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| PredictingDX11Weaver (SR::SRContext &context, ID3D11Device *device, ID3D11DeviceContext *deviceContext, unsigned int width, unsigned int height) |
| Constructs a class to be used for weaving an input image of a certain size. More...
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| PredictingDX11Weaver (SR::SRContext &context, ID3D11Device *device, ID3D11DeviceContext *deviceContext, unsigned int width, unsigned int height, HWND window) |
| Constructs a class to be used for weaving an input image of a certain size. More...
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| PredictingDX11Weaver (SR::SRContext &context, ID3D11Device *device, ID3D11DeviceContext *deviceContext, unsigned int width, unsigned int height, DXGI_FORMAT format) |
| Constructs a class to be used for weaving an input image of a certain size and format. More...
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| PredictingDX11Weaver (SR::SRContext &context, ID3D11Device *device, ID3D11DeviceContext *deviceContext, unsigned int width, unsigned int height, DXGI_FORMAT format, HWND window) |
| Constructs a class to be used for weaving an input image of a certain size and format. More...
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| ~PredictingDX11Weaver () |
| Handles proper destruction of all weaver related classes and buffers. More...
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void | setLatency (uint64_t latency) |
| Set the latency to match the expected duration of the full rendering pipeline. More...
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void | setLatencyInFrames (uint64_t latencyInFrames) |
| Set the latency to match the expected duration of the full rendering pipeline in number of frames. The latency in time is calculated using these number of frames based on the refresh rate of the monitor that the application is running on, this will be dynamically updated when the window changes monitor. For this it requires the weaver to be given a valid window handle of the running application. More...
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| DX11WeaverBase () |
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| ~DX11WeaverBase () |
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ID3D11RenderTargetView * | getFrameBuffer () |
| Returns the buffer that will be used to create a weaved image. This buffer expects a side-by-side image. When a frame buffer is provided by calling setInputFrameBuffer(), the internally created buffer will be released. More...
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void | setInputFrameBuffer (ID3D11ShaderResourceView *frameBuffer) |
| Sets the buffer that will be used to create a weaved image. This will release the internally created frame buffer. More...
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void | setContext (ID3D11DeviceContext *context) |
| Sets the device context for the weaver to use. More...
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void | setWindowHandle (HWND handle) |
| Sets the window handle of the application window. If the weaver was created using a deprecated constructor, setting window handle has no effect. More...
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bool | canWeave () |
| Used to determine if software weaving is possible on this device. More...
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bool | canWeave (unsigned int width, unsigned int height) |
| Used to determine if software weaving is possible for certain size and visibility to the currently bound framebuffer. More...
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bool | canWeave (unsigned int width, unsigned int height, unsigned int xOffset, unsigned int yOffset) |
| Used to determine if software weaving is possible for certain size and visibility to the currently bound framebuffer. More...
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void | weave (unsigned int width, unsigned int height) |
| Can be called to render a weaved image of a certain size to the currently bound framebuffer A framebuffer must be set before calling this function. More...
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void | weave (unsigned int width, unsigned int height, unsigned int xOffset, unsigned int yOffset) |
| Can be called to render a weaved image of a certain size to the currently bound framebuffer A framebuffer must be set before calling this function. More...
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void SR::PredictingDX11Weaver::setLatency |
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uint64_t |
latency | ) |
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Set the latency to match the expected duration of the full rendering pipeline.
The eye positions should be predicted to the timepoint at which the frame is visible to the user Internally the prediction is already taking care of all other latency, only the rendering pipeline latency is application dependent A low latency app would have 1 framebuffer latency, so 16666 microseconds (the generated frame will be presented at next v-sync) When using v-sync, the driver adds at least 1 buffer latency, and maybe the windows display manager also adds a buffer latency. Typically, the latency is n * 1000*1000/framerate microseconds
- Parameters
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latency | The latency from the moment when weave() is called until presenting the current frame to the user, in microseconds |
void SR::PredictingDX11Weaver::setLatencyInFrames |
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uint64_t |
latencyInFrames | ) |
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Set the latency to match the expected duration of the full rendering pipeline in number of frames. The latency in time is calculated using these number of frames based on the refresh rate of the monitor that the application is running on, this will be dynamically updated when the window changes monitor. For this it requires the weaver to be given a valid window handle of the running application.
The eye positions should be predicted to the timepoint at which the frame is visible to the user Internally the prediction is already taking care of all other latency, only the rendering pipeline latency is application dependent A low latency app would have 1 framebuffer latency, the generated frame will be presented at next v-sync) When using v-sync, the driver adds at least 1 buffer latency, and maybe the windows display manager also adds a buffer latency.
- Parameters
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latencyInFrames | The expected number of frames before presenting the current generated frame to the user. |