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authorSven Gothel <[email protected]>2015-03-21 21:19:34 +0100
committerSven Gothel <[email protected]>2015-03-21 21:19:34 +0100
commite490c3c7f7bb5461cfa78a214827aa534fb43a3e (patch)
treeb86b0291ef529ec6b75cc548d73599fa9c283cd6 /LibOVR/Src/CAPI/D3D9/CAPI_D3D9_DistortionRenderer.cpp
parent05bb4364bfd9930fb1902efec86446ef035ee07a (diff)
Bump OculusVR RIFT SDK to 0.4.4
Diffstat (limited to 'LibOVR/Src/CAPI/D3D9/CAPI_D3D9_DistortionRenderer.cpp')
-rw-r--r--LibOVR/Src/CAPI/D3D9/CAPI_D3D9_DistortionRenderer.cpp409
1 files changed, 409 insertions, 0 deletions
diff --git a/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_DistortionRenderer.cpp b/LibOVR/Src/CAPI/D3D9/CAPI_D3D9_DistortionRenderer.cpp
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+/************************************************************************************
+
+Filename : CAPI_D3D1X_DistortionRenderer.cpp
+Content : Experimental distortion renderer
+Created : March 7th, 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 "CAPI_D3D9_DistortionRenderer.h"
+#define OVR_D3D_VERSION 9
+#include "../../OVR_CAPI_D3D.h"
+
+#include <initguid.h>
+DEFINE_GUID(IID_OVRDirect3DDevice9EX, 0xe6d58f10, 0xffa1, 0x4748, 0x85, 0x9f, 0xbc, 0xd7, 0xea, 0xe8, 0xfc, 0x1);
+
+namespace OVR { namespace CAPI { namespace D3D9 {
+
+
+///QUESTION : Why not just a normal constructor?
+CAPI::DistortionRenderer* DistortionRenderer::Create(ovrHmd hmd,
+ FrameTimeManager& timeManager,
+ const HMDRenderState& renderState)
+{
+ return new DistortionRenderer(hmd, timeManager, renderState);
+}
+
+DistortionRenderer::DistortionRenderer(ovrHmd hmd, FrameTimeManager& timeManager,
+ const HMDRenderState& renderState)
+ : CAPI::DistortionRenderer(ovrRenderAPI_D3D9, hmd, timeManager, renderState),
+ Device(NULL),
+ SwapChain(NULL),
+ VertexDecl(NULL),
+ PixelShader(NULL),
+ VertexShader(NULL),
+ VertexShaderTimewarp(NULL),
+ //screenSize(),
+ ResolutionInPixels(0,0)
+ //eachEye[]
+{
+ ScreenSize.w = 0;
+ ScreenSize.h = 0;
+ InitLatencyTester(renderState);
+
+ for (int i = 0; i < 2; ++i)
+ {
+ eachEye[i].dxIndices = nullptr;
+ eachEye[i].dxVerts = nullptr;
+ }
+}
+
+
+/**********************************************/
+DistortionRenderer::~DistortionRenderer()
+{
+ //Release any memory
+ if (eachEye[0].dxIndices)
+ {
+ eachEye[0].dxIndices->Release();
+ }
+ if (eachEye[0].dxVerts)
+ {
+ eachEye[0].dxVerts->Release();
+ }
+ if (eachEye[1].dxIndices)
+ {
+ eachEye[1].dxIndices->Release();
+ }
+ if (eachEye[1].dxVerts)
+ {
+ eachEye[1].dxVerts->Release();
+ }
+}
+
+
+/******************************************************************************/
+bool DistortionRenderer::Initialize(const ovrRenderAPIConfig* apiConfig)
+{
+ ///QUESTION - what is returned bool for??? Are we happy with this true, if not config.
+ const ovrD3D9Config * config = (const ovrD3D9Config*)apiConfig;
+ if (!config) return true;
+ if (!config->D3D9.pDevice) return false;
+
+ if (System::DirectDisplayEnabled())
+ {
+ Ptr<IUnknown> ovrDevice;
+ if (config->D3D9.pDevice->QueryInterface(IID_OVRDirect3DDevice9EX, (void**)&ovrDevice.GetRawRef()) == E_NOINTERFACE)
+ {
+ OVR_DEBUG_LOG_TEXT(("ovr_Initialize() or ovr_InitializeRenderingShim() wasn't called before the D3D9 device was created."));
+ }
+ }
+
+ //Glean all the required variables from the input structures
+ Device = config->D3D9.pDevice;
+ SwapChain = config->D3D9.pSwapChain;
+ ScreenSize = config->D3D9.Header.BackBufferSize;
+
+ GfxState = *new GraphicsState(Device, RState.DistortionCaps);
+
+ CreateVertexDeclaration();
+ CreateDistortionShaders();
+ CreateDistortionModels();
+
+ return true;
+}
+
+void DistortionRenderer::InitLatencyTester(const HMDRenderState& RenderState)
+{
+ ResolutionInPixels = RenderState.OurHMDInfo.ResolutionInPixels;
+}
+
+
+/**************************************************************/
+void DistortionRenderer::SubmitEye(int eyeId, const ovrTexture* eyeTexture)
+{
+ //Doesn't do a lot in here??
+ const ovrD3D9Texture* tex = (const ovrD3D9Texture*)eyeTexture;
+
+ //Write in values
+ eachEye[eyeId].texture = tex->D3D9.pTexture;
+
+ // Its only at this point we discover what the viewport of the texture is.
+ // because presumably we allow users to realtime adjust the resolution.
+ eachEye[eyeId].TextureSize = tex->D3D9.Header.TextureSize;
+ eachEye[eyeId].RenderViewport = tex->D3D9.Header.RenderViewport;
+
+ const ovrEyeRenderDesc& erd = RState.EyeRenderDesc[eyeId];
+
+ ovrHmd_GetRenderScaleAndOffset( erd.Fov,
+ eachEye[eyeId].TextureSize, eachEye[eyeId].RenderViewport,
+ eachEye[eyeId].UVScaleOffset );
+
+ if (RState.DistortionCaps & ovrDistortionCap_FlipInput)
+ {
+ eachEye[eyeId].UVScaleOffset[0].y = -eachEye[eyeId].UVScaleOffset[0].y;
+ eachEye[eyeId].UVScaleOffset[1].y = 1.0f - eachEye[eyeId].UVScaleOffset[1].y;
+ }
+}
+
+void DistortionRenderer::renderEndFrame()
+{
+ RenderBothDistortionMeshes();
+
+ if(RegisteredPostDistortionCallback)
+ RegisteredPostDistortionCallback(Device);
+
+ if (LatencyTest2Active)
+ {
+ renderLatencyPixel(LatencyTest2DrawColor);
+ }
+}
+
+/******************************************************************/
+void DistortionRenderer::EndFrame(bool swapBuffers)
+{
+ ///QUESTION : Clear the screen?
+ ///QUESTION : Ensure the screen is the render target
+
+ // Don't spin if we are explicitly asked not to
+ if (RState.DistortionCaps & ovrDistortionCap_TimeWarp &&
+ !(RState.DistortionCaps & ovrDistortionCap_ProfileNoTimewarpSpinWaits))
+ {
+ if (!TimeManager.NeedDistortionTimeMeasurement())
+ {
+ // Wait for timewarp distortion if it is time and Gpu idle
+ FlushGpuAndWaitTillTime(TimeManager.GetFrameTiming().TimewarpPointTime);
+
+ renderEndFrame();
+ }
+ else
+ {
+ // If needed, measure distortion time so that TimeManager can better estimate
+ // latency-reducing time-warp wait timing.
+ WaitUntilGpuIdle();
+ double distortionStartTime = ovr_GetTimeInSeconds();
+
+ renderEndFrame();
+
+ WaitUntilGpuIdle();
+ TimeManager.AddDistortionTimeMeasurement(ovr_GetTimeInSeconds() - distortionStartTime);
+ }
+ }
+ else
+ {
+ renderEndFrame();
+ }
+
+ if (LatencyTestActive)
+ {
+ renderLatencyQuad(LatencyTestDrawColor);
+ }
+
+ if (swapBuffers)
+ {
+ if (SwapChain)
+ {
+ SwapChain->Present(NULL, NULL, NULL, NULL, 0);
+ }
+ else
+ {
+ Device->Present( NULL, NULL, NULL, NULL );
+ }
+
+ // Force GPU to flush the scene, resulting in the lowest possible latency.
+ // It's critical that this flush is *after* present.
+ // Doesn't need to be done if running through the Oculus driver.
+ if (RState.OurHMDInfo.InCompatibilityMode &&
+ !(RState.DistortionCaps & ovrDistortionCap_ProfileNoTimewarpSpinWaits))
+ {
+ WaitUntilGpuIdle();
+ }
+ }
+}
+
+
+void DistortionRenderer::WaitUntilGpuIdle()
+{
+ if(Device)
+ {
+ IDirect3DQuery9* pEventQuery=NULL ;
+ Device->CreateQuery(D3DQUERYTYPE_EVENT, &pEventQuery) ;
+
+ if(pEventQuery!=NULL)
+ {
+ pEventQuery->Issue(D3DISSUE_END) ;
+ while(S_FALSE == pEventQuery->GetData(NULL, 0, D3DGETDATA_FLUSH)){}
+ pEventQuery->Release();
+ }
+ }
+}
+
+double DistortionRenderer::FlushGpuAndWaitTillTime(double absTime)
+{
+ double initialTime = ovr_GetTimeInSeconds();
+ if (initialTime >= absTime)
+ return 0.0;
+
+ WaitUntilGpuIdle();
+
+ return WaitTillTime(absTime);
+}
+
+
+//-----------------------------------------------------------------------------
+// Latency Tester Quad
+
+static void ConvertSRGB(unsigned char c[3])
+{
+ for (int i = 0; i < 3; ++i)
+ {
+ double d = (double)c[i];
+ double ds = d / 255.;
+
+ if (ds <= 0.04045)
+ {
+ d /= 12.92;
+ }
+ else
+ {
+ d = 255. * pow((ds + 0.055) / 1.055, 2.4);
+ }
+
+ int color = (int)d;
+ if (color < 0)
+ {
+ color = 0;
+ }
+ else if (color > 255)
+ {
+ color = 255;
+ }
+
+ c[i] = (unsigned char)color;
+ }
+}
+
+void DistortionRenderer::renderLatencyQuad(unsigned char* color)
+{
+ D3DRECT rect = { ResolutionInPixels.w / 4, ResolutionInPixels.h / 4, ResolutionInPixels.w * 3 / 4, ResolutionInPixels.h * 3 / 4 };
+ unsigned char c[3] = { color[0], color[1], color[2] };
+
+ if (RState.DistortionCaps & ovrDistortionCap_SRGB)
+ {
+ ConvertSRGB(c);
+ }
+
+ Device->Clear(1, &rect, D3DCLEAR_TARGET, D3DCOLOR_RGBA(c[0], c[1], c[2], 255), 1, 0);
+}
+
+#ifdef OVR_BUILD_DEBUG
+#define OVR_LATENCY_PIXEL_SIZE 20
+#else
+#define OVR_LATENCY_PIXEL_SIZE 5
+#endif
+
+void DistortionRenderer::renderLatencyPixel(unsigned char* color)
+{
+ D3DRECT rect = { ResolutionInPixels.w - OVR_LATENCY_PIXEL_SIZE, 0, ResolutionInPixels.w, OVR_LATENCY_PIXEL_SIZE };
+ unsigned char c[3] = { color[0], color[1], color[2] };
+
+ if (RState.DistortionCaps & ovrDistortionCap_SRGB)
+ {
+ ConvertSRGB(c);
+ }
+
+ Device->Clear(1, &rect, D3DCLEAR_TARGET, D3DCOLOR_RGBA(c[0], c[1], c[2], 255), 1, 0);
+}
+
+
+//-----------------------------------------------------------------------------
+// GraphicsState
+
+DistortionRenderer::GraphicsState::GraphicsState(IDirect3DDevice9* d, unsigned distortionCaps)
+: Device(d)
+, NumSavedStates(0)
+, DistortionCaps(distortionCaps)
+{
+ #if defined(OVR_BUILD_DEBUG)
+ memset(SavedState, 0, sizeof(SavedState));
+ #endif
+}
+
+void DistortionRenderer::GraphicsState::RecordAndSetState(int which, int type, DWORD newValue)
+{
+ SavedStateType * sst = &SavedState[NumSavedStates++];
+ sst->which = which;
+ sst->type = type;
+ if (which == 0)
+ {
+ Device->GetSamplerState(0, (D3DSAMPLERSTATETYPE)type, &sst->valueToRevertTo);
+ Device->SetSamplerState(0, (D3DSAMPLERSTATETYPE)type, newValue);
+ }
+ else
+ {
+ Device->GetRenderState((D3DRENDERSTATETYPE)type, &sst->valueToRevertTo);
+ Device->SetRenderState((D3DRENDERSTATETYPE)type, newValue);
+ }
+}
+
+void DistortionRenderer::GraphicsState::Save()
+{
+ //Record and set rasterizer and sampler states.
+
+ NumSavedStates=0;
+
+ RecordAndSetState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
+ RecordAndSetState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
+ RecordAndSetState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR );
+ RecordAndSetState(0, D3DSAMP_BORDERCOLOR, 0x000000 );
+ RecordAndSetState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER );
+ RecordAndSetState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER );
+ RecordAndSetState(0, D3DSAMP_SRGBTEXTURE, (DistortionCaps & ovrDistortionCap_SRGB) ? TRUE : FALSE );
+
+ RecordAndSetState(1, D3DRS_MULTISAMPLEANTIALIAS, FALSE );
+ RecordAndSetState(1, D3DRS_DITHERENABLE, FALSE );
+ RecordAndSetState(1, D3DRS_ZENABLE, FALSE );
+ RecordAndSetState(1, D3DRS_ZWRITEENABLE, TRUE );
+ RecordAndSetState(1, D3DRS_ZFUNC, D3DCMP_LESSEQUAL );
+ RecordAndSetState(1, D3DRS_CULLMODE , D3DCULL_CCW );
+ RecordAndSetState(1, D3DRS_ALPHABLENDENABLE , FALSE );
+ RecordAndSetState(1, D3DRS_DEPTHBIAS , 0 );
+ RecordAndSetState(1, D3DRS_SRCBLEND , D3DBLEND_SRCALPHA );
+ RecordAndSetState(1, D3DRS_DESTBLEND , D3DBLEND_INVSRCALPHA );
+ RecordAndSetState(1, D3DRS_FILLMODE, D3DFILL_SOLID );
+ RecordAndSetState(1, D3DRS_ALPHATESTENABLE, FALSE);
+ RecordAndSetState(1, D3DRS_DEPTHBIAS , 0 );
+ RecordAndSetState(1, D3DRS_LIGHTING, FALSE );
+ RecordAndSetState(1, D3DRS_FOGENABLE, FALSE );
+ RecordAndSetState(1, D3DRS_SRGBWRITEENABLE, (DistortionCaps & ovrDistortionCap_SRGB) ? TRUE : FALSE );
+}
+
+
+void DistortionRenderer::GraphicsState::Restore()
+{
+ for (int i = 0; i < NumSavedStates; i++)
+ {
+ SavedStateType * sst = &SavedState[i];
+ if (sst->which == 0)
+ {
+ Device->SetSamplerState(0, (D3DSAMPLERSTATETYPE)sst->type, sst->valueToRevertTo);
+ }
+ else
+ {
+ Device->SetRenderState((D3DRENDERSTATETYPE)sst->type, sst->valueToRevertTo);
+ }
+ }
+}
+
+
+}}} // OVR::CAPI::D3D1X
+
+