LeiaSR SDK 720218b2 v1.32.7.6322 2025-02-13T14:55:38Z
Stable
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#include <glweaver.h>
Public Member Functions | |
PredictingGLWeaver (SR::SRContext &context, unsigned int width, unsigned int height) | |
Constructs a class to be used for weaving an input image of a certain size. More... | |
PredictingGLWeaver (SR::SRContext &context, unsigned int width, unsigned int height, HWND window) | |
Constructs a class to be used for weaving an input image of a certain size. More... | |
PredictingGLWeaver (SR::SRContext &context, unsigned int width, unsigned int height, GLenum bufferFormat, HWND window) | |
Constructs a class to be used for weaving an input image of a certain size. More... | |
~PredictingGLWeaver () | |
Handles proper destruction of all weaver related classes and buffers. More... | |
void | setLatency (uint64_t latency) |
Set the latency to match the expected duration of the full rendering pipeline. More... | |
uint64_t | getLatency () |
Get the latency that is used by the weaver. If setLatency has been called, the value set by that function will be returned. If setLatencyInFrames has been called, the latency will be calculated based on the refresh rate of the monitor and the application. By default setLatencyInFrames is used when no latency is explicitly set. More... | |
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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GLWeaverBase () | |
~GLWeaverBase () | |
GLuint | getFrameBuffer () |
Returns the buffer that will be used to create a weaved imaged. This buffer expects a side-by-side image. More... | |
void | setInputFrameBuffer (GLuint frameBufferID, GLuint renderedTextureID) |
Sets the buffer that will be used to create a weaved image. More... | |
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... | |
void | setContrast (float contrast) |
Sets the weaving contrast. More... | |
float | getContrast () const |
Gets the current weaving contrast. More... | |
void | setShaderSRGBConversion (bool read, bool write) |
Sets whether to apply shader sRGB<->Linear color space conversions to the input framebuffer during weaving. More... | |
void | setACTMode (WeaverACTMode mode) |
Sets the anti-crosstalk mode. More... | |
WeaverACTMode | getACTMode () const |
Gets the anti-crosstalk mode. More... | |
void | setCrosstalkStaticFactor (float factor) |
Sets the anti-crosstalk factor. More... | |
float | getCrosstalkStaticFactor () const |
Gets the anti-crosstalk factor. More... | |
void | setCrosstalkDynamicFactor (float factor) |
Sets the anti-crosstalk dynamic factor. More... | |
float | getCrosstalkDynamicFactor () const |
Gets the anti-crosstalk dynamic factor. More... | |
bool | canWeave () |
Used to determine if software weaving is possible on this device. More... | |
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... | |
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... | |
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. More... | |
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. More... | |
void | enableLateLatching (bool enable) |
Enables late latching. Note that late latching requires applications to call weave() once per frame, and does not work with deferred contexts. More... | |
bool | isLateLatchingEnabled () const |
Determines if late latching is enabled. More... | |
Additional Inherited Members | |
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std::unique_ptr< Impl > | pimpl |
SR::PredictingGLWeaver::PredictingGLWeaver | ( | SR::SRContext & | context, |
unsigned int | width, | ||
unsigned int | height | ||
) |
Constructs a class to be used for weaving an input image of a certain size.
context | to connect to, needs to be valid for the lifetime of the weaver object. |
width | of the side-by-side image to be weaved together |
height | of the side-by-side image to be weaved together |
std::exception | if FrameBuffer did not initialize successfully can be caused by using Opengl in parallel on another thread |
SR::PredictingGLWeaver::PredictingGLWeaver | ( | SR::SRContext & | context, |
unsigned int | width, | ||
unsigned int | height, | ||
HWND | window | ||
) |
Constructs a class to be used for weaving an input image of a certain size.
context | to connect to, needs to be valid for the lifetime of the weaver object. |
width | of the side-by-side image to be weaved together |
height | of the side-by-side image to be weaved together |
std::exception | if FrameBuffer did not initialize successfully can be caused by using Opengl in parallel on another thread |
window | Handle of the application window |
SR::PredictingGLWeaver::PredictingGLWeaver | ( | SR::SRContext & | context, |
unsigned int | width, | ||
unsigned int | height, | ||
GLenum | bufferFormat, | ||
HWND | window | ||
) |
Constructs a class to be used for weaving an input image of a certain size.
context | to connect to, needs to be valid for the lifetime of the weaver object. |
width | of the side-by-side image to be weaved together |
height | of the side-by-side image to be weaved together |
bufferFormat | Format of the framebuffer |
window | Handle of the application window |
std::exception | if FrameBuffer did not initialize successfully can be caused by using Opengl in parallel on another thread |
SR::PredictingGLWeaver::~PredictingGLWeaver | ( | ) |
Handles proper destruction of all weaver related classes and buffers.
uint64_t SR::PredictingGLWeaver::getLatency | ( | ) |
Get the latency that is used by the weaver. If setLatency has been called, the value set by that function will be returned. If setLatencyInFrames has been called, the latency will be calculated based on the refresh rate of the monitor and the application. By default setLatencyInFrames is used when no latency is explicitly set.
void SR::PredictingGLWeaver::setLatency | ( | uint64_t | latency | ) |
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
latency | The latency from the moment when weave() is called until presenting the current frame to the user, in microseconds |
void SR::PredictingGLWeaver::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.
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.
latencyInFrames | The expected number of frames before presenting the current generated frame to the user. |