gfxVRPuppet will be replaced with a fully asynchronous puppet automation that runs in the VR process.
Differential Revision: https://phabricator.services.mozilla.com/D26263
--HG--
extra : moz-landing-system : lando
This change updates the structs VRDisplayState, VRLayer_2D_Content, and VRLayer_Stereo_Immersive to not have 'm' prefix for its members.
Differential Revision: https://phabricator.services.mozilla.com/D16000
--HG--
extra : moz-landing-system : lando
- Implemented 1ms, 10ms, and 100ms VR tasks, dispatched from
VRManager
- Removed Android-specific code that compensated for
tasks that did not run when the...
...compositor was paused.
Differential Revision: https://phabricator.services.mozilla.com/D3378
--HG--
extra : moz-landing-system : lando
- gfxVRExternal Enables other processes to present
real or simulated VR hardware to Firefox.
- This functionality is disabled by default, under
dom.vr.external.enabled.
- VRDisplayInfo, VRControllerInfo, and associated
structs have been restructured to ensure internal
state is not exposed via shmem interface.
- Some refactoring to convert structs to
POD types, enabling them to be located
in shmem and be memcpy'd.
- Work needed before unpreffing marked
with "TODO" comments.
MozReview-Commit-ID: FbsusbxuoQ8
--HG--
extra : rebase_source : 8a448169c3f47411c705a4d9fd462a1f9363dfd9
extra : amend_source : e6702549527292e2850d16e8f503f0be9848159f
- Ensure ovr_GetSessionStatus is polled even when a VR presentation
is not active.
- When we fail to initialize an Oculus Session or detect VR hardware,
immediately unload the Oculus Library as we can't poll for ShouldQuit
without a valid Oculus session.
- When we poll ovr_GetSessionStatus, we are now updating the mounted state
in VRDisplayInfo::mIsMounted.
- Added prefs to control enumeration throttling and timeout to release
VR hardware when inactive.
- Some refactoring to make frame loop more understandable and less
brittle.
- When throttling enumeration, we ensure that all other VR apis
also throttle enumeration so that they don't pick up the same device
during throttling.
- Some long functions in VRManager have been broken up and
had their inner-workings documented in more detail.
MozReview-Commit-ID: CEYwwQ9mYd0
--HG--
extra : rebase_source : b2ab0dfc17b9ddc06f6afafdf69497fb9418fd47
- Oculus SDK was updated from 1.5 to 1.9
- As the Oculus API now returns quaternion orientations for each
eye-to-head transform, I needed to send more information to the
content process.
- Rather than adding the quaternion, we now calculate the view matrices
on the VR thread in the GPU process rather than calculating it in the
content thread from parameters.
- OpenVR's full view matrix is now used, for compatibility with more devices.
- IPD adjustments are now updated every frame for both Oculus and OpenVR.
MozReview-Commit-ID: LOtfs4QIqc8
--HG--
extra : rebase_source : 0a69824012ede4bea0e0e709a2d027d0c35730bb
This patch was generated automatically by the "modeline.py" script, available
here: https://github.com/amccreight/moz-source-tools/blob/master/modeline.py
For every file that is modified in this patch, the changes are as follows:
(1) The patch changes the file to use the exact C++ mode lines from the
Mozilla coding style guide, available here:
https://developer.mozilla.org/en-US/docs/Mozilla/Developer_guide/Coding_Style#Mode_Line
(2) The patch deletes any blank lines between the mode line & the MPL
boilerplate comment.
(3) If the file previously had the mode lines and MPL boilerplate in a
single contiguous C++ comment, then the patch splits them into
separate C++ comments, to match the boilerplate in the coding style.
MozReview-Commit-ID: 77D61xpSmIl
--HG--
extra : rebase_source : c6162fa3cf539a07177a19838324bf368faa162b
- The Cardboard VR support has hardcoded values and uses low-performance
orientation APIs and rendering paths.
- There is little benefit to this Cardboard VR implementation over using
polyfills.
- A future implementation would be based on Google VR support in Android N
and/or Samsung Gear VR Oculus Mobile APIs.
MozReview-Commit-ID: 7e9Th8ZTmj8
- Oculus 0.5 runtime was the last to support OSX, but is no longer supported
on the latest (El Capitan) OSX version and does not support current
shipping Oculus hardware.
- Oculus 1.x runtime will continue to be supported for Oculus on Windows.
MozReview-Commit-ID: 2c7qViLoyr0
The bulk of this commit was generated with a script, executed at the top
level of a typical source code checkout. The only non-machine-generated
part was modifying MFBT's moz.build to reflect the new naming.
CLOSED TREE makes big refactorings like this a piece of cake.
# The main substitution.
find . -name '*.cpp' -o -name '*.cc' -o -name '*.h' -o -name '*.mm' -o -name '*.idl'| \
xargs perl -p -i -e '
s/nsRefPtr\.h/RefPtr\.h/g; # handle includes
s/nsRefPtr ?</RefPtr</g; # handle declarations and variables
'
# Handle a special friend declaration in gfx/layers/AtomicRefCountedWithFinalize.h.
perl -p -i -e 's/::nsRefPtr;/::RefPtr;/' gfx/layers/AtomicRefCountedWithFinalize.h
# Handle nsRefPtr.h itself, a couple places that define constructors
# from nsRefPtr, and code generators specially. We do this here, rather
# than indiscriminantly s/nsRefPtr/RefPtr/, because that would rename
# things like nsRefPtrHashtable.
perl -p -i -e 's/nsRefPtr/RefPtr/g' \
mfbt/nsRefPtr.h \
xpcom/glue/nsCOMPtr.h \
xpcom/base/OwningNonNull.h \
ipc/ipdl/ipdl/lower.py \
ipc/ipdl/ipdl/builtin.py \
dom/bindings/Codegen.py \
python/lldbutils/lldbutils/utils.py
# In our indiscriminate substitution above, we renamed
# nsRefPtrGetterAddRefs, the class behind getter_AddRefs. Fix that up.
find . -name '*.cpp' -o -name '*.h' -o -name '*.idl' | \
xargs perl -p -i -e 's/nsRefPtrGetterAddRefs/RefPtrGetterAddRefs/g'
if [ -d .git ]; then
git mv mfbt/nsRefPtr.h mfbt/RefPtr.h
else
hg mv mfbt/nsRefPtr.h mfbt/RefPtr.h
fi
--HG--
rename : mfbt/nsRefPtr.h => mfbt/RefPtr.h