зеркало из https://github.com/mozilla/gecko-dev.git
162 строки
4.9 KiB
C++
162 строки
4.9 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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#ifndef GFX_VR_DISPLAY_HOST_H
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#define GFX_VR_DISPLAY_HOST_H
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#include "gfxVR.h"
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#include "nsTArray.h"
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#include "nsString.h"
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#include "nsCOMPtr.h"
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#include "mozilla/RefPtr.h"
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#include "mozilla/gfx/2D.h"
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#include "mozilla/Atomics.h"
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#include "mozilla/EnumeratedArray.h"
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#include "mozilla/TimeStamp.h"
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#include "mozilla/TypedEnumBits.h"
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#include "mozilla/dom/GamepadPoseState.h"
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#include "mozilla/layers/LayersSurfaces.h" // for SurfaceDescriptor
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#if defined(XP_WIN)
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#include <d3d11_1.h>
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#elif defined(XP_MACOSX)
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class MacIOSurface;
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#endif
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namespace mozilla {
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namespace gfx {
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class VRThread;
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class VRLayerParent;
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class VRDisplayHost {
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public:
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NS_INLINE_DECL_THREADSAFE_REFCOUNTING(VRDisplayHost)
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const VRDisplayInfo& GetDisplayInfo() const { return mDisplayInfo; }
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void AddLayer(VRLayerParent* aLayer);
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void RemoveLayer(VRLayerParent* aLayer);
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virtual void ZeroSensor() = 0;
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virtual void StartPresentation() = 0;
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virtual void StopPresentation() = 0;
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void NotifyVSync();
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void StartFrame();
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void SubmitFrame(VRLayerParent* aLayer,
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const layers::SurfaceDescriptor& aTexture,
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uint64_t aFrameId,
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const gfx::Rect& aLeftEyeRect,
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const gfx::Rect& aRightEyeRect);
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bool CheckClearDisplayInfoDirty();
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void SetGroupMask(uint32_t aGroupMask);
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bool GetIsConnected();
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class AutoRestoreRenderState {
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public:
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explicit AutoRestoreRenderState(VRDisplayHost* aDisplay);
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~AutoRestoreRenderState();
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bool IsSuccess();
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private:
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RefPtr<VRDisplayHost> mDisplay;
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#if defined(XP_WIN)
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RefPtr<ID3DDeviceContextState> mPrevDeviceContextState;
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#endif
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bool mSuccess;
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};
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protected:
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explicit VRDisplayHost(VRDeviceType aType);
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virtual ~VRDisplayHost();
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#if defined(XP_WIN)
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// Subclasses should override this SubmitFrame function.
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// Returns true if the SubmitFrame call will block as necessary
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// to control timing of the next frame and throttle the render loop
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// for the needed framerate.
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virtual bool SubmitFrame(ID3D11Texture2D* aSource,
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const IntSize& aSize,
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const gfx::Rect& aLeftEyeRect,
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const gfx::Rect& aRightEyeRect) = 0;
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#elif defined(XP_MACOSX)
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virtual bool SubmitFrame(MacIOSurface* aMacIOSurface,
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const IntSize& aSize,
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const gfx::Rect& aLeftEyeRect,
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const gfx::Rect& aRightEyeRect) = 0;
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#elif defined(MOZ_ANDROID_GOOGLE_VR)
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virtual bool SubmitFrame(const mozilla::layers::EGLImageDescriptor* aDescriptor,
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const gfx::Rect& aLeftEyeRect,
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const gfx::Rect& aRightEyeRect) = 0;
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#endif
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VRDisplayInfo mDisplayInfo;
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nsTArray<VRLayerParent *> mLayers;
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// Weak reference to mLayers entries are cleared in
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// VRLayerParent destructor
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protected:
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virtual VRHMDSensorState GetSensorState() = 0;
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RefPtr<VRThread> mSubmitThread;
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private:
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void SubmitFrameInternal(const layers::SurfaceDescriptor& aTexture,
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uint64_t aFrameId,
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const gfx::Rect& aLeftEyeRect,
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const gfx::Rect& aRightEyeRect);
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VRDisplayInfo mLastUpdateDisplayInfo;
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TimeStamp mLastFrameStart;
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bool mFrameStarted;
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#if defined(XP_WIN)
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protected:
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bool CreateD3DObjects();
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RefPtr<ID3D11Device1> mDevice;
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RefPtr<ID3D11DeviceContext1> mContext;
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ID3D11Device1* GetD3DDevice();
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ID3D11DeviceContext1* GetD3DDeviceContext();
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ID3DDeviceContextState* GetD3DDeviceContextState();
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private:
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RefPtr<ID3DDeviceContextState> mDeviceContextState;
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#endif
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};
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class VRControllerHost {
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public:
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NS_INLINE_DECL_THREADSAFE_REFCOUNTING(VRControllerHost)
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const VRControllerInfo& GetControllerInfo() const;
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void SetButtonPressed(uint64_t aBit);
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uint64_t GetButtonPressed();
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void SetButtonTouched(uint64_t aBit);
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uint64_t GetButtonTouched();
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void SetPose(const dom::GamepadPoseState& aPose);
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const dom::GamepadPoseState& GetPose();
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dom::GamepadHand GetHand();
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void SetVibrateIndex(uint64_t aIndex);
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uint64_t GetVibrateIndex();
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protected:
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explicit VRControllerHost(VRDeviceType aType, dom::GamepadHand aHand,
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uint32_t aDisplayID);
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virtual ~VRControllerHost();
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VRControllerInfo mControllerInfo;
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// The current button pressed bit of button mask.
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uint64_t mButtonPressed;
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// The current button touched bit of button mask.
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uint64_t mButtonTouched;
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uint64_t mVibrateIndex;
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dom::GamepadPoseState mPose;
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};
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} // namespace gfx
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} // namespace mozilla
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#endif /* GFX_VR_DISPLAY_HOST_H */
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