diff options
Diffstat (limited to 'LibOVR/Src/CAPI/D3D9')
-rw-r--r-- | LibOVR/Src/CAPI/D3D9/CAPI_D3D9_DistortionRenderer.cpp | 845 | ||||
-rw-r--r-- | LibOVR/Src/CAPI/D3D9/CAPI_D3D9_DistortionRenderer.h | 279 | ||||
-rw-r--r-- | LibOVR/Src/CAPI/D3D9/CAPI_D3D9_HSWDisplay.cpp | 855 | ||||
-rw-r--r-- | LibOVR/Src/CAPI/D3D9/CAPI_D3D9_HSWDisplay.h | 158 | ||||
-rw-r--r-- | LibOVR/Src/CAPI/D3D9/CAPI_D3D9_Util.cpp | 559 |
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 |