1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
|
/************************************************************************************
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(HEADLESS_APP)
#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"
#undef OVR_D3D_VERSION
#define OVR_D3D_VERSION 10
#include "D3D1X/CAPI_D3D1X_DistortionRenderer.h"
#undef OVR_D3D_VERSION
#define OVR_D3D_VERSION 9
#include "D3D9/CAPI_D3D9_DistortionRenderer.h"
#undef OVR_D3D_VERSION
#endif
#include "GL/CAPI_GL_DistortionRenderer.h"
#endif /* !defined(HEADLESS_APP) */
namespace OVR { namespace CAPI {
//-------------------------------------------------------------------------------------
// ***** DistortionRenderer
// TBD: Move to separate config file that handles back-ends.
DistortionRenderer::CreateFunc DistortionRenderer::APICreateRegistry[ovrRenderAPI_Count] =
{
#if !defined(HEADLESS_APP)
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
#else /* !defined(HEADLESS_APP) */
0 // None
#endif /* !defined(HEADLESS_APP) */
};
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
|