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+/************************************************************************************
+
+Filename : Render_D3D1X_Device.h
+Content : RenderDevice implementation header for D3DX10/11.
+Created : September 10, 2012
+Authors : Andrew Reisse
+
+Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+
+// ***** IMPORTANT:
+// This file can be included twice, once with OVR_D3D_VERSION=10 and
+// once with OVR_D3D_VERSION=11.
+
+
+#ifndef OVR_D3D_VERSION
+#error define OVR_D3D_VERSION to 10 or 11
+#endif
+
+#include "Kernel/OVR_String.h"
+#include "Kernel/OVR_Array.h"
+
+#if (OVR_D3D_VERSION == 10 && !defined(_OVR_RENDERER_D3D10)) || \
+ (OVR_D3D_VERSION == 11 && !defined(_OVR_RENDERER_D3D11))
+
+#include "../Render/Render_Device.h"
+
+#include <Windows.h>
+
+#if (OVR_D3D_VERSION == 10)
+#define _OVR_RENDERER_D3D10
+#include <d3d10.h>
+
+namespace OVR { namespace Render { namespace D3D10 {
+
+#else // 11
+
+#define _OVR_RENDERER_D3D11
+#include <d3d11.h>
+
+namespace OVR { namespace Render { namespace D3D11 {
+#endif
+
+class RenderDevice;
+
+#ifdef D3D1x_
+#undef D3D1x_
+#endif
+#ifdef ID3D1x
+#undef ID3D1x
+#endif
+
+#if (OVR_D3D_VERSION == 10)
+typedef ID3D10Device ID3D1xDevice;
+typedef ID3D10Device ID3D1xDeviceContext;
+typedef ID3D10RenderTargetView ID3D1xRenderTargetView;
+typedef ID3D10Texture2D ID3D1xTexture2D;
+typedef ID3D10ShaderResourceView ID3D1xShaderResourceView;
+typedef ID3D10DepthStencilView ID3D1xDepthStencilView;
+typedef ID3D10DepthStencilState ID3D1xDepthStencilState;
+typedef ID3D10InputLayout ID3D1xInputLayout;
+typedef ID3D10Buffer ID3D1xBuffer;
+typedef ID3D10VertexShader ID3D1xVertexShader;
+typedef ID3D10PixelShader ID3D1xPixelShader;
+typedef ID3D10GeometryShader ID3D1xGeometryShader;
+typedef ID3D10BlendState ID3D1xBlendState;
+typedef ID3D10RasterizerState ID3D1xRasterizerState;
+typedef ID3D10SamplerState ID3D1xSamplerState;
+typedef ID3D10Query ID3D1xQuery;
+typedef ID3D10Blob ID3D1xBlob;
+typedef D3D10_VIEWPORT D3D1x_VIEWPORT;
+typedef D3D10_QUERY_DESC D3D1x_QUERY_DESC;
+#define D3D1x_(x) D3D10_##x
+#define ID3D1x(x) ID3D10##x
+
+#else // D3D 11
+typedef ID3D11Device ID3D1xDevice;
+typedef ID3D11DeviceContext ID3D1xDeviceContext;
+typedef ID3D11RenderTargetView ID3D1xRenderTargetView;
+typedef ID3D11Texture2D ID3D1xTexture2D;
+typedef ID3D11ShaderResourceView ID3D1xShaderResourceView;
+typedef ID3D11DepthStencilView ID3D1xDepthStencilView;
+typedef ID3D11DepthStencilState ID3D1xDepthStencilState;
+typedef ID3D11InputLayout ID3D1xInputLayout;
+typedef ID3D11Buffer ID3D1xBuffer;
+typedef ID3D10Blob ID3D1xBlob;
+typedef ID3D11VertexShader ID3D1xVertexShader;
+typedef ID3D11PixelShader ID3D1xPixelShader;
+typedef ID3D11GeometryShader ID3D1xGeometryShader;
+typedef ID3D11BlendState ID3D1xBlendState;
+typedef ID3D11RasterizerState ID3D1xRasterizerState;
+typedef ID3D11SamplerState ID3D1xSamplerState;
+typedef ID3D11Query ID3D1xQuery;
+typedef D3D11_VIEWPORT D3D1x_VIEWPORT;
+typedef D3D11_QUERY_DESC D3D1x_QUERY_DESC;
+#define D3D1x_(x) D3D11_##x
+#define ID3D1x(x) ID3D11##x
+#endif
+
+class Buffer;
+
+class ShaderBase : public Render::Shader
+{
+public:
+ RenderDevice* Ren;
+ unsigned char* UniformData;
+ int UniformsSize;
+
+ struct Uniform
+ {
+ String Name;
+ int Offset, Size;
+ };
+ Array<Uniform> UniformInfo;
+
+ ShaderBase(RenderDevice* r, ShaderStage stage);
+ ~ShaderBase();
+
+ void InitUniforms(ID3D10Blob* s);
+ bool SetUniform(const char* name, int n, const float* v);
+ //virtual bool UseTransposeMatrix() const { return 1; }
+
+ void UpdateBuffer(Buffer* b);
+};
+
+template<Render::ShaderStage SStage, class D3DShaderType>
+class Shader : public ShaderBase
+{
+public:
+ D3DShaderType* D3DShader;
+
+ Shader(RenderDevice* r, D3DShaderType* s) : ShaderBase(r, SStage), D3DShader(s) {}
+ Shader(RenderDevice* r, ID3D1xBlob* s) : ShaderBase(r, SStage)
+ {
+ Load(s);
+ InitUniforms(s);
+ }
+ ~Shader()
+ {
+ if(D3DShader)
+ {
+ D3DShader->Release();
+ }
+ }
+ bool Load(ID3D1xBlob* shader)
+ {
+ return Load(shader->GetBufferPointer(), shader->GetBufferSize());
+ }
+
+ // These functions have specializations.
+ bool Load(void* shader, size_t size);
+ void Set(PrimitiveType prim) const;
+ void SetUniformBuffer(Render::Buffer* buffers, int i = 0);
+};
+
+typedef Shader<Render::Shader_Vertex, ID3D1xVertexShader> VertexShader;
+typedef Shader<Render::Shader_Geometry, ID3D1xGeometryShader> GeomShader;
+typedef Shader<Render::Shader_Fragment, ID3D1xPixelShader> PixelShader;
+
+
+class Buffer : public Render::Buffer
+{
+public:
+ RenderDevice* Ren;
+ Ptr<ID3D1xBuffer> D3DBuffer;
+ size_t Size;
+ int Use;
+ bool Dynamic;
+
+public:
+ Buffer(RenderDevice* r) : Ren(r), Size(0), Use(0) {}
+ ~Buffer();
+
+ ID3D1xBuffer* GetBuffer()
+ {
+ return D3DBuffer;
+ }
+
+ virtual size_t GetSize()
+ {
+ return Size;
+ }
+ virtual void* Map(size_t start, size_t size, int flags = 0);
+ virtual bool Unmap(void *m);
+ virtual bool Data(int use, const void* buffer, size_t size);
+};
+
+class Texture : public Render::Texture
+{
+public:
+ RenderDevice* Ren;
+ Ptr<ID3D1xTexture2D> Tex;
+ Ptr<ID3D1xShaderResourceView> TexSv;
+ Ptr<ID3D1xRenderTargetView> TexRtv;
+ Ptr<ID3D1xDepthStencilView> TexDsv;
+ mutable Ptr<ID3D1xSamplerState> Sampler;
+ int Width, Height;
+ int Samples;
+
+ Texture(RenderDevice* r, int fmt, int w, int h);
+ ~Texture();
+
+ virtual int GetWidth() const
+ {
+ return Width;
+ }
+ virtual int GetHeight() const
+ {
+ return Height;
+ }
+ virtual int GetSamples() const
+ {
+ return Samples;
+ }
+
+ virtual void SetSampleMode(int sm);
+
+ virtual void Set(int slot, Render::ShaderStage stage = Render::Shader_Fragment) const;
+};
+
+class RenderDevice : public Render::RenderDevice
+{
+public:
+ Ptr<IDXGIFactory> DXGIFactory;
+ HWND Window;
+
+ Ptr<ID3D1xDevice> Device;
+ Ptr<ID3D1xDeviceContext> Context;
+ Ptr<IDXGISwapChain> SwapChain;
+ Ptr<IDXGIAdapter> Adapter;
+ Ptr<IDXGIOutput> FullscreenOutput;
+ int FSDesktopX, FSDesktopY;
+ int PreFullscreenX, PreFullscreenY, PreFullscreenW, PreFullscreenH;
+
+ Ptr<ID3D1xTexture2D> BackBuffer;
+ Ptr<ID3D1xRenderTargetView> BackBufferRT;
+ Ptr<Texture> CurRenderTarget;
+ Ptr<Texture> CurDepthBuffer;
+ Ptr<ID3D1xRasterizerState> Rasterizer;
+ Ptr<ID3D1xBlendState> BlendState;
+ int NumViewports;
+ D3D1x_VIEWPORT Viewports[2];
+
+ Ptr<ID3D1xDepthStencilState> DepthStates[1 + 2 * Compare_Count];
+ Ptr<ID3D1xDepthStencilState> CurDepthState;
+ Ptr<ID3D1xInputLayout> ModelVertexIL;
+
+ Ptr<ID3D1xSamplerState> SamplerStates[Sample_Count];
+
+ struct StandardUniformData
+ {
+ Matrix4f Proj;
+ Matrix4f View;
+ } StdUniforms;
+ Ptr<Buffer> UniformBuffers[Shader_Count];
+ int MaxTextureSet[Shader_Count];
+
+ Ptr<VertexShader> VertexShaders[VShader_Count];
+ Ptr<PixelShader> PixelShaders[FShader_Count];
+ Ptr<GeomShader> pStereoShaders[Prim_Count];
+ Ptr<Buffer> CommonUniforms[8];
+ Ptr<ShaderSet> ExtraShaders;
+ Ptr<ShaderFill> DefaultFill;
+
+ Ptr<Buffer> QuadVertexBuffer;
+
+ Array<Ptr<Texture> > DepthBuffers;
+
+public:
+ RenderDevice(const RendererParams& p, HWND window);
+ ~RenderDevice();
+
+ // Implement static initializer function to create this class.
+ static Render::RenderDevice* CreateDevice(const RendererParams& rp, void* oswnd);
+
+ // if needRecreate == true it will recreate DXGIFactory and Adapter
+ // to get the latest info about monitors (including just connected/
+ // disconnected ones). Note, SwapChain will be released in this case
+ // and it should be recreated.
+ void UpdateMonitorOutputs(bool needRecreate = false);
+
+ virtual void SetMultipleViewports(int n, const Viewport* vps);
+ virtual void SetWindowSize(int w, int h);
+ virtual bool SetParams(const RendererParams& newParams);
+ //virtual void SetScissor(int x, int y, int w, int h);
+
+ virtual void Present();
+ virtual void ForceFlushGPU();
+
+ virtual bool SetFullscreen(DisplayMode fullscreen);
+ virtual UPInt QueryGPUMemorySize();
+
+ virtual void Clear(float r = 0, float g = 0, float b = 0, float a = 1, float depth = 1);
+ virtual void Rect(float left, float top, float right, float bottom)
+ {
+ OVR_UNUSED4(left, top, right, bottom);
+ }
+
+ virtual Buffer* CreateBuffer();
+ virtual Texture* CreateTexture(int format, int width, int height, const void* data, int mipcount=1);
+
+ static void GenerateSubresourceData(
+ unsigned imageWidth, unsigned imageHeight, int format, unsigned imageDimUpperLimit,
+ const void* rawBytes,
+ D3D1x_(SUBRESOURCE_DATA)* subresData,
+ unsigned& largestMipWidth, unsigned& largestMipHeight, unsigned& byteSize, unsigned& effectiveMipCount);
+
+ Texture* GetDepthBuffer(int w, int h, int ms);
+
+ virtual void BeginRendering();
+ virtual void SetRenderTarget(Render::Texture* color,
+ Render::Texture* depth = NULL, Render::Texture* stencil = NULL);
+ virtual void SetDepthMode(bool enable, bool write, CompareFunc func = Compare_Less);
+ virtual void SetWorldUniforms(const Matrix4f& proj);
+ virtual void SetCommonUniformBuffer(int i, Render::Buffer* buffer);
+ virtual void SetExtraShaders(ShaderSet* s)
+ {
+ ExtraShaders = s;
+ }
+
+
+ // Overrident to apply proper blend state.
+ virtual void FillRect(float left, float top, float right, float bottom, Color c);
+ virtual void RenderText(const struct Font* font, const char* str, float x, float y, float size, Color c);
+
+ virtual void Render(const Matrix4f& matrix, Model* model);
+ virtual void Render(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
+ const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles);
+ virtual void RenderWithAlpha( const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
+ const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles);
+
+ virtual Fill *CreateSimpleFill(int flags = Fill::F_Solid);
+
+ virtual Render::Shader *LoadBuiltinShader(ShaderStage stage, int shader);
+
+ bool RecreateSwapChain();
+ virtual ID3D10Blob* CompileShader(const char* profile, const char* src, const char* mainName = "main");
+ virtual ShaderBase* CreateStereoShader(PrimitiveType prim, Render::Shader* vs);
+
+ ID3D1xSamplerState* GetSamplerState(int sm);
+
+ void SetTexture(Render::ShaderStage stage, int slot, const Texture* t);
+};
+
+}}}
+
+#endif