summaryrefslogtreecommitdiffstats
path: root/LibOVR/Src/CAPI/D3D1X/CAPI_D3D1X_Util.cpp
blob: 90b434728ad1cc014bc28831d6d3376b290dd73d (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
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
/************************************************************************************

Filename    :   CAPI_D3D1X_Util.cpp
Content     :   D3DX10 utility classes for rendering
Created     :   September 10, 2012
Authors     :   Andrew Reisse

Copyright   :   Copyright 2014 Oculus VR, Inc. All Rights reserved.

Licensed under the Oculus VR Rift SDK License Version 3.1 (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-3.1 

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_D3D1X_Util.h"

#include <d3dcompiler.h>

namespace OVR { namespace CAPI { namespace D3D_NS {


//-------------------------------------------------------------------------------------
// ***** ShaderFill

void ShaderFill::Set(PrimitiveType prim) const
{
    Shaders->Set(prim);
    for(int i = 0; i < 8; i++)
    {
        if(Textures[i])
        {
            Textures[i]->Set(i);
        }
    }
}


//-------------------------------------------------------------------------------------
// ***** Buffer

Buffer::~Buffer()
{
}

bool Buffer::Data(int use, const void *buffer, size_t size)
{
    if (D3DBuffer && Size >= size)
    {
        if (Dynamic)
        {
            if (!buffer)
                return true;

            void* v = Map(0, size, Map_Discard);
            if (v)
            {
                memcpy(v, buffer, size);
                Unmap(v);
                return true;
            }
        }
        else
        {
            pParams->pContext->UpdateSubresource(D3DBuffer, 0, NULL, buffer, 0, 0);
            return true;
        }
    }
    if (D3DBuffer)
    {
        D3DBuffer = NULL;
        Size = 0;
        Use = 0;
        Dynamic = 0;
    }

    D3D1X_(BUFFER_DESC) desc;
    memset(&desc, 0, sizeof(desc));
    if (use & Buffer_ReadOnly)
    {
        desc.Usage = D3D1X_(USAGE_IMMUTABLE);
        desc.CPUAccessFlags = 0;
    }
    else
    {
        desc.Usage = D3D1X_(USAGE_DYNAMIC);
        desc.CPUAccessFlags = D3D1X_(CPU_ACCESS_WRITE);
        Dynamic = 1;
    }

    switch(use & Buffer_TypeMask)
    {
    case Buffer_Vertex:  desc.BindFlags = D3D1X_(BIND_VERTEX_BUFFER); break;
    case Buffer_Index:   desc.BindFlags = D3D1X_(BIND_INDEX_BUFFER);  break;
    case Buffer_Uniform:
        desc.BindFlags = D3D1X_(BIND_CONSTANT_BUFFER);
        size += ((size + 15) & ~15) - size;
        break;
    }

    desc.ByteWidth = (unsigned)size;

    D3D1X_(SUBRESOURCE_DATA) sr;
    sr.pSysMem = buffer;
    sr.SysMemPitch = 0;
    sr.SysMemSlicePitch = 0;

    HRESULT hr = pParams->pDevice->CreateBuffer(&desc, buffer ? &sr : NULL, &D3DBuffer.GetRawRef());
    if (SUCCEEDED(hr))
    {
        Use = use;
        Size = desc.ByteWidth;
        return 1;
    }
    return 0;
}

void*  Buffer::Map(size_t start, size_t size, int flags)
{
    OVR_UNUSED(size);

    D3D1X_(MAP) mapFlags = D3D1X_(MAP_WRITE);
    if (flags & Map_Discard)    
        mapFlags = D3D1X_(MAP_WRITE_DISCARD);    
    if (flags & Map_Unsynchronized)    
        mapFlags = D3D1X_(MAP_WRITE_NO_OVERWRITE);

#if (OVR_D3D_VERSION == 10)
    void* map;
    if (SUCCEEDED(D3DBuffer->Map(mapFlags, 0, &map)))    
        return ((char*)map) + start;    
#else
    D3D11_MAPPED_SUBRESOURCE map;
    if (SUCCEEDED(pParams->pContext->Map(D3DBuffer, 0, mapFlags, 0, &map)))
        return ((char*)map.pData) + start;
#endif

    return NULL;
}

bool   Buffer::Unmap(void *m)
{
    OVR_UNUSED(m);

    D3DSELECT_10_11( D3DBuffer->Unmap(),
                     pParams->pContext->Unmap(D3DBuffer, 0) );
    return true;
}


//-------------------------------------------------------------------------------------
// Shaders

template<> bool ShaderImpl<Shader_Vertex, ID3D1xVertexShader>::Load(void* shader, size_t size)
{
    return SUCCEEDED(pParams->pDevice->CreateVertexShader(shader, size  D3D11_COMMA_0, &D3DShader));
}
template<> bool ShaderImpl<Shader_Pixel, ID3D1xPixelShader>::Load(void* shader, size_t size)
{
    return SUCCEEDED(pParams->pDevice->CreatePixelShader(shader, size  D3D11_COMMA_0, &D3DShader));
}

template<> void ShaderImpl<Shader_Vertex, ID3D1xVertexShader>::Set(PrimitiveType) const
{
    pParams->pContext->VSSetShader(D3DShader D3D11_COMMA_0 D3D11_COMMA_0 );
}
template<> void ShaderImpl<Shader_Pixel, ID3D1xPixelShader>::Set(PrimitiveType) const
{
    pParams->pContext->PSSetShader(D3DShader D3D11_COMMA_0 D3D11_COMMA_0 ) ;
}

template<> void ShaderImpl<Shader_Vertex, ID3D1xVertexShader>::SetUniformBuffer(Buffer* buffer, int i)
{
    pParams->pContext->VSSetConstantBuffers(i, 1, &((Buffer*)buffer)->D3DBuffer.GetRawRef());
}
template<> void ShaderImpl<Shader_Pixel, ID3D1xPixelShader>::SetUniformBuffer(Buffer* buffer, int i)
{
    pParams->pContext->PSSetConstantBuffers(i, 1, &((Buffer*)buffer)->D3DBuffer.GetRawRef());
}


//-------------------------------------------------------------------------------------
// ***** Shader Base

ShaderBase::ShaderBase(RenderParams* rp, ShaderStage stage)
    : Shader(stage), pParams(rp), UniformData(0)
{
}
ShaderBase::~ShaderBase()
{
    if (UniformData)    
        OVR_FREE(UniformData);    
}

bool ShaderBase::SetUniform(const char* name, int n, const float* v)
{
    for(unsigned i = 0; i < UniformReflSize; i++)
    {
        if (!strcmp(UniformRefl[i].Name, name))
        {
            memcpy(UniformData + UniformRefl[i].Offset, v, n * sizeof(float));
            return 1;
        }
    }
    return 0;
}

bool ShaderBase::SetUniformBool(const char* name, int n, const bool* v) 
{
    OVR_UNUSED(n);
    for(unsigned i = 0; i < UniformReflSize; i++)
    {
        if (!strcmp(UniformRefl[i].Name, name))
        {
            memcpy(UniformData + UniformRefl[i].Offset, v, UniformRefl[i].Size);
            return 1;
        }
    }
    return 0;
}

void ShaderBase::InitUniforms(const Uniform* refl, size_t reflSize)
{
    if(!refl)
    {
        UniformRefl = NULL;
        UniformReflSize = 0;

        UniformsSize = 0;
        if (UniformData)
        {
            OVR_FREE(UniformData);
            UniformData = 0;
        }
        return; // no reflection data
    }

    UniformRefl = refl;
    UniformReflSize = reflSize;
    
    UniformsSize = UniformRefl[UniformReflSize-1].Offset + UniformRefl[UniformReflSize-1].Size;
    UniformData = (unsigned char*)OVR_ALLOC(UniformsSize);
}

void ShaderBase::UpdateBuffer(Buffer* buf)
{
    if (UniformsSize)
    {
        buf->Data(Buffer_Uniform, UniformData, UniformsSize);
    }
}


//-------------------------------------------------------------------------------------
// ***** Texture
// 
Texture::Texture(RenderParams* rp, int fmt, const Sizei texSize,
                 ID3D1xSamplerState* sampler, int samples)
    : pParams(rp), Tex(NULL), TexSv(NULL), TexRtv(NULL), TexDsv(NULL),
    TextureSize(texSize),
    Sampler(sampler),
    Samples(samples)
{
    OVR_UNUSED(fmt);    
}

Texture::~Texture()
{
}

void Texture::Set(int slot, ShaderStage stage) const
{    
    ID3D1xShaderResourceView* texSv = TexSv.GetPtr();

    switch(stage)
    {
    case Shader_Fragment:
        pParams->pContext->PSSetShaderResources(slot, 1, &texSv);
        pParams->pContext->PSSetSamplers(slot, 1, &Sampler.GetRawRef());        
        break;

    case Shader_Vertex:
        pParams->pContext->VSSetShaderResources(slot, 1, &texSv);
        break;
    }
}


//-------------------------------------------------------------------------------------
// ***** GpuTimer
// 
#if (OVR_D3D_VERSION == 11)
#define D3DQUERY_EXEC(_context_, _query_, _command_, ...)  _context_->_command_(_query_, __VA_ARGS__)
#else
#define D3DQUERY_EXEC(_context_, _query_, _command_, ...)  _query_->_command_(__VA_ARGS__)
#endif


void GpuTimer::Init(ID3D1xDevice* device, ID3D1xDeviceContext* content)
{
    D3dDevice = device;
    Context = content;    
}

void GpuTimer::BeginQuery()
{
    if(GotoNextFrame(LastQueuedFrame) == LastTimedFrame)
    {
        OVR_ASSERT(false); // too many queries queued
        return;
    }

    LastQueuedFrame = GotoNextFrame(LastQueuedFrame);

    GpuQuerySets& newQuerySet = QuerySets[LastQueuedFrame];
    if(newQuerySet.DisjointQuery == NULL)
    {
        // Create the queries
        D3D1x_QUERY_DESC desc;
        desc.Query = D3D1X_(QUERY_TIMESTAMP_DISJOINT);
        desc.MiscFlags = 0;
        VERIFY_HRESULT(D3dDevice->CreateQuery(&desc, &newQuerySet.DisjointQuery));

        desc.Query = D3D1X_(QUERY_TIMESTAMP);
        VERIFY_HRESULT(D3dDevice->CreateQuery(&desc, &newQuerySet.TimeStartQuery));
        VERIFY_HRESULT(D3dDevice->CreateQuery(&desc, &newQuerySet.TimeEndQuery));
    }

    OVR_ASSERT(!newQuerySet.QueryStarted);
    OVR_ASSERT(!newQuerySet.QueryAwaitingTiming);

    
    D3DQUERY_EXEC(Context, QuerySets[LastQueuedFrame].DisjointQuery, Begin, );  // First start a disjoint query
    D3DQUERY_EXEC(Context, QuerySets[LastQueuedFrame].TimeStartQuery, End, );   // Insert start timestamp
    
    newQuerySet.QueryStarted = true;
    newQuerySet.QueryAwaitingTiming = false;
    //newQuerySet.QueryTimed = false;
}

void GpuTimer::EndQuery()
{
    if(LastQueuedFrame > 0 && !QuerySets[LastQueuedFrame].QueryStarted)
        return;

    GpuQuerySets& doneQuerySet = QuerySets[LastQueuedFrame];
    OVR_ASSERT(doneQuerySet.QueryStarted);
    OVR_ASSERT(!doneQuerySet.QueryAwaitingTiming);

    // Insert the end timestamp
    D3DQUERY_EXEC(Context, doneQuerySet.TimeEndQuery, End, );

    // End the disjoint query
    D3DQUERY_EXEC(Context, doneQuerySet.DisjointQuery, End, );

    doneQuerySet.QueryStarted = false;
    doneQuerySet.QueryAwaitingTiming = true;
}

float GpuTimer::GetTiming(bool blockUntilValid)
{
    float time = -1.0f;

    // loop until we hit a query that is not ready yet, or we have read all queued queries
    while(LastTimedFrame != LastQueuedFrame)
    {
        int timeTestFrame = GotoNextFrame(LastTimedFrame);

        GpuQuerySets& querySet = QuerySets[timeTestFrame];

        OVR_ASSERT(!querySet.QueryStarted && querySet.QueryAwaitingTiming);

        UINT64 startTime = 0;
        UINT64 endTime = 0;
        D3D1X_(QUERY_DATA_TIMESTAMP_DISJOINT) disjointData;

        if(blockUntilValid)
        {
            while(D3DQUERY_EXEC(Context, querySet.TimeStartQuery, GetData, &startTime, sizeof(startTime), 0) != S_OK);
            while(D3DQUERY_EXEC(Context, querySet.TimeEndQuery, GetData, &endTime, sizeof(endTime), 0) != S_OK);
            while(D3DQUERY_EXEC(Context, querySet.DisjointQuery, GetData, &disjointData, sizeof(disjointData), 0) != S_OK);
        }
        else
        {
// Early return if we fail to get data for any of these
            if(D3DQUERY_EXEC(Context, querySet.TimeStartQuery, GetData, &startTime, sizeof(startTime), 0) != S_OK)    return time;
            if(D3DQUERY_EXEC(Context, querySet.TimeEndQuery, GetData, &endTime, sizeof(endTime), 0) != S_OK)          return time;
            if(D3DQUERY_EXEC(Context, querySet.DisjointQuery, GetData, &disjointData, sizeof(disjointData), 0) != S_OK)    return time;
        }

        querySet.QueryAwaitingTiming = false;
        LastTimedFrame = timeTestFrame; // successfully retrieved the timing data

        if(disjointData.Disjoint == false)
        {
            UINT64 delta = endTime - startTime;
            float frequency = (float)(disjointData.Frequency);
            time = (delta / frequency);
        }
    }
    
    return time;
}

}}} // OVR::CAPI::D3DX