/************************************************************************************ Filename : CAPI_D3D1X_DistortionRenderer.h Content : Experimental distortion renderer Created : March 7, 2014 Authors : Tom Heath Copyright : Copyright 2014 Oculus VR, LLC All Rights reserved. Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License"); you may not use the Oculus VR Rift SDK except in compliance with the License, which is provided at the time of installation or download, or which otherwise accompanies this software in either electronic or hard copy form. You may obtain a copy of the License at http://www.oculusvr.com/licenses/LICENSE-3.2 Unless required by applicable law or agreed to in writing, the Oculus VR SDK distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ************************************************************************************/ #include "../../Kernel/OVR_Types.h" #if defined (OVR_OS_WIN32) #define WIN32_LEAN_AND_MEAN #include #endif #if defined(OVR_DEFINE_NEW) #define new OVR_DEFINE_NEW #endif #include "../CAPI_DistortionRenderer.h" namespace OVR { namespace CAPI { namespace D3D9 { //Implementation of DistortionRenderer for D3D9. /***************************************************/ class DistortionRenderer : public CAPI::DistortionRenderer { public: DistortionRenderer(ovrHmd hmd, FrameTimeManager& timeManager, const HMDRenderState& renderState); ~DistortionRenderer(); // Creation function for the device. static CAPI::DistortionRenderer* Create(ovrHmd hmd, FrameTimeManager& timeManager, const HMDRenderState& renderState); // ***** Public DistortionRenderer interface virtual bool Initialize(const ovrRenderAPIConfig* apiConfig) OVR_OVERRIDE; virtual void SubmitEye(int eyeId, const ovrTexture* eyeTexture); virtual void EndFrame(bool swapBuffers); // TBD: Make public? void WaitUntilGpuIdle(); // Similar to ovr_WaitTillTime but it also flushes GPU. // Note, it exits when time expires, even if GPU is not in idle state yet. double FlushGpuAndWaitTillTime(double absTime); protected: class GraphicsState : public CAPI::DistortionRenderer::GraphicsState { public: GraphicsState(IDirect3DDevice9* d, unsigned distortionCaps); virtual void Save(); virtual void Restore(); protected: void RecordAndSetState(int which, int type, DWORD newValue); //Structure to store our state changes static const int MAX_SAVED_STATES=100; struct SavedStateType { int which; //0 for samplerstate, 1 for renderstate int type; DWORD valueToRevertTo; } SavedState[MAX_SAVED_STATES]; //Keep track of how many we've done, for reverting int NumSavedStates; IDirect3DDevice9* Device; unsigned DistortionCaps; }; private: //Functions void CreateDistortionShaders(void); void CreateDistortionModels(void); void CreateVertexDeclaration(void); void RenderBothDistortionMeshes(); void RecordAndSetState(int which, int type, DWORD newValue); void RevertAllStates(void); void renderEndFrame(); // Latency tester void InitLatencyTester(const HMDRenderState& renderState); void renderLatencyQuad(unsigned char* latencyTesterDrawColor); void renderLatencyPixel(unsigned char* latencyTesterPixelColor); //Data, structures and pointers IDirect3DDevice9 * Device; IDirect3DSwapChain9 * SwapChain; IDirect3DVertexDeclaration9 * VertexDecl; IDirect3DPixelShader9 * PixelShader; IDirect3DVertexShader9 * VertexShader; IDirect3DVertexShader9 * VertexShaderTimewarp; ovrSizei ScreenSize; // Latency tester Size ResolutionInPixels; struct FOR_EACH_EYE { FOR_EACH_EYE() : dxVerts(NULL), dxIndices(NULL), numVerts(0), numIndices(0), texture(NULL), /*UVScaleOffset[],*/ TextureSize(0, 0), RenderViewport(0, 0, 0, 0) { } IDirect3DVertexBuffer9 * dxVerts; IDirect3DIndexBuffer9 * dxIndices; int numVerts; int numIndices; IDirect3DTexture9 * texture; ovrVector2f UVScaleOffset[2]; Sizei TextureSize; Recti RenderViewport; } eachEye[2]; }; }}} // OVR::CAPI::D3D9