilGpuIdle();
- double distortionStartTime = ovr_GetTimeInSeconds();
-
- renderEndFrame();
-
- WaitUntilGpuIdle();
- TimeManager.AddDistortionTimeMeasurement(ovr_GetTimeInSeconds() - distortionStartTime);
- }
- }
- else
- {
- renderEndFrame();
- }
-
- if (LatencyTestActive)
- {
- renderLatencyQuad(LatencyTestDrawColor);
- }
-
- 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.
- // Doesn't need to be done if running through the Oculus driver.
- if (RState.OurHMDInfo.InCompatibilityMode &&
- !(RState.DistortionCaps & ovrDistortionCap_ProfileNoTimewarpSpinWaits))
- {
- 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)){}
- pEventQuery->Release();
- }
- }
-}
-
-double DistortionRenderer::FlushGpuAndWaitTillTime(double absTime)
-{
- double initialTime = ovr_GetTimeInSeconds();
- if (initialTime >= absTime)
- return 0.0;
-
- WaitUntilGpuIdle();
-
- return WaitTillTime(absTime);
-}
-
-
-//-----------------------------------------------------------------------------
-// Latency Tester Quad
-
-static void ConvertSRGB(unsigned char c[3])
-{
- for (int i = 0; i < 3; ++i)
- {
- double d = (double)c[i];
- double ds = d / 255.;
-
- if (ds <= 0.04045)
- {
- d /= 12.92;
- }
- else
- {
- d = 255. * pow((ds + 0.055) / 1.055, 2.4);
- }
-
- int color = (int)d;
- if (color < 0)
- {
- color = 0;
- }
- else if (color > 255)
- {
- color = 255;
- }
-
- c[i] = (unsigned char)color;
- }
-}
-
-void DistortionRenderer::renderLatencyQuad(unsigned char* color)
-{
- D3DRECT rect = { ResolutionInPixels.w / 4, ResolutionInPixels.h / 4, ResolutionInPixels.w * 3 / 4, ResolutionInPixels.h * 3 / 4 };
- unsigned char c[3] = { color[0], color[1], color[2] };
-
- if (RState.DistortionCaps & ovrDistortionCap_SRGB)
- {
- ConvertSRGB(c);
- }
-
- Device->Clear(1, &rect, D3DCLEAR_TARGET, D3DCOLOR_RGBA(c[0], c[1], c[2], 255), 1, 0);
-}
-
-#ifdef OVR_BUILD_DEBUG
-#define OVR_LATENCY_PIXEL_SIZE 20
-#else
-#define OVR_LATENCY_PIXEL_SIZE 5
-#endif
-
-void DistortionRenderer::renderLatencyPixel(unsigned char* color)
-{
- D3DRECT rect = { ResolutionInPixels.w - OVR_LATENCY_PIXEL_SIZE, 0, ResolutionInPixels.w, OVR_LATENCY_PIXEL_SIZE };
- unsigned char c[3] = { color[0], color[1], color[2] };
-
- if (RState.DistortionCaps & ovrDistortionCap_SRGB)
- {
- ConvertSRGB(c);
- }
-
- Device->Clear(1, &rect, D3DCLEAR_TARGET, D3DCOLOR_RGBA(c[0], c[1], c[2], 255), 1, 0);
-}
-
-
-//-----------------------------------------------------------------------------
-// GraphicsState
-
-DistortionRenderer::GraphicsState::GraphicsState(IDirect3DDevice9* d, unsigned distortionCaps)
-: Device(d)
-, NumSavedStates(0)
-, DistortionCaps(distortionCaps)
-{
- #if defined(OVR_BUILD_DEBUG)
- memset(SavedState, 0, sizeof(SavedState));
- #endif
-}
-
-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(0, D3DSAMP_SRGBTEXTURE, (DistortionCaps & ovrDistortionCap_SRGB) ? TRUE : FALSE );
-
- 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 );
- RecordAndSetState(1, D3DRS_SRGBWRITEENABLE, (DistortionCaps & ovrDistortionCap_SRGB) ? TRUE : 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
-
-
+/************************************************************************************
+
+Filename : CAPI_D3D11_DistortionRenderer.cpp
+Content : Experimental distortion renderer
+Created : March 7th, 2014
+Authors : Tom Heath
+
+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_D3D9_DistortionRenderer.h"
+#include "OVR_CAPI_D3D.h"
+
+#include <initguid.h>
+DEFINE_GUID(IID_OVRDirect3DDevice9EX, 0xe6d58f10, 0xffa1, 0x4748, 0x85, 0x9f, 0xbc, 0xd7, 0xea, 0xe8, 0xfc, 0x1);
+
+OVR_DISABLE_MSVC_WARNING(4996) // Disable deprecation warning
+
+namespace OVR { namespace CAPI { namespace D3D9 {
+
+
+///QUESTION : Why not just a normal constructor?
+CAPI::DistortionRenderer* DistortionRenderer::Create()
+{
+ return new DistortionRenderer();
+}
+
+DistortionRenderer::DistortionRenderer() :
+ Device(NULL),
+ SwapChain(NULL),
+ VertexDecl(NULL),
+ PixelShader(NULL),
+ VertexShader(NULL),
+ VertexShaderTimewarp(NULL),
+ //screenSize(),
+ ResolutionInPixels(0,0)
+ //eachEye[]
+{
+ ScreenSize.w = 0;
+ ScreenSize.h = 0;
+
+ for (int i = 0; i < 2; ++i)
+ {
+ eachEye[i].dxIndices = nullptr;
+ eachEye[i].dxVerts = nullptr;
+ }
+}
+
+
+/**********************************************/
+DistortionRenderer::~DistortionRenderer()
+{
+ //Release any memory
+ if (eachEye[0].dxIndices)
+ {
+ eachEye[0].dxIndices->Release();
+ }
+ if (eachEye[0].dxVerts)
+ {
+ eachEye[0].dxVerts->Release();
+ }
+ if (eachEye[1].dxIndices)
+ {
+ eachEye[1].dxIndices->Release();
+ }
+ if (eachEye[1].dxVerts)
+ {
+ eachEye[1].dxVerts->Release();
+ }
+}
+
+
+/******************************************************************************/
+bool DistortionRenderer::initializeRenderer(const ovrRenderAPIConfig* apiConfig)
+{
+ initLatencyTester();
+
+ ///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;
+
+ if (Display::GetDirectDisplayInitialized())
+ {
+ Ptr<IUnknown> ovrDevice;
+ if (config->D3D9.pDevice->QueryInterface(IID_OVRDirect3DDevice9EX, (void**)&ovrDevice.GetRawRef()) == E_NOINTERFACE)
+ {
+ OVR_DEBUG_LOG_TEXT(("ovr_Initialize() or ovr_InitializeRenderingShim() wasn't called before the D3D9 device was created."));
+ }
+ }
+
+ //Glean all the required variables from the input structures
+ Device = config->D3D9.pDevice;
+ SwapChain = config->D3D9.pSwapChain;
+ ScreenSize = config->D3D9.Header.BackBufferSize;
+
+ GfxState = *new GraphicsState(Device, RenderState->DistortionCaps);
+
+ CreateVertexDeclaration();
+ CreateDistortionShaders();
+ return CreateDistortionModels();
+}
+
+void DistortionRenderer::initLatencyTester()
+{
+ ResolutionInPixels = RenderState->OurHMDInfo.ResolutionInPixels;
+}
+
+
+/**************************************************************/
+void DistortionRenderer::SubmitEye(int eyeId, const ovrTexture* eyeTexture)
+{
+ if (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 = RenderState->EyeRenderDesc[eyeId];
+
+ ovrHmd_GetRenderScaleAndOffset(erd.Fov,
+ eachEye[eyeId].TextureSize, eachEye[eyeId].RenderViewport,
+ eachEye[eyeId].UVScaleOffset);
+
+ if (RenderState->DistortionCaps & ovrDistortionCap_FlipInput)
+ {
+ eachEye[eyeId].UVScaleOffset[0].y = -eachEye[eyeId].UVScaleOffset[0].y;
+ eachEye[eyeId].UVScaleOffset[1].y = 1.0f - eachEye[eyeId].UVScaleOffset[1].y;
+ }
+ }
+}
+
+void DistortionRenderer::SubmitEyeWithDepth(int eyeId, const ovrTexture* eyeColorTexture, const ovrTexture* eyeDepthTexture)
+{
+ SubmitEye(eyeId, eyeColorTexture);
+
+ OVR_UNUSED(eyeDepthTexture);
+}
+
+void DistortionRenderer::renderEndFrame()
+{
+ RenderBothDistortionMeshes();
+
+ if(RegisteredPostDistortionCallback)
+ RegisteredPostDistortionCallback(Device);
+
+ if (LatencyTest2Active)
+ {
+ renderLatencyPixel(LatencyTest2DrawColor);
+ }
+}
+
+/******************************************************************/
+void DistortionRenderer::EndFrame(uint32_t frameIndex, bool swapBuffers)
+{
+ ///QUESTION : Clear the screen?
+ ///QUESTION : Ensure the screen is the render target
+
+ // D3D9 does not provide any frame timing information.
+ Timing->CalculateTimewarpTiming(frameIndex);
+
+ // Don't spin if we are explicitly asked not to
+ if ( (RenderState->DistortionCaps & ovrDistortionCap_TimeWarp) &&
+ (RenderState->DistortionCaps & ovrDistortionCap_TimewarpJitDelay) &&
+ !(RenderState->DistortionCaps & ovrDistortionCap_ProfileNoSpinWaits))
+ {
+ if (!Timing->NeedDistortionTimeMeasurement())
+ {
+ FlushGpuAndWaitTillTime(Timing->GetTimewarpTiming()->JIT_TimewarpTime);
+
+ renderEndFrame();
+ }
+ else
+ {
+ // If needed, measure distortion time so that TimeManager can better estimate
+ // latency-reducing time-warp wait timing.
+ WaitUntilGpuIdle();
+ double distortionStartTime = ovr_GetTimeInSeconds();
+
+ renderEndFrame();
+
+ WaitUntilGpuIdle();
+ Timing->AddDistortionTimeMeasurement(ovr_GetTimeInSeconds() - distortionStartTime);
+ }
+ }
+ else
+ {
+ renderEndFrame();
+ }
+
+ if (LatencyTestActive)
+ {
+ renderLatencyQuad(LatencyTestDrawColor);
+ }
+
+ 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.
+ // Doesn't need to be done if running through the Oculus driver.
+ if (RenderState->OurHMDInfo.InCompatibilityMode &&
+ !(RenderState->DistortionCaps & ovrDistortionCap_ProfileNoSpinWaits))
+ {
+ 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)){}
+ pEventQuery->Release();
+ }
+ }
+}
+
+double DistortionRenderer::FlushGpuAndWaitTillTime(double absTime)
+{
+ double initialTime = ovr_GetTimeInSeconds();
+ if (initialTime >= absTime)
+ return 0.0;
+
+ WaitUntilGpuIdle();
+
+ return WaitTillTime(absTime);
+}
+
+
+//-----------------------------------------------------------------------------
+// Latency Tester Quad
+
+static void ConvertSRGB(unsigned char c[3])
+{
+ for (int i = 0; i < 3; ++i)
+ {
+ double d = (double)c[i];
+ double ds = d / 255.;
+
+ if (ds <= 0.04045)
+ {
+ d /= 12.92;
+ }
+ else
+ {
+ d = 255. * pow((ds + 0.055) / 1.055, 2.4);
+ }
+
+ int color = (int)d;
+ if (color < 0)
+ {
+ color = 0;
+ }
+ else if (color > 255)
+ {
+ color = 255;
+ }
+
+ c[i] = (unsigned char)color;
+ }
+}
+
+void DistortionRenderer::renderLatencyQuad(unsigned char* color)
+{
+ D3DRECT rect = { ResolutionInPixels.w / 4, ResolutionInPixels.h / 4, ResolutionInPixels.w * 3 / 4, ResolutionInPixels.h * 3 / 4 };
+ unsigned char c[3] = { color[0], color[1], color[2] };
+
+ if (RenderState->DistortionCaps & ovrDistortionCap_SRGB)
+ {
+ ConvertSRGB(c);
+ }
+
+ Device->Clear(1, &rect, D3DCLEAR_TARGET, D3DCOLOR_RGBA(c[0], c[1], c[2], 255), 1, 0);
+}
+
+#ifdef OVR_BUILD_DEBUG
+#define OVR_LATENCY_PIXEL_SIZE 20
+#else
+#define OVR_LATENCY_PIXEL_SIZE 5
+#endif
+
+void DistortionRenderer::renderLatencyPixel(unsigned char* color)
+{
+ D3DRECT rect;
+
+ if (RenderState->RenderInfo.OffsetLatencyTester)
+ {
+ // TBD: Is this correct?
+ rect.x1 = ResolutionInPixels.w / 2;
+ rect.y1 = 0;
+ }
+ else
+ {
+ rect.x1 = ResolutionInPixels.w - OVR_LATENCY_PIXEL_SIZE;
+ rect.y1 = 0;
+ }
+
+ rect.x2 = rect.x1 + OVR_LATENCY_PIXEL_SIZE;
+ rect.y2 = rect.y1 + OVR_LATENCY_PIXEL_SIZE;
+
+ // TBD: Does (RenderState->RenderInfo.RotateCCW90) affect this?
+
+ unsigned char c[3] = { color[0], color[1], color[2] };
+
+ if (RenderState->DistortionCaps & ovrDistortionCap_SRGB)
+ {
+ ConvertSRGB(c);
+ }
+
+ Device->Clear(1, &rect, D3DCLEAR_TARGET, D3DCOLOR_RGBA(c[0], c[1], c[2], 255), 1, 0);
+}
+
+
+//-----------------------------------------------------------------------------
+// GraphicsState
+
+DistortionRenderer::GraphicsState::GraphicsState(IDirect3DDevice9* d, unsigned distortionCaps)
+: Device(d)
+, NumSavedStates(0)
+, DistortionCaps(distortionCaps)
+{
+ #if defined(OVR_BUILD_DEBUG)
+ memset(SavedState, 0, sizeof(SavedState));
+ #endif
+}
+
+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(0, D3DSAMP_SRGBTEXTURE, (DistortionCaps & ovrDistortionCap_SRGB) ? TRUE : FALSE );
+
+ 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 );
+ RecordAndSetState(1, D3DRS_SRGBWRITEENABLE, (DistortionCaps & ovrDistortionCap_SRGB) ? TRUE : 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::D3D11
+
+OVR_RESTORE_MSVC_WARNING()
diff --git a/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_DistortionRenderer.h b/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_DistortionRenderer.h
index 55c7d29..b289c34 100644
--- a/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_DistortionRenderer.h
+++ b/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_DistortionRenderer.h
@@ -1,142 +1,137 @@
-/************************************************************************************
-
-Filename : CAPI_D3D1X_DistortionRenderer.h
-Content : Experimental distortion renderer
-Created : March 7, 2014
-Authors : Tom Heath
-
-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 "../../Kernel/OVR_Types.h"
-
-#if defined (OVR_OS_WIN32)
-#define WIN32_LEAN_AND_MEAN
-#include <d3d9.h>
-#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) OVR_OVERRIDE;
-
- virtual void SubmitEye(int eyeId, const ovrTexture* eyeTexture);
-
- virtual void EndFrame(bool swapBuffers);
-
- // 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(IDirect3DDevice9* d, unsigned distortionCaps);
- 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;
- unsigned DistortionCaps;
- };
-
-private:
-
- //Functions
- void CreateDistortionShaders(void);
- void CreateDistortionModels(void);
- void CreateVertexDeclaration(void);
- void RenderBothDistortionMeshes();
- void RecordAndSetState(int which, int type, DWORD newValue);
- void RevertAllStates(void);
-
- void renderEndFrame();
-
- // Latency tester
- void InitLatencyTester(const HMDRenderState& renderState);
- void renderLatencyQuad(unsigned char* latencyTesterDrawColor);
- void renderLatencyPixel(unsigned char* latencyTesterPixelColor);
-
- //Data, structures and pointers
- IDirect3DDevice9 * Device;
- IDirect3DSwapChain9 * SwapChain;
- IDirect3DVertexDeclaration9 * VertexDecl;
- IDirect3DPixelShader9 * PixelShader;
- IDirect3DVertexShader9 * VertexShader;
- IDirect3DVertexShader9 * VertexShaderTimewarp;
- ovrSizei ScreenSize;
-
- // Latency tester
- Size<int> ResolutionInPixels;
-
- struct FOR_EACH_EYE
- {
- FOR_EACH_EYE() : dxVerts(NULL), dxIndices(NULL), numVerts(0), numIndices(0), texture(NULL), /*UVScaleOffset[],*/ TextureSize(0, 0), RenderViewport(0, 0, 0, 0) { }
-
- IDirect3DVertexBuffer9 * dxVerts;
- IDirect3DIndexBuffer9 * dxIndices;
- int numVerts;
- int numIndices;
- IDirect3DTexture9 * texture;
- ovrVector2f UVScaleOffset[2];
- Sizei TextureSize;
- Recti RenderViewport;
- } eachEye[2];
-};
-
-}}} // OVR::CAPI::D3D9
+/************************************************************************************
+
+Filename : CAPI_D3D11_DistortionRenderer.h
+Content : Experimental distortion renderer
+Created : March 7, 2014
+Authors : Tom Heath
+
+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 "Kernel/OVR_Types.h"
+#include "Util/Util_Direct3D.h"
+
+#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();
+ ~DistortionRenderer();
+
+ // Creation function for the device.
+ static CAPI::DistortionRenderer* Create();
+
+ // ***** Public DistortionRenderer interface
+ virtual void SubmitEye(int eyeId, const ovrTexture* eyeTexture) OVR_OVERRIDE;
+ virtual void SubmitEyeWithDepth(int eyeId, const ovrTexture* eyeColorTexture, const ovrTexture* eyeDepthTexture) OVR_OVERRIDE;
+
+ virtual void EndFrame(uint32_t frameIndex, bool swapBuffers);
+
+ // 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:
+ virtual bool initializeRenderer(const ovrRenderAPIConfig* apiConfig) OVR_OVERRIDE;
+
+ class GraphicsState : public CAPI::DistortionRenderer::GraphicsState
+ {
+ public:
+ GraphicsState(IDirect3DDevice9* d, unsigned distortionCaps);
+ 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;
+ unsigned DistortionCaps;
+ };
+
+private:
+
+ //Functions
+ void CreateDistortionShaders();
+ bool CreateDistortionModels();
+ void CreateVertexDeclaration();
+ void RenderBothDistortionMeshes();
+ void RecordAndSetState(int which, int type, DWORD newValue);
+ void RevertAllStates();
+
+ void renderEndFrame();
+
+ // Latency tester
+ void initLatencyTester();
+ void renderLatencyQuad(unsigned char* latencyTesterDrawColor);
+ void renderLatencyPixel(unsigned char* latencyTesterPixelColor);
+
+ //Data, structures and pointers
+ IDirect3DDevice9 * Device;
+ IDirect3DSwapChain9 * SwapChain;
+ IDirect3DVertexDeclaration9 * VertexDecl;
+ IDirect3DPixelShader9 * PixelShader;
+ IDirect3DVertexShader9 * VertexShader;
+ IDirect3DVertexShader9 * VertexShaderTimewarp;
+ ovrSizei ScreenSize;
+
+ // Latency tester
+ Size<int> ResolutionInPixels;
+
+ struct FOR_EACH_EYE
+ {
+ FOR_EACH_EYE() : dxVerts(NULL), dxIndices(NULL), numVerts(0), numIndices(0), texture(NULL), /*UVScaleOffset[],*/ TextureSize(0, 0), RenderViewport(0, 0, 0, 0) { }
+
+ IDirect3DVertexBuffer9 * dxVerts;
+ IDirect3DIndexBuffer9 * dxIndices;
+ int numVerts;
+ int numIndices;
+ IDirect3DTexture9 * texture;
+ ovrVector2f UVScaleOffset[2];
+ Sizei TextureSize;
+ Recti RenderViewport;
+ } eachEye[2];
+};
+
+
+}}} // namespace OVR::CAPI::D3D9
diff --git a/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_HSWDisplay.cpp b/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_HSWDisplay.cpp
index 2be55c1..3795485 100644
--- a/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_HSWDisplay.cpp
+++ b/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_HSWDisplay.cpp
@@ -1,430 +1,425 @@
-/************************************************************************************
-
-Filename : CAPI_D3D9_HSWDisplay.cpp
-Content : Implements Health and Safety Warning system.
-Created : July 7, 2014
-Authors : Paul Pedriana
-
-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.
-
-************************************************************************************/
-
-#define OVR_D3D_VERSION 9
-#include "CAPI_D3D9_HSWDisplay.h"
-#include "../../OVR_CAPI_D3D.h"
-#undef OVR_D3D_VERSION
-
-#include <d3d9.h>
-#include "../../Kernel/OVR_File.h"
-#include "../../Kernel/OVR_SysFile.h"
-#include "../../Kernel/OVR_Math.h"
-#include "../../Kernel/OVR_Allocator.h"
-#include "../../Kernel/OVR_Color.h"
-
-
-namespace OVR { namespace CAPI {
-
-
-// To do Need to move LoadTextureTgaData to a shared location.
-uint8_t* LoadTextureTgaData(OVR::File* f, uint8_t alpha, int& width, int& height);
-
-
-namespace D3D9 {
-
-// This is a temporary function implementation, and it functionality needs to be implemented in a more generic way.
-IDirect3DTexture9* LoadTextureTga(HSWRenderParams& rParams, OVR::File* f, uint8_t alpha)
-{
- IDirect3DTexture9* pTexture = NULL;
-
- int width, height;
- const uint8_t* pRGBA = LoadTextureTgaData(f, alpha, width, height);
-
- if (pRGBA)
- {
- // We don't have access to D3DX9 and so we currently have to do this manually instead of calling a D3DX9 utility function.
- Ptr<IDirect3DTexture9> pTextureSysmem;
- HRESULT hResult = rParams.Device->CreateTexture((UINT)width, (UINT)height, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &pTextureSysmem.GetRawRef(), NULL);
-
- if(FAILED(hResult))
- { HSWDISPLAY_LOG(("CreateTexture(D3DPOOL_SYSTEMMEM) failed. %d (%x)", hResult, hResult)); }
- else
- {
- // Lock the texture so we can write this frame's texel data
- D3DLOCKED_RECT lock;
- hResult = pTextureSysmem->LockRect(0, &lock, NULL, D3DLOCK_NOSYSLOCK | D3DLOCK_NO_DIRTY_UPDATE);
- if(FAILED(hResult))
- { HSWDISPLAY_LOG(("LockRect failed. %d (%x)", hResult, hResult)); }
- else
- {
- // Four bytes per pixel. Pitch bytes per row (will be >= w * 4).
- uint8_t* pRow = (uint8_t*)lock.pBits;
- const uint8_t* pSource = pRGBA;
-
- for(int y = 0; y < height; y++, pRow += lock.Pitch, pSource += (width * 4))
- {
- uint8_t* pDest = pRow;
-
- for(int x = 0, xEnd = width * 4; x < xEnd; x += 4)
- {
- pDest[x + 0] = pSource[x + 2];
- pDest[x + 1] = pSource[x + 1];
- pDest[x + 2] = pSource[x + 0];
- pDest[x + 3] = pSource[x + 3];
- }
- }
-
- pTextureSysmem->UnlockRect(0);
-
- hResult = rParams.Device->CreateTexture((UINT)width, (UINT)height, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &pTexture, NULL);
- if(FAILED(hResult))
- { HSWDISPLAY_LOG(("CreateTexture(D3DPOOL_DEFAULT) failed. %d (%x)", hResult, hResult)); }
- else
- {
- hResult = rParams.Device->UpdateTexture(pTextureSysmem, pTexture);
- if(FAILED(hResult))
- {
- HSWDISPLAY_LOG(("UpdateTexture failed. %d (%x)", hResult, hResult));
- pTexture->Release();
- pTexture = NULL;
- }
- }
- }
- }
-
- OVR_FREE(const_cast<uint8_t*>(pRGBA));
- }
-
- return pTexture;
-}
-
-
-// Loads a texture from a memory image of a TGA file.
-IDirect3DTexture9* LoadTextureTga(HSWRenderParams& rParams, const uint8_t* pData, int dataSize, uint8_t alpha)
-{
- MemoryFile memoryFile("", pData, dataSize);
-
- return LoadTextureTga(rParams, &memoryFile, alpha);
-}
-
-
-// Loads a texture from a disk TGA file.
-IDirect3DTexture9* LoadTextureTga(HSWRenderParams& rParams, const char* pFilePath, uint8_t alpha)
-{
- SysFile sysFile;
-
- if(sysFile.Open(pFilePath, FileConstants::Open_Read | FileConstants::Open_Buffered))
- return LoadTextureTga(rParams, &sysFile, alpha);
-
- return NULL;
-}
-
-
-
-// To do: This needs to be promoted to a central version, possibly in CAPI_HSWDisplay.h
-struct HASWVertex
-{
- Vector3f Pos;
- Color C;
- float U, V;
-
- HASWVertex(const Vector3f& p, const Color& c = Color(64,0,0,255), float u = 0, float v = 0)
- : Pos(p), C(c), U(u), V(v)
- {}
-
- HASWVertex(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 HASWVertex& b) const
- {
- return (Pos == b.Pos) && (C == b.C) && (U == b.U) && (V == b.V);
- }
-};
-
-#define HASWVertexD3D9Format (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
-
-
-// The texture below may conceivably be shared between HSWDisplay instances. However,
-// beware that sharing may not be possible if two HMDs are using different locales
-// simultaneously. As of this writing it's not clear if that can occur in practice.
-
-HSWDisplay::HSWDisplay(ovrRenderAPIType api, ovrHmd hmd, const HMDRenderState& renderState)
- : OVR::CAPI::HSWDisplay(api, hmd, renderState)
- , RenderParams()
-{
-}
-
-bool HSWDisplay::Initialize(const ovrRenderAPIConfig* apiConfig)
-{
- const ovrD3D9Config* config = reinterpret_cast<const ovrD3D9Config*>(apiConfig);
-
- if(config)
- {
- RenderParams.Device = config->D3D9.pDevice;
- RenderParams.SwapChain = config->D3D9.pSwapChain;
- RenderParams.ScreenSize = config->D3D9.Header.BackBufferSize;
- }
- else
- {
- UnloadGraphics();
- }
-
- return true;
-}
-
-void HSWDisplay::Shutdown()
-{
- UnloadGraphics();
-}
-
-void HSWDisplay::DisplayInternal()
-{
- HSWDISPLAY_LOG(("[HSWDisplay D3D9] DisplayInternal()"));
- // We may want to call LoadGraphics here instead of within Render.
-}
-
-void HSWDisplay::DismissInternal()
-{
- HSWDISPLAY_LOG(("[HSWDisplay D3D9] DismissInternal()"));
- UnloadGraphics();
-}
-
-
-void HSWDisplay::UnloadGraphics()
-{
- // RenderParams: No need to clear.
- pTexture.Clear();
- pVB.Clear();
- // OrthoProjection: No need to clear.
-}
-
-
-void HSWDisplay::LoadGraphics()
-{
- // As of this writing, we don't yet have an abstraction for Textures, Buffers, and Shaders like we do for D3D11, D3D11, and OpenGL.
- #if defined(OVR_BUILD_DEBUG)
- if(!pTexture)
- pTexture = *LoadTextureTga(RenderParams, "C:\\TestPath\\TestFile.tga", 255);
- #endif
-
- if(!pTexture)
- {
- D3DCAPS9 caps;
- RenderParams.Device->GetDeviceCaps(&caps);
-
- if(caps.TextureCaps & (D3DPTEXTURECAPS_SQUAREONLY | D3DPTEXTURECAPS_POW2))
- { HSWDISPLAY_LOG(("[HSWDisplay D3D9] Square textures allowed only.")); }
-
- size_t textureSize;
- const uint8_t* TextureData = GetDefaultTexture(textureSize);
- pTexture = *LoadTextureTga(RenderParams, TextureData, (int)textureSize, 255);
- OVR_ASSERT(pTexture);
- }
-
- if(!pVB)
- {
- HRESULT hResult = RenderParams.Device->CreateVertexBuffer(4 * sizeof(HASWVertex), NULL, HASWVertexD3D9Format, D3DPOOL_MANAGED, &pVB.GetRawRef(), NULL);
-
- if(FAILED(hResult))
- { HSWDISPLAY_LOG(("[HSWDisplay D3D9] CreateVertexBuffer failed. %d (%x)", hResult, hResult)); }
- else
- {
- void* pVerticesVoid;
- hResult = pVB->Lock(0, 0, (void**)&pVerticesVoid, 0);
-
- if(FAILED(hResult))
- { HSWDISPLAY_LOG(("[HSWDisplay D3D9] Lock failed. %d (%x)", hResult, hResult)); }
- else
- {
- HASWVertex* pVertices = reinterpret_cast<HASWVertex*>(pVerticesVoid);
-
- const bool flip = ((RenderState.DistortionCaps & ovrDistortionCap_FlipInput) != 0);
- const float left = -1.0f;
- const float top = -1.1f;
- const float right = +1.0f;
- const float bottom = +0.9f;
-
- pVertices[0] = HASWVertex(left, top, 0.f, Color(255, 255, 255, 255), 0.f, flip ? 1.f : 0.f); // To do: Make this branchless
- pVertices[1] = HASWVertex(left, bottom, 0.f, Color(255, 255, 255, 255), 0.f, flip ? 0.f : 1.f);
- pVertices[2] = HASWVertex(right, top, 0.f, Color(255, 255, 255, 255), 1.f, flip ? 1.f : 0.f);
- pVertices[3] = HASWVertex(right, bottom, 0.f, Color(255, 255, 255, 255), 1.f, flip ? 0.f : 1.f);
-
- pVB->Unlock();
- }
- }
- }
-}
-
-
-void HSWDisplay::RenderInternal(ovrEyeType eye, const ovrTexture* eyeTexture)
-{
- if(RenderEnabled && eyeTexture)
- {
- // Note: The D3D9 implementation below is entirely fixed-function and isn't yet using shaders.
- // For the time being this is sufficient, but future designs will likely necessitate moving
- // to a system that uses programmable shaders.
-
- // We need to render to the eyeTexture with the texture viewport.
- // Setup rendering to the texture.
- ovrD3D9Texture* eyeTextureD3D9 = const_cast<ovrD3D9Texture*>(reinterpret_cast<const ovrD3D9Texture*>(eyeTexture));
- OVR_ASSERT(eyeTextureD3D9->Texture.Header.API == ovrRenderAPI_D3D9);
-
-
- // Save previous state.
- // To do: Merge this saved state with that done by DistortionRenderer::GraphicsState::Save(), and put them in a shared location.
- DWORD fvfSaved;
- RenderParams.Device->GetFVF(&fvfSaved);
-
- Ptr<IDirect3DVertexBuffer9> pVBDSaved;
- UINT vbOffsetSaved;
- UINT vbStrideSaved;
- RenderParams.Device->GetStreamSource(0, &pVBDSaved.GetRawRef(), &vbOffsetSaved, &vbStrideSaved);
-
- Ptr<IDirect3DBaseTexture9> pTexture0Saved;
- RenderParams.Device->GetTexture(0, &pTexture0Saved.GetRawRef());
- Ptr<IDirect3DBaseTexture9> pTexture1Saved;
- RenderParams.Device->GetTexture(1, &pTexture1Saved.GetRawRef());
-
- D3DMATRIX worldMatrixSaved, viewMatrixSaved, projectionMatrixSaved, texture0MatrixSaved;
- RenderParams.Device->GetTransform(D3DTS_WORLD, &worldMatrixSaved);
- RenderParams.Device->GetTransform(D3DTS_VIEW, &viewMatrixSaved);
- RenderParams.Device->GetTransform(D3DTS_PROJECTION, &projectionMatrixSaved);
- RenderParams.Device->GetTransform(D3DTS_TEXTURE0, &texture0MatrixSaved);
-
- Ptr<IDirect3DVertexShader9> pVertexShaderSaved;
- RenderParams.Device->GetVertexShader(&pVertexShaderSaved.GetRawRef());
-
- Ptr<IDirect3DPixelShader9> pPixelShaderSaved;
- RenderParams.Device->GetPixelShader(&pPixelShaderSaved.GetRawRef());
-
- D3DVIEWPORT9 viewportSaved;
- RenderParams.Device->GetViewport(&viewportSaved);
-
- Ptr<IDirect3DSurface9> pRenderTargetSaved;
- RenderParams.Device->GetRenderTarget(0, &pRenderTargetSaved.GetRawRef());
-
-
- // Load the graphics if not loaded already.
- if(!pTexture)
- LoadGraphics();
-
- // Calculate ortho projection.
- GetOrthoProjection(RenderState, OrthoProjection);
-
- HRESULT hResult = RenderParams.Device->BeginScene();
- if(FAILED(hResult))
- { HSWDISPLAY_LOG(("[HSWDisplay D3D9] BeginScene failed. %d (%x)", hResult, hResult)); }
-
- Ptr<IDirect3DSurface9> pDestSurface;
- hResult = eyeTextureD3D9->D3D9.pTexture->GetSurfaceLevel(0, &pDestSurface.GetRawRef());
- if(FAILED(hResult))
- { HSWDISPLAY_LOG(("[HSWDisplay D3D9] GetSurfaceLevel failed. %d (%x)", hResult, hResult)); }
-
- hResult = RenderParams.Device->SetRenderTarget(0, pDestSurface);
- if(FAILED(hResult))
- { HSWDISPLAY_LOG(("[HSWDisplay D3D9] SetRenderTarget failed. %d (%x)", hResult, hResult)); }
-
- D3DVIEWPORT9 D3DViewport;
- D3DViewport.X = eyeTextureD3D9->Texture.Header.RenderViewport.Pos.x;
- D3DViewport.Y = eyeTextureD3D9->Texture.Header.RenderViewport.Pos.y;
- D3DViewport.Width = eyeTextureD3D9->Texture.Header.RenderViewport.Size.w;
- D3DViewport.Height = eyeTextureD3D9->Texture.Header.RenderViewport.Size.h;
- D3DViewport.MinZ = 0;
- D3DViewport.MaxZ = 1;
- hResult = RenderParams.Device->SetViewport(&D3DViewport);
- if(FAILED(hResult))
- { HSWDISPLAY_LOG(("[HSWDisplay D3D9] SetViewport failed. %d (%x)", hResult, hResult)); }
-
- hResult = RenderParams.Device->SetTexture(0, pTexture);
- if(FAILED(hResult))
- { HSWDISPLAY_LOG(("[HSWDisplay D3D9] SetTexture failed. %d (%x)", hResult, hResult)); }
-
- RenderParams.Device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
- RenderParams.Device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- RenderParams.Device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
-
- RenderParams.Device->SetVertexShader(NULL);
- RenderParams.Device->SetPixelShader(NULL);
-
- hResult = RenderParams.Device->SetStreamSource(0, pVB, 0, sizeof(HASWVertex));
- if(FAILED(hResult))
- { HSWDISPLAY_LOG(("[HSWDisplay D3D9] SetStreamSource failed. %d (%x)", hResult, hResult)); }
-
- RenderParams.Device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
- RenderParams.Device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
- RenderParams.Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
- RenderParams.Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
- RenderParams.Device->SetRenderState(D3DRS_LIGHTING, FALSE);
- RenderParams.Device->SetRenderState(D3DRS_ZENABLE, FALSE);
- RenderParams.Device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
- RenderParams.Device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
- RenderParams.Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
- RenderParams.Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
-
- const float scale = HSWDISPLAY_SCALE * ((RenderState.OurHMDInfo.HmdType == HmdType_DK1) ? 0.70f : 1.f);
- Matrix4f identityMatrix = Matrix4f::Identity();
- Vector3f translation = OrthoProjection[eye].GetTranslation();
- Matrix4f orthoStereoMatrix(
- scale, 0, 0, 0,
- 0, scale / 2, 0, 0,
- 0, 0, HSWDISPLAY_DISTANCE, 0,
- translation.x, translation.y, translation.z, 1
- );
- RenderParams.Device->SetTransform(D3DTS_WORLD, reinterpret_cast<const D3DMATRIX*>(&identityMatrix));
- RenderParams.Device->SetTransform(D3DTS_VIEW, reinterpret_cast<const D3DMATRIX*>(&identityMatrix));
- RenderParams.Device->SetTransform(D3DTS_PROJECTION, reinterpret_cast<const D3DMATRIX*>(&orthoStereoMatrix));
- RenderParams.Device->SetTransform(D3DTS_TEXTURE0, reinterpret_cast<const D3DMATRIX*>(&identityMatrix));
-
- hResult = RenderParams.Device->SetFVF(HASWVertexD3D9Format);
- if(FAILED(hResult))
- { HSWDISPLAY_LOG(("[HSWDisplay D3D9] SetFVF failed. %d (%x)", hResult, hResult)); }
-
- hResult = RenderParams.Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
- if(FAILED(hResult))
- { HSWDISPLAY_LOG(("[HSWDisplay D3D9] DrawPrimitive failed. %d (%x)", hResult, hResult)); }
-
- hResult = RenderParams.Device->EndScene();
- if(FAILED(hResult))
- { HSWDISPLAY_LOG(("[HSWDisplay D3D9] EndScene failed. %d (%x)", hResult, hResult)); }
-
-
- // Restore previous state.
- RenderParams.Device->SetRenderTarget(0, pRenderTargetSaved);
- RenderParams.Device->SetViewport(&viewportSaved);
- RenderParams.Device->SetPixelShader(pPixelShaderSaved);
- RenderParams.Device->SetVertexShader(pVertexShaderSaved);
- RenderParams.Device->SetTransform(D3DTS_TEXTURE0, &texture0MatrixSaved);
- RenderParams.Device->SetTransform(D3DTS_PROJECTION, &projectionMatrixSaved);
- RenderParams.Device->SetTransform(D3DTS_VIEW, &viewMatrixSaved);
- RenderParams.Device->SetTransform(D3DTS_WORLD, &worldMatrixSaved);
- RenderParams.Device->SetTexture(0, pTexture0Saved);
- RenderParams.Device->SetTexture(1, pTexture1Saved);
- RenderParams.Device->SetStreamSource(0, pVBDSaved, vbOffsetSaved, vbStrideSaved);
- RenderParams.Device->SetFVF(fvfSaved);
- }
-}
-
-
-}}} // namespace OVR::CAPI::D3D9
-
-
-
-
-
-
-
+/************************************************************************************
+
+Filename : CAPI_D3D9_HSWDisplay.cpp
+Content : Implements Health and Safety Warning system.
+Created : July 7, 2014
+Authors : Paul Pedriana
+
+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_D3D9_HSWDisplay.h"
+#include "OVR_CAPI_D3D.h"
+#include "Util/Util_Direct3D.h"
+#include "Kernel/OVR_File.h"
+#include "Kernel/OVR_SysFile.h"
+#include "Kernel/OVR_Allocator.h"
+#include "Kernel/OVR_Color.h"
+#include "Extras/OVR_Math.h"
+
+
+OVR_DISABLE_MSVC_WARNING(4996) // Disable deprecation warning
+
+namespace OVR { namespace CAPI {
+
+
+// To do Need to move LoadTextureTgaData to a shared location.
+uint8_t* LoadTextureTgaData(OVR::File* f, uint8_t alpha, int& width, int& height);
+
+
+namespace D3D9 {
+
+// This is a temporary function implementation, and it functionality needs to be implemented in a more generic way.
+IDirect3DTexture9* LoadTextureTga(HSWRenderParams& rParams, OVR::File* f, uint8_t alpha)
+{
+ IDirect3DTexture9* pTexture = NULL;
+
+ int width, height;
+ const uint8_t* pRGBA = LoadTextureTgaData(f, alpha, width, height);
+
+ if (pRGBA)
+ {
+ // We don't have access to D3DX9 and so we currently have to do this manually instead of calling a D3DX9 utility function.
+ Ptr<IDirect3DTexture9> pTextureSysmem;
+ HRESULT hResult = rParams.Device->CreateTexture((UINT)width, (UINT)height, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &pTextureSysmem.GetRawRef(), NULL);
+
+ if(FAILED(hResult))
+ { HSWDISPLAY_LOG(("CreateTexture(D3DPOOL_SYSTEMMEM) failed. %d (%x)", hResult, hResult)); }
+ else
+ {
+ // Lock the texture so we can write this frame's texel data
+ D3DLOCKED_RECT lock;
+ hResult = pTextureSysmem->LockRect(0, &lock, NULL, D3DLOCK_NOSYSLOCK | D3DLOCK_NO_DIRTY_UPDATE);
+ if(FAILED(hResult))
+ { HSWDISPLAY_LOG(("LockRect failed. %d (%x)", hResult, hResult)); }
+ else
+ {
+ // Four bytes per pixel. Pitch bytes per row (will be >= w * 4).
+ uint8_t* pRow = (uint8_t*)lock.pBits;
+ const uint8_t* pSource = pRGBA;
+
+ for(int y = 0; y < height; y++, pRow += lock.Pitch, pSource += (width * 4))
+ {
+ uint8_t* pDest = pRow;
+
+ for(int x = 0, xEnd = width * 4; x < xEnd; x += 4)
+ {
+ pDest[x + 0] = pSource[x + 2];
+ pDest[x + 1] = pSource[x + 1];
+ pDest[x + 2] = pSource[x + 0];
+ pDest[x + 3] = pSource[x + 3];
+ }
+ }
+
+ pTextureSysmem->UnlockRect(0);
+
+ hResult = rParams.Device->CreateTexture((UINT)width, (UINT)height, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &pTexture, NULL);
+ if(FAILED(hResult))
+ { HSWDISPLAY_LOG(("CreateTexture(D3DPOOL_DEFAULT) failed. %d (%x)", hResult, hResult)); }
+ else
+ {
+ hResult = rParams.Device->UpdateTexture(pTextureSysmem, pTexture);
+ if(FAILED(hResult))
+ {
+ HSWDISPLAY_LOG(("UpdateTexture failed. %d (%x)", hResult, hResult));
+ pTexture->Release();
+ pTexture = NULL;
+ }
+ }
+ }
+ }
+
+ OVR_FREE(const_cast<uint8_t*>(pRGBA));
+ }
+
+ return pTexture;
+}
+
+
+// Loads a texture from a memory image of a TGA file.
+IDirect3DTexture9* LoadTextureTga(HSWRenderParams& rParams, const uint8_t* pData, int dataSize, uint8_t alpha)
+{
+ MemoryFile memoryFile("", pData, dataSize);
+
+ return LoadTextureTga(rParams, &memoryFile, alpha);
+}
+
+
+// Loads a texture from a disk TGA file.
+IDirect3DTexture9* LoadTextureTga(HSWRenderParams& rParams, const char* pFilePath, uint8_t alpha)
+{
+ SysFile sysFile;
+
+ if(sysFile.Open(pFilePath, FileConstants::Open_Read | FileConstants::Open_Buffered))
+ return LoadTextureTga(rParams, &sysFile, alpha);
+
+ return NULL;
+}
+
+
+
+// To do: This needs to be promoted to a central version, possibly in CAPI_HSWDisplay.h
+struct HASWVertex
+{
+ Vector3f Pos;
+ Color C;
+ float U, V;
+
+ HASWVertex(const Vector3f& p, const Color& c = Color(64,0,0,255), float u = 0, float v = 0)
+ : Pos(p), C(c), U(u), V(v)
+ {}
+
+ HASWVertex(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 HASWVertex& b) const
+ {
+ return (Pos == b.Pos) && (C == b.C) && (U == b.U) && (V == b.V);
+ }
+};
+
+#define HASWVertexD3D9Format (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
+
+
+// The texture below may conceivably be shared between HSWDisplay instances. However,
+// beware that sharing may not be possible if two HMDs are using different locales
+// simultaneously. As of this writing it's not clear if that can occur in practice.
+
+HSWDisplay::HSWDisplay(ovrRenderAPIType api, ovrHmd hmd, const HMDRenderState& renderState)
+ : OVR::CAPI::HSWDisplay(api, hmd, renderState)
+ , RenderParams()
+{
+}
+
+bool HSWDisplay::Initialize(const ovrRenderAPIConfig* apiConfig)
+{
+ const ovrD3D9Config* config = reinterpret_cast<const ovrD3D9Config*>(apiConfig);
+
+ if(config)
+ {
+ RenderParams.Device = config->D3D9.pDevice;
+ RenderParams.SwapChain = config->D3D9.pSwapChain;
+ RenderParams.ScreenSize = config->D3D9.Header.BackBufferSize;
+ }
+ else
+ {
+ UnloadGraphics();
+ }
+
+ return true;
+}
+
+void HSWDisplay::Shutdown()
+{
+ UnloadGraphics();
+}
+
+void HSWDisplay::DisplayInternal()
+{
+ HSWDISPLAY_LOG(("[HSWDisplay D3D9] DisplayInternal()"));
+ // We may want to call LoadGraphics here instead of within Render.
+}
+
+void HSWDisplay::DismissInternal()
+{
+ HSWDISPLAY_LOG(("[HSWDisplay D3D9] DismissInternal()"));
+ UnloadGraphics();
+}
+
+
+void HSWDisplay::UnloadGraphics()
+{
+ // RenderParams: No need to clear.
+ pTexture.Clear();
+ pVB.Clear();
+ // OrthoProjection: No need to clear.
+}
+
+
+void HSWDisplay::LoadGraphics()
+{
+ // As of this writing, we don't yet have an abstraction for Textures, Buffers, and Shaders like we do for D3D11, D3D11, and OpenGL.
+ #if defined(OVR_BUILD_DEBUG)
+ if(!pTexture)
+ pTexture = *LoadTextureTga(RenderParams, "C:\\TestPath\\TestFile.tga", 255);
+ #endif
+
+ if(!pTexture)
+ {
+ D3DCAPS9 caps;
+ RenderParams.Device->GetDeviceCaps(&caps);
+
+ if(caps.TextureCaps & (D3DPTEXTURECAPS_SQUAREONLY | D3DPTEXTURECAPS_POW2))
+ { HSWDISPLAY_LOG(("[HSWDisplay D3D9] Square textures allowed only.")); }
+
+ size_t textureSize;
+ const uint8_t* TextureData = GetDefaultTexture(textureSize);
+ pTexture = *LoadTextureTga(RenderParams, TextureData, (int)textureSize, 255);
+ OVR_ASSERT(pTexture);
+ }
+
+ if(!pVB)
+ {
+ HRESULT hResult = RenderParams.Device->CreateVertexBuffer(4 * sizeof(HASWVertex), NULL, HASWVertexD3D9Format, D3DPOOL_MANAGED, &pVB.GetRawRef(), NULL);
+
+ if(FAILED(hResult))
+ { HSWDISPLAY_LOG(("[HSWDisplay D3D9] CreateVertexBuffer failed. %d (%x)", hResult, hResult)); }
+ else
+ {
+ void* pVerticesVoid;
+ hResult = pVB->Lock(0, 0, (void**)&pVerticesVoid, 0);
+
+ if(FAILED(hResult))
+ { HSWDISPLAY_LOG(("[HSWDisplay D3D9] Lock failed. %d (%x)", hResult, hResult)); }
+ else
+ {
+ HASWVertex* pVertices = reinterpret_cast<HASWVertex*>(pVerticesVoid);
+
+ const bool flip = ((RenderState.DistortionCaps & ovrDistortionCap_FlipInput) != 0);
+ const float left = -1.0f;
+ const float top = -1.1f;
+ const float right = +1.0f;
+ const float bottom = +0.9f;
+
+ // See warning in LoadTextureTgaData() about this TGA being loaded "upside down", i.e. UV origin is at bottom-left.
+ pVertices[0] = HASWVertex(left, top, 0.f, Color(255, 255, 255, 255), 0.f, flip ? 1.f : 0.f); // To do: Make this branchless
+ pVertices[1] = HASWVertex(left, bottom, 0.f, Color(255, 255, 255, 255), 0.f, flip ? 0.f : 1.f);
+ pVertices[2] = HASWVertex(right, top, 0.f, Color(255, 255, 255, 255), 1.f, flip ? 1.f : 0.f);
+ pVertices[3] = HASWVertex(right, bottom, 0.f, Color(255, 255, 255, 255), 1.f, flip ? 0.f : 1.f);
+
+ pVB->Unlock();
+ }
+ }
+ }
+}
+
+
+void HSWDisplay::RenderInternal(ovrEyeType eye, const ovrTexture* eyeTexture)
+{
+ if(RenderEnabled && eyeTexture)
+ {
+ // Note: The D3D9 implementation below is entirely fixed-function and isn't yet using shaders.
+ // For the time being this is sufficient, but future designs will likely necessitate moving
+ // to a system that uses programmable shaders.
+
+ // We need to render to the eyeTexture with the texture viewport.
+ // Setup rendering to the texture.
+ ovrD3D9Texture* eyeTextureD3D9 = const_cast<ovrD3D9Texture*>(reinterpret_cast<const ovrD3D9Texture*>(eyeTexture));
+ OVR_ASSERT(eyeTextureD3D9->Texture.Header.API == ovrRenderAPI_D3D9);
+
+
+ // Save previous state.
+ // To do: Merge this saved state with that done by DistortionRenderer::GraphicsState::Save(), and put them in a shared location.
+ DWORD fvfSaved;
+ RenderParams.Device->GetFVF(&fvfSaved);
+
+ Ptr<IDirect3DVertexBuffer9> pVBDSaved;
+ UINT vbOffsetSaved;
+ UINT vbStrideSaved;
+ RenderParams.Device->GetStreamSource(0, &pVBDSaved.GetRawRef(), &vbOffsetSaved, &vbStrideSaved);
+
+ Ptr<IDirect3DBaseTexture9> pTexture0Saved;
+ RenderParams.Device->GetTexture(0, &pTexture0Saved.GetRawRef());
+ Ptr<IDirect3DBaseTexture9> pTexture1Saved;
+ RenderParams.Device->GetTexture(1, &pTexture1Saved.GetRawRef());
+
+ D3DMATRIX worldMatrixSaved, viewMatrixSaved, projectionMatrixSaved, texture0MatrixSaved;
+ RenderParams.Device->GetTransform(D3DTS_WORLD, &worldMatrixSaved);
+ RenderParams.Device->GetTransform(D3DTS_VIEW, &viewMatrixSaved);
+ RenderParams.Device->GetTransform(D3DTS_PROJECTION, &projectionMatrixSaved);
+ RenderParams.Device->GetTransform(D3DTS_TEXTURE0, &texture0MatrixSaved);
+
+ Ptr<IDirect3DVertexShader9> pVertexShaderSaved;
+ RenderParams.Device->GetVertexShader(&pVertexShaderSaved.GetRawRef());
+
+ Ptr<IDirect3DPixelShader9> pPixelShaderSaved;
+ RenderParams.Device->GetPixelShader(&pPixelShaderSaved.GetRawRef());
+
+ D3DVIEWPORT9 viewportSaved;
+ RenderParams.Device->GetViewport(&viewportSaved);
+
+ Ptr<IDirect3DSurface9> pRenderTargetSaved;
+ RenderParams.Device->GetRenderTarget(0, &pRenderTargetSaved.GetRawRef());
+
+
+ // Load the graphics if not loaded already.
+ if(!pTexture)
+ LoadGraphics();
+
+ // Calculate ortho projection.
+ GetOrthoProjection(RenderState, OrthoProjection);
+
+ HRESULT hResult = RenderParams.Device->BeginScene();
+ if(FAILED(hResult))
+ { HSWDISPLAY_LOG(("[HSWDisplay D3D9] BeginScene failed. %d (%x)", hResult, hResult)); }
+
+ Ptr<IDirect3DSurface9> pDestSurface;
+ hResult = eyeTextureD3D9->D3D9.pTexture->GetSurfaceLevel(0, &pDestSurface.GetRawRef());
+ if(FAILED(hResult))
+ { HSWDISPLAY_LOG(("[HSWDisplay D3D9] GetSurfaceLevel failed. %d (%x)", hResult, hResult)); }
+
+ hResult = RenderParams.Device->SetRenderTarget(0, pDestSurface);
+ if(FAILED(hResult))
+ { HSWDISPLAY_LOG(("[HSWDisplay D3D9] SetRenderTarget failed. %d (%x)", hResult, hResult)); }
+
+ D3DVIEWPORT9 D3DViewport;
+ D3DViewport.X = eyeTextureD3D9->Texture.Header.RenderViewport.Pos.x;
+ D3DViewport.Y = eyeTextureD3D9->Texture.Header.RenderViewport.Pos.y;
+ D3DViewport.Width = eyeTextureD3D9->Texture.Header.RenderViewport.Size.w;
+ D3DViewport.Height = eyeTextureD3D9->Texture.Header.RenderViewport.Size.h;
+ D3DViewport.MinZ = 0;
+ D3DViewport.MaxZ = 1;
+ hResult = RenderParams.Device->SetViewport(&D3DViewport);
+ if(FAILED(hResult))
+ { HSWDISPLAY_LOG(("[HSWDisplay D3D9] SetViewport failed. %d (%x)", hResult, hResult)); }
+
+ hResult = RenderParams.Device->SetTexture(0, pTexture);
+ if(FAILED(hResult))
+ { HSWDISPLAY_LOG(("[HSWDisplay D3D9] SetTexture failed. %d (%x)", hResult, hResult)); }
+
+ RenderParams.Device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
+ RenderParams.Device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
+ RenderParams.Device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
+
+ RenderParams.Device->SetVertexShader(NULL);
+ RenderParams.Device->SetPixelShader(NULL);
+
+ hResult = RenderParams.Device->SetStreamSource(0, pVB, 0, sizeof(HASWVertex));
+ if(FAILED(hResult))
+ { HSWDISPLAY_LOG(("[HSWDisplay D3D9] SetStreamSource failed. %d (%x)", hResult, hResult)); }
+
+ RenderParams.Device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
+ RenderParams.Device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
+ RenderParams.Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
+ RenderParams.Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
+ RenderParams.Device->SetRenderState(D3DRS_LIGHTING, FALSE);
+ RenderParams.Device->SetRenderState(D3DRS_ZENABLE, FALSE);
+ RenderParams.Device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
+ RenderParams.Device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
+ RenderParams.Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
+ RenderParams.Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
+
+ const float scale = HSWDISPLAY_SCALE * ((RenderState.OurHMDInfo.HmdType == HmdType_DK1) ? 0.70f : 1.f);
+ Matrix4f identityMatrix = Matrix4f::Identity();
+ Vector3f translation = OrthoProjection[eye].GetTranslation();
+ Matrix4f orthoStereoMatrix(
+ scale, 0, 0, 0,
+ 0, scale / 2, 0, 0,
+ 0, 0, HSWDISPLAY_DISTANCE, 0,
+ translation.x, translation.y, translation.z, 1
+ );
+ RenderParams.Device->SetTransform(D3DTS_WORLD, reinterpret_cast<const D3DMATRIX*>(&identityMatrix));
+ RenderParams.Device->SetTransform(D3DTS_VIEW, reinterpret_cast<const D3DMATRIX*>(&identityMatrix));
+ RenderParams.Device->SetTransform(D3DTS_PROJECTION, reinterpret_cast<const D3DMATRIX*>(&orthoStereoMatrix));
+ RenderParams.Device->SetTransform(D3DTS_TEXTURE0, reinterpret_cast<const D3DMATRIX*>(&identityMatrix));
+
+ hResult = RenderParams.Device->SetFVF(HASWVertexD3D9Format);
+ if(FAILED(hResult))
+ { HSWDISPLAY_LOG(("[HSWDisplay D3D9] SetFVF failed. %d (%x)", hResult, hResult)); }
+
+ hResult = RenderParams.Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
+ if(FAILED(hResult))
+ { HSWDISPLAY_LOG(("[HSWDisplay D3D9] DrawPrimitive failed. %d (%x)", hResult, hResult)); }
+
+ hResult = RenderParams.Device->EndScene();
+ if(FAILED(hResult))
+ { HSWDISPLAY_LOG(("[HSWDisplay D3D9] EndScene failed. %d (%x)", hResult, hResult)); }
+
+
+ // Restore previous state.
+ RenderParams.Device->SetRenderTarget(0, pRenderTargetSaved);
+ RenderParams.Device->SetViewport(&viewportSaved);
+ RenderParams.Device->SetPixelShader(pPixelShaderSaved);
+ RenderParams.Device->SetVertexShader(pVertexShaderSaved);
+ RenderParams.Device->SetTransform(D3DTS_TEXTURE0, &texture0MatrixSaved);
+ RenderParams.Device->SetTransform(D3DTS_PROJECTION, &projectionMatrixSaved);
+ RenderParams.Device->SetTransform(D3DTS_VIEW, &viewMatrixSaved);
+ RenderParams.Device->SetTransform(D3DTS_WORLD, &worldMatrixSaved);
+ RenderParams.Device->SetTexture(0, pTexture0Saved);
+ RenderParams.Device->SetTexture(1, pTexture1Saved);
+ RenderParams.Device->SetStreamSource(0, pVBDSaved, vbOffsetSaved, vbStrideSaved);
+ RenderParams.Device->SetFVF(fvfSaved);
+ }
+}
+
+
+}}} // namespace OVR::CAPI::D3D9
+
+OVR_RESTORE_MSVC_WARNING()
diff --git a/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_HSWDisplay.h b/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_HSWDisplay.h
index b1d7191..9ad682a 100644
--- a/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_HSWDisplay.h
+++ b/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_HSWDisplay.h
@@ -1,82 +1,76 @@
-/************************************************************************************
-
-Filename : CAPI_D3D9_HSWDisplay.h
-Content : Implements Health and Safety Warning system.
-Created : July 7, 2014
-Authors : Paul Pedriana
-
-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.
-
-************************************************************************************/
-
-#ifndef OVR_CAPI_D3D9_HSWDisplay_h
-#define OVR_CAPI_D3D9_HSWDisplay_h
-
-#if !defined(OVR_D3D_VERSION) || (OVR_D3D_VERSION != 9)
- #error This header expects OVR_D3D_VERSION to be defined, to 9.
-#endif
-
-#include "../CAPI_HSWDisplay.h"
-#include "../D3D1X/CAPI_D3D1X_Util.h"
-#include <d3d9.h>
-
-
-namespace OVR { namespace CAPI { namespace D3D9 {
-
- // There currently isn't a D3D9::RenderParams, as D3D9 support is currently only very basic.
- struct HSWRenderParams
- {
- IDirect3DDevice9* Device;
- IDirect3DSwapChain9* SwapChain;
- ovrSizei ScreenSize;
- };
-
- class HSWDisplay : public CAPI::HSWDisplay
- {
- public:
- HSWDisplay(ovrRenderAPIType api, ovrHmd hmd, const HMDRenderState& renderState);
-
- // Must be called before use. apiConfig is such that:
- // const ovrD3D9Config* config = (const ovrD3D9Config*)apiConfig; or
- bool Initialize(const ovrRenderAPIConfig* apiConfig);
- void Shutdown();
- void DisplayInternal();
- void DismissInternal();
-
- // Draws the warning to the eye texture(s). This must be done at the end of a
- // frame but prior to executing the distortion rendering of the eye textures.
- void RenderInternal(ovrEyeType eye, const ovrTexture* eyeTexture);
-
- protected:
- void LoadGraphics();
- void UnloadGraphics();
-
- D3D9::HSWRenderParams RenderParams;
- Ptr<IDirect3DTexture9> pTexture;
- Ptr<IDirect3DVertexBuffer9> pVB;
- Matrix4f OrthoProjection[2]; // Projection for 2D.
-
- private:
- OVR_NON_COPYABLE(HSWDisplay)
- };
-
-}}} // namespace OVR::CAPI::D3D9
-
-
-#endif // OVR_CAPI_D3D9_HSWDisplay_h
-
+/************************************************************************************
+
+Filename : CAPI_D3D9_HSWDisplay.h
+Content : Implements Health and Safety Warning system.
+Created : July 7, 2014
+Authors : Paul Pedriana
+
+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.
+
+************************************************************************************/
+
+#ifndef OVR_CAPI_D3D9_HSWDisplay_h
+#define OVR_CAPI_D3D9_HSWDisplay_h
+
+#include "../CAPI_HSWDisplay.h"
+#include "Util/Util_Direct3D.h"
+
+namespace OVR { namespace CAPI { namespace D3D9 {
+
+ // There currently isn't a D3D9::RenderParams, as D3D9 support is currently only very basic.
+ struct HSWRenderParams
+ {
+ IDirect3DDevice9* Device;
+ IDirect3DSwapChain9* SwapChain;
+ ovrSizei ScreenSize;
+ };
+
+ class HSWDisplay : public CAPI::HSWDisplay
+ {
+ public:
+ HSWDisplay(ovrRenderAPIType api, ovrHmd hmd, const HMDRenderState& renderState);
+
+ // Must be called before use. apiConfig is such that:
+ // const ovrD3D9Config* config = (const ovrD3D9Config*)apiConfig; or
+ bool Initialize(const ovrRenderAPIConfig* apiConfig);
+ void Shutdown();
+ void DisplayInternal();
+ void DismissInternal();
+
+ // Draws the warning to the eye texture(s). This must be done at the end of a
+ // frame but prior to executing the distortion rendering of the eye textures.
+ void RenderInternal(ovrEyeType eye, const ovrTexture* eyeTexture);
+
+ protected:
+ void LoadGraphics();
+ void UnloadGraphics();
+
+ D3D9::HSWRenderParams RenderParams;
+ Ptr<IDirect3DTexture9> pTexture;
+ Ptr<IDirect3DVertexBuffer9> pVB;
+ Matrix4f OrthoProjection[2]; // Projection for 2D.
+
+ private:
+ OVR_NON_COPYABLE(HSWDisplay)
+ };
+
+}}} // namespace OVR::CAPI::D3D9
+
+
+#endif // OVR_CAPI_D3D9_HSWDisplay_h
+
diff --git a/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_Util.cpp b/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_Util.cpp
index 0c6cd45..2f90539 100644
--- a/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_Util.cpp
+++ b/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_Util.cpp
@@ -1,273 +1,286 @@
-/************************************************************************************
-
-Filename : CAPI_D3D1X_Util.cpp
-Content : D3D9 utility functions for rendering
-Created : March 7 , 2014
-Authors : Tom Heath
-
-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_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[96] = {4294836736,3080190,1111577667,28,130,4294836736,2,28,33024,123,68,131074,655361,88,0,104,2,131073,88,0,1415936325,1970230127,1432707954,1717981014,7628147,196609,131073,1,0,1415936325,1970230127,1432707954,1633899350,1979737452,1597136755,1766654000,1936683619,544499311,539578920,1280527432,1634226976,544367972,1886220099,1919249513,841890080,892939833,825437746,2868916529,83886161,2685337601,1065353216,0,1056964608,0,33554463,2147483648,2416902144,33554463,2147614720,2416902145,33554463,2147483653,2416902146,33554463,2147549189,2416902147,33554463,2147614725,2416902148,33554433,2147680256,2699296768,67108868,3758292992,2162425856,2430861314,2699296770,67108868,3758292993,2162425856,2430861315,2699296770,67108868,3758292994,2162425856,2430861316,2699296770,67108868,3222208512,2416181248,2689597441,2686779393,33554433,3758161923,2415919105,65535,};
-DWORD precompiledVertexShaderTimewarpSrc[310] = {4294836992,4587518,1111577667,28,222,4294836992,4,28,33024,215,108,1310722,5373956,124,0,140,262146,1179652,124,0,157,131074,655361,180,0,196,2,131073,180,0,1382381893,1952543855,1164865385,2868929646,196611,262148,1,0,1382381893,1952543855,1399746409,1953653108,1702446336,1867738964,1701016181,1716475477,1952805734,2880154368,196609,131073,1,0,1415936325,1970230127,1432707954,1633899350,1979737452,1597202291,1766654000,1936683619,544499311,539578920,1280527432,1634226976,544367972,1886220099,1919249513,841890080,892939833,825437746,2868916529,83886161,2685337601,1065353216,0,1056964608,0,33554463,2147483648,2416902144,33554463,2147549184,2416902145,33554463,2147614720,2416902146,33554463,2147483653,2416902147,33554463,2147549189,2416902148,33554463,2147614725,2416902149,33554463,2147483648,3759079424,33554463,2147483653,3758292993,33554463,2147549189,3758292994,33554463,2147614725,3758292995,33554463,2147680261,3758161924,33554433,2147549184,2695495684,50331650,2147549185,2164260864,2695495700,33554433,2147614720,2695495685,50331650,2147614721,2169831424,2695495701,33554433,2147745792,2695495686,50331650,2147745793,2175401984,2695495702,33554433,2148007936,2695495687,50331650,2148007937,2180972544,2695495703,67108868,2148466688,2415919105,2162425857,2162425856,67108868,2148466689,2416181251,2689597441,2684682241,50331657,2147549186,2162425856,2162425857,33554438,2147549186,2147483650,33554433,2147680259,2699296772,50331650,2147876866,2177892355,2697986068,67108868,2147549187,2415919105,2158624770,2689925124,67108868,2147549188,2415919105,2153054210,2684354564,33554433,2147680261,2699296773,50331650,2147876866,2177105925,2697199637,67108868,2147614723,2415919105,2153054210,2689925125,67108868,2147614724,2415919105,2158624770,2684354565,33554433,2147680261,2699296774,50331650,2147811333,2177171461,2697265174,67108868,2147745795,2415919105,2147483653,2689925126,67108868,2147745796,2415919105,2158624773,2684354566,33554433,2147680261,2699296775,50331650,2148073477,2166685701,2686779415,67108868,2148007939,2415919105,2147483653,2689925127,67108868,2148007940,2415919105,2164195333,2684354567,50331657,2147549189,2162425860,2162425857,50331657,2147614725,2162425859,2162425857,50331653,2147680257,2147483650,2162425861,33554433,2147680258,2699296768,67108868,3758292993,2162425858,2162425857,2699296770,67108868,2148466689,2416181252,2689597441,2684682241,50331657,2147549189,2162425860,2162425857,50331657,2147614725,2162425859,2162425857,50331657,2147549185,2162425856,2162425857,33554438,2147549185,2147483649,50331653,2147680257,2147483649,2162425861,67108868,3758292994,2162425858,2162425857,2699296770,67108868,2148466689,2416181253,2689597441,2684682241,50331657,2147549188,2162425860,2162425857,50331657,2147614724,2162425859,2162425857,50331657,2147549184,2162425856,2162425857,33554438,2147549184,2147483648,50331653,2147680256,2147483648,2162425860,67108868,3758292995,2162425858,2162425856,2699296770,67108868,3759079424,2416181248,2689597441,2686779393,33554433,3758161924,2415919106,65535,};
-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"
-#pragma comment(lib, "C:\\Program Files (x86)\\Microsoft DirectX SDK (June 2010)\\Lib\\x86\\D3DCompiler.lib")
-/***************************************************************************/
-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_3_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::CreateDistortionModels(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,
- RState.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];
- e->dxVerts->Unlock();
-
- 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];
- e->dxIndices->Unlock();
-
- ovrHmd_DestroyDistortionMesh( &meshData );
- }
-}
-
-/**********************************************************/
-void DistortionRenderer::RenderBothDistortionMeshes(void)
-{
- Device->BeginScene();
-
- D3DCOLOR clearColor = D3DCOLOR_RGBA(
- (int)(RState.ClearColor[0] * 255.0f),
- (int)(RState.ClearColor[1] * 255.0f),
- (int)(RState.ClearColor[2] * 255.0f),
- (int)(RState.ClearColor[3] * 255.0f));
-
- Device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_STENCIL | D3DCLEAR_ZBUFFER, clearColor, 0, 0);
-
- 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 (RState.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);
- }
-
- Device->EndScene();
-}
-
-}}}
+/************************************************************************************
+
+Filename : CAPI_D3D11_Util.cpp
+Content : D3D9 utility functions for rendering
+Created : March 7 , 2014
+Authors : Tom Heath
+
+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_D3D9_DistortionRenderer.h"
+#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[96] = {4294836736,3080190,1111577667,28,130,4294836736,2,28,33024,123,68,131074,655361,88,0,104,2,131073,88,0,1415936325,1970230127,1432707954,1717981014,7628147,196609,131073,1,0,1415936325,1970230127,1432707954,1633899350,1979737452,1597136755,1766654000,1936683619,544499311,539578920,1280527432,1634226976,544367972,1886220099,1919249513,841890080,892939833,825437746,2868916529,83886161,2685337601,1065353216,0,1056964608,0,33554463,2147483648,2416902144,33554463,2147614720,2416902145,33554463,2147483653,2416902146,33554463,2147549189,2416902147,33554463,2147614725,2416902148,33554433,2147680256,2699296768,67108868,3758292992,2162425856,2430861314,2699296770,67108868,3758292993,2162425856,2430861315,2699296770,67108868,3758292994,2162425856,2430861316,2699296770,67108868,3222208512,2416181248,2689597441,2686779393,33554433,3758161923,2415919105,65535,};
+DWORD precompiledVertexShaderTimewarpSrc[310] = {4294836992,4587518,1111577667,28,222,4294836992,4,28,33024,215,108,1310722,5373956,124,0,140,262146,1179652,124,0,157,131074,655361,180,0,196,2,131073,180,0,1382381893,1952543855,1164865385,2868929646,196611,262148,1,0,1382381893,1952543855,1399746409,1953653108,1702446336,1867738964,1701016181,1716475477,1952805734,2880154368,196609,131073,1,0,1415936325,1970230127,1432707954,1633899350,1979737452,1597202291,1766654000,1936683619,544499311,539578920,1280527432,1634226976,544367972,1886220099,1919249513,841890080,892939833,825437746,2868916529,83886161,2685337601,1065353216,0,1056964608,0,33554463,2147483648,2416902144,33554463,2147549184,2416902145,33554463,2147614720,2416902146,33554463,2147483653,2416902147,33554463,2147549189,2416902148,33554463,2147614725,2416902149,33554463,2147483648,3759079424,33554463,2147483653,3758292993,33554463,2147549189,3758292994,33554463,2147614725,3758292995,33554463,2147680261,3758161924,33554433,2147549184,2695495684,50331650,2147549185,2164260864,2695495700,33554433,2147614720,2695495685,50331650,2147614721,2169831424,2695495701,33554433,2147745792,2695495686,50331650,2147745793,2175401984,2695495702,33554433,2148007936,2695495687,50331650,2148007937,2180972544,2695495703,67108868,2148466688,2415919105,2162425857,2162425856,67108868,2148466689,2416181251,2689597441,2684682241,50331657,2147549186,2162425856,2162425857,33554438,2147549186,2147483650,33554433,2147680259,2699296772,50331650,2147876866,2177892355,2697986068,67108868,2147549187,2415919105,2158624770,2689925124,67108868,2147549188,2415919105,2153054210,2684354564,33554433,2147680261,2699296773,50331650,2147876866,2177105925,2697199637,67108868,2147614723,2415919105,2153054210,2689925125,67108868,2147614724,2415919105,2158624770,2684354565,33554433,2147680261,2699296774,50331650,2147811333,2177171461,2697265174,67108868,2147745795,2415919105,2147483653,2689925126,67108868,2147745796,2415919105,2158624773,2684354566,33554433,2147680261,2699296775,50331650,2148073477,2166685701,2686779415,67108868,2148007939,2415919105,2147483653,2689925127,67108868,2148007940,2415919105,2164195333,2684354567,50331657,2147549189,2162425860,2162425857,50331657,2147614725,2162425859,2162425857,50331653,2147680257,2147483650,2162425861,33554433,2147680258,2699296768,67108868,3758292993,2162425858,2162425857,2699296770,67108868,2148466689,2416181252,2689597441,2684682241,50331657,2147549189,2162425860,2162425857,50331657,2147614725,2162425859,2162425857,50331657,2147549185,2162425856,2162425857,33554438,2147549185,2147483649,50331653,2147680257,2147483649,2162425861,67108868,3758292994,2162425858,2162425857,2699296770,67108868,2148466689,2416181253,2689597441,2684682241,50331657,2147549188,2162425860,2162425857,50331657,2147614724,2162425859,2162425857,50331657,2147549184,2162425856,2162425857,33554438,2147549184,2147483648,50331653,2147680256,2147483648,2162425860,67108868,3758292995,2162425858,2162425856,2699296770,67108868,3759079424,2416181248,2689597441,2686779393,33554433,3758161924,2415919106,65535,};
+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"
+#pragma comment(lib, "C:\\Program Files (x86)\\Microsoft DirectX SDK (June 2010)\\Lib\\x86\\D3DCompiler.lib")
+/***************************************************************************/
+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_3_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()
+{
+ 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 );
+}
+
+
+/******************************************************/
+bool DistortionRenderer::CreateDistortionModels()
+{
+ //Make the distortion models
+ for (int eye=0;eye<2;eye++)
+ {
+ FOR_EACH_EYE * e = &eachEye[eye];
+ ovrDistortionMesh meshData;
+
+ if (!CalculateDistortionMeshFromFOV(
+ RenderState->RenderInfo,
+ RenderState->Distortion[eye],
+ (RenderState->EyeRenderDesc[eye].Eye == ovrEye_Left ? StereoEye_Left : StereoEye_Right),
+ RenderState->EyeRenderDesc[eye].Fov,
+ RenderState->DistortionCaps,
+ &meshData))
+ {
+ OVR_ASSERT(false);
+ return false;
+ }
+
+ 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];
+ e->dxVerts->Unlock();
+
+ 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];
+ e->dxIndices->Unlock();
+
+ ovrHmd_DestroyDistortionMesh( &meshData );
+ }
+
+ return true;
+}
+
+/**********************************************************/
+void DistortionRenderer::RenderBothDistortionMeshes()
+{
+ Device->BeginScene();
+
+ D3DCOLOR clearColor = D3DCOLOR_RGBA(
+ (int)(RenderState->ClearColor[0] * 255.0f),
+ (int)(RenderState->ClearColor[1] * 255.0f),
+ (int)(RenderState->ClearColor[2] * 255.0f),
+ (int)(RenderState->ClearColor[3] * 255.0f));
+
+ Device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_STENCIL | D3DCLEAR_ZBUFFER, clearColor, 0, 0);
+
+ for (int eyeNum = 0; eyeNum < 2; eyeNum++)
+ {
+ FOR_EACH_EYE * e = &eachEye[eyeNum];
+ 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 (RenderState->DistortionCaps & ovrDistortionCap_TimeWarp)
+ {
+ Device->SetVertexShader( VertexShaderTimewarp );
+
+ Matrix4f startEndMatrices[2];
+ double timewarpIMUTime = 0.;
+ CalculateOrientationTimewarpFromSensors(
+ RenderState->EyeRenderPoses[eyeNum].Orientation,
+ SensorReader, Timing->GetTimewarpTiming()->EyeStartEndTimes[eyeNum],
+ startEndMatrices, timewarpIMUTime);
+ Timing->SetTimewarpIMUTime(timewarpIMUTime);
+
+ //Need to transpose the matrices
+ startEndMatrices[0].Transpose();
+ startEndMatrices[1].Transpose();
+
+ // Feed identity like matrices in until we get proper timewarp calculation going on
+ Device->SetVertexShaderConstantF(4, (float *)&startEndMatrices[0], 4);
+ Device->SetVertexShaderConstantF(20, (float *)&startEndMatrices[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);
+ }
+
+ Device->EndScene();
+}
+
+
+}}} // namespace OVR::CAPI::D3D9