gecko-dev/gfx/vr/VRDisplayHost.h

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/* -*- 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 <d3d11_1.h>
#elif defined(XP_MACOSX)
class MacIOSurface;
#endif
namespace mozilla {
namespace gfx {
class VRThread;
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;
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<VRDisplayHost> mDisplay;
#if defined(XP_WIN)
RefPtr<ID3DDeviceContextState> 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<VRLayerParent *> mLayers;
// Weak reference to mLayers entries are cleared in
// VRLayerParent destructor
protected:
virtual VRHMDSensorState GetSensorState() = 0;
RefPtr<VRThread> mSubmitThread;
private:
void SubmitFrameInternal(const layers::SurfaceDescriptor& aTexture,
uint64_t aFrameId,
const gfx::Rect& aLeftEyeRect,
const gfx::Rect& aRightEyeRect);
VRDisplayInfo mLastUpdateDisplayInfo;
TimeStamp mLastFrameStart;
bool mFrameStarted;
#if defined(XP_WIN)
protected:
bool CreateD3DObjects();
RefPtr<ID3D11Device1> mDevice;
RefPtr<ID3D11DeviceContext1> mContext;
ID3D11Device1* GetD3DDevice();
ID3D11DeviceContext1* GetD3DDeviceContext();
ID3DDeviceContextState* GetD3DDeviceContextState();
private:
RefPtr<ID3DDeviceContextState> 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 */