aboutsummaryrefslogtreecommitdiffstats
path: root/LibOVR/Src/CAPI/CAPI_FrameTimeManager.h
blob: 19206136053d49f6fce71aa8de12c29c03dc324c (plain)
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
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
/************************************************************************************

Filename    :   CAPI_FrameTimeManager.h
Content     :   Manage frame timing and pose prediction for rendering
Created     :   November 30, 2013
Authors     :   Volga Aksoy, 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.

************************************************************************************/

#ifndef OVR_CAPI_FrameTimeManager_h
#define OVR_CAPI_FrameTimeManager_h

#include "../OVR_CAPI.h"
#include "../Kernel/OVR_Timer.h"
#include "../Kernel/OVR_Math.h"
#include "../Util/Util_Render_Stereo.h"

namespace OVR { namespace CAPI {


//-------------------------------------------------------------------------------------
// ***** TimeDeltaCollector

// Helper class to collect median times between frames, so that we know
// how long to wait. 
struct TimeDeltaCollector
{
    TimeDeltaCollector() : Median(-1.0), Count(0), ReCalcMedian(true) { }

    void    AddTimeDelta(double timeSeconds);
    void    Clear() { Count = 0; }

    double  GetMedianTimeDelta() const;
    double  GetMedianTimeDeltaNoFirmwareHack() const;

    double  GetCount() const { return Count; }

    enum { Capacity = 12 };
private:
    double  TimeBufferSeconds[Capacity];
    mutable double  Median;
    int     Count;
    mutable bool    ReCalcMedian;
};


//-------------------------------------------------------------------------------------
// ***** FrameLatencyTracker

// FrameLatencyTracker tracks frame Present to display Scan-out timing, as reported by
// the DK2 internal latency tester pixel read-back. The computed value is used in
// FrameTimeManager for prediction. View Render and TimeWarp to scan-out latencies are
// also reported for debugging.
//
// The class operates by generating color values from GetNextDrawColor() that must
// be rendered on the back end and then looking for matching values in FrameTimeRecordSet
// structure as reported by HW.

class FrameLatencyTracker
{
public:

    enum { FramesTracked = Util::LT2_IncrementCount-1 };

    FrameLatencyTracker();

    // DrawColor == 0 is special in that it doesn't need saving of timestamp
    unsigned char GetNextDrawColor();

    void SaveDrawColor(unsigned char drawColor, double endFrameTime,
                       double renderIMUTime, double timewarpIMUTime );

    void MatchRecord(const Util::FrameTimeRecordSet &r);   

    bool IsLatencyTimingAvailable();
    void GetLatencyTimings(float& latencyRender, float& latencyTimewarp, float& latencyPostPresent);

    void Reset();

public:

    struct FrameTimeRecordEx : public Util::FrameTimeRecord
    {
        bool    MatchedRecord;
        double  RenderIMUTimeSeconds;
        double  TimewarpIMUTimeSeconds;
    };

    // True if rendering read-back is enabled.
    bool                  TrackerEnabled;

    enum SampleWaitType {
        SampleWait_Zeroes, // We are waiting for a record with all zeros.
        SampleWait_Match   // We are issuing & matching colors.
    };
    
    SampleWaitType        WaitMode;
    int                   MatchCount;
    // Records of frame timings that we are trying to measure.
    FrameTimeRecordEx     FrameEndTimes[FramesTracked];
    int                   FrameIndex;
    // Median filter for (ScanoutTimeSeconds - PostPresent frame time)
    TimeDeltaCollector    FrameDeltas;
    // Latency reporting results
    double                RenderLatencySeconds;
    double                TimewarpLatencySeconds;
    double                LatencyRecordTime;
};



//-------------------------------------------------------------------------------------
// ***** FrameTimeManager

// FrameTimeManager keeps track of rendered frame timing and handles predictions for
// orientations and time-warp.

class FrameTimeManager
{
public:
    FrameTimeManager(bool vsyncEnabled);

    // Data that affects frame timing computation.
    struct TimingInputs
    {
        // Hard-coded value or dynamic as reported by FrameTimeDeltas.GetMedianTimeDelta().
        double              FrameDelta;
        // Screen delay from present to scan-out, as potentially reported by ScreenLatencyTracker.
        double              ScreenDelay;
        // Negative value of how many seconds before EndFrame we start timewarp. 0.0 if not used.
        double              TimewarpWaitDelta;
        
        TimingInputs()
            : FrameDelta(0), ScreenDelay(0), TimewarpWaitDelta(0)
        { }
    };

    // Timing values for a specific frame.
    struct Timing
    {
        TimingInputs        Inputs;
        
        // Index of a frame that started at ThisFrameTime.
        unsigned int        FrameIndex;
        // Predicted absolute times for when this frame will show up on screen.
        // Generally, all values will be >= NextFrameTime, since that's the time we expect next
        // vsync to succeed.
        double              ThisFrameTime;
        double              TimewarpPointTime;
        double              NextFrameTime;        
        double              MidpointTime;
        double              EyeRenderTimes[2];
        double              TimeWarpStartEndTimes[2][2];

        Timing()
        {
            memset(this, 0, sizeof(Timing));
        }

        void InitTimingFromInputs(const TimingInputs& inputs, HmdShutterTypeEnum shutterType,
                                  double thisFrameTime, unsigned int frameIndex);
    };

   
    // Called on startup to provided data on HMD timing.
    void    Init(HmdRenderInfo& renderInfo);

    // Called with each new ConfigureRendering.
    void    ResetFrameTiming(unsigned frameIndex,
                             bool dynamicPrediction, bool sdkRender);

    void    SetVsync(bool enabled) { VsyncEnabled = enabled; }

    // BeginFrame returns time of the call
    // TBD: Should this be a predicted time value instead ?
    double  BeginFrame(unsigned frameIndex);
    void    EndFrame();    

    // Thread-safe function to query timing for a future frame
    Timing  GetFrameTiming(unsigned frameIndex);
 
    // if eye == ovrEye_Count, timing is for MidpointTime as opposed to any specific eye
    double           GetEyePredictionTime(ovrEyeType eye, unsigned int frameIndex);
    ovrTrackingState GetEyePredictionTracking(ovrHmd hmd, ovrEyeType eye, unsigned int frameIndex);
    Posef            GetEyePredictionPose(ovrHmd hmd, ovrEyeType eye);

    void    GetTimewarpPredictions(ovrEyeType eye, double timewarpStartEnd[2]); 
    void    GetTimewarpMatrices(ovrHmd hmd, ovrEyeType eye, ovrPosef renderPose, ovrMatrix4f twmOut[2]);

    // Used by renderer to determine if it should time distortion rendering.
    bool    NeedDistortionTimeMeasurement() const;
    void    AddDistortionTimeMeasurement(double distortionTimeSeconds);

    
    // DK2 Latency test interface
    
    // Get next draw color for DK2 latency tester (3-byte RGB)
    void GetFrameLatencyTestDrawColor(unsigned char outColor[3])
    {
        outColor[0] = ScreenLatencyTracker.GetNextDrawColor();
        outColor[1] = ScreenLatencyTracker.IsLatencyTimingAvailable() ? 255 : 0;
        outColor[2] = ScreenLatencyTracker.IsLatencyTimingAvailable() ? 0 : 255;
    }

    // Must be called after EndFrame() to update latency tester timings.
    // Must pass color reported by NextFrameColor for this frame.
    void    UpdateFrameLatencyTrackingAfterEndFrame(unsigned char frameLatencyTestColor[3],
                                                    const Util::FrameTimeRecordSet& rs);

    void    GetLatencyTimings(float& latencyRender, float& latencyTimewarp, float& latencyPostPresent)
    {
        return ScreenLatencyTracker.GetLatencyTimings(latencyRender, latencyTimewarp, latencyPostPresent);
    }

    const Timing& GetFrameTiming() const { return FrameTiming; }

private:
    double  calcFrameDelta() const;
    double  calcScreenDelay() const;
    double  calcTimewarpWaitDelta() const;

    //Revisit dynamic pre-Timewarp delay adjustment logic
    /*
    void    updateTimewarpTiming();


    
    // TimewarpDelayAdjuster implements a simple state machine that reduces the amount
    // of time-warp waiting based on skipped frames. 
    struct TimewarpDelayAdjuster
    {
        enum StateInLevel
        {        
            // We are ok at this level, and will be waiting for some time before trying to reduce.
            State_WaitingToReduceLevel,  
            // After decrementing a level, we are verifying that this won't cause skipped frames.
            State_VerifyingAfterReduce
       };
    
        enum {
            MaxDelayLevel          = 5,
            MaxInfiniteTimingLevel = 3,
            MaxTimeIndex           = 6
        };

        StateInLevel State;   
        // Current level. Higher levels means larger delay reduction (smaller overall time-warp delay).
        int          DelayLevel;
        // Index for the amount of time we'd wait in this level. If attempt to decrease level fails,
        // with is incrementing causing the level to become "sticky". 
        int          WaitTimeIndexForLevel[MaxTimeIndex + 1];
        // We skip few frames after each escalation to avoid too rapid of a reduction.
        int          InitialFrameCounter;
        // What th currect "reduction" currently is.
        double       TimewarpDelayReductionSeconds;
        // When we should try changing the level again.
        double       DelayLevelFinishTime;

    public:
        TimewarpDelayAdjuster() { Reset(); }

        void    Reset();

        void    UpdateTimewarpWaitIfSkippedFrames(FrameTimeManager* manager,
                                                  double measuredFrameDelta,
                                                  double nextFrameTime);

        double  GetDelayReduction() const { return TimewarpDelayReductionSeconds; }
    };
    */

    
    HmdRenderInfo       RenderInfo;
    // Timings are collected through a median filter, to avoid outliers.
    TimeDeltaCollector  FrameTimeDeltas;
    TimeDeltaCollector  DistortionRenderTimes;
    FrameLatencyTracker ScreenLatencyTracker;

    // Timing changes if we have no Vsync (all prediction is reduced to fixed interval).
    bool                VsyncEnabled;
    // Set if we are rendering via the SDK, so DistortionRenderTimes is valid.
    bool                DynamicPrediction;
    // Set if SDk is doing the rendering.
    bool                SdkRender;
    // Direct to rift.
    bool                DirectToRift;

    // Total frame delay due to VsyncToFirstScanline, persistence and settle time.
    // Computed from RenderInfor.Shutter.
    double              VSyncToScanoutDelay;
    double              NoVSyncToScanoutDelay;
    double              ScreenSwitchingDelay;

    //Revisit dynamic pre-Timewarp delay adjustment logic
    //TimewarpDelayAdjuster  TimewarpAdjuster;

    // Current (or last) frame timing info. Used as a source for LocklessTiming.
    Timing                  FrameTiming;
    // TBD: Don't we need NextFrame here as well?
    LocklessUpdater<Timing, Timing> LocklessTiming;

    // IMU Read timings
    double              RenderIMUTimeSeconds;
    double              TimewarpIMUTimeSeconds;
};


}} // namespace OVR::CAPI

#endif // OVR_CAPI_FrameTimeManager_h