- 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
- Add pref to enable the ovrInit_Invisible flag for Oculus sessions, enabled by default.
- Ensure that the Oculus library is unloaded every time it is uninitialized,
improving reliability of exiting and returning to WebVR.
MozReview-Commit-ID: 6VCugCJ2dUz
--HG--
extra : rebase_source : c6002bbaab650a86a31f62b63029f13ce2c8f614
- 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
- As we are creating a separate VR process in Bug 1362578,
we will need our own D3D11Device.
- Eventually, we will be allowing the VR device runtimes to
help select the appropriate adapter / device based on the
physical connection. This function will be updated at that
time.
MozReview-Commit-ID: EewUkNxU3BI
--HG--
extra : rebase_source : d89dd4dcc71f2b0dc54711f50628ee3bc494b73e
- 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
- WebVR is no longer dependent on PTexture, TextureParent,
TextureHost, and TextureChild. It continues to use TextureClient
for pooling and coordinating locks with other Gecko code.
- PreserveDrawingBuffer now behaving correctly for 2d display mirroring
- Preparation for separating to VR process
MozReview-Commit-ID: 2RGOulCInSu
--HG--
extra : rebase_source : 3542b804c3def36fa74541be32d0e7cbc9698641
- A user gesture is required only for the VRDisplay.requestPresent
call that initiates the VR presentation, as per the WebVR 1.1 spec.
- The parameters of the VRLayer can now be updated by calling
VRDisplay.requestPresent on an active VR presentation.
- Dynamic resolution switching is now functional:
https://webvr.info/samples/08-dynamic-resolution.html
iMozReview-Commit-ID: BL7aJfF6nqR
MozReview-Commit-ID: CmhbFJ4ij5q
--HG--
extra : rebase_source : 28a3f608b4f821631e81ccdfe7f7824f9508a7b4
- Using a separate ID3DDeviceContextState ensures
that the WebVR context does not stomp over the
mirrored state used by the MLGPU "Advanced" Layers rendering.
MozReview-Commit-ID: 99mfdsjFrMI
--HG--
extra : rebase_source : 599df3b1344ca1489cbb13169313dff8e767c399
- Using a separate ID3DDeviceContextState ensures
that the WebVR context does not stomp over the
mirrored state used by the MLGPU "Advanced" Layers rendering.
MozReview-Commit-ID: 99mfdsjFrMI
--HG--
extra : rebase_source : fdcdcb55185048cfb54163f51aca70409a1aa74a
- Now destroying and re-creating Oculus sessions when switching
between magic window and immersive WebVR (BeginPresent / ExitPresent)
- Now sending flags to Oculus ovr_initilize to specify if Firefox will
be presenting to the VR display or just using tracking
- Now coordinating oculus session shutdown and restart between the
VR controllers and the VR display with reference counting.
- Now able to return to Oculus home after using WebVR
- Magic window / non-exclusive sessions no longer take over the VR headset
causing it to display a message that Firefox.exe is not responding.
MozReview-Commit-ID: EnRsxt6ZSzg
--HG--
extra : rebase_source : 10ba1b76bf75774b8842d99b555319fb5dd7f736
- Now destroying and re-creating Oculus sessions when switching
between magic window and immersive WebVR (BeginPresent / ExitPresent)
- Now sending flags to Oculus ovr_initilize to specify if Firefox will
be presenting to the VR display or just using tracking
- Now coordinating oculus session shutdown and restart between the
VR controllers and the VR display with reference counting.
- Now able to return to Oculus home after using WebVR
- Magic window / non-exclusive sessions no longer take over the VR headset
causing it to display a message that Firefox.exe is not responding.
MozReview-Commit-ID: EnRsxt6ZSzg
--HG--
extra : rebase_source : d1ecf52e064ffe88c2cdebb011b8ffa9beb7b46e
It's silly to use prmem.h within Firefox code given that in our configuration
its functions are just wrappers for malloc() et al. (Indeed, in some places we
mix PR_Malloc() with free(), or malloc() with PR_Free().)
This patch removes all uses, except for the places where we need to use
PR_Free() to free something allocated by another NSPR function; in those cases
I've added a comment explaining which function did the allocation.
--HG--
extra : rebase_source : 0f781bca68b5bf3c4c191e09e277dfc8becffa09
- Validate GetSharedResourceView in VRDisplayOculus::SubmitFrame and VRDisplayPuppet::SubmitFrame
- Correct size of frameIndex to be "long long" rather than "int" for
ovr_GetPredictedDisplayTime
- Updated to Oculus 1.15.0 SDK
- Now sending absolute timestamp of the predicted frame time
to ovr_GetTrackingState rather than a delta
MozReview-Commit-ID: GLSkqwae7Jp
--HG--
extra : rebase_source : 80a051c4af9e2241fe971fc2763015b5f3d18f7c