зеркало из https://github.com/mozilla/gecko-dev.git
152 строки
4.5 KiB
C++
152 строки
4.5 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "VRLayerChild.h"
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#include "mozilla/dom/HTMLCanvasElement.h"
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#include "mozilla/layers/ImageBridgeChild.h"
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#include "mozilla/layers/LayersMessages.h" // for TimedTexture
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#include "mozilla/layers/SyncObject.h" // for SyncObjectClient
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#include "mozilla/StaticPrefs_dom.h"
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#include "mozilla/StaticPrefs_webgl.h"
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#include "ClientWebGLContext.h"
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#include "gfxPlatform.h"
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#include "GLContext.h"
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#include "GLScreenBuffer.h"
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#include "SharedSurface.h" // for SharedSurface
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#include "SharedSurfaceGL.h" // for SharedSurface
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namespace mozilla::gfx {
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VRLayerChild::VRLayerChild() { MOZ_COUNT_CTOR(VRLayerChild); }
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VRLayerChild::~VRLayerChild() {
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ClearSurfaces();
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MOZ_COUNT_DTOR(VRLayerChild);
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}
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void VRLayerChild::Initialize(dom::HTMLCanvasElement* aCanvasElement,
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const gfx::Rect& aLeftEyeRect,
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const gfx::Rect& aRightEyeRect) {
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MOZ_ASSERT(aCanvasElement);
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mLeftEyeRect = aLeftEyeRect;
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mRightEyeRect = aRightEyeRect;
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mCanvasElement = aCanvasElement;
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}
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void VRLayerChild::SetXRFramebuffer(WebGLFramebufferJS* fb) {
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mFramebuffer = fb;
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}
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static constexpr bool kIsAndroid =
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#if defined(MOZ_WIDGET_ANDROID)
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true;
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#else
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false;
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#endif
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void VRLayerChild::SubmitFrame(const VRDisplayInfo& aDisplayInfo) {
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uint64_t frameId = aDisplayInfo.GetFrameId();
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// aFrameId will not increment unless the previuosly submitted
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// frame was received by the VR thread and submitted to the VR
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// compositor. We early-exit here in the event that SubmitFrame
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// was called twice for the same aFrameId.
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if (!mCanvasElement || frameId == mLastSubmittedFrameId) {
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return;
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}
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const auto& webgl = mCanvasElement->GetWebGLContext();
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if (!webgl) return;
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// Keep the SharedSurfaceTextureClient alive long enough for
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// 1 extra frame, accomodating overlapped asynchronous rendering.
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mLastFrameTextureDesc = mThisFrameTextureDesc;
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bool getNewFrame = true;
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if (kIsAndroid) {
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/**
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* Do not blit WebGL to a SurfaceTexture until the last submitted frame is
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* already processed and the new frame poses are ready. SurfaceTextures need
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* to be released in the VR render thread in order to allow to be used again
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* in the WebGLContext GLScreenBuffer producer. Not doing so causes some
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* freezes, crashes or other undefined behaviour.
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*/
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getNewFrame = (!mThisFrameTextureDesc ||
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aDisplayInfo.mDisplayState.lastSubmittedFrameId ==
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mLastSubmittedFrameId);
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}
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if (getNewFrame) {
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const RefPtr<layers::ImageBridgeChild> imageBridge =
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layers::ImageBridgeChild::GetSingleton();
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auto texType = layers::TextureType::Unknown;
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if (imageBridge) {
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texType = layers::PreferredCanvasTextureType(imageBridge);
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}
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if (kIsAndroid && StaticPrefs::webgl_enable_surface_texture()) {
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texType = layers::TextureType::AndroidNativeWindow;
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}
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webgl->Present(mFramebuffer, texType, true);
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mThisFrameTextureDesc = webgl->GetFrontBuffer(mFramebuffer, true);
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}
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mLastSubmittedFrameId = frameId;
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if (!mThisFrameTextureDesc) {
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gfxCriticalError() << "ToSurfaceDescriptor failed in "
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"VRLayerChild::SubmitFrame";
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return;
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}
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SendSubmitFrame(*mThisFrameTextureDesc, frameId, mLeftEyeRect, mRightEyeRect);
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}
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bool VRLayerChild::IsIPCOpen() { return mIPCOpen; }
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void VRLayerChild::ClearSurfaces() {
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mThisFrameTextureDesc = Nothing();
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mLastFrameTextureDesc = Nothing();
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const auto& webgl = mCanvasElement->GetWebGLContext();
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if (!mFramebuffer && webgl) {
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webgl->ClearVRSwapChain();
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}
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}
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void VRLayerChild::ActorDestroy(ActorDestroyReason aWhy) { mIPCOpen = false; }
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// static
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PVRLayerChild* VRLayerChild::CreateIPDLActor() {
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if (!StaticPrefs::dom_vr_enabled() && !StaticPrefs::dom_vr_webxr_enabled()) {
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return nullptr;
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}
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VRLayerChild* c = new VRLayerChild();
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c->AddIPDLReference();
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return c;
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}
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// static
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bool VRLayerChild::DestroyIPDLActor(PVRLayerChild* actor) {
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static_cast<VRLayerChild*>(actor)->ReleaseIPDLReference();
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return true;
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}
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void VRLayerChild::AddIPDLReference() {
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MOZ_ASSERT(mIPCOpen == false);
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mIPCOpen = true;
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AddRef();
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}
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void VRLayerChild::ReleaseIPDLReference() {
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MOZ_ASSERT(mIPCOpen == false);
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Release();
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}
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} // namespace mozilla::gfx
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