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/************************************************************************************
Filename : CAPI_D3D11_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"
#include "Util/Util_Direct3D.h"
#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();
~DistortionRenderer();
// Creation function for the device.
static CAPI::DistortionRenderer* Create();
// ***** Public DistortionRenderer interface
virtual void SubmitEye(int eyeId, const ovrTexture* eyeTexture) OVR_OVERRIDE;
virtual void SubmitEyeWithDepth(int eyeId, const ovrTexture* eyeColorTexture, const ovrTexture* eyeDepthTexture) OVR_OVERRIDE;
virtual void EndFrame(uint32_t frameIndex, 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:
virtual bool initializeRenderer(const ovrRenderAPIConfig* apiConfig) OVR_OVERRIDE;
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();
bool CreateDistortionModels();
void CreateVertexDeclaration();
void RenderBothDistortionMeshes();
void RecordAndSetState(int which, int type, DWORD newValue);
void RevertAllStates();
void renderEndFrame();
// Latency tester
void initLatencyTester();
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<int> 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];
};
}}} // namespace OVR::CAPI::D3D9
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