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/************************************************************************************
Filename : CAPI_D3D1X_DistortionRenderer.h
Content : Experimental distortion renderer
Created : March 7, 2014
Authors : Tom Heath
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 "../../Kernel/OVR_Types.h"
#undef new
#if defined (OVR_OS_WIN32)
#if _MSC_VER < 1700
#include <d3dx9.h>
#else
#include <d3d9.h>
#endif
#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,
unsigned distortionCaps);
virtual void SubmitEye(int eyeId, ovrTexture* eyeTexture);
virtual void EndFrame(bool swapBuffers, unsigned char* latencyTesterDrawColor, unsigned char* latencyTester2DrawColor);
// 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 WaitTillTimeAndFlushGpu(double absTime);
protected:
class GraphicsState : public CAPI::DistortionRenderer::GraphicsState
{
public:
GraphicsState(IDirect3DDevice9* d);
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;
};
private:
//Functions
void CreateDistortionShaders(void);
void Create_Distortion_Models(void);
void CreateVertexDeclaration(void);
void RenderBothDistortionMeshes();
void RecordAndSetState(int which, int type, DWORD newValue);
void RevertAllStates(void);
//Data, structures and pointers
IDirect3DDevice9 * device;
IDirect3DSwapChain9 * swapChain;
IDirect3DVertexDeclaration9 * vertexDecl;
IDirect3DPixelShader9 * pixelShader;
IDirect3DVertexShader9 * vertexShader;
IDirect3DVertexShader9 * vertexShaderTimewarp;
ovrSizei screenSize;
unsigned distortionCaps;
struct FOR_EACH_EYE
{
FOR_EACH_EYE() : TextureSize(0), RenderViewport(Sizei(0)) { }
IDirect3DVertexBuffer9 * dxVerts;
IDirect3DIndexBuffer9 * dxIndices;
int numVerts;
int numIndices;
IDirect3DTexture9 * texture;
ovrVector2f UVScaleOffset[2];
Sizei TextureSize;
Recti RenderViewport;
} eachEye[2];
};
}}} // OVR::CAPI::D3D9
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