- 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
- The VR External interface/shmem and gfxVRExternal are
updated to enable entering VR, exiting VR, and submitting
frames.
- You can now construct gfxVRExternal using a pointer to
the VR External API shmem, if it is created elsewhere.
MozReview-Commit-ID: LZuoLvoEmKO
--HG--
extra : rebase_source : ab38ae4c34f9ac5cdd69e7222f12b1c758307057
- 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
- Update prefs to accomodate tests, disabling
enumeration throttling
- Updated Puppet display and controller implementation
to act more like the actual devices.
- Updated tests to ensure that they explicitly
create a VR mock display and don't create duplicate
mock displays.
MozReview-Commit-ID: 6RPVqekG2je
--HG--
extra : rebase_source : 9cc9ea116114cc191edbf5a01ac8f84fff9709c4
- 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
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
- 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
- Added new chrome-only webidl methods to be used by browser UI and WebExtensions
- Implemented bitmasked group visibility for VR sessions to enable switching
between chrome and regular content presentations.
- Implemented throttling mechanism to avoid runaway, unthrottled render loops
for VR sessions that are hidden by group visibility bitmasks or due to
lower level platform VR events, such as during the Oculus
"Health and Safety Warning".
- Simplified the PVRManager IPC protocol while extending it to support
VR session groups and later WebVR content performance profiling API's.
- Removed the last WebVR related sync IPC call.
MozReview-Commit-ID: BMEIPyYeEbq
--HG--
extra : rebase_source : 47d3682cad3d913504175b7d4c3e9d992236f097
- I have refactored the Oculus and OpenVR interfaces in gfx/vr
so that initialization of the VR libraries only happens once
a WebVR site is detected.
- The Oculus interface has been cleaned up and updated to unload the Oculus
runtime library when not in use.
- The browser can now re-connect to Oculus home if it was restarted, without
restarting the browser.
- We no longer submit a black frame at the end of VR presentation, as this
appears to be handled by the latest Oculus runtime automatically.
- As we only hold on to the Oculus runtime when needed, this should
reduce the likelihood of the GPU process being killed by the Oculus
software updater.
MozReview-Commit-ID: AyWeD4CxXLD
--HG--
extra : rebase_source : 9eae07ef30b1a7559b5fe80e6698c248a55b970e
- Eliminated the VRDisplay.GetImmediateSensorState sync call
and associated code as it is no longer needed.
MozReview-Commit-ID: 7BsCKC9EbsY
--HG--
extra : rebase_source : ae2de369d156e397d919d83b6c63b10374953bae