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d3d.cpp
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#if USE_D3D
/*#ifdef _DEBUG
#pragma comment( lib, "oculus/LibOVR/Lib/Win32/libovrd.lib" )
#else
#pragma comment( lib, "oculus/LibOVR/Lib/Win32/libovr.lib" )
#endif*/
#ifdef _DEBUG
#pragma comment( lib, "oculus/LibOVR/Lib/Win32/VS2013/libovrd.lib" )
#else
#pragma comment( lib, "oculus/LibOVR/Lib/Win32/VS2013/libovr.lib" )
#endif
#include "aggdraw.h"
#include "GPU_osd.h"
#include "main.h"
#include "lua-engine.h"
#include "mednafen/src/mednafen.h"
#include "pcejin.h"
#include "vb.h"
#include "OVR_CAPI.h"
#include "oculus/RenderTiny_D3D11_Device.h"
#define OVR_D3D_VERSION 11
#include "OVR_CAPI_D3D.h"
ovrHmd HMD;
ovrEyeRenderDesc EyeRenderDesc[2];
ovrD3D11Texture EyeTexture[2];
RenderDevice* pRender = 0;
Texture* pRenderTargetTexture = 0;
Texture* vbEyeTexture = 0;
ShaderFill* vbShaderFill = 0;
ovrRecti EyeRenderViewport[2];
Buffer* QuadVertexBuffer;
static void __forceinline convert32( int eye ){
uint8 *pb_ptr = (uint8*)convert_buffer;
MDFN_Surface* eyeSurface = eye == 0 ? espec.surface : espec.surface2;
for(int y = espec.DisplayRect.y; y < espec.DisplayRect.y + espec.DisplayRect.h; y++)
{
uint16 meow_width = (espec.LineWidths[0].w == ~0) ? espec.DisplayRect.w : espec.LineWidths[y].w;
int meow_x = (espec.LineWidths[0].w == ~0) ? espec.DisplayRect.x : espec.LineWidths[y].x;
uint32 *fb_line = eyeSurface->pixels + y * (MDFNGameInfo->pitch >> 2) + meow_x;
for(int x = 0; x < meow_width; x++)
{
uint32 pixel = fb_line[x];
int r, g, b;
eyeSurface->DecodeColor(pixel, r, g, b);
*pb_ptr++ = r;
*pb_ptr++ = g;
*pb_ptr++ = b;
*pb_ptr++ = 255;
}
}
}
void OculusInit()
{
ovr_Initialize();
}
void SetupOculus( bool warnIfNotFound )
{
HMD = ovrHmd_Create( 0 );
if ( warnIfNotFound )
{
if ( !HMD )
{
MessageBoxA( NULL, "Oculus Rift not detected.", "", MB_OK );
return;
}
if ( HMD->ProductName[0] == '\0' )
{
MessageBoxA( NULL, "Rift detected, display not enabled.", "", MB_OK );
return;
}
}
}
bool D3DInit()
{
SetupOculus( MDFN_IEN_VB::GetSplitMode() == MDFN_IEN_VB::VB3DMODE_OVR );
bool UseAppWindowFrame = ( HMD->HmdCaps & ovrHmdCap_ExtendDesktop ) ? false : true;
RendererParams rendererParams;
rendererParams.Resolution = HMD->Resolution;
rendererParams.Multisample = 1;
rendererParams.Fullscreen = true;
pRender = RenderDevice::CreateDevice( rendererParams, (void*)g_hWnd );
ovrHmd_AttachToWindow( HMD, g_hWnd, NULL, NULL );
vbEyeTexture = pRender->CreateTexture( Texture_RGBA | 1, pcejin.width, pcejin.height, NULL );
vbShaderFill = pRender->CreateTextureFill( vbEyeTexture );
Sizei recommenedTex0Size = ovrHmd_GetFovTextureSize( HMD, ovrEye_Left, HMD->DefaultEyeFov[0], 1.0f );
Sizei recommenedTex1Size = ovrHmd_GetFovTextureSize( HMD, ovrEye_Right, HMD->DefaultEyeFov[1], 1.0f );
Sizei RenderTargetSize;
RenderTargetSize.w = recommenedTex0Size.w + recommenedTex1Size.w;
RenderTargetSize.h = max( recommenedTex0Size.h, recommenedTex1Size.h );
pRenderTargetTexture = pRender->CreateTexture( Texture_RGBA | Texture_RenderTarget |
1,
RenderTargetSize.w, RenderTargetSize.h, NULL );
RenderTargetSize.w = pRenderTargetTexture->GetWidth();
RenderTargetSize.h = pRenderTargetTexture->GetHeight();
ovrFovPort eyeFov[2] = { HMD->DefaultEyeFov[0], HMD->DefaultEyeFov[1] };
EyeRenderViewport[0].Pos = Vector2i( 0, 0 );
EyeRenderViewport[0].Size = Sizei( RenderTargetSize.w / 2, RenderTargetSize.h );
EyeRenderViewport[1].Pos = Vector2i( ( RenderTargetSize.w + 1 ) / 2, 0 );
EyeRenderViewport[1].Size = EyeRenderViewport[0].Size;
EyeTexture[0].D3D11.Header.API = ovrRenderAPI_D3D11;
EyeTexture[0].D3D11.Header.TextureSize = RenderTargetSize;
EyeTexture[0].D3D11.Header.RenderViewport = EyeRenderViewport[0];
EyeTexture[0].D3D11.pTexture = pRenderTargetTexture->Tex.GetPtr();
EyeTexture[0].D3D11.pSRView = pRenderTargetTexture->TexSv.GetPtr();
// Right eye uses the same texture, but different rendering viewport.
EyeTexture[1] = EyeTexture[0];
EyeTexture[1].D3D11.Header.RenderViewport = EyeRenderViewport[1];
ovrD3D11Config d3d11cfg;
d3d11cfg.D3D11.Header.API = ovrRenderAPI_D3D11;
d3d11cfg.D3D11.Header.RTSize = Sizei( HMD->Resolution.w, HMD->Resolution.h );
d3d11cfg.D3D11.Header.Multisample = 1;
d3d11cfg.D3D11.pDevice = pRender->Device;
d3d11cfg.D3D11.pDeviceContext = pRender->Context;
d3d11cfg.D3D11.pBackBufferRT = pRender->BackBufferRT;
d3d11cfg.D3D11.pSwapChain = pRender->SwapChain;
ovrHmd_SetEnabledCaps( HMD, ovrHmdCap_LowPersistence | ovrHmdCap_DynamicPrediction );
if ( !ovrHmd_ConfigureRendering( HMD, &d3d11cfg.Config,
ovrDistortionCap_Chromatic | ovrDistortionCap_Vignette |
/*ovrDistortionCap_TimeWarp |*/ ovrDistortionCap_Overdrive,
eyeFov, EyeRenderDesc ) )
{
MessageBoxA( NULL, "ovrHmd_ConfigureRendering failed", "", MB_OK );
return false;
}
ovrHmd_ConfigureTracking( HMD, ovrTrackingCap_Orientation |
ovrTrackingCap_MagYawCorrection |
ovrTrackingCap_Position, 0 );
QuadVertexBuffer = pRender->CreateBuffer();
const Vertex QuadVertices[] =
{ Vertex( Vector3f( -0.5, 0.5, 0 ), Color( 255, 255, 255, 255 ), 0.0f, 0.0f ), Vertex( Vector3f( 0.5, 0.5, 0 ), Color( 255, 255, 255, 255 ), 1.0f, 0.0f ),
Vertex( Vector3f( -0.5, -0.5, 0 ), Color( 255, 255, 255, 255 ), 0.0f, 1.0f ), Vertex( Vector3f( 0.5, -0.5, 0 ), Color( 255, 255, 255, 255 ), 1.0f, 1.0f ) };
QuadVertexBuffer->Data( Buffer_Vertex, QuadVertices, sizeof( QuadVertices ) );
return true;
}
static void UpdateTexture( ovrEyeType eye )
{
pRender->Context->UpdateSubresource( vbEyeTexture->Tex, 0, NULL, convert_buffer, vbEyeTexture->Width * 4, vbEyeTexture->Width * vbEyeTexture->Height * 4 );
}
void render( ovrEyeType eye )
{
convert32( eye == ovrEye_Left ? 1 : 0 );
CallRegisteredLuaFunctions( LUACALL_AFTEREMULATIONGUI );
osd->update();
DrawHUD();
osd->clear();
aggDraw.hud->attach( convert_buffer, pcejin.width, pcejin.height, 4 * pcejin.width );
UpdateTexture( eye );
}
void render()
{
ovrPosef eyeRenderPose[2];
if( !pcejin.romLoaded || espec.skip )
{
return;
}
if( ( pcejin.width != espec.DisplayRect.w ) || ( pcejin.height != espec.DisplayRect.h ) )
{
pcejin.width = espec.DisplayRect.w;
pcejin.height = espec.DisplayRect.h;
if( !pcejin.maximized )
{
ScaleScreen( (float)pcejin.windowSize );
}
}
SetInputDisplayCharacters(pcejin.pads);
if ( MDFN_IEN_VB::GetSplitMode() == MDFN_IEN_VB::VB3DMODE_OVR )
{
ovrHmd_BeginFrame( HMD, 0 );
pRender->BeginScene();
ovrHmd_GetTrackingState( HMD, 0 );
for ( int eyeIndex = 0; eyeIndex < ovrEye_Count; eyeIndex++ )
{
ovrEyeType eye = HMD->EyeRenderOrder[eyeIndex];
render( eye );
pRender->SetRenderTarget( pRenderTargetTexture );
pRender->SetViewport( Recti( EyeRenderViewport[eye] ) );
pRender->Clear();
pRender->SetProjection( Matrix4f() );
pRender->SetDepthMode( false, false );
float aspectRatio = (float)pcejin.width / pcejin.height / ( (float)EyeRenderViewport[eye].Size.w / EyeRenderViewport[eye].Size.h );
Matrix4f view = Matrix4f( 1, 0, 0, 0,
0, 1 / aspectRatio, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1 );
pRender->Render( vbShaderFill, QuadVertexBuffer, NULL, sizeof( Vertex ), view, 0, 4, Prim_TriangleStrip );
}
pRender->FinishScene();
ovrHmd_EndFrame( HMD, eyeRenderPose, &EyeTexture[0].Texture );
}
else
{
render( ovrEye_Right );
pRender->SetDefaultRenderTarget();
pRender->SetFullViewport();
pRender->Clear();
pRender->SetProjection( Matrix4f() );
pRender->SetDepthMode( false, false );
float aspectRatio = (float)pcejin.width / pcejin.height / ( (float)pRender->D3DViewport.Width / pRender->D3DViewport.Height );
Matrix4f view = Matrix4f( 2, 0, 0, 0,
0, 2 / aspectRatio, 0, 0,
0, 0, 2, 0,
0, 0, 0, 1 );
pRender->Render( vbShaderFill, QuadVertexBuffer, NULL, sizeof( Vertex ), view, 0, 4, Prim_TriangleStrip );
pRender->Present( true );
}
}
void DismissHSWDisplay()
{
ovrHmd_DismissHSWDisplay( HMD );
}
#endif // #if USE_D3D