From 46acc0e194ff3c1f120199eeca8324b4502118e9 Mon Sep 17 00:00:00 2001 From: Brad Davis Date: Fri, 23 May 2014 01:49:32 -0700 Subject: Updating to 0.3.2 (windows version) --- LibOVR/Src/CAPI/CAPI_DistortionRenderer.cpp | 10 + LibOVR/Src/CAPI/CAPI_DistortionRenderer.h | 22 +- LibOVR/Src/CAPI/CAPI_FrameTimeManager.cpp | 9 +- LibOVR/Src/CAPI/CAPI_FrameTimeManager.h | 4 +- LibOVR/Src/CAPI/CAPI_HMDRenderState.cpp | 38 +- LibOVR/Src/CAPI/CAPI_HMDRenderState.h | 8 +- LibOVR/Src/CAPI/CAPI_HMDState.cpp | 268 ++++--- LibOVR/Src/CAPI/CAPI_HMDState.h | 29 +- .../CAPI/D3D1X/CAPI_D3D1X_DistortionRenderer.cpp | 113 ++- .../Src/CAPI/D3D1X/CAPI_D3D1X_DistortionRenderer.h | 19 +- LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_Util.h | 2 + .../CAPI/D3D1X/CAPI_D3D9_DistortionRenderer.cpp | 182 +++-- .../Src/CAPI/D3D1X/CAPI_D3D9_DistortionRenderer.h | 53 +- LibOVR/Src/CAPI/D3D1X/CAPI_D3D9_Util.cpp | 93 +-- LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.cpp | 868 ++++++++------------- LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.h | 73 +- LibOVR/Src/CAPI/GL/CAPI_GL_DistortionShaders.h | 326 ++++++++ LibOVR/Src/CAPI/GL/CAPI_GL_Util.cpp | 210 ++--- LibOVR/Src/CAPI/GL/CAPI_GL_Util.h | 65 +- LibOVR/Src/CAPI/Shaders/DistortionChroma_ps.h | 84 ++ LibOVR/Src/CAPI/Shaders/DistortionChroma_ps.psh | 6 +- LibOVR/Src/CAPI/Shaders/DistortionChroma_ps_refl.h | 1 + LibOVR/Src/CAPI/Shaders/DistortionChroma_vs.h | 106 +++ LibOVR/Src/CAPI/Shaders/DistortionChroma_vs_refl.h | 9 + .../Src/CAPI/Shaders/DistortionTimewarpChroma_vs.h | 219 ++++++ .../Shaders/DistortionTimewarpChroma_vs_refl.h | 11 + LibOVR/Src/CAPI/Shaders/DistortionTimewarp_vs.h | 169 ++++ .../Src/CAPI/Shaders/DistortionTimewarp_vs_refl.h | 11 + LibOVR/Src/CAPI/Shaders/Distortion_ps.h | 66 ++ LibOVR/Src/CAPI/Shaders/Distortion_ps.psh | 2 +- LibOVR/Src/CAPI/Shaders/Distortion_ps_refl.h | 1 + LibOVR/Src/CAPI/Shaders/Distortion_vs.h | 84 ++ LibOVR/Src/CAPI/Shaders/Distortion_vs_refl.h | 9 + LibOVR/Src/CAPI/Shaders/SimpleQuad_ps.h | 51 ++ LibOVR/Src/CAPI/Shaders/SimpleQuad_ps_refl.h | 8 + LibOVR/Src/CAPI/Shaders/SimpleQuad_vs.h | 64 ++ LibOVR/Src/CAPI/Shaders/SimpleQuad_vs_refl.h | 9 + 37 files changed, 2246 insertions(+), 1056 deletions(-) create mode 100644 LibOVR/Src/CAPI/GL/CAPI_GL_DistortionShaders.h create mode 100644 LibOVR/Src/CAPI/Shaders/DistortionChroma_ps.h create mode 100644 LibOVR/Src/CAPI/Shaders/DistortionChroma_ps_refl.h create mode 100644 LibOVR/Src/CAPI/Shaders/DistortionChroma_vs.h create mode 100644 LibOVR/Src/CAPI/Shaders/DistortionChroma_vs_refl.h create mode 100644 LibOVR/Src/CAPI/Shaders/DistortionTimewarpChroma_vs.h create mode 100644 LibOVR/Src/CAPI/Shaders/DistortionTimewarpChroma_vs_refl.h create mode 100644 LibOVR/Src/CAPI/Shaders/DistortionTimewarp_vs.h create mode 100644 LibOVR/Src/CAPI/Shaders/DistortionTimewarp_vs_refl.h create mode 100644 LibOVR/Src/CAPI/Shaders/Distortion_ps.h create mode 100644 LibOVR/Src/CAPI/Shaders/Distortion_ps_refl.h create mode 100644 LibOVR/Src/CAPI/Shaders/Distortion_vs.h create mode 100644 LibOVR/Src/CAPI/Shaders/Distortion_vs_refl.h create mode 100644 LibOVR/Src/CAPI/Shaders/SimpleQuad_ps.h create mode 100644 LibOVR/Src/CAPI/Shaders/SimpleQuad_ps_refl.h create mode 100644 LibOVR/Src/CAPI/Shaders/SimpleQuad_vs.h create mode 100644 LibOVR/Src/CAPI/Shaders/SimpleQuad_vs_refl.h (limited to 'LibOVR/Src/CAPI') diff --git a/LibOVR/Src/CAPI/CAPI_DistortionRenderer.cpp b/LibOVR/Src/CAPI/CAPI_DistortionRenderer.cpp index 8c0f8b8..613d8fb 100644 --- a/LibOVR/Src/CAPI/CAPI_DistortionRenderer.cpp +++ b/LibOVR/Src/CAPI/CAPI_DistortionRenderer.cpp @@ -26,6 +26,8 @@ limitations under the License. #include "CAPI_DistortionRenderer.h" +#if defined (OVR_OS_WIN32) + // TBD: Move to separate config file that handles back-ends. #define OVR_D3D_VERSION 11 #include "D3D1X/CAPI_D3D1X_DistortionRenderer.h" @@ -39,6 +41,8 @@ limitations under the License. #include "D3D1X/CAPI_D3D9_DistortionRenderer.h" #undef OVR_D3D_VERSION +#endif + #include "GL/CAPI_GL_DistortionRenderer.h" namespace OVR { namespace CAPI { @@ -53,9 +57,15 @@ DistortionRenderer::CreateFunc DistortionRenderer::APICreateRegistry[ovrRenderAP 0, // None &GL::DistortionRenderer::Create, 0, // Android_GLES +#if defined (OVR_OS_WIN32) &D3D9::DistortionRenderer::Create, &D3D10::DistortionRenderer::Create, &D3D11::DistortionRenderer::Create +#else + 0, + 0, + 0 +#endif }; diff --git a/LibOVR/Src/CAPI/CAPI_DistortionRenderer.h b/LibOVR/Src/CAPI/CAPI_DistortionRenderer.h index d1b8011..a256bc6 100644 --- a/LibOVR/Src/CAPI/CAPI_DistortionRenderer.h +++ b/LibOVR/Src/CAPI/CAPI_DistortionRenderer.h @@ -60,7 +60,7 @@ public: // Under D3D, apiConfig includes D3D Device pointer, back buffer and other // needed structures. virtual bool Initialize(const ovrRenderAPIConfig* apiConfig, - unsigned hmdCaps, unsigned distortionCaps) = 0; + unsigned distortionCaps) = 0; // Submits one eye texture for rendering. This is in the separate method to // allow "submit as you render" scenarios on horizontal screens where one @@ -72,7 +72,11 @@ public: virtual void EndFrame(bool swapBuffers, unsigned char* latencyTesterDrawColor, unsigned char* latencyTester2DrawColor) = 0; + // Stores the current graphics pipeline state so it can be restored later. + void SaveGraphicsState() { if (!(RState.EnabledHmdCaps & ovrHmdCap_NoRestore)) GfxState->Save(); } + // Restores the saved graphics pipeline state. + void RestoreGraphicsState() { if (!(RState.EnabledHmdCaps & ovrHmdCap_NoRestore)) GfxState->Restore(); } // *** Creation Factory logic @@ -86,10 +90,24 @@ public: static CreateFunc APICreateRegistry[ovrRenderAPI_Count]; protected: + + class GraphicsState : public RefCountBase + { + public: + GraphicsState() : IsValid(false) {} + virtual ~GraphicsState() {} + virtual void Save() = 0; + virtual void Restore() = 0; + + protected: + bool IsValid; + }; + const ovrRenderAPIType RenderAPI; const ovrHmd HMD; FrameTimeManager& TimeManager; - const HMDRenderState& RState; + const HMDRenderState& RState; + Ptr GfxState; }; }} // namespace OVR::CAPI diff --git a/LibOVR/Src/CAPI/CAPI_FrameTimeManager.cpp b/LibOVR/Src/CAPI/CAPI_FrameTimeManager.cpp index de7eeeb..3e776c3 100644 --- a/LibOVR/Src/CAPI/CAPI_FrameTimeManager.cpp +++ b/LibOVR/Src/CAPI/CAPI_FrameTimeManager.cpp @@ -233,10 +233,9 @@ void FrameTimeManager::Init(HmdRenderInfo& renderInfo) } void FrameTimeManager::ResetFrameTiming(unsigned frameIndex, - bool vsyncEnabled, bool dynamicPrediction, + bool dynamicPrediction, bool sdkRender) -{ - VsyncEnabled = vsyncEnabled; +{ DynamicPrediction = dynamicPrediction; SdkRender = sdkRender; @@ -397,6 +396,8 @@ void FrameTimeManager::Timing::InitTimingFromInputs(const FrameTimeManager::Timi TimeWarpStartEndTimes[1][0] = MidpointTime; TimeWarpStartEndTimes[1][1] = MidpointTime; break; + default: + break; } } @@ -474,7 +475,7 @@ double FrameTimeManager::GetEyePredictionTime(ovrEyeType eye) return ovr_GetTimeInSeconds() + ScreenSwitchingDelay + NoVSyncToScanoutDelay; } -Posef FrameTimeManager::GetEyePredictionPose(ovrHmd hmd, ovrEyeType eye) +Transformf FrameTimeManager::GetEyePredictionPose(ovrHmd hmd, ovrEyeType eye) { double eyeRenderTime = GetEyePredictionTime(eye); ovrSensorState eyeState = ovrHmd_GetSensorState(hmd, eyeRenderTime); diff --git a/LibOVR/Src/CAPI/CAPI_FrameTimeManager.h b/LibOVR/Src/CAPI/CAPI_FrameTimeManager.h index 07a2963..4693697 100644 --- a/LibOVR/Src/CAPI/CAPI_FrameTimeManager.h +++ b/LibOVR/Src/CAPI/CAPI_FrameTimeManager.h @@ -179,7 +179,7 @@ public: // Called with each new ConfigureRendering. void ResetFrameTiming(unsigned frameIndex, - bool vsyncEnabled, bool dynamicPrediction, bool sdkRender); + bool dynamicPrediction, bool sdkRender); void SetVsync(bool enabled) { VsyncEnabled = enabled; } @@ -192,7 +192,7 @@ public: Timing GetFrameTiming(unsigned frameIndex); double GetEyePredictionTime(ovrEyeType eye); - Posef GetEyePredictionPose(ovrHmd hmd, ovrEyeType eye); + Transformf GetEyePredictionPose(ovrHmd hmd, ovrEyeType eye); void GetTimewarpPredictions(ovrEyeType eye, double timewarpStartEnd[2]); void GetTimewarpMatrices(ovrHmd hmd, ovrEyeType eye, ovrPosef renderPose, ovrMatrix4f twmOut[2]); diff --git a/LibOVR/Src/CAPI/CAPI_HMDRenderState.cpp b/LibOVR/Src/CAPI/CAPI_HMDRenderState.cpp index bdfa0c7..00bdea2 100644 --- a/LibOVR/Src/CAPI/CAPI_HMDRenderState.cpp +++ b/LibOVR/Src/CAPI/CAPI_HMDRenderState.cpp @@ -24,16 +24,11 @@ limitations under the License. ************************************************************************************/ - - - #include "CAPI_HMDRenderState.h" - namespace OVR { namespace CAPI { - //------------------------------------------------------------------------------------- // ***** HMDRenderState @@ -47,14 +42,14 @@ HMDRenderState::HMDRenderState(ovrHmd hmd, Profile* userProfile, const OVR::HMDI Distortion[1] = CalculateDistortionRenderDesc(StereoEye_Right, RenderInfo, 0); ClearColor[0] = ClearColor[1] = ClearColor[2] = ClearColor[3] =0.0f; + + EnabledHmdCaps = 0; } HMDRenderState::~HMDRenderState() { - } - ovrHmdDesc HMDRenderState::GetDesc() { ovrHmdDesc d; @@ -71,7 +66,9 @@ ovrHmdDesc HMDRenderState::GetDesc() d.DisplayDeviceName = HMDInfo.DisplayDeviceName; d.DisplayId = HMDInfo.DisplayId; - d.Caps = ovrHmdCap_YawCorrection | ovrHmdCap_Orientation | ovrHmdCap_Present; + d.HmdCaps = ovrHmdCap_Present | ovrHmdCap_NoVSync; + d.SensorCaps = ovrSensorCap_YawCorrection | ovrSensorCap_Orientation; + d.DistortionCaps = ovrDistortionCap_Chromatic | ovrDistortionCap_TimeWarp | ovrDistortionCap_Vignette; if (strstr(HMDInfo.ProductName, "DK1")) { @@ -79,8 +76,10 @@ ovrHmdDesc HMDRenderState::GetDesc() } else if (strstr(HMDInfo.ProductName, "DK2")) { - d.Type = ovrHmd_DK2; - d.Caps |= ovrHmdCap_Position | ovrHmdCap_LowPersistence; + d.Type = ovrHmd_DK2; + d.HmdCaps |= ovrHmdCap_LowPersistence | + ovrHmdCap_LatencyTest | ovrHmdCap_DynamicPrediction; + d.SensorCaps |= ovrSensorCap_Position; } DistortionRenderDesc& leftDistortion = Distortion[0]; @@ -116,30 +115,27 @@ ovrSizei HMDRenderState::GetFOVTextureSize(int eye, ovrFovPort fov, float pixels return CalculateIdealPixelSize(seye, Distortion[eye], fov, pixelsPerDisplayPixel); } -ovrEyeRenderDesc HMDRenderState::calcRenderDesc(const ovrEyeDesc& eyeDesc) +ovrEyeRenderDesc HMDRenderState::calcRenderDesc(ovrEyeType eyeType, const ovrFovPort& fov) { HmdRenderInfo& hmdri = RenderInfo; - StereoEye eye = (eyeDesc.Eye == ovrEye_Left) ? StereoEye_Left : StereoEye_Right; + StereoEye eye = (eyeType == ovrEye_Left) ? StereoEye_Left : StereoEye_Right; ovrEyeRenderDesc e0; - - e0.Desc = eyeDesc; + + e0.Eye = eyeType; + e0.Fov = fov; e0.ViewAdjust = CalculateEyeVirtualCameraOffset(hmdri, eye, false); e0.DistortedViewport = GetFramebufferViewport(eye, hmdri); e0.PixelsPerTanAngleAtCenter = Distortion[0].PixelsPerTanAngleAtCenter; - // If RenderViewport is uninitialized, set it to texture size. - if (Sizei(e0.Desc.RenderViewport.Size) == Sizei(0)) - e0.Desc.RenderViewport.Size = e0.Desc.TextureSize; - return e0; } void HMDRenderState::setupRenderDesc( ovrEyeRenderDesc eyeRenderDescOut[2], - const ovrEyeDesc eyeDescIn[2] ) + const ovrFovPort eyeFovIn[2] ) { - eyeRenderDescOut[0] = EyeRenderDesc[0] = calcRenderDesc(eyeDescIn[0]); - eyeRenderDescOut[1] = EyeRenderDesc[1] = calcRenderDesc(eyeDescIn[1]); + eyeRenderDescOut[0] = EyeRenderDesc[0] = calcRenderDesc(ovrEye_Left, eyeFovIn[0]); + eyeRenderDescOut[1] = EyeRenderDesc[1] = calcRenderDesc(ovrEye_Right, eyeFovIn[1]); } diff --git a/LibOVR/Src/CAPI/CAPI_HMDRenderState.h b/LibOVR/Src/CAPI/CAPI_HMDRenderState.h index 408af51..a4e8d21 100644 --- a/LibOVR/Src/CAPI/CAPI_HMDRenderState.h +++ b/LibOVR/Src/CAPI/CAPI_HMDRenderState.h @@ -57,10 +57,10 @@ public: ovrHmdDesc GetDesc(); ovrSizei GetFOVTextureSize(int eye, ovrFovPort fov, float pixelsPerDisplayPixel); - ovrEyeRenderDesc calcRenderDesc(const ovrEyeDesc& eyeDesc); + ovrEyeRenderDesc calcRenderDesc(ovrEyeType eyeType, const ovrFovPort& fov); void setupRenderDesc(ovrEyeRenderDesc eyeRenderDescOut[2], - const ovrEyeDesc eyeDescIn[2]); + const ovrFovPort eyeFovIn[2]); public: // HMDInfo shouldn't change, as its string pointers are passed out. @@ -71,7 +71,7 @@ public: HmdRenderInfo RenderInfo; DistortionRenderDesc Distortion[2]; - ovrEyeRenderDesc EyeRenderDesc[2]; + ovrEyeRenderDesc EyeRenderDesc[2]; // Clear color used for distortion float ClearColor[4]; @@ -80,7 +80,7 @@ public: ovrPosef EyeRenderPoses[2]; // Capabilities passed to Configure. - unsigned HMDCaps; + unsigned EnabledHmdCaps; unsigned DistortionCaps; }; diff --git a/LibOVR/Src/CAPI/CAPI_HMDState.cpp b/LibOVR/Src/CAPI/CAPI_HMDState.cpp index 156b84a..fd98225 100644 --- a/LibOVR/Src/CAPI/CAPI_HMDState.cpp +++ b/LibOVR/Src/CAPI/CAPI_HMDState.cpp @@ -35,7 +35,8 @@ namespace OVR { namespace CAPI { HMDState::HMDState(HMDDevice* device) - : pHMD(device), HMDInfoW(device), HMDInfo(HMDInfoW.h), + : pHMD(device), HMDInfoW(device), HMDInfo(HMDInfoW.h), + EnabledHmdCaps(0), HmdCapsAppliedToSensor(0), SensorStarted(0), SensorCreated(0), SensorCaps(0), AddSensorCount(0), AddLatencyTestCount(0), AddLatencyTestDisplayCount(0), RenderState(getThis(), pHMD->GetProfile(), HMDInfoW.h), @@ -66,6 +67,7 @@ HMDState::HMDState(HMDDevice* device) HMDState::HMDState(ovrHmdType hmdType) : pHMD(0), HMDInfoW(hmdType), HMDInfo(HMDInfoW.h), + EnabledHmdCaps(0), SensorStarted(0), SensorCreated(0), SensorCaps(0), AddSensorCount(0), AddLatencyTestCount(0), AddLatencyTestDisplayCount(0), RenderState(getThis(), 0, HMDInfoW.h), // No profile. @@ -97,7 +99,7 @@ HMDState::~HMDState() OVR_ASSERT(GlobalState::pInstance); StopSensor(); - ConfigureRendering(0,0,0,0,0); + ConfigureRendering(0,0,0,0); OVR_CAPI_VISION_CODE( OVR_ASSERT(pPoseTracker == 0); ) @@ -105,6 +107,7 @@ HMDState::~HMDState() } + //------------------------------------------------------------------------------------- // *** Sensor @@ -112,143 +115,102 @@ bool HMDState::StartSensor(unsigned supportedCaps, unsigned requiredCaps) { Lock::Locker lockScope(&DevicesLock); - // TBD: Implement an optimized path that allows you to change caps such as yaw. - if (SensorStarted) - { - - if ((SensorCaps ^ ovrHmdCap_LowPersistence) == supportedCaps) - { - // TBD: Fast persistance switching; redesign to make this better. - if (HMDInfo.HmdType == HmdType_CrystalCoveProto || HMDInfo.HmdType == HmdType_DK2) - { - // switch to full persistence - updateLowPersistenceMode((supportedCaps & ovrHmdCap_LowPersistence) != 0); - SensorCaps = supportedCaps; - return true; - } - } - - if ((SensorCaps ^ ovrHmdCap_DynamicPrediction) == supportedCaps) - { - // TBD: Fast persistance switching; redesign to make this better. - if (HMDInfo.HmdType == HmdType_DK2) - { - // switch to full persistence - TimeManager.ResetFrameTiming(TimeManager.GetFrameTiming().FrameIndex, - (supportedCaps & ovrHmdCap_NoVSync) ? false : true, - (supportedCaps & ovrHmdCap_DynamicPrediction) ? true : false, - RenderingConfigured); - SensorCaps = supportedCaps; - return true; - } - } - - StopSensor(); - } - - supportedCaps |= requiredCaps; + bool crystalCoveOrBetter = (HMDInfo.HmdType == HmdType_CrystalCoveProto) || + (HMDInfo.HmdType == HmdType_DK2); + bool sensorCreatedJustNow = false; // TBD: In case of sensor not being immediately available, it would be good to check // yaw config availability to match it with ovrHmdCap_YawCorrection requirement. // - if (requiredCaps & ovrHmdCap_Position) + if (!crystalCoveOrBetter) { - if (HMDInfo.HmdType != HmdType_CrystalCoveProto && HMDInfo.HmdType != HmdType_DK2) + if (requiredCaps & ovrSensorCap_Position) { - pLastError = "ovrHmdCap_Position not supported on this HMD."; - return false; + pLastError = "ovrSensorCap_Position not supported on this HMD."; + return false; } } - if (requiredCaps & ovrHmdCap_LowPersistence) - { - if (HMDInfo.HmdType != HmdType_CrystalCoveProto && HMDInfo.HmdType != HmdType_DK2) - { - pLastError = "ovrHmdCap_LowPersistence not supported on this HMD."; - return false; - } - } + supportedCaps |= requiredCaps; - SensorCreated = false; - pSensor.Clear(); - if (pHMD) + if (pHMD && !pSensor) { // Zero AddSensorCount before creation, in case it fails (or succeeds but then // immediately gets disconnected) followed by another Add notification. - AddSensorCount = 0; - pSensor = *pHMD->GetSensor(); - } + AddSensorCount = 0; + pSensor = *pHMD->GetSensor(); + sensorCreatedJustNow= true; - if (!pSensor) - { - if (requiredCaps & ovrHmdCap_Orientation) + if (pSensor) { - pLastError = "Failed to create sensor."; - return false; - } - // Succeed, waiting for sensor become available later. - LogText("StartSensor succeeded - waiting for sensor.\n"); - } - else - { - pSensor->SetReportRate(500); - SFusion.AttachToSensor(pSensor); - applyProfileToSensorFusion(); - - if (requiredCaps & ovrHmdCap_YawCorrection) + pSensor->SetReportRate(500); + SFusion.AttachToSensor(pSensor); + applyProfileToSensorFusion(); + } + else { - if (!SFusion.HasMagCalibration()) + if (requiredCaps & ovrSensorCap_Orientation) { - pLastError = "ovrHmdCap_YawCorrection not available."; - SFusion.AttachToSensor(0); - SFusion.Reset(); - pSensor.Clear(); + pLastError = "Failed to create sensor."; return false; } - } + } + } - SFusion.SetYawCorrectionEnabled((supportedCaps & ovrHmdCap_YawCorrection) != 0); - LogText("Sensor created.\n"); - if (supportedCaps & ovrHmdCap_LowPersistence) - { - updateLowPersistenceMode(true); - } - else - { - if (HMDInfo.HmdType == HmdType_CrystalCoveProto || HMDInfo.HmdType == HmdType_DK2) - { - // switch to full persistence - updateLowPersistenceMode(false); - } - } - - if (HMDInfo.HmdType == HmdType_DK2) + if ((requiredCaps & ovrSensorCap_YawCorrection) && !pSensor->IsMagCalibrated()) + { + pLastError = "ovrHmdCap_YawCorrection not available."; + if (sensorCreatedJustNow) { - updateLatencyTestForHmd((supportedCaps & ovrHmdCap_LatencyTest) != 0); - } + SFusion.AttachToSensor(0); + SFusion.Reset(); + pSensor.Clear(); + } + return false; + } + + SFusion.SetYawCorrectionEnabled((supportedCaps & ovrSensorCap_YawCorrection) != 0); + + if (pSensor && sensorCreatedJustNow) + { + LogText("Sensor created.\n"); + SensorCreated = true; + } + + updateDK2FeaturesTiedToSensor(sensorCreatedJustNow); + #ifdef OVR_CAPI_VISIONSUPPORT - if (supportedCaps & ovrHmdCap_Position) + + if (crystalCoveOrBetter && (supportedCaps & ovrSensorCap_Position)) + { + if (!pPoseTracker) { pPoseTracker = new Vision::PoseTracker(SFusion); if (pPoseTracker) { pPoseTracker->AssociateHMD(pSensor); + LogText("Sensor Pose tracker created.\n"); } - LogText("Sensor Pose tracker created.\n"); } + // TBD: How do we verify that position tracking is actually available // i.e. camera is plugged in? + } + else if (pPoseTracker) + { + // TBD: Internals not thread safe - must fix!! + delete pPoseTracker; + pPoseTracker = 0; + LogText("Sensor Pose tracker destroyed.\n"); + } #endif // OVR_CAPI_VISIONSUPPORT - SensorCreated = true; - } - SensorCaps = supportedCaps; - SensorStarted = true; + SensorStarted = true; return true; } @@ -274,6 +236,7 @@ void HMDState::StopSensor() SFusion.AttachToSensor(0); SFusion.Reset(); pSensor.Clear(); + HmdCapsAppliedToSensor = 0; AddSensorCount = 0; SensorCaps = 0; SensorCreated = false; @@ -319,7 +282,8 @@ ovrSensorState HMDState::PredictedSensorState(double absTime) // Not needed yet; SFusion.AttachToSensor(0); // This seems to reset orientation anyway... pSensor.Clear(); - SensorCreated = false; + SensorCreated = false; + HmdCapsAppliedToSensor = 0; } } else @@ -361,11 +325,11 @@ bool HMDState::checkCreateSensor() { pSensor->SetReportRate(500); SFusion.AttachToSensor(pSensor); - SFusion.SetYawCorrectionEnabled((SensorCaps & ovrHmdCap_YawCorrection) != 0); + SFusion.SetYawCorrectionEnabled((SensorCaps & ovrSensorCap_YawCorrection) != 0); applyProfileToSensorFusion(); #ifdef OVR_CAPI_VISIONSUPPORT - if (SensorCaps & ovrHmdCap_Position) + if (SensorCaps & ovrSensorCap_Position) { pPoseTracker = new Vision::PoseTracker(SFusion); if (pPoseTracker) @@ -407,20 +371,31 @@ bool HMDState::GetSensorDesc(ovrSensorDesc* descOut) void HMDState::applyProfileToSensorFusion() { - Profile* profile = pHMD ? pHMD->GetProfile() : 0; - SFusion.SetUserHeadDimensions ( profile, RenderState.RenderInfo ); + if (!pHMD) + return; + Profile* profile = pHMD->GetProfile(); + if (!profile) + { + OVR_ASSERT(false); + return; + } + SFusion.SetUserHeadDimensions ( *profile, RenderState.RenderInfo ); } void HMDState::updateLowPersistenceMode(bool lowPersistence) const { OVR_ASSERT(pSensor); DisplayReport dr; - pSensor->GetDisplayReport(&dr); + + if (pSensor.GetPtr()) + { + pSensor->GetDisplayReport(&dr); - dr.Persistence = (UInt16) (dr.TotalRows * (lowPersistence ? 0.18f : 1.0f)); - dr.Brightness = lowPersistence ? 255 : 0; + dr.Persistence = (UInt16) (dr.TotalRows * (lowPersistence ? 0.18f : 1.0f)); + dr.Brightness = lowPersistence ? 255 : 0; - pSensor->SetDisplayReport(dr); + pSensor->SetDisplayReport(dr); + } } void HMDState::updateLatencyTestForHmd(bool latencyTesting) @@ -445,6 +420,63 @@ void HMDState::updateLatencyTestForHmd(bool latencyTesting) } } + +void HMDState::updateDK2FeaturesTiedToSensor(bool sensorCreatedJustNow) +{ + Lock::Locker lockScope(&DevicesLock); + + if (!SensorCreated || (HMDInfo.HmdType != HmdType_DK2)) + return; + + // Only send display reports if state changed or sensor initializing first time. + if (sensorCreatedJustNow || + ((HmdCapsAppliedToSensor ^ EnabledHmdCaps) & ovrHmdCap_LowPersistence)) + { + updateLowPersistenceMode((EnabledHmdCaps & ovrHmdCap_LowPersistence) ? true : false); + } + + if (sensorCreatedJustNow || ((HmdCapsAppliedToSensor ^ EnabledHmdCaps) & ovrHmdCap_LatencyTest)) + { + updateLatencyTestForHmd((EnabledHmdCaps & ovrHmdCap_LatencyTest) != 0); + } + + HmdCapsAppliedToSensor = EnabledHmdCaps & (ovrHmdCap_LowPersistence|ovrHmdCap_LatencyTest); +} + + + +void HMDState::SetEnabledHmdCaps(unsigned hmdCaps) +{ + + if (HMDInfo.HmdType == HmdType_DK2) + { + if ((EnabledHmdCaps ^ hmdCaps) & ovrHmdCap_DynamicPrediction) + { + // DynamicPrediction change + TimeManager.ResetFrameTiming(TimeManager.GetFrameTiming().FrameIndex, + (hmdCaps & ovrHmdCap_DynamicPrediction) ? true : false, + RenderingConfigured); + } + } + + if ((EnabledHmdCaps ^ hmdCaps) & ovrHmdCap_NoVSync) + { + TimeManager.SetVsync((hmdCaps & ovrHmdCap_NoVSync) ? false : true); + } + + + EnabledHmdCaps = hmdCaps & ovrHmdCap_Writable_Mask; + RenderState.EnabledHmdCaps = EnabledHmdCaps; + + // Unfortunately, LowPersistance and other flags are tied to sensor. + // This flag will apply the state of sensor is created; otherwise this will be delayed + // till StartSensor. + // Such behavior is less then ideal, but should be resolved with the service model. + + updateDK2FeaturesTiedToSensor(false); +} + + //------------------------------------------------------------------------------------- // ***** Property Access @@ -623,7 +655,7 @@ bool HMDState::ProcessLatencyTest(unsigned char rgbColorOut[3]) void HMDState::ProcessLatencyTest2(unsigned char rgbColorOut[3], double startTime) { // Check create. - if (!(SensorCaps & ovrHmdCap_LatencyTest)) + if (!(EnabledHmdCaps & ovrHmdCap_LatencyTest)) return; if (pLatencyTesterDisplay && !LatencyUtil2.HasDisplayDevice()) @@ -667,9 +699,8 @@ void HMDState::ProcessLatencyTest2(unsigned char rgbColorOut[3], double startTim // *** Rendering bool HMDState::ConfigureRendering(ovrEyeRenderDesc eyeRenderDescOut[2], - const ovrEyeDesc eyeDescIn[2], - const ovrRenderAPIConfig* apiConfig, - unsigned hmdCaps, + const ovrFovPort eyeFovIn[2], + const ovrRenderAPIConfig* apiConfig, unsigned distortionCaps) { ThreadChecker::Scope checkScope(&RenderAPIThreadChecker, "ovrHmd_ConfigureRendering"); @@ -693,13 +724,12 @@ bool HMDState::ConfigureRendering(ovrEyeRenderDesc eyeRenderDescOut[2], // Step 1: do basic setup configuration - RenderState.setupRenderDesc(eyeRenderDescOut, eyeDescIn); - RenderState.HMDCaps = hmdCaps; // Any cleaner way? + RenderState.setupRenderDesc(eyeRenderDescOut, eyeFovIn); + RenderState.EnabledHmdCaps = EnabledHmdCaps; // This is a copy... Any cleaner way? RenderState.DistortionCaps = distortionCaps; TimeManager.ResetFrameTiming(0, - (hmdCaps & ovrHmdCap_NoVSync) ? false : true, - (hmdCaps & ovrHmdCap_DynamicPrediction) ? true : false, + (EnabledHmdCaps & ovrHmdCap_DynamicPrediction) ? true : false, true); LastFrameTimeSeconds = 0.0f; @@ -714,7 +744,7 @@ bool HMDState::ConfigureRendering(ovrEyeRenderDesc eyeRenderDescOut[2], } if (!pRenderer || - !pRenderer->Initialize(apiConfig, hmdCaps, distortionCaps)) + !pRenderer->Initialize(apiConfig, distortionCaps)) { RenderingConfigured = false; return false; diff --git a/LibOVR/Src/CAPI/CAPI_HMDState.h b/LibOVR/Src/CAPI/CAPI_HMDState.h index d178042..0a1466f 100644 --- a/LibOVR/Src/CAPI/CAPI_HMDState.h +++ b/LibOVR/Src/CAPI/CAPI_HMDState.h @@ -94,7 +94,7 @@ public: { // pFunctionName may be not null here if function is called internally on the same thread. OVR_ASSERT_LOG((FirstThread == GetCurrentThreadId()), - ("%s (threadId=%d) called at the same times as %s (threadId=%d)\n", + ("%s (threadId=%p) called at the same times as %s (threadId=%p)\n", functionName, GetCurrentThreadId(), pFunctionName, FirstThread) ); } } @@ -146,6 +146,12 @@ public: ovrSensorState PredictedSensorState(double absTime); bool GetSensorDesc(ovrSensorDesc* descOut); + // Changes HMD Caps. + // Capability bits that are not directly or logically tied to one system (such as sensor) + // are grouped here. ovrHmdCap_VSync, for example, affects rendering and timing. + void SetEnabledHmdCaps(unsigned caps); + + bool ProcessLatencyTest(unsigned char rgbColorOut[3]); void ProcessLatencyTest2(unsigned char rgbColorOut[3], double startTime); @@ -153,9 +159,8 @@ public: // *** Rendering Setup bool ConfigureRendering(ovrEyeRenderDesc eyeRenderDescOut[2], - const ovrEyeDesc eyeDescIn[2], - const ovrRenderAPIConfig* apiConfig, - unsigned hmdCaps, + const ovrFovPort eyeFovIn[2], + const ovrRenderAPIConfig* apiConfig, unsigned distortionCaps); ovrPosef BeginEyeRender(ovrEyeType eye); @@ -191,23 +196,23 @@ public: { OVR_UNUSED1(functionName); // for Release build. OVR_ASSERT_LOG(BeginFrameCalled == true, - ("%s called outside ovrHmd_BeginFrame.")); + ("%s called outside ovrHmd_BeginFrame.", functionName)); OVR_ASSERT_LOG(BeginFrameThreadId == OVR::GetCurrentThreadId(), - ("%s called on a different thread then ovrHmd_BeginFrame.")); + ("%s called on a different thread then ovrHmd_BeginFrame.", functionName)); } void checkRenderingConfigured(const char* functionName) { OVR_UNUSED1(functionName); // for Release build. OVR_ASSERT_LOG(RenderingConfigured == true, - ("%s called without ovrHmd_ConfigureRendering.")); + ("%s called without ovrHmd_ConfigureRendering.", functionName)); } void checkBeginFrameTimingScope(const char* functionName) { OVR_UNUSED1(functionName); // for Release build. OVR_ASSERT_LOG(BeginFrameTimingCalled == true, - ("%s called outside ovrHmd_BeginFrameTiming.")); + ("%s called outside ovrHmd_BeginFrameTiming.", functionName)); } @@ -215,6 +220,8 @@ public: void updateLowPersistenceMode(bool lowPersistence) const; void updateLatencyTestForHmd(bool latencyTesting); + + void updateDK2FeaturesTiedToSensor(bool sensorCreatedJustNow); // Get properties by name. float getFloatValue(const char* propertyName, float defaultVal); @@ -251,6 +258,12 @@ public: const char* pLastError; + // Caps enabled for the HMD. + unsigned EnabledHmdCaps; + // These are the flags actually applied to the Sensor device, + // used to track whether SetDisplayReport calls are necessary. + unsigned HmdCapsAppliedToSensor; + // *** Sensor diff --git a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_DistortionRenderer.cpp b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_DistortionRenderer.cpp index 53f8948..878d777 100644 --- a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_DistortionRenderer.cpp +++ b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_DistortionRenderer.cpp @@ -88,8 +88,8 @@ static PrecompiledShader DistortionPixelShaderLookup[DistortionPixelShaderCount] void DistortionShaderBitIndexCheck() { - OVR_COMPILER_ASSERT(ovrDistortion_Chromatic == 1); - OVR_COMPILER_ASSERT(ovrDistortion_TimeWarp == 2); + OVR_COMPILER_ASSERT(ovrDistortionCap_Chromatic == 1); + OVR_COMPILER_ASSERT(ovrDistortionCap_TimeWarp == 2); } @@ -135,6 +135,10 @@ DistortionRenderer::DistortionRenderer(ovrHmd hmd, FrameTimeManager& timeManager const HMDRenderState& renderState) : CAPI::DistortionRenderer(ovrRenderAPI_D3D11, hmd, timeManager, renderState) { + EyeTextureSize[0] = Sizei(0); + EyeRenderViewport[0] = Recti(); + EyeTextureSize[1] = Sizei(0); + EyeRenderViewport[1] = Recti(); } DistortionRenderer::~DistortionRenderer() @@ -152,11 +156,8 @@ CAPI::DistortionRenderer* DistortionRenderer::Create(ovrHmd hmd, bool DistortionRenderer::Initialize(const ovrRenderAPIConfig* apiConfig, - unsigned hmdCaps, unsigned distortionCaps) + unsigned distortionCaps) { - // TBD: Decide if hmdCaps are needed here or are a part of RenderState - OVR_UNUSED(hmdCaps); - const ovrD3D1X(Config)* config = (const ovrD3D1X(Config)*)apiConfig; if (!config) @@ -178,6 +179,8 @@ bool DistortionRenderer::Initialize(const ovrRenderAPIConfig* apiConfig, RParams.RTSize = config->D3D_NS.Header.RTSize; RParams.Multisample = config->D3D_NS.Header.Multisample; + GfxState = *new GraphicsState(RParams.pContext); + DistortionCaps = distortionCaps; //DistortionWarper.SetVsync((hmdCaps & ovrHmdCap_NoVSync) ? false : true); @@ -217,11 +220,14 @@ void DistortionRenderer::SubmitEye(int eyeId, ovrTexture* eyeTexture) { // Use tex->D3D_NS.Header.RenderViewport to update UVs for rendering in case they changed. // TBD: This may be optimized through some caching. - ovrEyeDesc ed = RState.EyeRenderDesc[eyeId].Desc; - ed.TextureSize = tex->D3D_NS.Header.TextureSize; - ed.RenderViewport = tex->D3D_NS.Header.RenderViewport; + EyeTextureSize[eyeId] = tex->D3D_NS.Header.TextureSize; + EyeRenderViewport[eyeId] = tex->D3D_NS.Header.RenderViewport; + + const ovrEyeRenderDesc& erd = RState.EyeRenderDesc[eyeId]; - ovrHmd_GetRenderScaleAndOffset(HMD, ed, DistortionCaps, UVScaleOffset[eyeId]); + ovrHmd_GetRenderScaleAndOffset(erd.Fov, + EyeTextureSize[eyeId], EyeRenderViewport[eyeId], + UVScaleOffset[eyeId]); pEyeTextures[eyeId]->UpdatePlaceholderTexture(tex->D3D_NS.pTexture, tex->D3D_NS.pSRView, tex->D3D_NS.Header.TextureSize); @@ -231,32 +237,9 @@ void DistortionRenderer::SubmitEye(int eyeId, ovrTexture* eyeTexture) void DistortionRenderer::EndFrame(bool swapBuffers, unsigned char* latencyTesterDrawColor, unsigned char* latencyTester2DrawColor) { - -#if 0 - - // MA: This causes orientation and positional stutter!! NOT USABLE. - if (!TimeManager.NeedDistortionTimeMeasurement() && - (RState.DistortionCaps & ovrDistortion_TimeWarp)) - { - // Wait for timewarp distortion if it is time - FlushGpuAndWaitTillTime(TimeManager.GetFrameTiming().TimewarpPointTime); - } - - // Always measure distortion time so that TimeManager can better - // estimate latency-reducing time-warp wait timing. - { - GpuProfiler.BeginQuery(); - - renderDistortion(pEyeTextures[0], pEyeTextures[1]); - - GpuProfiler.EndQuery(); - TimeManager.AddDistortionTimeMeasurement(GpuProfiler.GetTiming(false)); - } -#else - if (!TimeManager.NeedDistortionTimeMeasurement()) { - if (RState.DistortionCaps & ovrDistortion_TimeWarp) + if (RState.DistortionCaps & ovrDistortionCap_TimeWarp) { // Wait for timewarp distortion if it is time and Gpu idle FlushGpuAndWaitTillTime(TimeManager.GetFrameTiming().TimewarpPointTime); @@ -276,7 +259,6 @@ void DistortionRenderer::EndFrame(bool swapBuffers, unsigned char* latencyTester WaitUntilGpuIdle(); TimeManager.AddDistortionTimeMeasurement(ovr_GetTimeInSeconds() - distortionStartTime); } -#endif if(latencyTesterDrawColor) { @@ -291,7 +273,7 @@ void DistortionRenderer::EndFrame(bool swapBuffers, unsigned char* latencyTester { if (RParams.pSwapChain) { - UINT swapInterval = (RState.HMDCaps & ovrHmdCap_NoVSync) ? 0 : 1; + UINT swapInterval = (RState.EnabledHmdCaps & ovrHmdCap_NoVSync) ? 0 : 1; RParams.pSwapChain->Present(swapInterval, 0); // Force GPU to flush the scene, resulting in the lowest possible latency. @@ -380,9 +362,11 @@ void DistortionRenderer::initBuffersAndShaders() // double startT = ovr_GetTimeInSeconds(); - if (!ovrHmd_CreateDistortionMesh( HMD, RState.EyeRenderDesc[eyeNum].Desc, + if (!ovrHmd_CreateDistortionMesh( HMD, + RState.EyeRenderDesc[eyeNum].Eye, + RState.EyeRenderDesc[eyeNum].Fov, RState.DistortionCaps, - UVScaleOffset[eyeNum], &meshData) ) + &meshData) ) { OVR_ASSERT(false); continue; @@ -413,9 +397,9 @@ void DistortionRenderer::initBuffersAndShaders() } DistortionMeshVBs[eyeNum] = *new Buffer(&RParams); - DistortionMeshVBs[eyeNum]->Data ( Buffer_Vertex, pVBVerts, sizeof(DistortionVertex) * meshData.VertexCount ); + DistortionMeshVBs[eyeNum]->Data(Buffer_Vertex | Buffer_ReadOnly, pVBVerts, sizeof(DistortionVertex)* meshData.VertexCount); DistortionMeshIBs[eyeNum] = *new Buffer(&RParams); - DistortionMeshIBs[eyeNum]->Data ( Buffer_Index, meshData.pIndexData, ( sizeof(INT16) * meshData.IndexCount ) ); + DistortionMeshIBs[eyeNum]->Data(Buffer_Index | Buffer_ReadOnly, meshData.pIndexData, (sizeof(INT16)* meshData.IndexCount)); OVR_FREE ( pVBVerts ); ovrHmd_DestroyDistortionMesh( &meshData ); @@ -451,7 +435,7 @@ void DistortionRenderer::renderDistortion(Texture* leftEyeTexture, Texture* righ DistortionShader->SetUniform2f("EyeToSourceUVScale", UVScaleOffset[eyeNum][0].x, UVScaleOffset[eyeNum][0].y); DistortionShader->SetUniform2f("EyeToSourceUVOffset", UVScaleOffset[eyeNum][1].x, UVScaleOffset[eyeNum][1].y); - if (DistortionCaps & ovrDistortion_TimeWarp) + if (DistortionCaps & ovrDistortionCap_TimeWarp) { ovrMatrix4f timeWarpMatrices[2]; ovrHmd_GetEyeTimewarpMatrices(HMD, (ovrEyeType)eyeNum, @@ -770,4 +754,51 @@ void DistortionRenderer::destroy() LatencyTesterQuadVB.Clear(); } + +DistortionRenderer::GraphicsState::GraphicsState(ID3D1xDeviceContext* c) +: context(c) +, rasterizerState(NULL) +{ + for (int i = 0; i < 8; ++i) + samplerStates[i] = NULL; +} + + +void DistortionRenderer::GraphicsState::Save() +{ + if (rasterizerState != NULL) + rasterizerState->Release(); + + context->RSGetState(&rasterizerState); + + for (int i = 0; i < 8; ++i) + { + if (samplerStates[i] != NULL) + samplerStates[i]->Release(); + } + + context->PSGetSamplers(0, 8, samplerStates); +} + + +void DistortionRenderer::GraphicsState::Restore() +{ + if (rasterizerState != NULL) + { + context->RSSetState(rasterizerState); + rasterizerState->Release(); + rasterizerState = NULL; + } + + for (int i = 0; i < 8; ++i) + { + if (samplerStates[i] == NULL) + continue; + + context->PSSetSamplers(0, 1, &samplerStates[i]); + samplerStates[i]->Release(); + samplerStates[i] = NULL; + } +} + }}} // OVR::CAPI::D3D1X diff --git a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_DistortionRenderer.h b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_DistortionRenderer.h index f151d73..c4d2619 100644 --- a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_DistortionRenderer.h +++ b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_DistortionRenderer.h @@ -57,7 +57,7 @@ public: // ***** Public DistortionRenderer interface virtual bool Initialize(const ovrRenderAPIConfig* apiConfig, - unsigned hmdCaps, unsigned distortionCaps); + unsigned distortionCaps); virtual void SubmitEye(int eyeId, ovrTexture* eyeTexture); @@ -70,6 +70,21 @@ public: // Note, it exits when time expires, even if GPU is not in idle state yet. double FlushGpuAndWaitTillTime(double absTime); +protected: + + class GraphicsState : public CAPI::DistortionRenderer::GraphicsState + { + public: + GraphicsState(ID3D1xDeviceContext* context); + virtual void Save(); + virtual void Restore(); + + protected: + ID3D1xRasterizerState* rasterizerState; + ID3D1xSamplerState* samplerStates[8]; + ID3D1xDeviceContext* context; + }; + private: // Helpers void initBuffersAndShaders(); @@ -102,6 +117,8 @@ private: // U,V scale and offset needed for timewarp. ovrVector2f UVScaleOffset[2][2]; + ovrSizei EyeTextureSize[2]; + ovrRecti EyeRenderViewport[2]; //Ptr mpFullScreenVertexBuffer; diff --git a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_Util.h b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_Util.h index f8d7bd3..7bbc685 100644 --- a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_Util.h +++ b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_Util.h @@ -41,6 +41,7 @@ limitations under the License. #include "../../Kernel/OVR_Array.h" #include "../../Kernel/OVR_Math.h" +#if defined(OVR_OS_WIN32) #include #include // for _COM_SMARTPTR_TYPEDEF() @@ -78,6 +79,7 @@ limitations under the License. #include #include #endif +#endif namespace OVR { namespace CAPI { namespace D3D_NS { diff --git a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D9_DistortionRenderer.cpp b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D9_DistortionRenderer.cpp index 21b885e..e8cf767 100644 --- a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D9_DistortionRenderer.cpp +++ b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D9_DistortionRenderer.cpp @@ -57,11 +57,8 @@ DistortionRenderer::~DistortionRenderer() /******************************************************************************/ bool DistortionRenderer::Initialize(const ovrRenderAPIConfig* apiConfig, - unsigned hmdCaps, unsigned arg_distortionCaps) + unsigned arg_distortionCaps) { - // TBD: Decide if hmdCaps are needed here or are a part of RenderState - OVR_UNUSED(hmdCaps); - ///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; @@ -69,14 +66,17 @@ bool DistortionRenderer::Initialize(const ovrRenderAPIConfig* apiConfig, //Glean all the required variables from the input structures device = config->D3D9.pDevice; + swapChain = config->D3D9.pSwapChain; screenSize = config->D3D9.Header.RTSize; distortionCaps = arg_distortionCaps; + GfxState = *new GraphicsState(device); + CreateVertexDeclaration(); CreateDistortionShaders(); Create_Distortion_Models(); - return (true); + return true; } @@ -89,23 +89,22 @@ void DistortionRenderer::SubmitEye(int eyeId, ovrTexture* 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. - //Which begs the question - why did we ask them what viewport they were - //using before, which gave them a set of UV offsets. In fact, our - //asking for eye mesh must be entirely independed of these viewports, - //presumably only to get the parameters. - - ovrEyeDesc ed = RState.EyeRenderDesc[eyeId].Desc; - ed.TextureSize = tex->D3D9.Header.TextureSize; - ed.RenderViewport = tex->D3D9.Header.RenderViewport; + // 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; - ovrHmd_GetRenderScaleAndOffset(HMD, ed, distortionCaps, eachEye[eyeId].UVScaleOffset); + const ovrEyeRenderDesc& erd = RState.EyeRenderDesc[eyeId]; + + ovrHmd_GetRenderScaleAndOffset( erd.Fov, + eachEye[eyeId].TextureSize, eachEye[eyeId].RenderViewport, + eachEye[eyeId].UVScaleOffset ); } /******************************************************************/ -void DistortionRenderer::EndFrame(bool swapBuffers, unsigned char* latencyTesterDrawColor, unsigned char* latencyTester2DrawColor) +void DistortionRenderer::EndFrame(bool swapBuffers, + unsigned char* latencyTesterDrawColor, unsigned char* latencyTester2DrawColor) { OVR_UNUSED(swapBuffers); OVR_UNUSED(latencyTesterDrawColor); @@ -115,7 +114,7 @@ void DistortionRenderer::EndFrame(bool swapBuffers, unsigned char* latencyTester if (!TimeManager.NeedDistortionTimeMeasurement()) { - if (RState.DistortionCaps & ovrDistortion_TimeWarp) + if (RState.DistortionCaps & ovrDistortionCap_TimeWarp) { // Wait for timewarp distortion if it is time and Gpu idle WaitTillTimeAndFlushGpu(TimeManager.GetFrameTiming().TimewarpPointTime); @@ -149,101 +148,130 @@ void DistortionRenderer::EndFrame(bool swapBuffers, unsigned char* latencyTester if (swapBuffers) { - device->Present( NULL, NULL, NULL, NULL ); - - /// if (RParams.pSwapChain) + if (swapChain) { - /// UINT swapInterval = (RState.HMDCaps & ovrHmdCap_NoVSync) ? 0 : 1; - /// RParams.pSwapChain->Present(swapInterval, 0); - - // Force GPU to flush the scene, resulting in the lowest possible latency. - // It's critical that this flush is *after* present. - /// WaitUntilGpuIdle(); + swapChain->Present(NULL, NULL, NULL, NULL, 0); } - /// else + else { - // TBD: Generate error - swapbuffer option used with null swapchain. + device->Present( NULL, NULL, NULL, NULL ); } + + // Force GPU to flush the scene, resulting in the lowest possible latency. + // It's critical that this flush is *after* present. + WaitUntilGpuIdle(); } } void DistortionRenderer::WaitUntilGpuIdle() { -#if 0 - // Flush and Stall CPU while waiting for GPU to complete rendering all of the queued draw calls - D3D1x_QUERY_DESC queryDesc = { D3D1X_(QUERY_EVENT), 0 }; - Ptr query; - BOOL done = FALSE; - - if (RParams.pDevice->CreateQuery(&queryDesc, &query.GetRawRef()) == S_OK) + if(device) { - D3DSELECT_10_11(query->End(), - RParams.pContext->End(query)); - - // GetData will returns S_OK for both done == TRUE or FALSE. - // Exit on failure to avoid infinite loop. - do { } - while(!done && - !FAILED(D3DSELECT_10_11(query->GetData(&done, sizeof(BOOL), 0), - RParams.pContext->GetData(query, &done, sizeof(BOOL), 0))) - ); - } -#endif + IDirect3DQuery9* pEventQuery=NULL ; + device->CreateQuery(D3DQUERYTYPE_EVENT, &pEventQuery) ; + + if(pEventQuery!=NULL) + { + pEventQuery->Issue(D3DISSUE_END) ; + while(S_FALSE == pEventQuery->GetData(NULL, 0, D3DGETDATA_FLUSH)) ; + } + } } double DistortionRenderer::WaitTillTimeAndFlushGpu(double absTime) { - -OVR_UNUSED(absTime); -#if 0 double initialTime = ovr_GetTimeInSeconds(); if (initialTime >= absTime) return 0.0; - // Flush and Stall CPU while waiting for GPU to complete rendering all of the queued draw calls - D3D1x_QUERY_DESC queryDesc = { D3D1X_(QUERY_EVENT), 0 }; - Ptr query; - BOOL done = FALSE; - bool callGetData = false; - - if (RParams.pDevice->CreateQuery(&queryDesc, &query.GetRawRef()) == S_OK) - { - D3DSELECT_10_11(query->End(), - RParams.pContext->End(query)); - callGetData = true; - } + WaitUntilGpuIdle(); double newTime = initialTime; volatile int i; while (newTime < absTime) { - if (callGetData) - { - // GetData will returns S_OK for both done == TRUE or FALSE. - // Stop calling GetData on failure. - callGetData = !FAILED(D3DSELECT_10_11(query->GetData(&done, sizeof(BOOL), 0), - RParams.pContext->GetData(query, &done, sizeof(BOOL), 0))) && !done; - } - else - { - for (int j = 0; j < 50; j++) - i = 0; - } + for (int j = 0; j < 50; j++) + i = 0; newTime = ovr_GetTimeInSeconds(); } // How long we waited return newTime - initialTime; -#endif - return 0; //dummy } +DistortionRenderer::GraphicsState::GraphicsState(IDirect3DDevice9* d) +: device(d) +, numSavedStates(0) +{ +} + +void DistortionRenderer::GraphicsState::RecordAndSetState(int which, int type, DWORD newValue) +{ + SavedStateType * sst = &savedState[numSavedStates++]; + sst->which = which; + sst->type = type; + if (which == 0) + { + device->GetSamplerState(0, (D3DSAMPLERSTATETYPE)type, &sst->valueToRevertTo); + device->SetSamplerState(0, (D3DSAMPLERSTATETYPE)type, newValue); + } + else + { + device->GetRenderState((D3DRENDERSTATETYPE)type, &sst->valueToRevertTo); + device->SetRenderState((D3DRENDERSTATETYPE)type, newValue); + } +} + +void DistortionRenderer::GraphicsState::Save() +{ + //Record and set rasterizer and sampler states. + + numSavedStates=0; + + RecordAndSetState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); + RecordAndSetState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); + RecordAndSetState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR ); + RecordAndSetState(0, D3DSAMP_BORDERCOLOR, 0x000000 ); + RecordAndSetState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER ); + RecordAndSetState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER ); + + RecordAndSetState(1, D3DRS_MULTISAMPLEANTIALIAS, FALSE ); + RecordAndSetState(1, D3DRS_DITHERENABLE, FALSE ); + RecordAndSetState(1, D3DRS_ZENABLE, FALSE ); + RecordAndSetState(1, D3DRS_ZWRITEENABLE, TRUE ); + RecordAndSetState(1, D3DRS_ZFUNC, D3DCMP_LESSEQUAL ); + RecordAndSetState(1, D3DRS_CULLMODE , D3DCULL_CCW ); + RecordAndSetState(1, D3DRS_ALPHABLENDENABLE , FALSE ); + RecordAndSetState(1, D3DRS_DEPTHBIAS , 0 ); + RecordAndSetState(1, D3DRS_SRCBLEND , D3DBLEND_SRCALPHA ); + RecordAndSetState(1, D3DRS_DESTBLEND , D3DBLEND_INVSRCALPHA ); + RecordAndSetState(1, D3DRS_FILLMODE, D3DFILL_SOLID ); + RecordAndSetState(1, D3DRS_ALPHATESTENABLE, FALSE); + RecordAndSetState(1, D3DRS_DEPTHBIAS , 0 ); + RecordAndSetState(1, D3DRS_LIGHTING, FALSE ); + RecordAndSetState(1, D3DRS_FOGENABLE, FALSE ); +} +void DistortionRenderer::GraphicsState::Restore() +{ + for (int i = 0; iwhich == 0) + { + device->SetSamplerState(0, (D3DSAMPLERSTATETYPE)sst->type, sst->valueToRevertTo); + } + else + { + device->SetRenderState((D3DRENDERSTATETYPE)sst->type, sst->valueToRevertTo); + } + } +} }}} // OVR::CAPI::D3D1X diff --git a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D9_DistortionRenderer.h b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D9_DistortionRenderer.h index 9332b83..f24eb31 100644 --- a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D9_DistortionRenderer.h +++ b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D9_DistortionRenderer.h @@ -24,13 +24,17 @@ limitations under the License. ************************************************************************************/ +#include "../../Kernel/OVR_Types.h" + #undef new +#if defined (OVR_OS_WIN32) #if _MSC_VER < 1700 #include #else #include #endif +#endif #if defined(OVR_DEFINE_NEW) #define new OVR_DEFINE_NEW @@ -57,7 +61,7 @@ public: // ***** Public DistortionRenderer interface virtual bool Initialize(const ovrRenderAPIConfig* apiConfig, - unsigned hmdCaps, unsigned distortionCaps); + unsigned distortionCaps); virtual void SubmitEye(int eyeId, ovrTexture* eyeTexture); @@ -70,6 +74,32 @@ public: // Note, it exits when time expires, even if GPU is not in idle state yet. double WaitTillTimeAndFlushGpu(double absTime); +protected: + + class GraphicsState : public CAPI::DistortionRenderer::GraphicsState + { + public: + GraphicsState(IDirect3DDevice9* d); + virtual void Save(); + virtual void Restore(); + + protected: + void RecordAndSetState(int which, int type, DWORD newValue); + + //Structure to store our state changes + static const int MAX_SAVED_STATES=100; + struct SavedStateType + { + int which; //0 for samplerstate, 1 for renderstate + int type; + DWORD valueToRevertTo; + } savedState[MAX_SAVED_STATES]; + + //Keep track of how many we've done, for reverting + int numSavedStates; + IDirect3DDevice9* device; + }; + private: //Functions @@ -83,6 +113,7 @@ private: //Data, structures and pointers IDirect3DDevice9 * device; + IDirect3DSwapChain9 * swapChain; IDirect3DVertexDeclaration9 * vertexDecl; IDirect3DPixelShader9 * pixelShader; IDirect3DVertexShader9 * vertexShader; @@ -92,29 +123,17 @@ private: struct FOR_EACH_EYE { + FOR_EACH_EYE() : TextureSize(0), RenderViewport(Sizei(0)) { } + IDirect3DVertexBuffer9 * dxVerts; IDirect3DIndexBuffer9 * dxIndices; int numVerts; int numIndices; IDirect3DTexture9 * texture; ovrVector2f UVScaleOffset[2]; + Sizei TextureSize; + Recti RenderViewport; } eachEye[2]; - - - //Structure to store our state changes - #define 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; - - - }; }}} // OVR::CAPI::D3D9 diff --git a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D9_Util.cpp b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D9_Util.cpp index ea36100..e6bdcb6 100644 --- a/LibOVR/Src/CAPI/D3D1X/CAPI_D3D9_Util.cpp +++ b/LibOVR/Src/CAPI/D3D1X/CAPI_D3D9_Util.cpp @@ -32,7 +32,6 @@ limitations under the License. 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. @@ -182,21 +181,25 @@ void DistortionRenderer::Create_Distortion_Models(void) { //Make the distortion models for (int eye=0;eye<2;eye++) - { - ovrVector2f dummy_UVScaleOffset[2]; //because it needs to be updated by a later call + { FOR_EACH_EYE * e = &eachEye[eye]; ovrDistortionMesh meshData; - ovrHmd_CreateDistortionMesh(HMD, RState.EyeRenderDesc[eye].Desc, distortionCaps, - dummy_UVScaleOffset, &meshData); + ovrHmd_CreateDistortionMesh(HMD, + RState.EyeRenderDesc[eye].Eye, + RState.EyeRenderDesc[eye].Fov, + distortionCaps, + &meshData); e->numVerts = meshData.VertexCount; e->numIndices = meshData.IndexCount; - device->CreateVertexBuffer( (e->numVerts)*sizeof(ovrDistortionVertex),0, 0,D3DPOOL_MANAGED, &e->dxVerts, NULL ); + 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;vnumVerts;v++) dxv[v] = meshData.pVertexData[v]; - device->CreateIndexBuffer( (e->numIndices)*sizeof(u_short),0, D3DFMT_INDEX16,D3DPOOL_MANAGED, &e->dxIndices, NULL ); + 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;inumIndices;i++) dxi[i] = meshData.pIndexData[i]; @@ -207,30 +210,6 @@ void DistortionRenderer::Create_Distortion_Models(void) /**********************************************************/ void DistortionRenderer::RenderBothDistortionMeshes(void) { - //Record and set render state - numSavedStates=0; - RecordAndSetState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); - RecordAndSetState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); - RecordAndSetState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR ); - RecordAndSetState(0, D3DSAMP_BORDERCOLOR, 0x000000 ); - RecordAndSetState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER ); - RecordAndSetState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER ); - RecordAndSetState(1, D3DRS_MULTISAMPLEANTIALIAS, FALSE ); - RecordAndSetState(1, D3DRS_DITHERENABLE, FALSE ); - RecordAndSetState(1, D3DRS_ZENABLE, FALSE ); - RecordAndSetState(1, D3DRS_ZWRITEENABLE, TRUE ); - RecordAndSetState(1, D3DRS_ZFUNC, D3DCMP_LESSEQUAL ); - RecordAndSetState(1, D3DRS_CULLMODE , D3DCULL_CCW ); - RecordAndSetState(1, D3DRS_ALPHABLENDENABLE , FALSE ); - RecordAndSetState(1, D3DRS_DEPTHBIAS , 0 ); - RecordAndSetState(1, D3DRS_SRCBLEND , D3DBLEND_SRCALPHA ); - RecordAndSetState(1, D3DRS_DESTBLEND , D3DBLEND_INVSRCALPHA ); - RecordAndSetState(1, D3DRS_FILLMODE, D3DFILL_SOLID ); - RecordAndSetState(1, D3DRS_ALPHATESTENABLE, FALSE); - RecordAndSetState(1, D3DRS_DEPTHBIAS , 0 ); - RecordAndSetState(1, D3DRS_LIGHTING, FALSE ); - RecordAndSetState(1, D3DRS_FOGENABLE, FALSE ); - for (int eye=0; eye<2; eye++) { FOR_EACH_EYE * e = &eachEye[eye]; @@ -243,7 +222,7 @@ void DistortionRenderer::RenderBothDistortionMeshes(void) device->SetTexture( 0, e->texture); //Choose which vertex shader, with associated additional inputs - if (distortionCaps & ovrDistortion_TimeWarp) + if (distortionCaps & ovrDistortionCap_TimeWarp) { device->SetVertexShader( vertexShaderTimewarp ); @@ -251,6 +230,10 @@ void DistortionRenderer::RenderBothDistortionMeshes(void) 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); @@ -260,58 +243,12 @@ void DistortionRenderer::RenderBothDistortionMeshes(void) 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); } - - //Revert render state - RevertAllStates(); - -} - -/*********************************************************************************/ -void DistortionRenderer::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::RevertAllStates(void) -{ - for (int i=0;iwhich==0) - { - device->SetSamplerState( 0, (D3DSAMPLERSTATETYPE)sst->type, sst->valueToRevertTo); - } - else - { - device->SetRenderState( (D3DRENDERSTATETYPE)sst->type, sst->valueToRevertTo); - } - } } - - - - - - - }}} \ No newline at end of file diff --git a/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.cpp b/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.cpp index a953d73..21b6509 100644 --- a/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.cpp +++ b/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.cpp @@ -15,422 +15,12 @@ otherwise accompanies this software in either electronic or hard copy form. #include "CAPI_GL_DistortionRenderer.h" +#include "CAPI_GL_DistortionShaders.h" + #include "../../OVR_CAPI_GL.h" namespace OVR { namespace CAPI { namespace GL { - -static const char SimpleQuad_vs[] = - "uniform vec2 PositionOffset;\n" - "uniform vec2 Scale;\n" - - "attribute vec3 Position;\n" - - "void main()\n" - "{\n" - " gl_Position = vec4(Position.xy * Scale + PositionOffset, 0.5, 1.0);\n" - "}\n"; - -const OVR::CAPI::GL::ShaderBase::Uniform SimpleQuad_vs_refl[] = -{ - { "PositionOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 }, - { "Scale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 }, -}; - -static const char SimpleQuad_fs[] = - "uniform vec4 Color;\n" - - "void main()\n" - "{\n" - " gl_FragColor = Color;\n" - "}\n"; - -const OVR::CAPI::GL::ShaderBase::Uniform SimpleQuad_fs_refl[] = -{ - { "Color", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 16 }, -}; - - -static const char Distortion_vs[] = - "uniform vec2 EyeToSourceUVScale;\n" - "uniform vec2 EyeToSourceUVOffset;\n" - - "attribute vec2 Position;\n" - "attribute vec4 Color;\n" - "attribute vec2 TexCoord0;\n" - - "varying vec4 oColor;\n" - "varying vec2 oTexCoord0;\n" - - "void main()\n" - "{\n" - " gl_Position.x = Position.x;\n" - " gl_Position.y = Position.y;\n" - " gl_Position.z = 0.5;\n" - " gl_Position.w = 1.0;\n" - // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion). - // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye) - " oTexCoord0 = TexCoord0 * EyeToSourceUVScale + EyeToSourceUVOffset;\n" - " oTexCoord0.y = 1-oTexCoord0.y;\n" - " oColor = Color;\n" // Used for vignette fade. - "}\n"; - -const OVR::CAPI::GL::ShaderBase::Uniform Distortion_vs_refl[] = -{ - { "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 }, - { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 }, -}; - -static const char Distortion_fs[] = - "uniform sampler2D Texture0;\n" - - "varying vec4 oColor;\n" - "varying vec2 oTexCoord0;\n" - - "void main()\n" - "{\n" - " gl_FragColor = texture2D(Texture0, oTexCoord0);\n" - " gl_FragColor.a = 1.0;\n" - "}\n"; - - -static const char DistortionTimewarp_vs[] = - "uniform vec2 EyeToSourceUVScale;\n" - "uniform vec2 EyeToSourceUVOffset;\n" - "uniform mat4 EyeRotationStart;\n" - "uniform mat4 EyeRotationEnd;\n" - - "attribute vec2 Position;\n" - "attribute vec4 Color;\n" - "attribute vec2 TexCoord0;\n" - - "varying vec4 oColor;\n" - "varying vec2 oTexCoord0;\n" - - "void main()\n" - "{\n" - " gl_Position.x = Position.x;\n" - " gl_Position.y = Position.y;\n" - " gl_Position.z = 0.0;\n" - " gl_Position.w = 1.0;\n" - - // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion). - // These are now "real world" vectors in direction (x,y,1) relative to the eye of the HMD. - " vec3 TanEyeAngle = vec3 ( TexCoord0.x, TexCoord0.y, 1.0 );\n" - - // Accurate time warp lerp vs. faster -#if 1 - // Apply the two 3x3 timewarp rotations to these vectors. - " vec3 TransformedStart = (EyeRotationStart * vec4(TanEyeAngle, 0)).xyz;\n" - " vec3 TransformedEnd = (EyeRotationEnd * vec4(TanEyeAngle, 0)).xyz;\n" - // And blend between them. - " vec3 Transformed = mix ( TransformedStart, TransformedEnd, Color.a );\n" -#else - " mat3 EyeRotation = mix ( EyeRotationStart, EyeRotationEnd, Color.a );\n" - " vec3 Transformed = EyeRotation * TanEyeAngle;\n" -#endif - - // Project them back onto the Z=1 plane of the rendered images. - " float RecipZ = 1.0 / Transformed.z;\n" - " vec2 Flattened = vec2 ( Transformed.x * RecipZ, Transformed.y * RecipZ );\n" - - // These are now still in TanEyeAngle space. - // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye) - " vec2 SrcCoord = Flattened * EyeToSourceUVScale + EyeToSourceUVOffset;\n" - " oTexCoord0 = SrcCoord;\n" - " oTexCoord0.y = 1-oTexCoord0.y;\n" - " oColor = Color.r;\n" // Used for vignette fade. - "}\n"; - -const OVR::CAPI::GL::ShaderBase::Uniform DistortionTimewarp_vs_refl[] = -{ - { "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 }, - { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 }, -}; - - -static const char DistortionPositionalTimewarp_vs[] = - "#version 150\n" - - "uniform sampler2D Texture0;\n" - "uniform vec2 EyeToSourceUVScale;\n" - "uniform vec2 EyeToSourceUVOffset;\n" - "uniform vec2 DepthProjector;\n" - "uniform vec2 DepthDimSize;\n" - "uniform mat4 EyeRotationStart;\n" - "uniform mat4 EyeRotationEnd;\n" - - "in vec2 Position;\n" - "in vec4 Color;\n" - "in vec2 TexCoord0;\n" - "in vec2 TexCoord1;\n" - "in vec2 TexCoord2;\n" - - "out vec4 oColor;\n" - "out vec2 oTexCoord0;\n" - - "vec4 PositionFromDepth(vec2 inTexCoord)\n" - "{\n" - " vec2 eyeToSourceTexCoord = inTexCoord * EyeToSourceUVScale + EyeToSourceUVOffset;\n" - " eyeToSourceTexCoord.y = 1 - eyeToSourceTexCoord.y;\n" - " float depth = texelFetch(Texture0, ivec2(eyeToSourceTexCoord * DepthDimSize), 0).x;\n" - " float linearDepth = DepthProjector.y / (depth - DepthProjector.x);\n" - " vec4 retVal = vec4(inTexCoord, 1, 1);\n" - " retVal.xyz *= linearDepth;\n" - " return retVal;\n" - "}\n" - - "vec2 TimewarpTexCoordToWarpedPos(vec2 inTexCoord, float a)\n" - "{\n" - // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion). - // These are now "real world" vectors in direction (x,y,1) relative to the eye of the HMD. - // Apply the 4x4 timewarp rotation to these vectors. - " vec4 inputPos = PositionFromDepth(inTexCoord);\n" - " vec3 transformed = mix ( EyeRotationStart * inputPos, EyeRotationEnd * inputPos, a ).xyz;\n" - // Project them back onto the Z=1 plane of the rendered images. - " vec2 flattened = transformed.xy / transformed.z;\n" - // Scale them into ([0,0.5],[0,1]) or ([0.5,0],[0,1]) UV lookup space (depending on eye) - " vec2 noDepthUV = flattened * EyeToSourceUVScale + EyeToSourceUVOffset;\n" - //" float depth = texture2DLod(Texture0, noDepthUV, 0).r;\n" - " return noDepthUV.xy;\n" - "}\n" - - "void main()\n" - "{\n" - " gl_Position.x = Position.x;\n" - " gl_Position.y = Position.y;\n" - " gl_Position.z = 0.0;\n" - " gl_Position.w = 1.0;\n" - - // warped positions are a bit more involved, hence a separate function - " oTexCoord0 = TimewarpTexCoordToWarpedPos(TexCoord0, Color.a);\n" - " oTexCoord0.y = 1-oTexCoord0.y;\n" - - " oColor = vec4(Color.r); // Used for vignette fade.\n" - "}\n"; - -const OVR::CAPI::GL::ShaderBase::Uniform DistortionPositionalTimewarp_vs_refl[] = -{ - { "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 }, - { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 }, -}; - - -static const char DistortionChroma_vs[] = - "uniform vec2 EyeToSourceUVScale;\n" - "uniform vec2 EyeToSourceUVOffset;\n" - - "attribute vec2 Position;\n" - "attribute vec4 Color;\n" - "attribute vec2 TexCoord0;\n" - "attribute vec2 TexCoord1;\n" - "attribute vec2 TexCoord2;\n" - - "varying vec4 oColor;\n" - "varying vec2 oTexCoord0;\n" - "varying vec2 oTexCoord1;\n" - "varying vec2 oTexCoord2;\n" - - "void main()\n" - "{\n" - " gl_Position.x = Position.x;\n" - " gl_Position.y = Position.y;\n" - " gl_Position.z = 0.5;\n" - " gl_Position.w = 1.0;\n" - - // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion). - // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye) - " oTexCoord0 = TexCoord0 * EyeToSourceUVScale + EyeToSourceUVOffset;\n" - " oTexCoord0.y = 1-oTexCoord0.y;\n" - " oTexCoord1 = TexCoord1 * EyeToSourceUVScale + EyeToSourceUVOffset;\n" - " oTexCoord1.y = 1-oTexCoord1.y;\n" - " oTexCoord2 = TexCoord2 * EyeToSourceUVScale + EyeToSourceUVOffset;\n" - " oTexCoord2.y = 1-oTexCoord2.y;\n" - - " oColor = Color;\n" // Used for vignette fade. - "}\n"; - -const OVR::CAPI::GL::ShaderBase::Uniform DistortionChroma_vs_refl[] = -{ - { "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 }, - { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 }, -}; - -static const char DistortionChroma_fs[] = - "uniform sampler2D Texture0;\n" - - "varying vec4 oColor;\n" - "varying vec2 oTexCoord0;\n" - "varying vec2 oTexCoord1;\n" - "varying vec2 oTexCoord2;\n" - - "void main()\n" - "{\n" - " float ResultR = texture2D(Texture0, oTexCoord0).r;\n" - " float ResultG = texture2D(Texture0, oTexCoord1).g;\n" - " float ResultB = texture2D(Texture0, oTexCoord2).b;\n" - - " gl_FragColor = vec4(ResultR * oColor.r, ResultG * oColor.g, ResultB * oColor.b, 1.0);\n" - "}\n"; - - -static const char DistortionTimewarpChroma_vs[] = - "uniform vec2 EyeToSourceUVScale;\n" - "uniform vec2 EyeToSourceUVOffset;\n" - "uniform mat4 EyeRotationStart;\n" - "uniform mat4 EyeRotationEnd;\n" - - "attribute vec2 Position;\n" - "attribute vec4 Color;\n" - "attribute vec2 TexCoord0;\n" - "attribute vec2 TexCoord1;\n" - "attribute vec2 TexCoord2;\n" - - "varying vec4 oColor;\n" - "varying vec2 oTexCoord0;\n" - "varying vec2 oTexCoord1;\n" - "varying vec2 oTexCoord2;\n" - - "void main()\n" - "{\n" - " gl_Position.x = Position.x;\n" - " gl_Position.y = Position.y;\n" - " gl_Position.z = 0.0;\n" - " gl_Position.w = 1.0;\n" - - // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion). - // These are now "real world" vectors in direction (x,y,1) relative to the eye of the HMD. - " vec3 TanEyeAngleR = vec3 ( TexCoord0.x, TexCoord0.y, 1.0 );\n" - " vec3 TanEyeAngleG = vec3 ( TexCoord1.x, TexCoord1.y, 1.0 );\n" - " vec3 TanEyeAngleB = vec3 ( TexCoord2.x, TexCoord2.y, 1.0 );\n" - - // Accurate time warp lerp vs. faster -#if 1 - // Apply the two 3x3 timewarp rotations to these vectors. - " vec3 TransformedRStart = (EyeRotationStart * vec4(TanEyeAngleR, 0)).xyz;\n" - " vec3 TransformedGStart = (EyeRotationStart * vec4(TanEyeAngleG, 0)).xyz;\n" - " vec3 TransformedBStart = (EyeRotationStart * vec4(TanEyeAngleB, 0)).xyz;\n" - " vec3 TransformedREnd = (EyeRotationEnd * vec4(TanEyeAngleR, 0)).xyz;\n" - " vec3 TransformedGEnd = (EyeRotationEnd * vec4(TanEyeAngleG, 0)).xyz;\n" - " vec3 TransformedBEnd = (EyeRotationEnd * vec4(TanEyeAngleB, 0)).xyz;\n" - - // And blend between them. - " vec3 TransformedR = mix ( TransformedRStart, TransformedREnd, Color.a );\n" - " vec3 TransformedG = mix ( TransformedGStart, TransformedGEnd, Color.a );\n" - " vec3 TransformedB = mix ( TransformedBStart, TransformedBEnd, Color.a );\n" -#else - " mat3 EyeRotation = mix ( EyeRotationStart, EyeRotationEnd, Color.a );\n" - " vec3 TransformedR = EyeRotation * TanEyeAngleR;\n" - " vec3 TransformedG = EyeRotation * TanEyeAngleG;\n" - " vec3 TransformedB = EyeRotation * TanEyeAngleB;\n" -#endif - - // Project them back onto the Z=1 plane of the rendered images. - " float RecipZR = 1.0 / TransformedR.z;\n" - " float RecipZG = 1.0 / TransformedG.z;\n" - " float RecipZB = 1.0 / TransformedB.z;\n" - " vec2 FlattenedR = vec2 ( TransformedR.x * RecipZR, TransformedR.y * RecipZR );\n" - " vec2 FlattenedG = vec2 ( TransformedG.x * RecipZG, TransformedG.y * RecipZG );\n" - " vec2 FlattenedB = vec2 ( TransformedB.x * RecipZB, TransformedB.y * RecipZB );\n" - - // These are now still in TanEyeAngle space. - // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye) - " vec2 SrcCoordR = FlattenedR * EyeToSourceUVScale + EyeToSourceUVOffset;\n" - " vec2 SrcCoordG = FlattenedG * EyeToSourceUVScale + EyeToSourceUVOffset;\n" - " vec2 SrcCoordB = FlattenedB * EyeToSourceUVScale + EyeToSourceUVOffset;\n" - - " oTexCoord0 = SrcCoordR;\n" - " oTexCoord0.y = 1-oTexCoord0.y;\n" - " oTexCoord1 = SrcCoordG;\n" - " oTexCoord1.y = 1-oTexCoord1.y;\n" - " oTexCoord2 = SrcCoordB;\n" - " oTexCoord2.y = 1-oTexCoord2.y;\n" - - " oColor = Color.r;\n" // Used for vignette fade. - "}\n"; - -const OVR::CAPI::GL::ShaderBase::Uniform DistortionTimewarpChroma_vs_refl[] = -{ - { "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 }, - { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 }, - { "EyeRotationStart", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 16, 64 }, - { "EyeRotationEnd", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 80, 64 }, -}; - - -static const char DistortionPositionalTimewarpChroma_vs[] = - "#version 150\n" - "uniform sampler2D Texture0;\n" - "uniform sampler2D Texture1;\n" - "uniform vec2 EyeToSourceUVScale;\n" - "uniform vec2 EyeToSourceUVOffset;\n" - "uniform vec2 DepthProjector;\n" - "uniform vec2 DepthDimSize;\n" - "uniform mat4 EyeRotationStart;\n" - "uniform mat4 EyeRotationEnd;\n" - - "in vec2 Position;\n" - "in vec4 Color;\n" - "in vec2 TexCoord0;\n" - "in vec2 TexCoord1;\n" - "in vec2 TexCoord2;\n" - - "out vec4 oColor;\n" - "out vec2 oTexCoord0;\n" - "out vec2 oTexCoord1;\n" - "out vec2 oTexCoord2;\n" - - "vec4 PositionFromDepth(vec2 inTexCoord)\n" - "{\n" - " vec2 eyeToSourceTexCoord = inTexCoord * EyeToSourceUVScale + EyeToSourceUVOffset;\n" - " eyeToSourceTexCoord.y = 1 - eyeToSourceTexCoord.y;\n" - " float depth = texelFetch(Texture1, ivec2(eyeToSourceTexCoord * DepthDimSize), 0).x;\n" - " float linearDepth = DepthProjector.y / (depth - DepthProjector.x);\n" - " vec4 retVal = vec4(inTexCoord, 1, 1);\n" - " retVal.xyz *= linearDepth;\n" - " return retVal;\n" - "}\n" - - "vec2 TimewarpTexCoordToWarpedPos(vec2 inTexCoord, float a)\n" - "{\n" - // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion). - // These are now "real world" vectors in direction (x,y,1) relative to the eye of the HMD. - // Apply the 4x4 timewarp rotation to these vectors. - " vec4 inputPos = PositionFromDepth(inTexCoord);\n" - " vec3 transformed = mix ( EyeRotationStart * inputPos, EyeRotationEnd * inputPos, a ).xyz;\n" - // Project them back onto the Z=1 plane of the rendered images. - " vec2 flattened = transformed.xy / transformed.z;\n" - // Scale them into ([0,0.5],[0,1]) or ([0.5,0],[0,1]) UV lookup space (depending on eye) - " vec2 noDepthUV = flattened * EyeToSourceUVScale + EyeToSourceUVOffset;\n" - //" float depth = texture2DLod(Texture1, noDepthUV, 0).r;\n" - " return noDepthUV.xy;\n" - "}\n" - - "void main()\n" - "{\n" - " gl_Position.x = Position.x;\n" - " gl_Position.y = Position.y;\n" - " gl_Position.z = 0.0;\n" - " gl_Position.w = 1.0;\n" - - // warped positions are a bit more involved, hence a separate function - " oTexCoord0 = TimewarpTexCoordToWarpedPos(TexCoord0, Color.a);\n" - " oTexCoord0.y = 1-oTexCoord0.y;\n" - " oTexCoord1 = TimewarpTexCoordToWarpedPos(TexCoord1, Color.a);\n" - " oTexCoord1.y = 1-oTexCoord1.y;\n" - " oTexCoord2 = TimewarpTexCoordToWarpedPos(TexCoord2, Color.a);\n" - " oTexCoord2.y = 1-oTexCoord2.y;\n" - - " oColor = vec4(Color.r); // Used for vignette fade.\n" - "}\n"; - -const OVR::CAPI::GL::ShaderBase::Uniform DistortionPositionalTimewarpChroma_vs_refl[] = -{ - { "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 }, - { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 }, -}; - - // Distortion pixel shader lookup. // Bit 0: Chroma Correction // Bit 1: Timewarp @@ -461,8 +51,6 @@ static ShaderInfo DistortionVertexShaderLookup[DistortionVertexShaderCount] = SI_REFL__(DistortionChroma_vs), SI_REFL__(DistortionTimewarp_vs), SI_REFL__(DistortionTimewarpChroma_vs) - //SI_REFL__(DistortionPositionalTimewarp_vs), - //SI_REFL__(DistortionPositionalTimewarpChroma_vs) }; static ShaderInfo DistortionPixelShaderLookup[DistortionPixelShaderCount] = @@ -473,8 +61,8 @@ static ShaderInfo DistortionPixelShaderLookup[DistortionPixelShaderCount] = void DistortionShaderBitIndexCheck() { - OVR_COMPILER_ASSERT(ovrDistortion_Chromatic == 1); - OVR_COMPILER_ASSERT(ovrDistortion_TimeWarp == 2); + OVR_COMPILER_ASSERT(ovrDistortionCap_Chromatic == 1); + OVR_COMPILER_ASSERT(ovrDistortionCap_TimeWarp == 2); } @@ -504,7 +92,10 @@ struct LatencyVertex DistortionRenderer::DistortionRenderer(ovrHmd hmd, FrameTimeManager& timeManager, const HMDRenderState& renderState) : CAPI::DistortionRenderer(ovrRenderAPI_OpenGL, hmd, timeManager, renderState) + , LatencyVAO(0) { + DistortionMeshVAOs[0] = 0; + DistortionMeshVAOs[1] = 0; } DistortionRenderer::~DistortionRenderer() @@ -517,17 +108,17 @@ CAPI::DistortionRenderer* DistortionRenderer::Create(ovrHmd hmd, FrameTimeManager& timeManager, const HMDRenderState& renderState) { +#if !defined(OVR_OS_MAC) InitGLExtensions(); - +#endif return new DistortionRenderer(hmd, timeManager, renderState); } bool DistortionRenderer::Initialize(const ovrRenderAPIConfig* apiConfig, - unsigned hmdCaps, unsigned distortionCaps) + unsigned distortionCaps) { - // TBD: Decide if hmdCaps are needed here or are a part of RenderState - OVR_UNUSED(hmdCaps); + GfxState = *new GraphicsState(); const ovrGLConfig* config = (const ovrGLConfig*)apiConfig; @@ -539,15 +130,20 @@ bool DistortionRenderer::Initialize(const ovrRenderAPIConfig* apiConfig, memset(&RParams, 0, sizeof(RParams)); return true; } - - if (!config->OGL.WglContext || !config->OGL.GdiDc) - return false; - RParams.GdiDc = config->OGL.GdiDc; RParams.Multisample = config->OGL.Header.Multisample; RParams.RTSize = config->OGL.Header.RTSize; - RParams.WglContext = config->OGL.WglContext; - RParams.Window = config->OGL.Window; +#if defined(OVR_OS_WIN32) + RParams.Window = (config->OGL.Window) ? config->OGL.Window : GetActiveWindow(); +#elif defined(OVR_OS_LINUX) + RParams.Disp = (config->OGL.Disp) ? config->OGL.Disp : XOpenDisplay(NULL); + RParams.Win = config->OGL.Win; + if (!RParams.Win) + { + int unused; + XGetInputFocus(RParams.Disp, &RParams.Win, &unused); + } +#endif DistortionCaps = distortionCaps; @@ -564,37 +160,36 @@ bool DistortionRenderer::Initialize(const ovrRenderAPIConfig* apiConfig, void DistortionRenderer::SubmitEye(int eyeId, ovrTexture* eyeTexture) { - //Doesn't do a lot in here?? + // Doesn't do a lot in here?? const ovrGLTexture* tex = (const ovrGLTexture*)eyeTexture; - //Write in values + // Write in values eachEye[eyeId].texture = tex->OGL.TexId; if (tex) { - //Its only at this point we discover what the viewport of the texture is. - //because presumably we allow users to realtime adjust the resolution. - //Which begs the question - why did we ask them what viewport they were - //using before, which gave them a set of UV offsets. In fact, our - //asking for eye mesh must be entirely independed of these viewports, - //presumably only to get the parameters. - - ovrEyeDesc ed = RState.EyeRenderDesc[eyeId].Desc; - ed.TextureSize = tex->OGL.Header.TextureSize; - ed.RenderViewport = tex->OGL.Header.RenderViewport; - - ovrHmd_GetRenderScaleAndOffset(HMD, ed, DistortionCaps, eachEye[eyeId].UVScaleOffset); - + // 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->OGL.Header.TextureSize; + eachEye[eyeId].RenderViewport = tex->OGL.Header.RenderViewport; + + const ovrEyeRenderDesc& erd = RState.EyeRenderDesc[eyeId]; + + ovrHmd_GetRenderScaleAndOffset( erd.Fov, + eachEye[eyeId].TextureSize, eachEye[eyeId].RenderViewport, + eachEye[eyeId].UVScaleOffset ); + pEyeTextures[eyeId]->UpdatePlaceholderTexture(tex->OGL.TexId, tex->OGL.Header.TextureSize); } } -void DistortionRenderer::EndFrame(bool swapBuffers, unsigned char* latencyTesterDrawColor, unsigned char* latencyTester2DrawColor) -{ +void DistortionRenderer::EndFrame(bool swapBuffers, + unsigned char* latencyTesterDrawColor, unsigned char* latencyTester2DrawColor) +{ if (!TimeManager.NeedDistortionTimeMeasurement()) { - if (RState.DistortionCaps & ovrDistortion_TimeWarp) + if (RState.DistortionCaps & ovrDistortionCap_TimeWarp) { // Wait for timewarp distortion if it is time and Gpu idle FlushGpuAndWaitTillTime(TimeManager.GetFrameTiming().TimewarpPointTime); @@ -626,18 +221,38 @@ void DistortionRenderer::EndFrame(bool swapBuffers, unsigned char* latencyTester if (swapBuffers) { - bool useVsync = ((RState.HMDCaps & ovrHmdCap_NoVSync) == 0); - BOOL success; + bool useVsync = ((RState.EnabledHmdCaps & ovrHmdCap_NoVSync) == 0); int swapInterval = (useVsync) ? 1 : 0; +#if defined(OVR_OS_WIN32) if (wglGetSwapIntervalEXT() != swapInterval) - wglSwapIntervalEXT(swapInterval); + wglSwapIntervalEXT(swapInterval); - success = SwapBuffers(RParams.GdiDc); + HDC dc = GetDC(RParams.Window); + BOOL success = SwapBuffers(dc); + ReleaseDC(RParams.Window, dc); OVR_ASSERT(success); + OVR_UNUSED(success); +#elif defined(OVR_OS_MAC) + CGLContextObj context = CGLGetCurrentContext(); + GLint currentSwapInterval = 0; + CGLGetParameter(context, kCGLCPSwapInterval, ¤tSwapInterval); + if (currentSwapInterval != swapInterval) + CGLSetParameter(context, kCGLCPSwapInterval, &swapInterval); + + CGLFlushDrawable(context); +#elif defined(OVR_OS_LINUX) + static const char* extensions = glXQueryExtensionsString(RParams.Disp, 0); + static bool supportsVSync = (extensions != NULL && strstr(extensions, "GLX_EXT_swap_control")); + if (supportsVSync) + { + GLuint currentSwapInterval = 0; + glXQueryDrawable(RParams.Disp, RParams.Win, GLX_SWAP_INTERVAL_EXT, ¤tSwapInterval); + if (currentSwapInterval != swapInterval) + glXSwapIntervalEXT(RParams.Disp, RParams.Win, swapInterval); + } - // Force GPU to flush the scene, resulting in the lowest possible latency. - // It's critical that this flush is *after* present. - WaitUntilGpuIdle(); + glXSwapBuffers(RParams.Disp, RParams.Win); +#endif } } @@ -670,6 +285,109 @@ double DistortionRenderer::FlushGpuAndWaitTillTime(double absTime) // How long we waited return newTime - initialTime; } + + +DistortionRenderer::GraphicsState::GraphicsState() +{ + const char* glVersionString = (const char*)glGetString(GL_VERSION); + OVR_DEBUG_LOG(("GL_VERSION STRING: %s", (const char*)glVersionString)); + char prefix[64]; + bool foundVersion = false; + + for (int i = 10; i < 30; ++i) + { + int major = i / 10; + int minor = i % 10; + OVR_sprintf(prefix, 64, "%d.%d", major, minor); + if (strstr(glVersionString, prefix) == glVersionString) + { + GlMajorVersion = major; + GlMinorVersion = minor; + foundVersion = true; + break; + } + } + + if (!foundVersion) + { + glGetIntegerv(GL_MAJOR_VERSION, &GlMajorVersion); + glGetIntegerv(GL_MAJOR_VERSION, &GlMinorVersion); + } + + OVR_ASSERT(GlMajorVersion >= 2); + + if (GlMajorVersion >= 3) + { + SupportsVao = true; + } + else + { + const char* extensions = (const char*)glGetString(GL_EXTENSIONS); + SupportsVao = (strstr("GL_ARB_vertex_array_object", extensions) != NULL); + } +} + + +void DistortionRenderer::GraphicsState::ApplyBool(GLenum Name, GLint Value) +{ + if (Value != 0) + glEnable(Name); + else + glDisable(Name); +} + + +void DistortionRenderer::GraphicsState::Save() +{ + glGetIntegerv(GL_VIEWPORT, Viewport); + glGetFloatv(GL_COLOR_CLEAR_VALUE, ClearColor); + glGetIntegerv(GL_DEPTH_TEST, &DepthTest); + glGetIntegerv(GL_CULL_FACE, &CullFace); + glGetIntegerv(GL_CURRENT_PROGRAM, &Program); + glGetIntegerv(GL_ACTIVE_TEXTURE, &ActiveTexture); + glGetIntegerv(GL_TEXTURE_BINDING_2D, &TextureBinding); + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &VertexArray); + glGetIntegerv(GL_FRAMEBUFFER_BINDING, &FrameBufferBinding); + glGetIntegerv(GL_BLEND, &Blend); + glGetIntegerv(GL_COLOR_WRITEMASK, ColorWritemask); + glGetIntegerv(GL_DITHER, &Dither); + glGetIntegerv(GL_RASTERIZER_DISCARD, &RasterizerDiscard); + if (GlMajorVersion >= 3 && GlMajorVersion >= 2) + glGetIntegerv(GL_SAMPLE_MASK, &SampleMask); + glGetIntegerv(GL_SCISSOR_TEST, &ScissorTest); + + IsValid = true; +} + + +void DistortionRenderer::GraphicsState::Restore() +{ + // Don't allow restore-before-save. + if (!IsValid) + return; + + glViewport(Viewport[0], Viewport[1], Viewport[2], Viewport[3]); + glClearColor(ClearColor[0], ClearColor[1], ClearColor[2], ClearColor[3]); + + ApplyBool(GL_DEPTH_TEST, DepthTest); + ApplyBool(GL_CULL_FACE, CullFace); + + glUseProgram(Program); + glActiveTexture(ActiveTexture); + glBindTexture(GL_TEXTURE_2D, TextureBinding); + if (SupportsVao) + glBindVertexArray(VertexArray); + glBindFramebuffer(GL_FRAMEBUFFER, FrameBufferBinding); + + ApplyBool(GL_BLEND, Blend); + + glColorMask((GLboolean)ColorWritemask[0], (GLboolean)ColorWritemask[1], (GLboolean)ColorWritemask[2], (GLboolean)ColorWritemask[3]); + ApplyBool(GL_DITHER, Dither); + ApplyBool(GL_RASTERIZER_DISCARD, RasterizerDiscard); + if (GlMajorVersion >= 3 && GlMajorVersion >= 2) + ApplyBool(GL_SAMPLE_MASK, SampleMask); + ApplyBool(GL_SCISSOR_TEST, ScissorTest); +} void DistortionRenderer::initBuffersAndShaders() @@ -681,9 +399,11 @@ void DistortionRenderer::initBuffersAndShaders() // double startT = ovr_GetTimeInSeconds(); - if (!ovrHmd_CreateDistortionMesh( HMD, RState.EyeRenderDesc[eyeNum].Desc, + if (!ovrHmd_CreateDistortionMesh( HMD, + RState.EyeRenderDesc[eyeNum].Eye, + RState.EyeRenderDesc[eyeNum].Fov, RState.DistortionCaps, - UVScaleOffset[eyeNum], &meshData) ) + &meshData) ) { OVR_ASSERT(false); continue; @@ -711,9 +431,9 @@ void DistortionRenderer::initBuffersAndShaders() } DistortionMeshVBs[eyeNum] = *new Buffer(&RParams); - DistortionMeshVBs[eyeNum]->Data ( Buffer_Vertex, pVBVerts, sizeof(DistortionVertex) * meshData.VertexCount ); + DistortionMeshVBs[eyeNum]->Data ( Buffer_Vertex | Buffer_ReadOnly, pVBVerts, sizeof(DistortionVertex) * meshData.VertexCount ); DistortionMeshIBs[eyeNum] = *new Buffer(&RParams); - DistortionMeshIBs[eyeNum]->Data ( Buffer_Index, meshData.pIndexData, ( sizeof(INT16) * meshData.IndexCount ) ); + DistortionMeshIBs[eyeNum]->Data ( Buffer_Index | Buffer_ReadOnly, meshData.pIndexData, ( sizeof(SInt16) * meshData.IndexCount ) ); OVR_FREE ( pVBVerts ); ovrHmd_DestroyDistortionMesh( &meshData ); @@ -723,8 +443,22 @@ void DistortionRenderer::initBuffersAndShaders() } void DistortionRenderer::renderDistortion(Texture* leftEyeTexture, Texture* rightEyeTexture) -{ +{ + GraphicsState* glState = (GraphicsState*)GfxState.GetPtr(); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); setViewport( Recti(0,0, RParams.RTSize.w, RParams.RTSize.h) ); + + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_BLEND); + + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); + glDisable(GL_DITHER); + glDisable(GL_RASTERIZER_DISCARD); + if (glState->GlMajorVersion >= 3 && glState->GlMajorVersion >= 2) + glDisable(GL_SAMPLE_MASK); + glDisable(GL_SCISSOR_TEST); glClearColor( RState.ClearColor[0], @@ -732,19 +466,17 @@ void DistortionRenderer::renderDistortion(Texture* leftEyeTexture, Texture* righ RState.ClearColor[2], RState.ClearColor[3] ); - glClearDepth(0); - - glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + glClear(GL_COLOR_BUFFER_BIT); for (int eyeNum = 0; eyeNum < 2; eyeNum++) { ShaderFill distortionShaderFill(DistortionShader); distortionShaderFill.SetTexture(0, eyeNum == 0 ? leftEyeTexture : rightEyeTexture); - DistortionShader->SetUniform2f("EyeToSourceUVScale", UVScaleOffset[eyeNum][0].x, UVScaleOffset[eyeNum][0].y); - DistortionShader->SetUniform2f("EyeToSourceUVOffset", UVScaleOffset[eyeNum][1].x, UVScaleOffset[eyeNum][1].y); + DistortionShader->SetUniform2f("EyeToSourceUVScale", eachEye[eyeNum].UVScaleOffset[0].x, eachEye[eyeNum].UVScaleOffset[0].y); + DistortionShader->SetUniform2f("EyeToSourceUVOffset", eachEye[eyeNum].UVScaleOffset[1].x, eachEye[eyeNum].UVScaleOffset[1].y); - if (DistortionCaps & ovrDistortion_TimeWarp) + if (DistortionCaps & ovrDistortionCap_TimeWarp) { ovrMatrix4f timeWarpMatrices[2]; ovrHmd_GetEyeTimewarpMatrices(HMD, (ovrEyeType)eyeNum, @@ -755,12 +487,12 @@ void DistortionRenderer::renderDistortion(Texture* leftEyeTexture, Texture* righ DistortionShader->SetUniform4x4f("EyeRotationEnd", Matrix4f(timeWarpMatrices[1]).Transposed()); renderPrimitives(&distortionShaderFill, DistortionMeshVBs[eyeNum], DistortionMeshIBs[eyeNum], - NULL, 0, (int)DistortionMeshVBs[eyeNum]->GetSize(), Prim_Triangles, true); + 0, (int)DistortionMeshIBs[eyeNum]->GetSize()/2, Prim_Triangles, &DistortionMeshVAOs[eyeNum], true); } else { renderPrimitives(&distortionShaderFill, DistortionMeshVBs[eyeNum], DistortionMeshIBs[eyeNum], - NULL, 0, (int)DistortionMeshVBs[eyeNum]->GetSize(), Prim_Triangles, true); + 0, (int)DistortionMeshIBs[eyeNum]->GetSize()/2, Prim_Triangles, &DistortionMeshVAOs[eyeNum], true); } } } @@ -818,7 +550,7 @@ void DistortionRenderer::renderLatencyQuad(unsigned char* latencyTesterDrawColor for(int eyeNum = 0; eyeNum < 2; eyeNum++) { SimpleQuadShader->SetUniform2f("PositionOffset", eyeNum == 0 ? -0.4f : 0.4f, 0.0f); - renderPrimitives(&quadFill, LatencyTesterQuadVB, NULL, NULL, 0, numQuadVerts, Prim_TriangleStrip, false); + renderPrimitives(&quadFill, LatencyTesterQuadVB, NULL, 0, numQuadVerts, Prim_TriangleStrip, &LatencyVAO, false); } } @@ -843,16 +575,16 @@ void DistortionRenderer::renderLatencyPixel(unsigned char* latencyTesterPixelCol Vector2f scale(2.0f / RParams.RTSize.w, 2.0f / RParams.RTSize.h); SimpleQuadShader->SetUniform2f("Scale", scale.x, scale.y); SimpleQuadShader->SetUniform2f("PositionOffset", 1.0f, 1.0f); - renderPrimitives(&quadFill, LatencyTesterQuadVB, NULL, NULL, 0, numQuadVerts, Prim_TriangleStrip, false); + renderPrimitives(&quadFill, LatencyTesterQuadVB, NULL, 0, numQuadVerts, Prim_TriangleStrip, &LatencyVAO, false); } void DistortionRenderer::renderPrimitives( const ShaderFill* fill, Buffer* vertices, Buffer* indices, - Matrix4f* viewMatrix, int offset, int count, - PrimitiveType rprim, bool useDistortionVertex) + int offset, int count, + PrimitiveType rprim, GLuint* vao, bool isDistortionMesh) { - ShaderSet* shaders = (ShaderSet*) ((ShaderFill*)fill)->GetShaders(); + GraphicsState* glState = (GraphicsState*)GfxState.GetPtr(); GLenum prim; switch (rprim) @@ -867,128 +599,173 @@ void DistortionRenderer::renderPrimitives( prim = GL_TRIANGLE_STRIP; break; default: - assert(0); + OVR_ASSERT(false); return; } fill->Set(); - if (shaders->ProjLoc >= 0) - glUniformMatrix4fv(shaders->ProjLoc, 1, 0, &StdUniforms.Proj.M[0][0]); - if (shaders->ViewLoc >= 0 && viewMatrix != NULL) - glUniformMatrix4fv(shaders->ViewLoc, 1, 0, &viewMatrix->Transposed().M[0][0]); - - //if (shaders->UsesLighting && Lighting->Version != shaders->LightingVer) - //{ - // shaders->LightingVer = Lighting->Version; - // Lighting->Set(shaders); - //} - - glBindBuffer(GL_ARRAY_BUFFER, ((Buffer*)vertices)->GLBuffer); - for (int i = 0; i < 5; i++) - glEnableVertexAttribArray(i); GLuint prog = fill->GetShaders()->Prog; - if (useDistortionVertex) + if (vao != NULL) { - GLint posLoc = glGetAttribLocation(prog, "Position"); - GLint colLoc = glGetAttribLocation(prog, "Color"); - GLint tc0Loc = glGetAttribLocation(prog, "TexCoord0"); - GLint tc1Loc = glGetAttribLocation(prog, "TexCoord1"); - GLint tc2Loc = glGetAttribLocation(prog, "TexCoord2"); - - glVertexAttribPointer(posLoc, 2, GL_FLOAT, false, sizeof(DistortionVertex), (char*)offset + offsetof(DistortionVertex, Pos)); - glVertexAttribPointer(colLoc, 4, GL_UNSIGNED_BYTE, true, sizeof(DistortionVertex), (char*)offset + offsetof(DistortionVertex, Col)); - glVertexAttribPointer(tc0Loc, 2, GL_FLOAT, false, sizeof(DistortionVertex), (char*)offset + offsetof(DistortionVertex, TexR)); - glVertexAttribPointer(tc1Loc, 2, GL_FLOAT, false, sizeof(DistortionVertex), (char*)offset + offsetof(DistortionVertex, TexG)); - glVertexAttribPointer(tc2Loc, 2, GL_FLOAT, false, sizeof(DistortionVertex), (char*)offset + offsetof(DistortionVertex, TexB)); - } - else - { - GLint posLoc = glGetAttribLocation(prog, "Position"); + if (*vao != 0) + { + glBindVertexArray(*vao); - glVertexAttribPointer(posLoc, 3, GL_FLOAT, false, sizeof(LatencyVertex), (char*)offset + offsetof(LatencyVertex, Pos)); + if (isDistortionMesh) + glDrawElements(prim, count, GL_UNSIGNED_SHORT, NULL); + else + glDrawArrays(prim, 0, count); + } + else + { + if (glState->SupportsVao) + { + glGenVertexArrays(1, vao); + glBindVertexArray(*vao); + } + + int attributeCount = (isDistortionMesh) ? 5 : 1; + int* locs = new int[attributeCount]; + + glBindBuffer(GL_ARRAY_BUFFER, ((Buffer*)vertices)->GLBuffer); + + if (isDistortionMesh) + { + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ((Buffer*)indices)->GLBuffer); + + locs[0] = glGetAttribLocation(prog, "Position"); + locs[1] = glGetAttribLocation(prog, "Color"); + locs[2] = glGetAttribLocation(prog, "TexCoord0"); + locs[3] = glGetAttribLocation(prog, "TexCoord1"); + locs[4] = glGetAttribLocation(prog, "TexCoord2"); + + glVertexAttribPointer(locs[0], 2, GL_FLOAT, false, sizeof(DistortionVertex), reinterpret_cast(offset)+offsetof(DistortionVertex, Pos)); + glVertexAttribPointer(locs[1], 4, GL_UNSIGNED_BYTE, true, sizeof(DistortionVertex), reinterpret_cast(offset)+offsetof(DistortionVertex, Col)); + glVertexAttribPointer(locs[2], 2, GL_FLOAT, false, sizeof(DistortionVertex), reinterpret_cast(offset)+offsetof(DistortionVertex, TexR)); + glVertexAttribPointer(locs[3], 2, GL_FLOAT, false, sizeof(DistortionVertex), reinterpret_cast(offset)+offsetof(DistortionVertex, TexG)); + glVertexAttribPointer(locs[4], 2, GL_FLOAT, false, sizeof(DistortionVertex), reinterpret_cast(offset)+offsetof(DistortionVertex, TexB)); + } + else + { + locs[0] = glGetAttribLocation(prog, "Position"); + + glVertexAttribPointer(locs[0], 3, GL_FLOAT, false, sizeof(LatencyVertex), reinterpret_cast(offset)+offsetof(LatencyVertex, Pos)); + } + + for (int i = 0; i < attributeCount; ++i) + glEnableVertexAttribArray(locs[i]); + + if (isDistortionMesh) + glDrawElements(prim, count, GL_UNSIGNED_SHORT, NULL); + else + glDrawArrays(prim, 0, count); + + + if (!glState->SupportsVao) + { + for (int i = 0; i < attributeCount; ++i) + glDisableVertexAttribArray(locs[i]); + } + + delete[] locs; + } } - - if (indices) - { - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ((Buffer*)indices)->GLBuffer); - glDrawElements(prim, count, GL_UNSIGNED_SHORT, NULL); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - } - else - { - glDrawArrays(prim, 0, count); - } - - for (int i = 0; i < 5; i++) - glDisableVertexAttribArray(i); } void DistortionRenderer::setViewport(const Recti& vp) { - int wh; - if (CurRenderTarget) - wh = CurRenderTarget->Height; - else - { - RECT rect; - BOOL success = GetWindowRect(RParams.Window, &rect); - OVR_ASSERT(success); - OVR_UNUSED(success); - wh = rect.bottom - rect.top; - } - glViewport(vp.x, wh-vp.y-vp.h, vp.w, vp.h); - - //glEnable(GL_SCISSOR_TEST); - //glScissor(vp.x, wh-vp.y-vp.h, vp.w, vp.h); + glViewport(vp.x, vp.y, vp.w, vp.h); } void DistortionRenderer::initShaders() { + GraphicsState* glState = (GraphicsState*)GfxState.GetPtr(); + + const char* shaderPrefix = + (glState->GlMajorVersion < 3 || (glState->GlMajorVersion == 3 && glState->GlMinorVersion < 2)) ? + glsl2Prefix : glsl3Prefix; + { - ShaderInfo vsShaderByteCode = DistortionVertexShaderLookup[DistortionVertexShaderBitMask & DistortionCaps]; - Ptr vtxShader = *new GL::VertexShader( + ShaderInfo vsInfo = DistortionVertexShaderLookup[DistortionVertexShaderBitMask & DistortionCaps]; + + size_t vsSize = strlen(shaderPrefix)+vsInfo.ShaderSize; + char* vsSource = new char[vsSize]; + OVR_strcpy(vsSource, vsSize, shaderPrefix); + OVR_strcat(vsSource, vsSize, vsInfo.ShaderData); + + Ptr vs = *new GL::VertexShader( &RParams, - (void*)vsShaderByteCode.ShaderData, vsShaderByteCode.ShaderSize, - vsShaderByteCode.ReflectionData, vsShaderByteCode.ReflectionSize); + (void*)vsSource, vsSize, + vsInfo.ReflectionData, vsInfo.ReflectionSize); DistortionShader = *new ShaderSet; - DistortionShader->SetShader(vtxShader); + DistortionShader->SetShader(vs); - ShaderInfo psShaderByteCode = DistortionPixelShaderLookup[DistortionPixelShaderBitMask & DistortionCaps]; + delete[](vsSource); + + ShaderInfo psInfo = DistortionPixelShaderLookup[DistortionPixelShaderBitMask & DistortionCaps]; + + size_t psSize = strlen(shaderPrefix)+psInfo.ShaderSize; + char* psSource = new char[psSize]; + OVR_strcpy(psSource, psSize, shaderPrefix); + OVR_strcat(psSource, psSize, psInfo.ShaderData); Ptr ps = *new GL::FragmentShader( &RParams, - (void*)psShaderByteCode.ShaderData, psShaderByteCode.ShaderSize, - psShaderByteCode.ReflectionData, psShaderByteCode.ReflectionSize); + (void*)psSource, psSize, + psInfo.ReflectionData, psInfo.ReflectionSize); DistortionShader->SetShader(ps); + + delete[](psSource); } - { - Ptr vtxShader = *new GL::VertexShader( + { + size_t vsSize = strlen(shaderPrefix)+sizeof(SimpleQuad_vs); + char* vsSource = new char[vsSize]; + OVR_strcpy(vsSource, vsSize, shaderPrefix); + OVR_strcat(vsSource, vsSize, SimpleQuad_vs); + + Ptr vs = *new GL::VertexShader( &RParams, - (void*)SimpleQuad_vs, sizeof(SimpleQuad_vs), - SimpleQuad_vs_refl, sizeof(SimpleQuad_vs_refl) / sizeof(SimpleQuad_vs_refl[0])); + (void*)vsSource, vsSize, + SimpleQuad_vs_refl, sizeof(SimpleQuad_vs_refl) / sizeof(SimpleQuad_vs_refl[0])); SimpleQuadShader = *new ShaderSet; - SimpleQuadShader->SetShader(vtxShader); + SimpleQuadShader->SetShader(vs); + + delete[](vsSource); + + size_t psSize = strlen(shaderPrefix)+sizeof(SimpleQuad_fs); + char* psSource = new char[psSize]; + OVR_strcpy(psSource, psSize, shaderPrefix); + OVR_strcat(psSource, psSize, SimpleQuad_fs); Ptr ps = *new GL::FragmentShader( &RParams, - (void*)SimpleQuad_fs, sizeof(SimpleQuad_fs), + (void*)psSource, psSize, SimpleQuad_fs_refl, sizeof(SimpleQuad_fs_refl) / sizeof(SimpleQuad_fs_refl[0])); - SimpleQuadShader->SetShader(ps); + SimpleQuadShader->SetShader(ps); + + delete[](psSource); } } void DistortionRenderer::destroy() { + GraphicsState* glState = (GraphicsState*)GfxState.GetPtr(); + for(int eyeNum = 0; eyeNum < 2; eyeNum++) { + if (glState->SupportsVao) + glDeleteVertexArrays(1, &DistortionMeshVAOs[eyeNum]); + + DistortionMeshVAOs[eyeNum] = 0; + DistortionMeshVBs[eyeNum].Clear(); DistortionMeshIBs[eyeNum].Clear(); } @@ -1001,6 +778,7 @@ void DistortionRenderer::destroy() } LatencyTesterQuadVB.Clear(); + LatencyVAO = 0; } }}} // OVR::CAPI::GL diff --git a/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.h b/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.h index 8e0b72e..60f1a9f 100644 --- a/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.h +++ b/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.h @@ -45,7 +45,7 @@ public: // ***** Public DistortionRenderer interface virtual bool Initialize(const ovrRenderAPIConfig* apiConfig, - unsigned hmdCaps, unsigned distortionCaps); + unsigned distortionCaps); virtual void SubmitEye(int eyeId, ovrTexture* eyeTexture); @@ -57,12 +57,54 @@ public: // Note, it exits when time expires, even if GPU is not in idle state yet. double FlushGpuAndWaitTillTime(double absTime); -private: +protected: + + + class GraphicsState : public CAPI::DistortionRenderer::GraphicsState + { + public: + GraphicsState(); + virtual void Save(); + virtual void Restore(); + + protected: + void ApplyBool(GLenum Name, GLint Value); + + public: + GLint GlMajorVersion; + GLint GlMinorVersion; + bool SupportsVao; + + GLint Viewport[4]; + GLfloat ClearColor[4]; + GLint DepthTest; + GLint CullFace; + GLint Program; + GLint ActiveTexture; + GLint TextureBinding; + GLint VertexArray; + GLint FrameBufferBinding; + + GLint Blend; + GLint ColorWritemask[4]; + GLint Dither; + GLint Fog; + GLint Lighting; + GLint RasterizerDiscard; + GLint RenderMode; + GLint SampleMask; + GLint ScissorTest; + GLfloat ZoomX; + GLfloat ZoomY; + }; + // TBD: Should we be using oe from RState instead? unsigned DistortionCaps; struct FOR_EACH_EYE { + FOR_EACH_EYE() : TextureSize(0), RenderViewport(Sizei(0)) { } + #if 0 IDirect3DVertexBuffer9 * dxVerts; IDirect3DIndexBuffer9 * dxIndices; @@ -70,9 +112,11 @@ private: int numVerts; int numIndices; - GLuint texture; + GLuint texture; - ovrVector2f UVScaleOffset[2]; + ovrVector2f UVScaleOffset[2]; + Sizei TextureSize; + Recti RenderViewport; } eachEye[2]; // GL context and utility variables. @@ -89,8 +133,8 @@ private: void renderDistortion(Texture* leftEyeTexture, Texture* rightEyeTexture); void renderPrimitives(const ShaderFill* fill, Buffer* vertices, Buffer* indices, - Matrix4f* viewMatrix, int offset, int count, - PrimitiveType rprim, bool useDistortionVertex); + int offset, int count, + PrimitiveType rprim, GLuint* vao, bool isDistortionMesh); void createDrawQuad(); void renderLatencyQuad(unsigned char* latencyTesterDrawColor); @@ -98,11 +142,9 @@ private: Ptr pEyeTextures[2]; - // U,V scale and offset needed for timewarp. - ovrVector2f UVScaleOffset[2][2]; - Ptr DistortionMeshVBs[2]; // one per-eye Ptr DistortionMeshIBs[2]; // one per-eye + GLuint DistortionMeshVAOs[2]; // one per-eye Ptr DistortionShader; @@ -111,13 +153,24 @@ private: Matrix4f Proj; Matrix4f View; } StdUniforms; - + + GLuint LatencyVAO; Ptr LatencyTesterQuadVB; Ptr SimpleQuadShader; Ptr CurRenderTarget; Array > DepthBuffers; GLuint CurrentFbo; + + GLint SavedViewport[4]; + GLfloat SavedClearColor[4]; + GLint SavedDepthTest; + GLint SavedCullFace; + GLint SavedProgram; + GLint SavedActiveTexture; + GLint SavedBoundTexture; + GLint SavedVertexArray; + GLint SavedBoundFrameBuffer; }; }}} // OVR::CAPI::GL diff --git a/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionShaders.h b/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionShaders.h new file mode 100644 index 0000000..03fd174 --- /dev/null +++ b/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionShaders.h @@ -0,0 +1,326 @@ +/************************************************************************************ + + Filename : CAPI_GL_Shaders.h + Content : Distortion shader header for GL + Created : November 11, 2013 + Authors : David Borel, Volga Aksoy + + Copyright : Copyright 2013 Oculus VR, Inc. All Rights reserved. + + Use of this software is subject to the terms of the Oculus Inc license + agreement provided at the time of installation or download, or which + otherwise accompanies this software in either electronic or hard copy form. + + ************************************************************************************/ + + +#ifndef OVR_CAPI_GL_Shaders_h +#define OVR_CAPI_GL_Shaders_h + + +#include "CAPI_GL_Util.h" + +namespace OVR { namespace CAPI { namespace GL { + + static const char glsl2Prefix[] = + "#version 110\n" + "#extension GL_ARB_shader_texture_lod : enable\n" + "#define _FRAGCOLOR_DECLARATION\n" + "#define _VS_IN attribute\n" + "#define _VS_OUT varying\n" + "#define _FS_IN varying\n" + "#define _TEXTURELOD texture2DLod\n" + "#define _FRAGCOLOR gl_FragColor\n"; + + static const char glsl3Prefix[] = + "#version 150\n" + "#define _FRAGCOLOR_DECLARATION out vec4 FragColor;\n" + "#define _VS_IN in\n" + "#define _VS_OUT out\n" + "#define _FS_IN in\n" + "#define _TEXTURELOD textureLod\n" + "#define _FRAGCOLOR FragColor\n"; + + static const char SimpleQuad_vs[] = + "uniform vec2 PositionOffset;\n" + "uniform vec2 Scale;\n" + + "_VS_IN vec3 Position;\n" + + "void main()\n" + "{\n" + " gl_Position = vec4(Position.xy * Scale + PositionOffset, 0.5, 1.0);\n" + "}\n"; + + const OVR::CAPI::GL::ShaderBase::Uniform SimpleQuad_vs_refl[] = + { + { "PositionOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 }, + { "Scale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 }, + }; + + static const char SimpleQuad_fs[] = + "uniform vec4 Color;\n" + + "_FRAGCOLOR_DECLARATION\n" + + "void main()\n" + "{\n" + " _FRAGCOLOR = Color;\n" + "}\n"; + + const OVR::CAPI::GL::ShaderBase::Uniform SimpleQuad_fs_refl[] = + { + { "Color", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 16 }, + }; + + + static const char Distortion_vs[] = + "uniform vec2 EyeToSourceUVScale;\n" + "uniform vec2 EyeToSourceUVOffset;\n" + + "_VS_IN vec2 Position;\n" + "_VS_IN vec4 Color;\n" + "_VS_IN vec2 TexCoord0;\n" + + "_VS_OUT vec4 oColor;\n" + "_VS_OUT vec2 oTexCoord0;\n" + + "void main()\n" + "{\n" + " gl_Position.x = Position.x;\n" + " gl_Position.y = Position.y;\n" + " gl_Position.z = 0.5;\n" + " gl_Position.w = 1.0;\n" + // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion). + // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye) + " oTexCoord0 = TexCoord0 * EyeToSourceUVScale + EyeToSourceUVOffset;\n" + " oTexCoord0.y = 1.0 - oTexCoord0.y;\n" + " oColor = Color;\n" // Used for vignette fade. + "}\n"; + + const OVR::CAPI::GL::ShaderBase::Uniform Distortion_vs_refl[] = + { + { "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 }, + { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 }, + }; + + static const char Distortion_fs[] = + "uniform sampler2D Texture0;\n" + + "_FS_IN vec4 oColor;\n" + "_FS_IN vec2 oTexCoord0;\n" + + "_FRAGCOLOR_DECLARATION\n" + + "void main()\n" + "{\n" + " _FRAGCOLOR = _TEXTURELOD(Texture0, oTexCoord0, 0.0);\n" + " _FRAGCOLOR.a = 1.0;\n" + "}\n"; + + + static const char DistortionTimewarp_vs[] = + "uniform vec2 EyeToSourceUVScale;\n" + "uniform vec2 EyeToSourceUVOffset;\n" + "uniform mat4 EyeRotationStart;\n" + "uniform mat4 EyeRotationEnd;\n" + + "_VS_IN vec2 Position;\n" + "_VS_IN vec4 Color;\n" + "_VS_IN vec2 TexCoord0;\n" + + "_FS_IN vec4 oColor;\n" + "_FS_IN vec2 oTexCoord0;\n" + + "void main()\n" + "{\n" + " gl_Position.x = Position.x;\n" + " gl_Position.y = Position.y;\n" + " gl_Position.z = 0.0;\n" + " gl_Position.w = 1.0;\n" + + // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion). + // These are now "real world" vectors in direction (x,y,1) relative to the eye of the HMD. + " vec3 TanEyeAngle = vec3 ( TexCoord0.x, TexCoord0.y, 1.0 );\n" + + // Accurate time warp lerp vs. faster +#if 1 + // Apply the two 3x3 timewarp rotations to these vectors. + " vec3 TransformedStart = (EyeRotationStart * vec4(TanEyeAngle, 0)).xyz;\n" + " vec3 TransformedEnd = (EyeRotationEnd * vec4(TanEyeAngle, 0)).xyz;\n" + // And blend between them. + " vec3 Transformed = mix ( TransformedStart, TransformedEnd, Color.a );\n" +#else + " mat4 EyeRotation = mix ( EyeRotationStart, EyeRotationEnd, Color.a );\n" + " vec3 Transformed = EyeRotation * TanEyeAngle;\n" +#endif + + // Project them back onto the Z=1 plane of the rendered images. + " float RecipZ = 1.0 / Transformed.z;\n" + " vec2 Flattened = vec2 ( Transformed.x * RecipZ, Transformed.y * RecipZ );\n" + + // These are now still in TanEyeAngle space. + // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye) + " vec2 SrcCoord = Flattened * EyeToSourceUVScale + EyeToSourceUVOffset;\n" + " oTexCoord0 = SrcCoord;\n" + " oTexCoord0.y = 1.0-oTexCoord0.y;\n" + " oColor = vec4(Color.r, Color.r, Color.r, Color.r);\n" // Used for vignette fade. + "}\n"; + + + const OVR::CAPI::GL::ShaderBase::Uniform DistortionTimewarp_vs_refl[] = + { + { "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 }, + { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 }, + }; + + static const char DistortionChroma_vs[] = + "uniform vec2 EyeToSourceUVScale;\n" + "uniform vec2 EyeToSourceUVOffset;\n" + + "_VS_IN vec2 Position;\n" + "_VS_IN vec4 Color;\n" + "_VS_IN vec2 TexCoord0;\n" + "_VS_IN vec2 TexCoord1;\n" + "_VS_IN vec2 TexCoord2;\n" + + "_VS_OUT vec4 oColor;\n" + "_VS_OUT vec2 oTexCoord0;\n" + "_VS_OUT vec2 oTexCoord1;\n" + "_VS_OUT vec2 oTexCoord2;\n" + + "void main()\n" + "{\n" + " gl_Position.x = Position.x;\n" + " gl_Position.y = Position.y;\n" + " gl_Position.z = 0.5;\n" + " gl_Position.w = 1.0;\n" + + // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion). + // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye) + " oTexCoord0 = TexCoord0 * EyeToSourceUVScale + EyeToSourceUVOffset;\n" + " oTexCoord0.y = 1.0-oTexCoord0.y;\n" + " oTexCoord1 = TexCoord1 * EyeToSourceUVScale + EyeToSourceUVOffset;\n" + " oTexCoord1.y = 1.0-oTexCoord1.y;\n" + " oTexCoord2 = TexCoord2 * EyeToSourceUVScale + EyeToSourceUVOffset;\n" + " oTexCoord2.y = 1.0-oTexCoord2.y;\n" + + " oColor = Color;\n" // Used for vignette fade. + "}\n"; + + const OVR::CAPI::GL::ShaderBase::Uniform DistortionChroma_vs_refl[] = + { + { "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 }, + { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 }, + }; + + static const char DistortionChroma_fs[] = + "uniform sampler2D Texture0;\n" + + "_FS_IN vec4 oColor;\n" + "_FS_IN vec2 oTexCoord0;\n" + "_FS_IN vec2 oTexCoord1;\n" + "_FS_IN vec2 oTexCoord2;\n" + + "_FRAGCOLOR_DECLARATION\n" + + "void main()\n" + "{\n" + " float ResultR = _TEXTURELOD(Texture0, oTexCoord0, 0.0).r;\n" + " float ResultG = _TEXTURELOD(Texture0, oTexCoord1, 0.0).g;\n" + " float ResultB = _TEXTURELOD(Texture0, oTexCoord2, 0.0).b;\n" + + " _FRAGCOLOR = vec4(ResultR * oColor.r, ResultG * oColor.g, ResultB * oColor.b, 1.0);\n" + "}\n"; + + + static const char DistortionTimewarpChroma_vs[] = + "uniform vec2 EyeToSourceUVScale;\n" + "uniform vec2 EyeToSourceUVOffset;\n" + "uniform mat4 EyeRotationStart;\n" + "uniform mat4 EyeRotationEnd;\n" + + "_VS_IN vec2 Position;\n" + "_VS_IN vec4 Color;\n" + "_VS_IN vec2 TexCoord0;\n" + "_VS_IN vec2 TexCoord1;\n" + "_VS_IN vec2 TexCoord2;\n" + + "_VS_OUT vec4 oColor;\n" + "_VS_OUT vec2 oTexCoord0;\n" + "_VS_OUT vec2 oTexCoord1;\n" + "_VS_OUT vec2 oTexCoord2;\n" + + "void main()\n" + "{\n" + " gl_Position.x = Position.x;\n" + " gl_Position.y = Position.y;\n" + " gl_Position.z = 0.0;\n" + " gl_Position.w = 1.0;\n" + + // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion). + // These are now "real world" vectors in direction (x,y,1) relative to the eye of the HMD. + " vec3 TanEyeAngleR = vec3 ( TexCoord0.x, TexCoord0.y, 1.0 );\n" + " vec3 TanEyeAngleG = vec3 ( TexCoord1.x, TexCoord1.y, 1.0 );\n" + " vec3 TanEyeAngleB = vec3 ( TexCoord2.x, TexCoord2.y, 1.0 );\n" + + // Accurate time warp lerp vs. faster +#if 1 + // Apply the two 3x3 timewarp rotations to these vectors. + " vec3 TransformedRStart = (EyeRotationStart * vec4(TanEyeAngleR, 0)).xyz;\n" + " vec3 TransformedGStart = (EyeRotationStart * vec4(TanEyeAngleG, 0)).xyz;\n" + " vec3 TransformedBStart = (EyeRotationStart * vec4(TanEyeAngleB, 0)).xyz;\n" + " vec3 TransformedREnd = (EyeRotationEnd * vec4(TanEyeAngleR, 0)).xyz;\n" + " vec3 TransformedGEnd = (EyeRotationEnd * vec4(TanEyeAngleG, 0)).xyz;\n" + " vec3 TransformedBEnd = (EyeRotationEnd * vec4(TanEyeAngleB, 0)).xyz;\n" + + // And blend between them. + " vec3 TransformedR = mix ( TransformedRStart, TransformedREnd, Color.a );\n" + " vec3 TransformedG = mix ( TransformedGStart, TransformedGEnd, Color.a );\n" + " vec3 TransformedB = mix ( TransformedBStart, TransformedBEnd, Color.a );\n" +#else + " mat3 EyeRotation;\n" + " EyeRotation[0] = mix ( EyeRotationStart[0], EyeRotationEnd[0], Color.a ).xyz;\n" + " EyeRotation[1] = mix ( EyeRotationStart[1], EyeRotationEnd[1], Color.a ).xyz;\n" + " EyeRotation[2] = mix ( EyeRotationStart[2], EyeRotationEnd[2], Color.a ).xyz;\n" + " vec3 TransformedR = EyeRotation * TanEyeAngleR;\n" + " vec3 TransformedG = EyeRotation * TanEyeAngleG;\n" + " vec3 TransformedB = EyeRotation * TanEyeAngleB;\n" +#endif + + // Project them back onto the Z=1 plane of the rendered images. + " float RecipZR = 1.0 / TransformedR.z;\n" + " float RecipZG = 1.0 / TransformedG.z;\n" + " float RecipZB = 1.0 / TransformedB.z;\n" + " vec2 FlattenedR = vec2 ( TransformedR.x * RecipZR, TransformedR.y * RecipZR );\n" + " vec2 FlattenedG = vec2 ( TransformedG.x * RecipZG, TransformedG.y * RecipZG );\n" + " vec2 FlattenedB = vec2 ( TransformedB.x * RecipZB, TransformedB.y * RecipZB );\n" + + // These are now still in TanEyeAngle space. + // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye) + " vec2 SrcCoordR = FlattenedR * EyeToSourceUVScale + EyeToSourceUVOffset;\n" + " vec2 SrcCoordG = FlattenedG * EyeToSourceUVScale + EyeToSourceUVOffset;\n" + " vec2 SrcCoordB = FlattenedB * EyeToSourceUVScale + EyeToSourceUVOffset;\n" + + " oTexCoord0 = SrcCoordR;\n" + " oTexCoord0.y = 1.0-oTexCoord0.y;\n" + " oTexCoord1 = SrcCoordG;\n" + " oTexCoord1.y = 1.0-oTexCoord1.y;\n" + " oTexCoord2 = SrcCoordB;\n" + " oTexCoord2.y = 1.0-oTexCoord2.y;\n" + + " oColor = vec4(Color.r, Color.r, Color.r, Color.r);\n" // Used for vignette fade. + "}\n"; + + + const OVR::CAPI::GL::ShaderBase::Uniform DistortionTimewarpChroma_vs_refl[] = + { + { "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 }, + { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 }, + { "EyeRotationStart", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 16, 64 }, + { "EyeRotationEnd", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 80, 64 }, + }; + +}}} // OVR::CAPI::GL + +#endif // OVR_CAPI_GL_Shaders_h diff --git a/LibOVR/Src/CAPI/GL/CAPI_GL_Util.cpp b/LibOVR/Src/CAPI/GL/CAPI_GL_Util.cpp index b82939a..910e28c 100644 --- a/LibOVR/Src/CAPI/GL/CAPI_GL_Util.cpp +++ b/LibOVR/Src/CAPI/GL/CAPI_GL_Util.cpp @@ -23,16 +23,25 @@ limitations under the License. #include "CAPI_GL_Util.h" #include "../../Kernel/OVR_Log.h" +#include namespace OVR { namespace CAPI { namespace GL { -// GL Hooks for PC. +// GL Hooks for non-Mac. +#if !defined(OVR_OS_MAC) + #if defined(OVR_OS_WIN32) PFNWGLGETPROCADDRESS wglGetProcAddress; +PFNGLENABLEPROC glEnable; +PFNGLDISABLEPROC glDisable; +PFNGLGETFLOATVPROC glGetFloatv; +PFNGLGETINTEGERVPROC glGetIntegerv; +PFNGLGETSTRINGPROC glGetString; +PFNGLCOLORMASKPROC glColorMask; PFNGLCLEARPROC glClear; PFNGLCLEARCOLORPROC glClearColor; PFNGLCLEARDEPTHPROC glClearDepth; @@ -48,12 +57,15 @@ PFNGLBINDTEXTUREPROC glBindTexture; PFNWGLGETSWAPINTERVALEXTPROC wglGetSwapIntervalEXT; PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT; -PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT; + +#elif defined(OVR_OS_LINUX) + +PFNGLXSWAPINTERVALEXTPROC glXSwapIntervalEXT; + +#endif + PFNGLDELETESHADERPROC glDeleteShader; -PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT; -PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbufferEXT; -PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT; -PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT; +PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer; PFNGLACTIVETEXTUREPROC glActiveTexture; PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray; PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer; @@ -88,92 +100,108 @@ PFNGLUNIFORM4FVPROC glUniform4fv; PFNGLUNIFORM3FVPROC glUniform3fv; PFNGLUNIFORM2FVPROC glUniform2fv; PFNGLUNIFORM1FVPROC glUniform1fv; -PFNGLCOMPRESSEDTEXIMAGE2DPROC glCompressedTexImage2D; -PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorageEXT; -PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT; -PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffersEXT; -PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffersEXT; - PFNGLGENVERTEXARRAYSPROC glGenVertexArrays; +PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays; +PFNGLBINDVERTEXARRAYPROC glBindVertexArray; + + +#if defined(OVR_OS_WIN32) + +void* GetFunction(const char* functionName) +{ + return wglGetProcAddress(functionName); +} + +#else + +void (*GetFunction(const char *functionName))( void ) +{ + return glXGetProcAddress((GLubyte*)functionName); +} + +#endif void InitGLExtensions() { - HINSTANCE hInst = LoadLibrary( L"Opengl32.dll" ); + if (glGenVertexArrays) + return; + +#if defined(OVR_OS_WIN32) + HINSTANCE hInst = LoadLibrary(L"Opengl32.dll"); if (!hInst) return; - glClear = (PFNGLCLEARPROC)GetProcAddress( hInst, "glClear" ); - glClearColor = (PFNGLCLEARCOLORPROC)GetProcAddress( hInst, "glClearColor" ); - glClearDepth = (PFNGLCLEARDEPTHPROC)GetProcAddress( hInst, "glClearDepth" ); - glViewport = (PFNGLVIEWPORTPROC)GetProcAddress( hInst, "glViewport" ); - glDrawElements = (PFNGLDRAWELEMENTSPROC)GetProcAddress( hInst, "glDrawElements" ); - glTexParameteri = (PFNGLTEXPARAMETERIPROC)GetProcAddress( hInst, "glTexParameteri" ); - glFlush = (PFNGLFLUSHPROC)GetProcAddress( hInst, "glFlush" ); - glFinish = (PFNGLFINISHPROC)GetProcAddress( hInst, "glFinish" ); - glDrawArrays = (PFNGLDRAWARRAYSPROC)GetProcAddress( hInst, "glDrawArrays" ); - glGenTextures = (PFNGLGENTEXTURESPROC)GetProcAddress( hInst,"glGenTextures" ); - glDeleteTextures = (PFNGLDELETETEXTURESPROC)GetProcAddress( hInst,"glDeleteTextures" ); - glBindTexture = (PFNGLBINDTEXTUREPROC)GetProcAddress( hInst,"glBindTexture" ); - - wglGetProcAddress = (PFNWGLGETPROCADDRESS)GetProcAddress( hInst, "wglGetProcAddress" ); - - if (glGenFramebuffersEXT) - return; - - wglGetSwapIntervalEXT = (PFNWGLGETSWAPINTERVALEXTPROC) wglGetProcAddress("wglGetSwapIntervalEXT"); - wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC) wglGetProcAddress("wglSwapIntervalEXT"); - glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC) wglGetProcAddress("glGenFramebuffersEXT"); - glDeleteShader = (PFNGLDELETESHADERPROC) wglGetProcAddress("glDeleteShader"); - glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC) wglGetProcAddress("glCheckFramebufferStatusEXT"); - glFramebufferRenderbufferEXT = (PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC) wglGetProcAddress("glFramebufferRenderbufferEXT"); - glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC) wglGetProcAddress("glFramebufferTexture2DEXT"); - glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC) wglGetProcAddress("glBindFramebufferEXT"); - glActiveTexture = (PFNGLACTIVETEXTUREPROC) wglGetProcAddress("glActiveTexture"); - glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC) wglGetProcAddress("glDisableVertexAttribArray"); - glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) wglGetProcAddress("glVertexAttribPointer"); - glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC) wglGetProcAddress("glEnableVertexAttribArray"); - glBindBuffer = (PFNGLBINDBUFFERPROC) wglGetProcAddress("glBindBuffer"); - glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) wglGetProcAddress("glUniformMatrix3fv"); - glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) wglGetProcAddress("glUniformMatrix4fv"); - glDeleteBuffers = (PFNGLDELETEBUFFERSPROC) wglGetProcAddress("glDeleteBuffers"); - glBufferData = (PFNGLBUFFERDATAPROC) wglGetProcAddress("glBufferData"); - glGenBuffers = (PFNGLGENBUFFERSPROC) wglGetProcAddress("glGenBuffers"); - glMapBuffer = (PFNGLMAPBUFFERPROC) wglGetProcAddress("glMapBuffer"); - glUnmapBuffer = (PFNGLUNMAPBUFFERPROC) wglGetProcAddress("glUnmapBuffer"); - glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) wglGetProcAddress("glGetShaderInfoLog"); - glGetShaderiv = (PFNGLGETSHADERIVPROC) wglGetProcAddress("glGetShaderiv"); - glCompileShader = (PFNGLCOMPILESHADERPROC) wglGetProcAddress("glCompileShader"); - glShaderSource = (PFNGLSHADERSOURCEPROC) wglGetProcAddress("glShaderSource"); - glCreateShader = (PFNGLCREATESHADERPROC) wglGetProcAddress("glCreateShader"); - glCreateProgram = (PFNGLCREATEPROGRAMPROC) wglGetProcAddress("glCreateProgram"); - glAttachShader = (PFNGLATTACHSHADERPROC) wglGetProcAddress("glAttachShader"); - glDetachShader = (PFNGLDETACHSHADERPROC) wglGetProcAddress("glDetachShader"); - glDeleteProgram = (PFNGLDELETEPROGRAMPROC) wglGetProcAddress("glDeleteProgram"); - glUniform1i = (PFNGLUNIFORM1IPROC) wglGetProcAddress("glUniform1i"); - glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) wglGetProcAddress("glGetUniformLocation"); - glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC) wglGetProcAddress("glGetActiveUniform"); - glUseProgram = (PFNGLUSEPROGRAMPROC) wglGetProcAddress("glUseProgram"); - glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) wglGetProcAddress("glGetProgramInfoLog"); - glGetProgramiv = (PFNGLGETPROGRAMIVPROC) wglGetProcAddress("glGetProgramiv"); - glLinkProgram = (PFNGLLINKPROGRAMPROC) wglGetProcAddress("glLinkProgram"); - glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC) wglGetProcAddress("glBindAttribLocation"); - glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) wglGetProcAddress("glGetAttribLocation"); - glUniform4fv = (PFNGLUNIFORM4FVPROC) wglGetProcAddress("glUniform4fv"); - glUniform3fv = (PFNGLUNIFORM3FVPROC) wglGetProcAddress("glUniform3fv"); - glUniform2fv = (PFNGLUNIFORM2FVPROC) wglGetProcAddress("glUniform2fv"); - glUniform1fv = (PFNGLUNIFORM1FVPROC) wglGetProcAddress("glUniform1fv"); - glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC) wglGetProcAddress("glCompressedTexImage2D"); - glRenderbufferStorageEXT = (PFNGLRENDERBUFFERSTORAGEEXTPROC) wglGetProcAddress("glRenderbufferStorageEXT"); - glBindRenderbufferEXT = (PFNGLBINDRENDERBUFFEREXTPROC) wglGetProcAddress("glBindRenderbufferEXT"); - glGenRenderbuffersEXT = (PFNGLGENRENDERBUFFERSEXTPROC) wglGetProcAddress("glGenRenderbuffersEXT"); - glDeleteRenderbuffersEXT = (PFNGLDELETERENDERBUFFERSEXTPROC) wglGetProcAddress("glDeleteRenderbuffersEXT"); - - - glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC) wglGetProcAddress("glGenVertexArrays"); -} - + glGetFloatv = (PFNGLGETFLOATVPROC) GetProcAddress(hInst, "glGetFloatv"); + glGetIntegerv = (PFNGLGETINTEGERVPROC) GetProcAddress(hInst, "glGetIntegerv"); + glGetString = (PFNGLGETSTRINGPROC) GetProcAddress(hInst, "glGetString"); + glEnable = (PFNGLENABLEPROC) GetProcAddress(hInst, "glEnable"); + glDisable = (PFNGLDISABLEPROC) GetProcAddress(hInst, "glDisable"); + glColorMask = (PFNGLCOLORMASKPROC) GetProcAddress(hInst, "glColorMask"); + glClear = (PFNGLCLEARPROC) GetProcAddress(hInst, "glClear" ); + glClearColor = (PFNGLCLEARCOLORPROC) GetProcAddress(hInst, "glClearColor"); + glClearDepth = (PFNGLCLEARDEPTHPROC) GetProcAddress(hInst, "glClearDepth"); + glViewport = (PFNGLVIEWPORTPROC) GetProcAddress(hInst, "glViewport"); + glFlush = (PFNGLFLUSHPROC) GetProcAddress(hInst, "glFlush"); + glFinish = (PFNGLFINISHPROC) GetProcAddress(hInst, "glFinish"); + glDrawArrays = (PFNGLDRAWARRAYSPROC) GetProcAddress(hInst, "glDrawArrays"); + glDrawElements = (PFNGLDRAWELEMENTSPROC) GetProcAddress(hInst, "glDrawElements"); + glGenTextures = (PFNGLGENTEXTURESPROC) GetProcAddress(hInst,"glGenTextures"); + glDeleteTextures = (PFNGLDELETETEXTURESPROC) GetProcAddress(hInst,"glDeleteTextures"); + glBindTexture = (PFNGLBINDTEXTUREPROC) GetProcAddress(hInst,"glBindTexture"); + glTexParameteri = (PFNGLTEXPARAMETERIPROC) GetProcAddress(hInst, "glTexParameteri"); + + wglGetProcAddress = (PFNWGLGETPROCADDRESS) GetProcAddress(hInst, "wglGetProcAddress"); + + wglGetSwapIntervalEXT = (PFNWGLGETSWAPINTERVALEXTPROC) GetFunction("wglGetSwapIntervalEXT"); + wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC) GetFunction("wglSwapIntervalEXT"); +#elif defined(OVR_OS_LINUX) + glXSwapIntervalEXT = (PFNGLXSWAPINTERVALEXTPROC) GetFunction("glXSwapIntervalEXT"); #endif + glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC) GetFunction("glBindFramebufferEXT"); + glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC) GetFunction("glGenVertexArrays"); + glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC) GetFunction("glDeleteVertexArrays"); + glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC) GetFunction("glBindVertexArray"); + glGenBuffers = (PFNGLGENBUFFERSPROC) GetFunction("glGenBuffers"); + glDeleteBuffers = (PFNGLDELETEBUFFERSPROC) GetFunction("glDeleteBuffers"); + glBindBuffer = (PFNGLBINDBUFFERPROC) GetFunction("glBindBuffer"); + glBufferData = (PFNGLBUFFERDATAPROC) GetFunction("glBufferData"); + glMapBuffer = (PFNGLMAPBUFFERPROC) GetFunction("glMapBuffer"); + glUnmapBuffer = (PFNGLUNMAPBUFFERPROC) GetFunction("glUnmapBuffer"); + glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC) GetFunction("glDisableVertexAttribArray"); + glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) GetFunction("glVertexAttribPointer"); + glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC) GetFunction("glEnableVertexAttribArray"); + glActiveTexture = (PFNGLACTIVETEXTUREPROC) GetFunction("glActiveTexture"); + glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) GetFunction("glUniformMatrix3fv"); + glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) GetFunction("glUniformMatrix4fv"); + glUniform1i = (PFNGLUNIFORM1IPROC) GetFunction("glUniform1i"); + glUniform1fv = (PFNGLUNIFORM1FVPROC) GetFunction("glUniform1fv"); + glUniform2fv = (PFNGLUNIFORM2FVPROC) GetFunction("glUniform2fv"); + glUniform3fv = (PFNGLUNIFORM3FVPROC) GetFunction("glUniform3fv"); + glUniform2fv = (PFNGLUNIFORM2FVPROC) GetFunction("glUniform2fv"); + glUniform4fv = (PFNGLUNIFORM4FVPROC) GetFunction("glUniform4fv"); + glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) GetFunction("glGetUniformLocation"); + glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC) GetFunction("glGetActiveUniform"); + glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) GetFunction("glGetShaderInfoLog"); + glGetShaderiv = (PFNGLGETSHADERIVPROC) GetFunction("glGetShaderiv"); + glCompileShader = (PFNGLCOMPILESHADERPROC) GetFunction("glCompileShader"); + glShaderSource = (PFNGLSHADERSOURCEPROC) GetFunction("glShaderSource"); + glCreateShader = (PFNGLCREATESHADERPROC) GetFunction("glCreateShader"); + glDeleteShader = (PFNGLDELETESHADERPROC) GetFunction("glDeleteShader"); + glCreateProgram = (PFNGLCREATEPROGRAMPROC) GetFunction("glCreateProgram"); + glDeleteProgram = (PFNGLDELETEPROGRAMPROC) GetFunction("glDeleteProgram"); + glUseProgram = (PFNGLUSEPROGRAMPROC) GetFunction("glUseProgram"); + glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) GetFunction("glGetProgramInfoLog"); + glGetProgramiv = (PFNGLGETPROGRAMIVPROC) GetFunction("glGetProgramiv"); + glLinkProgram = (PFNGLLINKPROGRAMPROC) GetFunction("glLinkProgram"); + glAttachShader = (PFNGLATTACHSHADERPROC) GetFunction("glAttachShader"); + glDetachShader = (PFNGLDETACHSHADERPROC) GetFunction("glDetachShader"); + glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC) GetFunction("glBindAttribLocation"); + glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) GetFunction("glGetAttribLocation"); +} + +#endif + Buffer::Buffer(RenderParams* rp) : pParams(rp), Size(0), Use(0), GLBuffer(0) { } @@ -203,7 +231,6 @@ bool Buffer::Data(int use, const void* buffer, size_t size) glBindBuffer(Use, GLBuffer); glBufferData(Use, size, buffer, mode); - glBindBuffer(Use, 0); return 1; } @@ -215,7 +242,6 @@ void* Buffer::Map(size_t, size_t, int) glBindBuffer(Use, GLBuffer); void* v = glMapBuffer(Use, mode); - glBindBuffer(Use, 0); return v; } @@ -223,7 +249,6 @@ bool Buffer::Unmap(void*) { glBindBuffer(Use, GLBuffer); int r = glUnmapBuffer(Use); - glBindBuffer(Use, 0); return r != 0; } @@ -248,6 +273,7 @@ GLint ShaderSet::GetGLShader(Shader* s) ShaderImpl* gls = (ShaderImpl*)s; return gls->GLShader; } break; + default: break; } return -1; @@ -271,8 +297,6 @@ void ShaderSet::UnsetShader(int stage) glDetachShader(Prog, GLShader); Shaders[stage] = NULL; - - //Link(); } bool ShaderSet::SetUniform(const char* name, int n, const float* v) @@ -430,14 +454,6 @@ void ShaderBase::InitUniforms(const Uniform* refl, size_t reflSize) UniformData = (unsigned char*)OVR_ALLOC(UniformsSize); } -void ShaderBase::UpdateBuffer(Buffer* buf) -{ - if (UniformsSize) - { - buf->Data(Buffer_Uniform, UniformData, UniformsSize); - } -} - Texture::Texture(RenderParams* rp, int w, int h) : IsUserAllocated(true), pParams(rp), TexId(0), Width(w), Height(h) { if (w && h) @@ -454,7 +470,6 @@ void Texture::Set(int slot, ShaderStage) const { glActiveTexture(GL_TEXTURE0 + slot); glBindTexture(GL_TEXTURE_2D, TexId); - glActiveTexture(GL_TEXTURE0); } void Texture::SetSampleMode(int sm) @@ -498,7 +513,6 @@ void Texture::SetSampleMode(int sm) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); break; } - glBindTexture(GL_TEXTURE_2D, 0); } void Texture::UpdatePlaceholderTexture(GLuint texId, const Sizei& textureSize) diff --git a/LibOVR/Src/CAPI/GL/CAPI_GL_Util.h b/LibOVR/Src/CAPI/GL/CAPI_GL_Util.h index 5e694cc..a410f17 100644 --- a/LibOVR/Src/CAPI/GL/CAPI_GL_Util.h +++ b/LibOVR/Src/CAPI/GL/CAPI_GL_Util.h @@ -30,14 +30,15 @@ limitations under the License. #include "../../Kernel/OVR_RefCount.h" #include "../../Kernel/OVR_String.h" #include "../../Kernel/OVR_Types.h" +#include "../../Kernel/OVR_Log.h" #if defined(OVR_OS_WIN32) #include #endif #if defined(OVR_OS_MAC) -#include -#include +#include +#include #else #ifndef GL_GLEXT_PROTOTYPES #define GL_GLEXT_PROTOTYPES @@ -46,19 +47,30 @@ limitations under the License. #include #if defined(OVR_OS_WIN32) #include +#elif defined(OVR_OS_LINUX) +#include #endif #endif namespace OVR { namespace CAPI { namespace GL { -// GL extension Hooks for PC. +// GL extension Hooks for Non-Mac. +#if !defined(OVR_OS_MAC) + +// Let Windows apps build without linking GL. #if defined(OVR_OS_WIN32) +typedef void (__stdcall *PFNGLENABLEPROC) (GLenum); +typedef void (__stdcall *PFNGLDISABLEPROC) (GLenum); +typedef void (__stdcall *PFNGLGETFLOATVPROC) (GLenum, GLfloat*); +typedef const GLubyte * (__stdcall *PFNGLGETSTRINGPROC) (GLenum); +typedef void (__stdcall *PFNGLGETINTEGERVPROC) (GLenum, GLint*); typedef PROC (__stdcall *PFNWGLGETPROCADDRESS) (LPCSTR); typedef void (__stdcall *PFNGLFLUSHPROC) (); typedef void (__stdcall *PFNGLFINISHPROC) (); typedef void (__stdcall *PFNGLDRAWARRAYSPROC) (GLenum mode, GLint first, GLsizei count); typedef void (__stdcall *PFNGLCLEARPROC) (GLbitfield); +typedef void (__stdcall *PFNGLCOLORMASKPROC) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); typedef void (__stdcall *PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices); typedef void (__stdcall *PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures); typedef void (__stdcall *PFNGLDELETETEXTURESPROC) (GLsizei n, GLuint *textures); @@ -69,6 +81,15 @@ typedef void (__stdcall *PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, G typedef void (__stdcall *PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height); extern PFNWGLGETPROCADDRESS wglGetProcAddress; +extern PFNWGLGETSWAPINTERVALEXTPROC wglGetSwapIntervalEXT; +extern PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT; + +extern PFNGLENABLEPROC glEnable; +extern PFNGLDISABLEPROC glDisable; +extern PFNGLCOLORMASKPROC glColorMask; +extern PFNGLGETFLOATVPROC glGetFloatv; +extern PFNGLGETSTRINGPROC glGetString; +extern PFNGLGETINTEGERVPROC glGetIntegerv; extern PFNGLCLEARPROC glClear; extern PFNGLCLEARCOLORPROC glClearColor; extern PFNGLCLEARDEPTHPROC glClearDepth; @@ -82,14 +103,14 @@ extern PFNGLTEXPARAMETERIPROC glTexParameteri; extern PFNGLFLUSHPROC glFlush; extern PFNGLFINISHPROC glFinish; -extern PFNWGLGETSWAPINTERVALEXTPROC wglGetSwapIntervalEXT; -extern PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT; -extern PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT; +#elif defined(OVR_OS_LINUX) + +extern PFNGLXSWAPINTERVALEXTPROC glXSwapIntervalEXT; + +#endif // defined(OVR_OS_WIN32) + extern PFNGLDELETESHADERPROC glDeleteShader; -extern PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT; -extern PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbufferEXT; -extern PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT; -extern PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT; +extern PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer; extern PFNGLACTIVETEXTUREPROC glActiveTexture; extern PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray; extern PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer; @@ -123,18 +144,13 @@ extern PFNGLUNIFORM4FVPROC glUniform4fv; extern PFNGLUNIFORM3FVPROC glUniform3fv; extern PFNGLUNIFORM2FVPROC glUniform2fv; extern PFNGLUNIFORM1FVPROC glUniform1fv; -extern PFNGLCOMPRESSEDTEXIMAGE2DPROC glCompressedTexImage2D; -extern PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorageEXT; -extern PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT; -extern PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffersEXT; -extern PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffersEXT; - -// For testing extern PFNGLGENVERTEXARRAYSPROC glGenVertexArrays; +extern PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays; +extern PFNGLBINDVERTEXARRAYPROC glBindVertexArray; extern void InitGLExtensions(); -#endif +#endif // !defined(OVR_OS_MAC) // Rendering primitive type used to render Model. @@ -205,10 +221,11 @@ enum SampleMode // Rendering parameters/pointers describing GL rendering setup. struct RenderParams { -#ifdef OVR_OS_WIN32 +#if defined(OVR_OS_WIN32) HWND Window; - HGLRC WglContext; - HDC GdiDc; +#elif defined(OVR_OS_LINUX) + Display* Disp; + Window Win; #endif ovrSizei RTSize; @@ -301,7 +318,7 @@ protected: Array UniformInfo; public: - GLuint Prog; + GLuint Prog; GLint ProjLoc, ViewLoc; GLint TexLoc[8]; bool UsesLighting; @@ -455,8 +472,6 @@ public: void InitUniforms(const Uniform* refl, size_t reflSize); bool SetUniform(const char* name, int n, const float* v); bool SetUniformBool(const char* name, int n, const bool* v); - - void UpdateBuffer(Buffer* b); }; @@ -470,7 +485,7 @@ public: : ShaderBase(rp, SStage) , GLShader(0) { - BOOL success; + bool success; OVR_UNUSED(size); success = Compile((const char*) s); OVR_ASSERT(success); diff --git a/LibOVR/Src/CAPI/Shaders/DistortionChroma_ps.h b/LibOVR/Src/CAPI/Shaders/DistortionChroma_ps.h new file mode 100644 index 0000000..20d0f67 --- /dev/null +++ b/LibOVR/Src/CAPI/Shaders/DistortionChroma_ps.h @@ -0,0 +1,84 @@ +#ifndef DISTORTIONCHROMA_PS_H +#define DISTORTIONCHROMA_PS_H + +static const unsigned char DistortionChroma_ps[] = { + 0x44, 0x58, 0x42, 0x43, 0xf8, 0x80, 0xa6, 0xb4, 0xd3, 0xf2, 0xe4, 0x8b, + 0xd1, 0x64, 0x65, 0x3a, 0x55, 0xe3, 0xdf, 0xc9, 0x01, 0x00, 0x00, 0x00, + 0x90, 0x03, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, + 0xdc, 0x00, 0x00, 0x00, 0x80, 0x01, 0x00, 0x00, 0xb4, 0x01, 0x00, 0x00, + 0x14, 0x03, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0xa0, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x1c, 0x00, 0x00, 0x00, 0x00, 0x04, 0xff, 0xff, 0x00, 0x01, 0x00, 0x00, + 0x6b, 0x00, 0x00, 0x00, 0x5c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x63, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, + 0x04, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x0d, 0x00, 0x00, 0x00, 0x4c, 0x69, 0x6e, 0x65, + 0x61, 0x72, 0x00, 0x54, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x00, 0x4d, + 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, + 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, + 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x36, 0x2e, + 0x33, 0x2e, 0x39, 0x36, 0x30, 0x30, 0x2e, 0x31, 0x36, 0x33, 0x38, 0x34, + 0x00, 0xab, 0xab, 0xab, 0x49, 0x53, 0x47, 0x4e, 0x9c, 0x00, 0x00, 0x00, + 0x05, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x8c, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x0f, 0x07, 0x00, 0x00, 0x92, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x07, 0x03, 0x00, 0x00, 0x92, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x07, 0x03, 0x00, 0x00, 0x92, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x04, 0x00, 0x00, 0x00, 0x07, 0x03, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x50, + 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x00, 0x43, 0x4f, 0x4c, 0x4f, + 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab, + 0x4f, 0x53, 0x47, 0x4e, 0x2c, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x08, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x0f, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x54, 0x61, 0x72, 0x67, 0x65, + 0x74, 0x00, 0xab, 0xab, 0x53, 0x48, 0x44, 0x52, 0x58, 0x01, 0x00, 0x00, + 0x40, 0x00, 0x00, 0x00, 0x56, 0x00, 0x00, 0x00, 0x5a, 0x00, 0x00, 0x03, + 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x58, 0x18, 0x00, 0x04, + 0x00, 0x70, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x55, 0x55, 0x00, 0x00, + 0x62, 0x10, 0x00, 0x03, 0x72, 0x10, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x62, 0x10, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x62, 0x10, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x62, 0x10, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, 0x04, 0x00, 0x00, 0x00, + 0x65, 0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x68, 0x00, 0x00, 0x02, 0x01, 0x00, 0x00, 0x00, 0x48, 0x00, 0x00, 0x0b, + 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x46, 0x7e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x40, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x07, 0x12, 0x20, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x0a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x0a, 0x10, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x48, 0x00, 0x00, 0x0b, + 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x46, 0x7e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x40, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x07, 0x22, 0x20, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x1a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x1a, 0x10, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x48, 0x00, 0x00, 0x0b, + 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, + 0x04, 0x00, 0x00, 0x00, 0x46, 0x7e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x40, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x07, 0x42, 0x20, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x2a, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x2a, 0x10, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05, + 0x82, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x40, 0x00, 0x00, + 0x00, 0x00, 0x80, 0x3f, 0x3e, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, + 0x74, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 + +}; + +#endif diff --git a/LibOVR/Src/CAPI/Shaders/DistortionChroma_ps.psh b/LibOVR/Src/CAPI/Shaders/DistortionChroma_ps.psh index 5c95ade..1102524 100644 --- a/LibOVR/Src/CAPI/Shaders/DistortionChroma_ps.psh +++ b/LibOVR/Src/CAPI/Shaders/DistortionChroma_ps.psh @@ -4,9 +4,9 @@ SamplerState Linear : register(s0); float4 main(in float4 oPosition : SV_Position, in float4 oColor : COLOR, in float3 oTexCoord0 : TEXCOORD0, in float3 oTexCoord1 : TEXCOORD1, in float3 oTexCoord2 : TEXCOORD2) : SV_Target { - float ResultR = Texture.Sample(Linear, oTexCoord0.xy).r; - float ResultG = Texture.Sample(Linear, oTexCoord1.xy).g; - float ResultB = Texture.Sample(Linear, oTexCoord2.xy).b; + float ResultR = Texture.SampleLevel(Linear, oTexCoord0.xy, 0.0).r; + float ResultG = Texture.SampleLevel(Linear, oTexCoord1.xy, 0.0).g; + float ResultB = Texture.SampleLevel(Linear, oTexCoord2.xy, 0.0).b; return float4(ResultR * oColor.r, ResultG * oColor.g, ResultB * oColor.b, 1.0); //" return oColor.rrrr; } diff --git a/LibOVR/Src/CAPI/Shaders/DistortionChroma_ps_refl.h b/LibOVR/Src/CAPI/Shaders/DistortionChroma_ps_refl.h new file mode 100644 index 0000000..a306aa5 --- /dev/null +++ b/LibOVR/Src/CAPI/Shaders/DistortionChroma_ps_refl.h @@ -0,0 +1 @@ +// No data available for shader reflection DistortionChroma_ps_refl \ No newline at end of file diff --git a/LibOVR/Src/CAPI/Shaders/DistortionChroma_vs.h b/LibOVR/Src/CAPI/Shaders/DistortionChroma_vs.h new file mode 100644 index 0000000..5f2aedb --- /dev/null +++ b/LibOVR/Src/CAPI/Shaders/DistortionChroma_vs.h @@ -0,0 +1,106 @@ +#ifndef DISTORTIONCHROMA_VS_H +#define DISTORTIONCHROMA_VS_H + +static const unsigned char DistortionChroma_vs[] = { + 0x44, 0x58, 0x42, 0x43, 0xaf, 0x53, 0xeb, 0x12, 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b/LibOVR/Src/CAPI/Shaders/DistortionTimewarpChroma_vs.h @@ -0,0 +1,219 @@ +#ifndef DISTORTIONTIMEWARPCHROMA_VS_H +#define DISTORTIONTIMEWARPCHROMA_VS_H + +static const unsigned char DistortionTimewarpChroma_vs[] = { + 0x44, 0x58, 0x42, 0x43, 0x03, 0x43, 0xb6, 0xcd, 0xb7, 0xe5, 0xeb, 0x34, + 0x11, 0x77, 0xf9, 0xfc, 0x49, 0xa0, 0x5a, 0x69, 0x01, 0x00, 0x00, 0x00, + 0xec, 0x09, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, + 0x9c, 0x01, 0x00, 0x00, 0x3c, 0x02, 0x00, 0x00, 0xe0, 0x02, 0x00, 0x00, + 0x70, 0x09, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x60, 0x01, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x48, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x1c, 0x00, 0x00, 0x00, 0x00, 0x04, 0xfe, 0xff, 0x00, 0x01, 0x00, 0x00, + 0x2b, 0x01, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x24, 0x47, 0x6c, 0x6f, 0x62, 0x61, 0x6c, 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b/LibOVR/Src/CAPI/Shaders/DistortionTimewarpChroma_vs_refl.h new file mode 100644 index 0000000..ef6847a --- /dev/null +++ b/LibOVR/Src/CAPI/Shaders/DistortionTimewarpChroma_vs_refl.h @@ -0,0 +1,11 @@ +#ifndef DistortionTimewarpChroma_vs_refl + +const OVR::CAPI::D3D_NS::ShaderBase::Uniform DistortionTimewarpChroma_vs_refl[] = +{ + { "EyeToSourceUVScale", OVR::CAPI::D3D_NS::ShaderBase::VARTYPE_FLOAT, 0, 8 }, + { "EyeToSourceUVOffset", OVR::CAPI::D3D_NS::ShaderBase::VARTYPE_FLOAT, 8, 8 }, + { "EyeRotationStart", OVR::CAPI::D3D_NS::ShaderBase::VARTYPE_FLOAT, 16, 64 }, + { "EyeRotationEnd", OVR::CAPI::D3D_NS::ShaderBase::VARTYPE_FLOAT, 80, 64 }, +}; + +#endif diff --git a/LibOVR/Src/CAPI/Shaders/DistortionTimewarp_vs.h b/LibOVR/Src/CAPI/Shaders/DistortionTimewarp_vs.h new file mode 100644 index 0000000..13b5a11 --- /dev/null +++ b/LibOVR/Src/CAPI/Shaders/DistortionTimewarp_vs.h @@ -0,0 +1,169 @@ +#ifndef DISTORTIONTIMEWARP_VS_H +#define DISTORTIONTIMEWARP_VS_H + +static const unsigned char 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0x00 +}; + +#endif diff --git a/LibOVR/Src/CAPI/Shaders/DistortionTimewarp_vs_refl.h b/LibOVR/Src/CAPI/Shaders/DistortionTimewarp_vs_refl.h new file mode 100644 index 0000000..dd1569f --- /dev/null +++ b/LibOVR/Src/CAPI/Shaders/DistortionTimewarp_vs_refl.h @@ -0,0 +1,11 @@ +#ifndef DistortionTimewarp_vs_refl + +const OVR::CAPI::D3D_NS::ShaderBase::Uniform DistortionTimewarp_vs_refl[] = +{ + { "EyeToSourceUVScale", OVR::CAPI::D3D_NS::ShaderBase::VARTYPE_FLOAT, 0, 8 }, + { "EyeToSourceUVOffset", OVR::CAPI::D3D_NS::ShaderBase::VARTYPE_FLOAT, 8, 8 }, + { "EyeRotationStart", OVR::CAPI::D3D_NS::ShaderBase::VARTYPE_FLOAT, 16, 64 }, + { "EyeRotationEnd", OVR::CAPI::D3D_NS::ShaderBase::VARTYPE_FLOAT, 80, 64 }, +}; + +#endif diff --git a/LibOVR/Src/CAPI/Shaders/Distortion_ps.h b/LibOVR/Src/CAPI/Shaders/Distortion_ps.h new file mode 100644 index 0000000..2aa92f5 --- /dev/null +++ b/LibOVR/Src/CAPI/Shaders/Distortion_ps.h @@ -0,0 +1,66 @@ +#ifndef DISTORTION_PS_H +#define DISTORTION_PS_H + +static 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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 + +}; + +#endif diff --git a/LibOVR/Src/CAPI/Shaders/Distortion_ps.psh b/LibOVR/Src/CAPI/Shaders/Distortion_ps.psh index 4a33de5..36a7dc7 100644 --- a/LibOVR/Src/CAPI/Shaders/Distortion_ps.psh +++ b/LibOVR/Src/CAPI/Shaders/Distortion_ps.psh @@ -4,6 +4,6 @@ SamplerState Linear : register(s0); float4 main(in float4 oPosition : SV_Position, in float4 oColor : COLOR, in float3 oTexCoord0 : TEXCOORD0) : SV_Target { - float3 Result = Texture.Sample(Linear, oTexCoord0.xy).rgb; + float3 Result = Texture.SampleLevel(Linear, oTexCoord0.xy, 0.0).rgb; return float4(Result.r * oColor.r, Result.g * oColor.g, Result.b * oColor.b, 1.0); } diff --git a/LibOVR/Src/CAPI/Shaders/Distortion_ps_refl.h b/LibOVR/Src/CAPI/Shaders/Distortion_ps_refl.h new file mode 100644 index 0000000..8a613f5 --- /dev/null +++ b/LibOVR/Src/CAPI/Shaders/Distortion_ps_refl.h @@ -0,0 +1 @@ +// No data available for shader reflection Distortion_ps_refl \ No newline at end of file diff --git a/LibOVR/Src/CAPI/Shaders/Distortion_vs.h b/LibOVR/Src/CAPI/Shaders/Distortion_vs.h new file mode 100644 index 0000000..91e2046 --- /dev/null +++ b/LibOVR/Src/CAPI/Shaders/Distortion_vs.h @@ -0,0 +1,84 @@ +#ifndef DISTORTION_VS_H +#define DISTORTION_VS_H + +static const unsigned char Distortion_vs[] = { + 0x44, 0x58, 0x42, 0x43, 0x69, 0x55, 0x09, 0xe1, 0x88, 0x43, 0xa7, 0xcb, + 0xe6, 0xdf, 0x06, 0x37, 0x5b, 0xc1, 0x8c, 0xa1, 0x01, 0x00, 0x00, 0x00, + 0x90, 0x03, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, + 0x38, 0x01, 0x00, 0x00, 0xa8, 0x01, 0x00, 0x00, 0x1c, 0x02, 0x00, 0x00, + 0x14, 0x03, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0xfc, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x48, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x1c, 0x00, 0x00, 0x00, 0x00, 0x04, 0xfe, 0xff, 0x00, 0x01, 0x00, 0x00, + 0xc8, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x24, 0x47, 0x6c, 0x6f, 0x62, 0x61, 0x6c, 0x73, 0x00, 0xab, 0xab, 0xab, + 0x3c, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x60, 0x00, 0x00, 0x00, + 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x90, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x00, 0x00, 0xa4, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0xb4, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x00, 0x00, 0xa4, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x45, 0x79, 0x65, 0x54, 0x6f, 0x53, 0x6f, 0x75, 0x72, 0x63, 0x65, 0x55, + 0x56, 0x53, 0x63, 0x61, 0x6c, 0x65, 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0x00, 0x00, 0x40, 0x00, 0x01, 0x00, + 0x3c, 0x00, 0x00, 0x00, 0x59, 0x00, 0x00, 0x04, 0x46, 0x8e, 0x20, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x03, + 0x32, 0x10, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x03, + 0xf2, 0x10, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x03, + 0x32, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x67, 0x00, 0x00, 0x04, + 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x65, 0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x65, 0x00, 0x00, 0x03, 0x72, 0x20, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x36, 0x00, 0x00, 0x05, 0x32, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x46, 0x10, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x08, + 0xc2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x40, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3f, + 0x00, 0x00, 0x80, 0x3f, 0x36, 0x00, 0x00, 0x05, 0xf2, 0x20, 0x10, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x46, 0x1e, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x32, 0x00, 0x00, 0x0b, 0x32, 0x20, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x46, 0x80, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x46, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0xe6, 0x8a, 0x20, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05, + 0x42, 0x20, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x01, 0x40, 0x00, 0x00, + 0x00, 0x00, 0x80, 0x3f, 0x3e, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, + 0x74, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 + +}; + +#endif diff --git a/LibOVR/Src/CAPI/Shaders/Distortion_vs_refl.h b/LibOVR/Src/CAPI/Shaders/Distortion_vs_refl.h new file mode 100644 index 0000000..0e7d4fa --- /dev/null +++ b/LibOVR/Src/CAPI/Shaders/Distortion_vs_refl.h @@ -0,0 +1,9 @@ +#ifndef Distortion_vs_refl + +const OVR::CAPI::D3D_NS::ShaderBase::Uniform Distortion_vs_refl[] = +{ + { "EyeToSourceUVScale", OVR::CAPI::D3D_NS::ShaderBase::VARTYPE_FLOAT, 0, 8 }, + { "EyeToSourceUVOffset", OVR::CAPI::D3D_NS::ShaderBase::VARTYPE_FLOAT, 8, 8 }, +}; + +#endif diff --git a/LibOVR/Src/CAPI/Shaders/SimpleQuad_ps.h b/LibOVR/Src/CAPI/Shaders/SimpleQuad_ps.h new file mode 100644 index 0000000..2c01e6c --- /dev/null +++ b/LibOVR/Src/CAPI/Shaders/SimpleQuad_ps.h @@ -0,0 +1,51 @@ +#ifndef SIMPLEQUAD_PS_H +#define SIMPLEQUAD_PS_H + +static const unsigned char SimpleQuad_ps[] = { + 0x44, 0x58, 0x42, 0x43, 0xc5, 0x64, 0xa2, 0x55, 0x15, 0x24, 0x7d, 0xe6, + 0x27, 0xd2, 0xf4, 0x4e, 0x42, 0xb6, 0xba, 0x78, 0x01, 0x00, 0x00, 0x00, + 0x08, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, + 0x00, 0x01, 0x00, 0x00, 0x10, 0x01, 0x00, 0x00, 0x44, 0x01, 0x00, 0x00, + 0x8c, 0x01, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0xc4, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x48, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x1c, 0x00, 0x00, 0x00, 0x00, 0x04, 0xff, 0xff, 0x00, 0x01, 0x00, 0x00, + 0x90, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x24, 0x47, 0x6c, 0x6f, 0x62, 0x61, 0x6c, 0x73, 0x00, 0xab, 0xab, 0xab, + 0x3c, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x60, 0x00, 0x00, 0x00, + 0x10, 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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00 +}; + +#endif diff --git a/LibOVR/Src/CAPI/Shaders/SimpleQuad_ps_refl.h b/LibOVR/Src/CAPI/Shaders/SimpleQuad_ps_refl.h new file mode 100644 index 0000000..21595d1 --- /dev/null +++ b/LibOVR/Src/CAPI/Shaders/SimpleQuad_ps_refl.h @@ -0,0 +1,8 @@ +#ifndef SimpleQuad_ps_refl + +const OVR::CAPI::D3D_NS::ShaderBase::Uniform SimpleQuad_ps_refl[] = +{ + { "Color", OVR::CAPI::D3D_NS::ShaderBase::VARTYPE_FLOAT, 0, 16 }, +}; + +#endif diff --git a/LibOVR/Src/CAPI/Shaders/SimpleQuad_vs.h b/LibOVR/Src/CAPI/Shaders/SimpleQuad_vs.h new file mode 100644 index 0000000..510c200 --- /dev/null +++ b/LibOVR/Src/CAPI/Shaders/SimpleQuad_vs.h @@ -0,0 +1,64 @@ +#ifndef SIMPLEQUAD_VS_H +#define SIMPLEQUAD_VS_H + +static const unsigned char SimpleQuad_vs[] = { + 0x44, 0x58, 0x42, 0x43, 0xb2, 0x87, 0xff, 0xa1, 0x41, 0xd7, 0x0e, 0x94, + 0x59, 0xd6, 0x1b, 0x8c, 0x94, 0x3d, 0xb9, 0x46, 0x01, 0x00, 0x00, 0x00, + 0xa8, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, + 0x38, 0x01, 0x00, 0x00, 0x6c, 0x01, 0x00, 0x00, 0xa0, 0x01, 0x00, 0x00, + 0x2c, 0x02, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0xfc, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x48, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x1c, 0x00, 0x00, 0x00, 0x00, 0x04, 0xfe, 0xff, 0x00, 0x01, 0x00, 0x00, + 0xc8, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x24, 0x47, 0x6c, 0x6f, 0x62, 0x61, 0x6c, 0x73, 0x00, 0xab, 0xab, 0xab, + 0x3c, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x60, 0x00, 0x00, 0x00, + 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 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0x53, 0x47, 0x4e, 0x2c, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x08, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x07, 0x03, 0x00, 0x00, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, + 0x00, 0xab, 0xab, 0xab, 0x4f, 0x53, 0x47, 0x4e, 0x2c, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x50, + 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x00, 0x53, 0x48, 0x44, 0x52, + 0x84, 0x00, 0x00, 0x00, 0x40, 0x00, 0x01, 0x00, 0x21, 0x00, 0x00, 0x00, + 0x59, 0x00, 0x00, 0x04, 0x46, 0x8e, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x67, 0x00, 0x00, 0x04, 0xf2, 0x20, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x32, 0x00, 0x00, 0x0b, + 0x32, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0xe6, 0x8a, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x46, 0x80, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x08, 0xc2, 0x20, 0x10, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x02, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3f, 0x00, 0x00, 0x80, 0x3f, + 0x3e, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, 0x74, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 +}; + +#endif diff --git a/LibOVR/Src/CAPI/Shaders/SimpleQuad_vs_refl.h b/LibOVR/Src/CAPI/Shaders/SimpleQuad_vs_refl.h new file mode 100644 index 0000000..2e1fe09 --- /dev/null +++ b/LibOVR/Src/CAPI/Shaders/SimpleQuad_vs_refl.h @@ -0,0 +1,9 @@ +#ifndef SimpleQuad_vs_refl + +const OVR::CAPI::D3D_NS::ShaderBase::Uniform SimpleQuad_vs_refl[] = +{ + { "PositionOffset", OVR::CAPI::D3D_NS::ShaderBase::VARTYPE_FLOAT, 0, 8 }, + { "Scale", OVR::CAPI::D3D_NS::ShaderBase::VARTYPE_FLOAT, 8, 8 }, +}; + +#endif -- cgit v1.2.3