/************************************************************************************ Filename : CAPI_DistortionRenderer.cpp Content : Combines all of the rendering state associated with the HMD Created : February 2, 2014 Authors : Michael Antonov Copyright : Copyright 2014 Oculus VR, LLC All Rights reserved. Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License"); you may not use the Oculus VR Rift SDK except in compliance with the License, which is provided at the time of installation or download, or which otherwise accompanies this software in either electronic or hard copy form. You may obtain a copy of the License at http://www.oculusvr.com/licenses/LICENSE-3.2 Unless required by applicable law or agreed to in writing, the Oculus VR SDK distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ************************************************************************************/ #include "CAPI_DistortionRenderer.h" #if defined (OVR_OS_WIN32) // TBD: Move to separate config file that handles back-ends. #include "D3D1X/CAPI_D3D11_DistortionRenderer.h" #include "D3D9/CAPI_D3D9_DistortionRenderer.h" #endif #include "GL/CAPI_GL_DistortionRenderer.h" namespace OVR { namespace CAPI { //------------------------------------------------------------------------------------- // ***** DistortionRenderer // TBD: Move to separate config file that handles back-ends. DistortionRenderer::CreateFunc DistortionRenderer::APICreateRegistry[ovrRenderAPI_Count] = { 0, // None &GL::DistortionRenderer::Create, 0, // Android_GLES #if defined (OVR_OS_WIN32) &D3D9::DistortionRenderer::Create, 0, // D3D10 &D3D11::DistortionRenderer::Create #else 0, 0, 0 #endif }; DistortionRenderer::DistortionRenderer() : LastUsedOverdriveTextureIndex(-1), LatencyTestActive(false), LatencyTest2Active(false), RenderAPI(ovrRenderAPI_None), Timing(nullptr), RenderState(nullptr), GfxState(), RegisteredPostDistortionCallback(NULL) { #ifdef OVR_OS_WIN32 timer = CreateWaitableTimer(NULL, TRUE, NULL); OVR_ASSERT(timer != NULL); #endif // set to invalid values to catch uninit case PositionTimewarpDesc.FarClip = -1.0f; PositionTimewarpDesc.NearClip = -1.0f; PositionTimewarpDesc.HmdToEyeViewOffset[0] = Vector3f(MATH_FLOAT_MAXVALUE, MATH_FLOAT_MAXVALUE, MATH_FLOAT_MAXVALUE); PositionTimewarpDesc.HmdToEyeViewOffset[1] = Vector3f(MATH_FLOAT_MAXVALUE, MATH_FLOAT_MAXVALUE, MATH_FLOAT_MAXVALUE); } DistortionRenderer::~DistortionRenderer() { } bool DistortionRenderer::Initialize(ovrRenderAPIConfig const* apiConfig, Vision::TrackingStateReader* stateReader, DistortionTimer* timing, HMDRenderState const* renderState) { if (!apiConfig || !renderState || !timing || !stateReader) { OVR_ASSERT(false); return false; } RenderAPI = apiConfig->Header.API; SensorReader = stateReader; Timing = timing; RenderState = renderState; return initializeRenderer(apiConfig); } void DistortionRenderer::SetLatencyTestColor(unsigned char* color) { if(color) { LatencyTestDrawColor[0] = color[0]; LatencyTestDrawColor[1] = color[1]; LatencyTestDrawColor[2] = color[2]; } LatencyTestActive = color != NULL; } void DistortionRenderer::SetLatencyTest2Color(unsigned char* color) { if(color) { LatencyTest2DrawColor[0] = color[0]; LatencyTest2DrawColor[1] = color[1]; LatencyTest2DrawColor[2] = color[2]; } LatencyTest2Active = color != NULL; } void DistortionRenderer::GetOverdriveScales(float& outRiseScale, float& outFallScale) { outRiseScale = 0.1f; outFallScale = 0.05f; // falling issues are hardly visible } double DistortionRenderer::WaitTillTime(double absTime) { double initialTime = ovr_GetTimeInSeconds(); if (initialTime >= absTime) return 0.0; double newTime = initialTime; while (newTime < absTime) { // TODO: Needs further testing before enabling it on all Windows configs #if 0 //def OVR_OS_WIN32 double remainingWaitTime = absTime - newTime; // don't yield if <2ms if(remainingWaitTime > 0.002) { // round down wait time to closest 1 ms int roundedWaitTime = (remainingWaitTime * 1000); waitableTimerInterval.QuadPart = -10000LL; // 10000 * 100 ns = 1 ms waitableTimerInterval.QuadPart *= roundedWaitTime; SetWaitableTimer(timer, &waitableTimerInterval, 0, NULL, NULL, TRUE); DWORD waitResult = WaitForSingleObject(timer, roundedWaitTime + 3); // give 3 ms extra time OVR_UNUSED(waitResult); #ifdef OVR_BUILD_DEBUG double sleptTime = ovr_GetTimeInSeconds() - newTime; // Make sure we didn't sleep too long and it is reliable, otherwise we might miss v-sync causing a stutter if (sleptTime > (roundedWaitTime + 2) * 0.001) { OVR_DEBUG_LOG_TEXT( ("[DistortionRenderer::WaitTillTime] Sleep interval too long: %f\n", sleptTime)); } else { OVR_ASSERT(WAIT_OBJECT_0 == waitResult); } #endif } else #endif { for (int j = 0; j < 5; j++) OVR_PROCESSOR_PAUSE(); } newTime = ovr_GetTimeInSeconds(); } // How long we waited return newTime - initialTime; } }} // namespace OVR::CAPI