/* -*- 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/. */ #include "VRManager.h" #include "VRManagerParent.h" #include "VRShMem.h" #include "VRThread.h" #include "gfxVR.h" #include "mozilla/ClearOnShutdown.h" #include "mozilla/dom/VRDisplay.h" #include "mozilla/dom/GamepadEventTypes.h" #include "mozilla/layers/TextureHost.h" #include "mozilla/layers/CompositorThread.h" #include "mozilla/StaticPrefs_dom.h" #include "mozilla/Telemetry.h" #include "mozilla/Unused.h" #include "gfxVR.h" #include #include "ipc/VRLayerParent.h" #if !defined(MOZ_WIDGET_ANDROID) # include "VRServiceHost.h" #endif #ifdef XP_WIN # include "CompositorD3D11.h" # include "TextureD3D11.h" # include # include "gfxWindowsPlatform.h" # include "mozilla/gfx/DeviceManagerDx.h" #elif defined(XP_MACOSX) # include "mozilla/gfx/MacIOSurface.h" # include #elif defined(MOZ_WIDGET_ANDROID) # include # include # include "GeckoVRManager.h" # include "mozilla/layers/CompositorThread.h" #endif // defined(MOZ_WIDGET_ANDROID) using namespace mozilla; using namespace mozilla::gfx; using namespace mozilla::layers; using namespace mozilla::gl; namespace mozilla { namespace gfx { /** * When VR content is active, we run the tasks at 1ms * intervals, enabling multiple events to be processed * per frame, such as haptic feedback pulses. */ const uint32_t kVRActiveTaskInterval = 1; // milliseconds /** * When VR content is inactive, we run the tasks at 100ms * intervals, enabling VR display enumeration and * presentation startup to be relatively responsive * while not consuming unnecessary resources. */ const uint32_t kVRIdleTaskInterval = 100; // milliseconds /** * Max frame duration before the watchdog submits a new one. * Probably we can get rid of this when we enforce that SubmitFrame can only be * called in a VRDisplay loop. */ const double kVRMaxFrameSubmitDuration = 4000.0f; // milliseconds static StaticRefPtr sVRManagerSingleton; /* static */ VRManager* VRManager::Get() { MOZ_ASSERT(sVRManagerSingleton != nullptr); return sVRManagerSingleton; } Atomic VRManager::sDisplayBase(0); /* static */ uint32_t VRManager::AllocateDisplayID() { return ++sDisplayBase; } /*static*/ void VRManager::ManagerInit() { MOZ_ASSERT(NS_IsMainThread()); // Enable gamepad extensions while VR is enabled. // Preference only can be set at the Parent process. if (StaticPrefs::dom_vr_enabled() && XRE_IsParentProcess()) { Preferences::SetBool("dom.gamepad.extensions.enabled", true); } if (sVRManagerSingleton == nullptr) { sVRManagerSingleton = new VRManager(); ClearOnShutdown(&sVRManagerSingleton); } } VRManager::VRManager() : mState(VRManagerState::Disabled), mAccumulator100ms(0.0f), mVRDisplaysRequested(false), mVRDisplaysRequestedNonFocus(false), mVRControllersRequested(false), mFrameStarted(false), mTaskInterval(0), mCurrentSubmitTaskMonitor("CurrentSubmitTaskMonitor"), mCurrentSubmitTask(nullptr), mLastSubmittedFrameId(0), mLastStartedFrame(0), mEnumerationCompleted(false), mAppPaused(false), mShmem(nullptr), mHapticPulseRemaining{}, mDisplayInfo{}, mLastUpdateDisplayInfo{}, mBrowserState{}, mLastSensorState{} { MOZ_ASSERT(sVRManagerSingleton == nullptr); MOZ_ASSERT(NS_IsMainThread()); #if !defined(MOZ_WIDGET_ANDROID) // XRE_IsGPUProcess() is helping us to check some platforms like // Win 7 try which are not using GPU process but VR process is enabled. mVRProcessEnabled = StaticPrefs::dom_vr_process_enabled_AtStartup() && XRE_IsGPUProcess(); VRServiceHost::Init(mVRProcessEnabled); mServiceHost = VRServiceHost::Get(); // We must shutdown before VRServiceHost, which is cleared // on ShutdownPhase::ShutdownFinal, potentially before VRManager. // We hold a reference to VRServiceHost to ensure it stays // alive until we have shut down. #else // For Android, there is no VRProcess available and no VR service is // created, so default to false. mVRProcessEnabled = false; #endif // !defined(MOZ_WIDGET_ANDROID) nsCOMPtr service = services::GetObserverService(); if (service) { service->AddObserver(this, "application-background", false); service->AddObserver(this, "application-foreground", false); } } void VRManager::OpenShmem() { if (mShmem == nullptr) { mShmem = new VRShMem(nullptr, true /*aRequiresMutex*/); #if !defined(MOZ_WIDGET_ANDROID) mShmem->CreateShMem(mVRProcessEnabled /*aCreateOnSharedMemory*/); // The VR Service accesses all hardware from a separate process // and replaces the other VRManager when enabled. // If the VR process is not enabled, create an in-process VRService. if (!mVRProcessEnabled) { // If the VR process is disabled, attempt to create a // VR service within the current process mServiceHost->CreateService(mShmem->GetExternalShmem()); return; } #else mShmem->CreateShMemForAndroid(); #endif } else { mShmem->ClearShMem(); } } void VRManager::CloseShmem() { if (mShmem != nullptr) { mShmem->CloseShMem(); delete mShmem; mShmem = nullptr; } } VRManager::~VRManager() { MOZ_ASSERT(NS_IsMainThread()); MOZ_ASSERT(mState == VRManagerState::Disabled); nsCOMPtr service = services::GetObserverService(); if (service) { service->RemoveObserver(this, "application-background"); service->RemoveObserver(this, "application-foreground"); } #if !defined(MOZ_WIDGET_ANDROID) mServiceHost->Shutdown(); #endif CloseShmem(); } void VRManager::AddLayer(VRLayerParent* aLayer) { mLayers.AppendElement(aLayer); mDisplayInfo.mPresentingGroups |= aLayer->GetGroup(); if (mLayers.Length() == 1) { StartPresentation(); } // Ensure that the content process receives the change immediately RefreshVRDisplays(); } void VRManager::RemoveLayer(VRLayerParent* aLayer) { mLayers.RemoveElement(aLayer); if (mLayers.Length() == 0) { StopPresentation(); } mDisplayInfo.mPresentingGroups = 0; for (auto layer : mLayers) { mDisplayInfo.mPresentingGroups |= layer->GetGroup(); } // Ensure that the content process receives the change immediately RefreshVRDisplays(); } void VRManager::AddVRManagerParent(VRManagerParent* aVRManagerParent) { mVRManagerParents.PutEntry(aVRManagerParent); } void VRManager::RemoveVRManagerParent(VRManagerParent* aVRManagerParent) { mVRManagerParents.RemoveEntry(aVRManagerParent); if (mVRManagerParents.IsEmpty()) { Destroy(); } } void VRManager::UpdateRequestedDevices() { bool bHaveEventListener = false; bool bHaveEventListenerNonFocus = false; bool bHaveControllerListener = false; for (auto iter = mVRManagerParents.Iter(); !iter.Done(); iter.Next()) { VRManagerParent* vmp = iter.Get()->GetKey(); bHaveEventListener |= vmp->HaveEventListener() && vmp->GetVRActiveStatus(); bHaveEventListenerNonFocus |= vmp->HaveEventListener() && !vmp->GetVRActiveStatus(); bHaveControllerListener |= vmp->HaveControllerListener(); } mVRDisplaysRequested = bHaveEventListener; mVRDisplaysRequestedNonFocus = bHaveEventListenerNonFocus; // We only currently allow controllers to be used when // also activating a VR display mVRControllersRequested = mVRDisplaysRequested && bHaveControllerListener; } /** * VRManager::NotifyVsync must be called on every 2d vsync (usually at 60hz). * This must be called even when no WebVR site is active. * If we don't have a 2d display attached to the system, we can call this * at the VR display's native refresh rate. **/ void VRManager::NotifyVsync(const TimeStamp& aVsyncTimestamp) { if (mState != VRManagerState::Active) { return; } /** * If the display isn't presenting, refresh the sensors and trigger * VRDisplay.requestAnimationFrame at the normal 2d display refresh rate. */ if (mDisplayInfo.mPresentingGroups == 0) { StartFrame(); } } void VRManager::StartTasks() { if (!mTaskTimer) { mTaskInterval = GetOptimalTaskInterval(); mTaskTimer = NS_NewTimer(); mTaskTimer->SetTarget(CompositorThreadHolder::Loop()->SerialEventTarget()); mTaskTimer->InitWithNamedFuncCallback( TaskTimerCallback, this, mTaskInterval, nsITimer::TYPE_REPEATING_PRECISE_CAN_SKIP, "VRManager::TaskTimerCallback"); } } void VRManager::StopTasks() { if (mTaskTimer) { mTaskTimer->Cancel(); mTaskTimer = nullptr; } } /*static*/ void VRManager::TaskTimerCallback(nsITimer* aTimer, void* aClosure) { /** * It is safe to use the pointer passed in aClosure to reference the * VRManager object as the timer is canceled in VRManager::Destroy. * VRManager::Destroy set mState to VRManagerState::Disabled, which * is asserted in the VRManager destructor, guaranteeing that this * functions runs if and only if the VRManager object is valid. */ VRManager* self = static_cast(aClosure); self->RunTasks(); if (self->mAppPaused) { // When the apps goes the background (e.g. Android) we should stop the // tasks. self->StopTasks(); } } void VRManager::RunTasks() { // Will be called once every 1ms when a VR presentation // is active or once per vsync when a VR presentation is // not active. if (mState == VRManagerState::Disabled) { // We may have been destroyed but still have messages // in the queue from mTaskTimer. Bail out to avoid // running them. return; } TimeStamp now = TimeStamp::Now(); double lastTickMs = mAccumulator100ms; double deltaTime = 0.0f; if (!mLastTickTime.IsNull()) { deltaTime = (now - mLastTickTime).ToMilliseconds(); } mAccumulator100ms += deltaTime; mLastTickTime = now; if (deltaTime > 0.0f && floor(mAccumulator100ms) != floor(lastTickMs)) { // Even if more than 1 ms has passed, we will only // execute Run1msTasks() once. Run1msTasks(deltaTime); } if (floor(mAccumulator100ms * 0.1f) != floor(lastTickMs * 0.1f)) { // Even if more than 10 ms has passed, we will only // execute Run10msTasks() once. Run10msTasks(); } if (mAccumulator100ms >= 100.0f) { // Even if more than 100 ms has passed, we will only // execute Run100msTasks() once. Run100msTasks(); mAccumulator100ms = fmod(mAccumulator100ms, 100.0f); } uint32_t optimalTaskInterval = GetOptimalTaskInterval(); if (mTaskTimer && optimalTaskInterval != mTaskInterval) { mTaskTimer->SetDelay(optimalTaskInterval); mTaskInterval = optimalTaskInterval; } } uint32_t VRManager::GetOptimalTaskInterval() { /** * When either VR content is detected or VR hardware * has already been activated, we schedule tasks more * frequently. */ bool wantGranularTasks = mVRDisplaysRequested || mVRControllersRequested || mDisplayInfo.mDisplayID != 0; if (wantGranularTasks) { return kVRActiveTaskInterval; } return kVRIdleTaskInterval; } /** * Run1msTasks() is guaranteed not to be * called more than once within 1ms. * When VR is not active, this will be * called once per VSync if it wasn't * called within the last 1ms. */ void VRManager::Run1msTasks(double aDeltaTime) { UpdateHaptics(aDeltaTime); } /** * Run10msTasks() is guaranteed not to be * called more than once within 10ms. * When VR is not active, this will be * called once per VSync if it wasn't * called within the last 10ms. */ void VRManager::Run10msTasks() { UpdateRequestedDevices(); CheckWatchDog(); ExpireNavigationTransition(); PullState(); PushState(); } /** * Run100msTasks() is guaranteed not to be * called more than once within 100ms. * When VR is not active, this will be * called once per VSync if it wasn't * called within the last 100ms. */ void VRManager::Run100msTasks() { // We must continually refresh the VR display enumeration to check // for events that we must fire such as Window.onvrdisplayconnect // Note that enumeration itself may activate display hardware, such // as Oculus, so we only do this when we know we are displaying content // that is looking for VR displays. #if !defined(MOZ_WIDGET_ANDROID) mServiceHost->Refresh(); CheckForPuppetCompletion(); #endif RefreshVRDisplays(); CheckForInactiveTimeout(); CheckForShutdown(); } void VRManager::CheckForInactiveTimeout() { // Shut down the VR devices when not in use if (mVRDisplaysRequested || mVRDisplaysRequestedNonFocus || mVRControllersRequested) { // We are using a VR device, keep it alive mLastActiveTime = TimeStamp::Now(); } else if (mLastActiveTime.IsNull()) { Shutdown(); } else { TimeDuration duration = TimeStamp::Now() - mLastActiveTime; if (duration.ToMilliseconds() > StaticPrefs::dom_vr_inactive_timeout()) { Shutdown(); // We must not throttle the next enumeration request // after an idle timeout, as it may result in the // user needing to refresh the browser to detect // VR hardware when leaving and returning to a VR // site. mLastDisplayEnumerationTime = TimeStamp(); } } } void VRManager::CheckForShutdown() { // Check for remote end shutdown if (mState != VRManagerState::Disabled && mState != VRManagerState::Idle && mDisplayInfo.mDisplayState.shutdown) { Shutdown(); } } #if !defined(MOZ_WIDGET_ANDROID) void VRManager::CheckForPuppetCompletion() { // Notify content process about completion of puppet test resets if (mState != VRManagerState::Active) { for (auto iter = mManagerParentsWaitingForPuppetReset.Iter(); !iter.Done(); iter.Next()) { Unused << iter.Get()->GetKey()->SendNotifyPuppetResetComplete(); } mManagerParentsWaitingForPuppetReset.Clear(); } // Notify content process about completion of puppet test scripts if (mManagerParentRunningPuppet) { if (mServiceHost->PuppetHasEnded()) { Unused << mManagerParentRunningPuppet ->SendNotifyPuppetCommandBufferCompleted(true); mManagerParentRunningPuppet = nullptr; } } } #endif // !defined(MOZ_WIDGET_ANDROID) void VRManager::StartFrame() { if (mState != VRManagerState::Active) { return; } AUTO_PROFILER_TRACING("VR", "GetSensorState", OTHER); /** * Do not start more VR frames until the last submitted frame is already * processed, or the last has stalled for more than * kVRMaxFrameSubmitDuration milliseconds. */ TimeStamp now = TimeStamp::Now(); const TimeStamp lastFrameStart = mLastFrameStart[mDisplayInfo.mFrameId % kVRMaxLatencyFrames]; const bool isPresenting = mLastUpdateDisplayInfo.GetPresentingGroups() != 0; double duration = lastFrameStart.IsNull() ? 0.0 : (now - lastFrameStart).ToMilliseconds(); if (isPresenting && mLastStartedFrame > 0 && mDisplayInfo.mDisplayState.lastSubmittedFrameId < mLastStartedFrame && duration < kVRMaxFrameSubmitDuration) { return; } mDisplayInfo.mFrameId++; size_t bufferIndex = mDisplayInfo.mFrameId % kVRMaxLatencyFrames; mDisplayInfo.mLastSensorState[bufferIndex] = mLastSensorState; mLastFrameStart[bufferIndex] = now; mFrameStarted = true; mLastStartedFrame = mDisplayInfo.mFrameId; DispatchVRDisplayInfoUpdate(); } void VRManager::EnumerateVRDisplays() { if (!StaticPrefs::dom_vr_enabled()) { return; } if (mState == VRManagerState::Disabled) { StartTasks(); mState = VRManagerState::Idle; } if (mState == VRManagerState::Idle) { /** * Throttle the rate of enumeration to the interval set in * VRDisplayEnumerateInterval */ if (!mLastDisplayEnumerationTime.IsNull()) { TimeDuration duration = TimeStamp::Now() - mLastDisplayEnumerationTime; if (duration.ToMilliseconds() < StaticPrefs::dom_vr_display_enumerate_interval()) { return; } } if (!mEarliestRestartTime.IsNull() && mEarliestRestartTime > TimeStamp::Now()) { // When the VR Service shuts down it informs us of how long we // must wait until we can re-start it. // We must wait until mEarliestRestartTime before attempting // to enumerate again. return; } /** * If we get this far, don't try again until * the VRDisplayEnumerateInterval elapses */ mLastDisplayEnumerationTime = TimeStamp::Now(); OpenShmem(); /** * We must start the VR Service thread * and VR Process before enumeration. * We don't want to start this until we will * actualy enumerate, to avoid continuously * re-launching the thread/process when * no hardware is found or a VR software update * is in progress */ #if !defined(MOZ_WIDGET_ANDROID) mServiceHost->StartService(); #endif if (mShmem) { mDisplayInfo.Clear(); mLastUpdateDisplayInfo.Clear(); mFrameStarted = false; mBrowserState.Clear(); mLastSensorState.Clear(); mDisplayInfo.mGroupMask = kVRGroupContent; // We must block until enumeration has completed in order // to signal that the WebVR promise should be resolved at the // right time. #if defined(MOZ_WIDGET_ANDROID) // In Android, we need to make sure calling // GeckoVRManager::SetExternalContext() from an external VR service // before doing enumeration. if (mShmem->GetExternalShmem()) { mState = VRManagerState::Enumeration; } #else mState = VRManagerState::Enumeration; #endif // MOZ_WIDGET_ANDROID } } // if (mState == VRManagerState::Idle) if (mState == VRManagerState::Enumeration) { MOZ_ASSERT(mShmem != nullptr); PullState(); if (mEnumerationCompleted) { if (mDisplayInfo.mDisplayState.isConnected) { mDisplayInfo.mDisplayID = VRManager::AllocateDisplayID(); mState = VRManagerState::Active; } else { Shutdown(); } } } // if (mState == VRManagerState::Enumeration) } void VRManager::RefreshVRDisplays(bool aMustDispatch) { uint32_t previousDisplayID = mDisplayInfo.GetDisplayID(); /** * If we aren't viewing WebVR content, don't enumerate * new hardware, as it will cause some devices to power on * or interrupt other VR activities. */ if (mVRDisplaysRequested || aMustDispatch) { EnumerateVRDisplays(); } if (mState == VRManagerState::Enumeration) { // If we are enumerating VR Displays, do not dispatch // updates until the enumeration has completed. return; } bool changed = false; if (previousDisplayID != mDisplayInfo.GetDisplayID()) { changed = true; } if (mState == VRManagerState::Active && mDisplayInfo != mLastUpdateDisplayInfo) { // This display's info has changed changed = true; } if (changed || aMustDispatch) { DispatchVRDisplayInfoUpdate(); } } void VRManager::DispatchVRDisplayInfoUpdate() { // This could be simplified further by only supporting one display nsTArray displayUpdates; if (mState == VRManagerState::Active) { MOZ_ASSERT(mDisplayInfo.mDisplayID != 0); displayUpdates.AppendElement(mDisplayInfo); } for (auto iter = mVRManagerParents.Iter(); !iter.Done(); iter.Next()) { Unused << iter.Get()->GetKey()->SendUpdateDisplayInfo(displayUpdates); } mLastUpdateDisplayInfo = mDisplayInfo; } void VRManager::StopAllHaptics() { for (size_t i = 0; i < mozilla::ArrayLength(mBrowserState.hapticState); i++) { ClearHapticSlot(i); } PushState(); } void VRManager::VibrateHaptic(uint32_t aControllerIdx, uint32_t aHapticIndex, double aIntensity, double aDuration, const VRManagerPromise& aPromise) { if (mState != VRManagerState::Active) { return; } // VRDisplayClient::FireGamepadEvents() assigns a controller ID with // ranges based on displayID. We must translate this to the indexes // understood by VRDisplayExternal. uint32_t controllerBaseIndex = kVRControllerMaxCount * mDisplayInfo.mDisplayID; uint32_t controllerIndex = aControllerIdx - controllerBaseIndex; TimeStamp now = TimeStamp::Now(); size_t bestSlotIndex = 0; // Default to an empty slot, or the slot holding the oldest haptic pulse for (size_t i = 0; i < mozilla::ArrayLength(mBrowserState.hapticState); i++) { const VRHapticState& state = mBrowserState.hapticState[i]; if (state.inputFrameID == 0) { // Unused slot, use it bestSlotIndex = i; break; } if (mHapticPulseRemaining[i] < mHapticPulseRemaining[bestSlotIndex]) { // If no empty slots are available, fall back to overriding // the pulse which is ending soonest. bestSlotIndex = i; } } // Override the last pulse on the same actuator if present. for (size_t i = 0; i < mozilla::ArrayLength(mBrowserState.hapticState); i++) { const VRHapticState& state = mBrowserState.hapticState[i]; if (state.inputFrameID == 0) { // This is an empty slot -- no match continue; } if (state.controllerIndex == controllerIndex && state.hapticIndex == aHapticIndex) { // Found pulse on same actuator -- let's override it. bestSlotIndex = i; } } ClearHapticSlot(bestSlotIndex); // Populate the selected slot with new haptic state size_t bufferIndex = mDisplayInfo.mFrameId % kVRMaxLatencyFrames; VRHapticState& bestSlot = mBrowserState.hapticState[bestSlotIndex]; bestSlot.inputFrameID = mDisplayInfo.mLastSensorState[bufferIndex].inputFrameID; bestSlot.controllerIndex = controllerIndex; bestSlot.hapticIndex = aHapticIndex; bestSlot.pulseStart = (float)(now - mLastFrameStart[bufferIndex]).ToSeconds(); bestSlot.pulseDuration = (float)aDuration * 0.001f; // Convert from ms to seconds bestSlot.pulseIntensity = (float)aIntensity; mHapticPulseRemaining[bestSlotIndex] = aDuration; MOZ_ASSERT(bestSlotIndex <= mHapticPromises.Length()); if (bestSlotIndex == mHapticPromises.Length()) { mHapticPromises.AppendElement( UniquePtr(new VRManagerPromise(aPromise))); } else { mHapticPromises[bestSlotIndex] = UniquePtr(new VRManagerPromise(aPromise)); } PushState(); } void VRManager::StopVibrateHaptic(uint32_t aControllerIdx) { if (mState != VRManagerState::Active) { return; } // VRDisplayClient::FireGamepadEvents() assigns a controller ID with // ranges based on displayID. We must translate this to the indexes // understood by VRDisplayExternal. uint32_t controllerBaseIndex = kVRControllerMaxCount * mDisplayInfo.mDisplayID; uint32_t controllerIndex = aControllerIdx - controllerBaseIndex; for (size_t i = 0; i < mozilla::ArrayLength(mBrowserState.hapticState); i++) { VRHapticState& state = mBrowserState.hapticState[i]; if (state.controllerIndex == controllerIndex) { memset(&state, 0, sizeof(VRHapticState)); } } PushState(); } void VRManager::NotifyVibrateHapticCompleted(const VRManagerPromise& aPromise) { aPromise.mParent->SendReplyGamepadVibrateHaptic(aPromise.mPromiseID); } void VRManager::StartVRNavigation(const uint32_t& aDisplayID) { if (mState != VRManagerState::Active) { return; } /** * We only support a single VRSession with a single VR display at a * time; however, due to the asynchronous nature of the API, it's possible * that the previously used VR display was a different one than the one now * allocated. We catch these cases to avoid automatically activating the new * VR displays. This situation is expected to be very rare and possibly never * seen. Perhaps further simplification could be made in the content process * code which passes around displayID's that may no longer be needed. **/ if (mDisplayInfo.GetDisplayID() != aDisplayID) { return; } mBrowserState.navigationTransitionActive = true; mVRNavigationTransitionEnd = TimeStamp(); PushState(); } void VRManager::StopVRNavigation(const uint32_t& aDisplayID, const TimeDuration& aTimeout) { if (mState != VRManagerState::Active) { return; } if (mDisplayInfo.GetDisplayID() != aDisplayID) { return; } if (aTimeout.ToMilliseconds() <= 0) { mBrowserState.navigationTransitionActive = false; mVRNavigationTransitionEnd = TimeStamp(); PushState(); } mVRNavigationTransitionEnd = TimeStamp::Now() + aTimeout; } #if !defined(MOZ_WIDGET_ANDROID) bool VRManager::RunPuppet(const nsTArray& aBuffer, VRManagerParent* aManagerParent) { if (!StaticPrefs::dom_vr_puppet_enabled()) { // Sanity check to ensure that a compromised content process // can't use this to escalate permissions. return false; } if (mManagerParentRunningPuppet != nullptr) { // Only one parent may run a puppet at a time return false; } mManagerParentRunningPuppet = aManagerParent; mServiceHost->PuppetSubmit(aBuffer); return true; } void VRManager::ResetPuppet(VRManagerParent* aManagerParent) { mManagerParentsWaitingForPuppetReset.PutEntry(aManagerParent); if (mManagerParentRunningPuppet != nullptr) { Unused << mManagerParentRunningPuppet ->SendNotifyPuppetCommandBufferCompleted(false); mManagerParentRunningPuppet = nullptr; } mServiceHost->PuppetReset(); // In the event that we are shut down, the task timer won't be running // to trigger CheckForPuppetCompletion. // In this case, CheckForPuppetCompletion() would immediately resolve // the promises for mManagerParentsWaitingForPuppetReset. // We can simply call it once here to handle that case. CheckForPuppetCompletion(); } #endif // !defined(MOZ_WIDGET_ANDROID) void VRManager::PullState( const std::function& aWaitCondition /* = nullptr */) { if (mShmem != nullptr) { mShmem->PullSystemState(mDisplayInfo.mDisplayState, mLastSensorState, mDisplayInfo.mControllerState, mEnumerationCompleted, aWaitCondition); } } void VRManager::PushState(bool aNotifyCond) { if (mShmem != nullptr) { mShmem->PushBrowserState(mBrowserState, aNotifyCond); } } void VRManager::Destroy() { if (mState == VRManagerState::Disabled) { return; } Shutdown(); StopTasks(); mState = VRManagerState::Disabled; } void VRManager::Shutdown() { if (mState == VRManagerState::Disabled || mState == VRManagerState::Idle) { return; } if (mDisplayInfo.mDisplayState.shutdown) { // Shutdown was requested by VR Service, so we must throttle // as requested by the VR Service TimeStamp now = TimeStamp::Now(); mEarliestRestartTime = now + TimeDuration::FromMilliseconds( (double)mDisplayInfo.mDisplayState.minRestartInterval); } StopAllHaptics(); StopPresentation(); CancelCurrentSubmitTask(); ShutdownSubmitThread(); mDisplayInfo.Clear(); mEnumerationCompleted = false; if (mState == VRManagerState::Enumeration) { // Ensure that enumeration promises are resolved DispatchVRDisplayInfoUpdate(); } #if !defined(MOZ_WIDGET_ANDROID) mServiceHost->StopService(); #endif mState = VRManagerState::Idle; // We will close Shmem in the DTOR to avoid // mSubmitThread is still running but its shmem // has been released. } void VRManager::CheckWatchDog() { /** * We will trigger a new frame immediately after a successful frame * texture submission. If content fails to call VRDisplay.submitFrame * after dom.vr.display.rafMaxDuration milliseconds has elapsed since the * last VRDisplay.requestAnimationFrame, we act as a "watchdog" and * kick-off a new VRDisplay.requestAnimationFrame to avoid a render loop * stall and to give content a chance to recover. * * If the lower level VR platform API's are rejecting submitted frames, * such as when the Oculus "Health and Safety Warning" is displayed, * we will not kick off the next frame immediately after * VRDisplay.submitFrame as it would result in an unthrottled render loop * that would free run at potentially extreme frame rates. To ensure that * content has a chance to resume its presentation when the frames are * accepted once again, we rely on this "watchdog" to act as a VR refresh * driver cycling at a rate defined by dom.vr.display.rafMaxDuration. * * This number must be larger than the slowest expected frame time during * normal VR presentation, but small enough not to break content that * makes assumptions of reasonably minimal VSync rate. * * The slowest expected refresh rate for a VR display currently is an * Oculus CV1 when ASW (Asynchronous Space Warp) is enabled, at 45hz. * A dom.vr.display.rafMaxDuration value of 50 milliseconds results in a * 20hz rate, which avoids inadvertent triggering of the watchdog during * Oculus ASW even if every second frame is dropped. */ if (mState != VRManagerState::Active) { return; } bool bShouldStartFrame = false; // If content fails to call VRDisplay.submitFrame, we must eventually // time-out and trigger a new frame. TimeStamp lastFrameStart = mLastFrameStart[mDisplayInfo.mFrameId % kVRMaxLatencyFrames]; if (lastFrameStart.IsNull()) { bShouldStartFrame = true; } else { TimeDuration duration = TimeStamp::Now() - lastFrameStart; if (duration.ToMilliseconds() > StaticPrefs::dom_vr_display_rafMaxDuration()) { bShouldStartFrame = true; } } if (bShouldStartFrame) { StartFrame(); } } void VRManager::ExpireNavigationTransition() { if (mState != VRManagerState::Active) { return; } if (!mVRNavigationTransitionEnd.IsNull() && TimeStamp::Now() > mVRNavigationTransitionEnd) { mBrowserState.navigationTransitionActive = false; } } void VRManager::UpdateHaptics(double aDeltaTime) { if (mState != VRManagerState::Active) { return; } bool bNeedPush = false; // Check for any haptic pulses that have ended and clear them for (size_t i = 0; i < mozilla::ArrayLength(mBrowserState.hapticState); i++) { const VRHapticState& state = mBrowserState.hapticState[i]; if (state.inputFrameID == 0) { // Nothing in this slot continue; } mHapticPulseRemaining[i] -= aDeltaTime; if (mHapticPulseRemaining[i] <= 0.0f) { // The pulse has finished ClearHapticSlot(i); bNeedPush = true; } } if (bNeedPush) { PushState(); } } void VRManager::ClearHapticSlot(size_t aSlot) { MOZ_ASSERT(aSlot < mozilla::ArrayLength(mBrowserState.hapticState)); memset(&mBrowserState.hapticState[aSlot], 0, sizeof(VRHapticState)); mHapticPulseRemaining[aSlot] = 0.0f; if (aSlot < mHapticPromises.Length() && mHapticPromises[aSlot]) { NotifyVibrateHapticCompleted(*(mHapticPromises[aSlot])); mHapticPromises[aSlot] = nullptr; } } void VRManager::ShutdownSubmitThread() { if (mSubmitThread) { mSubmitThread->Shutdown(); mSubmitThread = nullptr; } } void VRManager::StartPresentation() { if (mState != VRManagerState::Active) { return; } if (mBrowserState.presentationActive) { return; } mTelemetry.Clear(); mTelemetry.mPresentationStart = TimeStamp::Now(); // Indicate that we are ready to start immersive mode mBrowserState.presentationActive = true; mBrowserState.layerState[0].type = VRLayerType::LayerType_Stereo_Immersive; PushState(); mDisplayInfo.mDisplayState.lastSubmittedFrameId = 0; if (mDisplayInfo.mDisplayState.reportsDroppedFrames) { mTelemetry.mLastDroppedFrameCount = mDisplayInfo.mDisplayState.droppedFrameCount; } mLastSubmittedFrameId = 0; mLastStartedFrame = 0; } void VRManager::StopPresentation() { if (mState != VRManagerState::Active) { return; } if (!mBrowserState.presentationActive) { return; } // Indicate that we have stopped immersive mode mBrowserState.presentationActive = false; memset(mBrowserState.layerState, 0, sizeof(VRLayerState) * mozilla::ArrayLength(mBrowserState.layerState)); PushState(true); Telemetry::HistogramID timeSpentID = Telemetry::HistogramCount; Telemetry::HistogramID droppedFramesID = Telemetry::HistogramCount; int viewIn = 0; if (mDisplayInfo.mDisplayState.eightCC == GFX_VR_EIGHTCC('O', 'c', 'u', 'l', 'u', 's', ' ', 'D')) { // Oculus Desktop API timeSpentID = Telemetry::WEBVR_TIME_SPENT_VIEWING_IN_OCULUS; droppedFramesID = Telemetry::WEBVR_DROPPED_FRAMES_IN_OCULUS; viewIn = 1; } else if (mDisplayInfo.mDisplayState.eightCC == GFX_VR_EIGHTCC('O', 'p', 'e', 'n', 'V', 'R', ' ', ' ')) { // OpenVR API timeSpentID = Telemetry::WEBVR_TIME_SPENT_VIEWING_IN_OPENVR; droppedFramesID = Telemetry::WEBVR_DROPPED_FRAMES_IN_OPENVR; viewIn = 2; } if (viewIn) { const TimeDuration duration = TimeStamp::Now() - mTelemetry.mPresentationStart; Telemetry::Accumulate(Telemetry::WEBVR_USERS_VIEW_IN, viewIn); Telemetry::Accumulate(timeSpentID, duration.ToMilliseconds()); const uint32_t droppedFramesPerSec = (uint32_t)((double)(mDisplayInfo.mDisplayState.droppedFrameCount - mTelemetry.mLastDroppedFrameCount) / duration.ToSeconds()); Telemetry::Accumulate(droppedFramesID, droppedFramesPerSec); } } bool VRManager::IsPresenting() { if (mShmem) { return mDisplayInfo.mPresentingGroups != 0; } return false; } void VRManager::SetGroupMask(uint32_t aGroupMask) { if (mState != VRManagerState::Active) { return; } mDisplayInfo.mGroupMask = aGroupMask; } void VRManager::SubmitFrame(VRLayerParent* aLayer, const layers::SurfaceDescriptor& aTexture, uint64_t aFrameId, const gfx::Rect& aLeftEyeRect, const gfx::Rect& aRightEyeRect) { if (mState != VRManagerState::Active) { return; } MonitorAutoLock lock(mCurrentSubmitTaskMonitor); if ((mDisplayInfo.mGroupMask & aLayer->GetGroup()) == 0) { // Suppress layers hidden by the group mask return; } // Ensure that we only accept the first SubmitFrame call per RAF cycle. if (!mFrameStarted || aFrameId != mDisplayInfo.mFrameId) { return; } /** * Do not queue more submit frames until the last submitted frame is * already processed and the new WebGL texture is ready. */ if (mLastSubmittedFrameId > 0 && mLastSubmittedFrameId != mDisplayInfo.mDisplayState.lastSubmittedFrameId) { mLastStartedFrame = 0; return; } mLastSubmittedFrameId = aFrameId; mFrameStarted = false; RefPtr task = NewCancelableRunnableMethod< StoreCopyPassByConstLRef, uint64_t, StoreCopyPassByConstLRef, StoreCopyPassByConstLRef>( "gfx::VRManager::SubmitFrameInternal", this, &VRManager::SubmitFrameInternal, aTexture, aFrameId, aLeftEyeRect, aRightEyeRect); if (!mCurrentSubmitTask) { mCurrentSubmitTask = task; #if !defined(MOZ_WIDGET_ANDROID) if (!mSubmitThread) { mSubmitThread = new VRThread(NS_LITERAL_CSTRING("VR_SubmitFrame")); } mSubmitThread->Start(); mSubmitThread->PostTask(task.forget()); #else CompositorThreadHolder::Loop()->PostTask(task.forget()); #endif // defined(MOZ_WIDGET_ANDROID) } } bool VRManager::SubmitFrame(const layers::SurfaceDescriptor& aTexture, uint64_t aFrameId, const gfx::Rect& aLeftEyeRect, const gfx::Rect& aRightEyeRect) { if (mState != VRManagerState::Active) { return false; } #if defined(XP_WIN) || defined(XP_MACOSX) || defined(MOZ_WIDGET_ANDROID) MOZ_ASSERT(mBrowserState.layerState[0].type == VRLayerType::LayerType_Stereo_Immersive); VRLayer_Stereo_Immersive& layer = mBrowserState.layerState[0].layer_stereo_immersive; switch (aTexture.type()) { # if defined(XP_WIN) case SurfaceDescriptor::TSurfaceDescriptorD3D10: { const SurfaceDescriptorD3D10& surf = aTexture.get_SurfaceDescriptorD3D10(); layer.textureType = VRLayerTextureType::LayerTextureType_D3D10SurfaceDescriptor; layer.textureHandle = (void*)surf.handle(); layer.textureSize.width = surf.size().width; layer.textureSize.height = surf.size().height; } break; # elif defined(XP_MACOSX) case SurfaceDescriptor::TSurfaceDescriptorMacIOSurface: { // MacIOSurface ptr can't be fetched or used at different threads. // Both of fetching and using this MacIOSurface are at the VRService // thread. const auto& desc = aTexture.get_SurfaceDescriptorMacIOSurface(); layer.textureType = VRLayerTextureType::LayerTextureType_MacIOSurface; layer.textureHandle = desc.surfaceId(); RefPtr surf = MacIOSurface::LookupSurface(desc.surfaceId(), desc.scaleFactor(), !desc.isOpaque(), desc.yUVColorSpace()); if (surf) { layer.textureSize.width = surf->GetDevicePixelWidth(); layer.textureSize.height = surf->GetDevicePixelHeight(); } } break; # elif defined(MOZ_WIDGET_ANDROID) case SurfaceDescriptor::TSurfaceTextureDescriptor: { const SurfaceTextureDescriptor& desc = aTexture.get_SurfaceTextureDescriptor(); java::GeckoSurfaceTexture::LocalRef surfaceTexture = java::GeckoSurfaceTexture::Lookup(desc.handle()); if (!surfaceTexture) { NS_WARNING("VRManager::SubmitFrame failed to get a SurfaceTexture"); return false; } layer.textureType = VRLayerTextureType::LayerTextureType_GeckoSurfaceTexture; layer.textureHandle = desc.handle(); layer.textureSize.width = desc.size().width; layer.textureSize.height = desc.size().height; } break; # endif default: { MOZ_ASSERT(false); return false; } } layer.frameId = aFrameId; layer.inputFrameId = mDisplayInfo.mLastSensorState[mDisplayInfo.mFrameId % kVRMaxLatencyFrames] .inputFrameID; layer.leftEyeRect.x = aLeftEyeRect.x; layer.leftEyeRect.y = aLeftEyeRect.y; layer.leftEyeRect.width = aLeftEyeRect.width; layer.leftEyeRect.height = aLeftEyeRect.height; layer.rightEyeRect.x = aRightEyeRect.x; layer.rightEyeRect.y = aRightEyeRect.y; layer.rightEyeRect.width = aRightEyeRect.width; layer.rightEyeRect.height = aRightEyeRect.height; PushState(true); PullState([&]() { return (mDisplayInfo.mDisplayState.lastSubmittedFrameId >= aFrameId) || mDisplayInfo.mDisplayState.suppressFrames || !mDisplayInfo.mDisplayState.isConnected; }); if (mDisplayInfo.mDisplayState.suppressFrames || !mDisplayInfo.mDisplayState.isConnected) { // External implementation wants to supress frames, service has shut // down or hardware has been disconnected. return false; } return mDisplayInfo.mDisplayState.lastSubmittedFrameSuccessful; #else MOZ_ASSERT(false); // Not implmented for this platform return false; #endif } void VRManager::SubmitFrameInternal(const layers::SurfaceDescriptor& aTexture, uint64_t aFrameId, const gfx::Rect& aLeftEyeRect, const gfx::Rect& aRightEyeRect) { #if !defined(MOZ_WIDGET_ANDROID) MOZ_ASSERT(mSubmitThread->GetThread() == NS_GetCurrentThread()); #endif // !defined(MOZ_WIDGET_ANDROID) AUTO_PROFILER_TRACING("VR", "SubmitFrameAtVRDisplayExternal", OTHER); { // scope lock MonitorAutoLock lock(mCurrentSubmitTaskMonitor); if (!SubmitFrame(aTexture, aFrameId, aLeftEyeRect, aRightEyeRect)) { mCurrentSubmitTask = nullptr; return; } mCurrentSubmitTask = nullptr; } #if defined(XP_WIN) || defined(XP_MACOSX) /** * Trigger the next VSync immediately after we are successfully * submitting frames. As SubmitFrame is responsible for throttling * the render loop, if we don't successfully call it, we shouldn't trigger * StartFrame immediately, as it will run unbounded. * If StartFrame is not called here due to SubmitFrame failing, the * fallback "watchdog" code in VRManager::NotifyVSync() will cause * frames to continue at a lower refresh rate until frame submission * succeeds again. */ MessageLoop* loop = CompositorThreadHolder::Loop(); loop->PostTask(NewRunnableMethod("gfx::VRManager::StartFrame", this, &VRManager::StartFrame)); #elif defined(MOZ_WIDGET_ANDROID) // We are already in the CompositorThreadHolder event loop on Android. StartFrame(); #endif } void VRManager::CancelCurrentSubmitTask() { MonitorAutoLock lock(mCurrentSubmitTaskMonitor); if (mCurrentSubmitTask) { mCurrentSubmitTask->Cancel(); mCurrentSubmitTask = nullptr; } } //----------------------------------------------------------------------------- // VRManager::nsIObserver //----------------------------------------------------------------------------- NS_IMETHODIMP VRManager::Observe(nsISupports* subject, const char* topic, const char16_t* data) { if (!strcmp(topic, "application-background")) { // StopTasks() is called later in the timer thread based on this flag to // avoid threading issues. mAppPaused = true; } else if (!strcmp(topic, "application-foreground") && mAppPaused) { mAppPaused = false; // When the apps goes the foreground (e.g. Android) we should restart the // tasks. StartTasks(); } return NS_OK; } NS_IMPL_ISUPPORTS(VRManager, nsIObserver) } // namespace gfx } // namespace mozilla