/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* vim: set ts=8 sts=2 et sw=2 tw=80: */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #ifndef GFX_VR_DISPLAY_HOST_H #define GFX_VR_DISPLAY_HOST_H #include "gfxVR.h" #include "nsTArray.h" #include "nsString.h" #include "nsCOMPtr.h" #include "mozilla/RefPtr.h" #include "mozilla/gfx/2D.h" #include "mozilla/Atomics.h" #include "mozilla/EnumeratedArray.h" #include "mozilla/TimeStamp.h" #include "mozilla/TypedEnumBits.h" #include "mozilla/dom/GamepadPoseState.h" #include "mozilla/layers/LayersSurfaces.h" // for SurfaceDescriptor #if defined(XP_WIN) #include #elif defined(XP_MACOSX) class MacIOSurface; #endif namespace mozilla { namespace gfx { class VRLayerParent; class VRDisplayHost { public: NS_INLINE_DECL_THREADSAFE_REFCOUNTING(VRDisplayHost) const VRDisplayInfo& GetDisplayInfo() const { return mDisplayInfo; } void AddLayer(VRLayerParent* aLayer); void RemoveLayer(VRLayerParent* aLayer); virtual void ZeroSensor() = 0; virtual void StartPresentation() = 0; virtual void StopPresentation() = 0; virtual void NotifyVSync(); void StartFrame(); void SubmitFrame(VRLayerParent* aLayer, const layers::SurfaceDescriptor& aTexture, uint64_t aFrameId, const gfx::Rect& aLeftEyeRect, const gfx::Rect& aRightEyeRect); bool CheckClearDisplayInfoDirty(); void SetGroupMask(uint32_t aGroupMask); bool GetIsConnected(); class AutoRestoreRenderState { public: explicit AutoRestoreRenderState(VRDisplayHost* aDisplay); ~AutoRestoreRenderState(); bool IsSuccess(); private: RefPtr mDisplay; #if defined(XP_WIN) RefPtr mPrevDeviceContextState; #endif bool mSuccess; }; protected: explicit VRDisplayHost(VRDeviceType aType); virtual ~VRDisplayHost(); #if defined(XP_WIN) // Subclasses should override this SubmitFrame function. // Returns true if the SubmitFrame call will block as necessary // to control timing of the next frame and throttle the render loop // for the needed framerate. virtual bool SubmitFrame(ID3D11Texture2D* aSource, const IntSize& aSize, const gfx::Rect& aLeftEyeRect, const gfx::Rect& aRightEyeRect) = 0; #elif defined(XP_MACOSX) virtual bool SubmitFrame(MacIOSurface* aMacIOSurface, const IntSize& aSize, const gfx::Rect& aLeftEyeRect, const gfx::Rect& aRightEyeRect) = 0; #elif defined(MOZ_ANDROID_GOOGLE_VR) virtual bool SubmitFrame(const mozilla::layers::EGLImageDescriptor* aDescriptor, const gfx::Rect& aLeftEyeRect, const gfx::Rect& aRightEyeRect) = 0; #endif VRDisplayInfo mDisplayInfo; nsTArray> mLayers; // Weak reference to mLayers entries are cleared in // VRLayerParent destructor protected: virtual VRHMDSensorState GetSensorState() = 0; private: VRDisplayInfo mLastUpdateDisplayInfo; TimeStamp mLastFrameStart; bool mFrameStarted; #if defined(XP_WIN) protected: bool CreateD3DObjects(); RefPtr mDevice; RefPtr mContext; ID3D11Device1* GetD3DDevice(); ID3D11DeviceContext1* GetD3DDeviceContext(); ID3DDeviceContextState* GetD3DDeviceContextState(); private: RefPtr mDeviceContextState; #endif }; class VRControllerHost { public: NS_INLINE_DECL_THREADSAFE_REFCOUNTING(VRControllerHost) const VRControllerInfo& GetControllerInfo() const; void SetButtonPressed(uint64_t aBit); uint64_t GetButtonPressed(); void SetButtonTouched(uint64_t aBit); uint64_t GetButtonTouched(); void SetPose(const dom::GamepadPoseState& aPose); const dom::GamepadPoseState& GetPose(); dom::GamepadHand GetHand(); void SetVibrateIndex(uint64_t aIndex); uint64_t GetVibrateIndex(); protected: explicit VRControllerHost(VRDeviceType aType, dom::GamepadHand aHand, uint32_t aDisplayID); virtual ~VRControllerHost(); VRControllerInfo mControllerInfo; // The current button pressed bit of button mask. uint64_t mButtonPressed; // The current button touched bit of button mask. uint64_t mButtonTouched; uint64_t mVibrateIndex; dom::GamepadPoseState mPose; }; } // namespace gfx } // namespace mozilla #endif /* GFX_VR_DISPLAY_HOST_H */