зеркало из https://github.com/mozilla/gecko-dev.git
131 строка
3.3 KiB
C++
131 строка
3.3 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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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 "VRDisplayHost.h"
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#include "gfxVR.h"
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#if defined(XP_WIN)
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#include <d3d11.h>
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#include "gfxWindowsPlatform.h"
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#include "../layers/d3d11/CompositorD3D11.h"
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#include "mozilla/layers/TextureD3D11.h"
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#endif
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using namespace mozilla;
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using namespace mozilla::gfx;
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using namespace mozilla::layers;
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VRDisplayHost::VRDisplayHost(VRDisplayType aType)
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: mInputFrameID(0)
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{
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MOZ_COUNT_CTOR(VRDisplayHost);
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mDisplayInfo.mType = aType;
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mDisplayInfo.mDisplayID = VRDisplayManager::AllocateDisplayID();
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mDisplayInfo.mIsPresenting = false;
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for (int i = 0; i < kMaxLatencyFrames; i++) {
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mLastSensorState[i].Clear();
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}
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}
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VRDisplayHost::~VRDisplayHost()
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{
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MOZ_COUNT_DTOR(VRDisplayHost);
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}
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void
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VRDisplayHost::AddLayer(VRLayerParent *aLayer)
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{
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mLayers.AppendElement(aLayer);
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if (mLayers.Length() == 1) {
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StartPresentation();
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}
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mDisplayInfo.mIsPresenting = mLayers.Length() > 0;
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}
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void
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VRDisplayHost::RemoveLayer(VRLayerParent *aLayer)
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{
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mLayers.RemoveElement(aLayer);
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if (mLayers.Length() == 0) {
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StopPresentation();
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}
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mDisplayInfo.mIsPresenting = mLayers.Length() > 0;
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}
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#if defined(XP_WIN)
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void
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VRDisplayHost::SubmitFrame(VRLayerParent* aLayer, const int32_t& aInputFrameID,
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PTextureParent* aTexture, const gfx::Rect& aLeftEyeRect,
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const gfx::Rect& aRightEyeRect)
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{
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int32_t inputFrameID = aInputFrameID;
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if (inputFrameID == 0) {
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inputFrameID = mInputFrameID;
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}
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if (inputFrameID < 0) {
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// Sanity check to prevent invalid memory access on builds with assertions
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// disabled.
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inputFrameID = 0;
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}
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VRHMDSensorState sensorState = mLastSensorState[inputFrameID % kMaxLatencyFrames];
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// It is possible to get a cache miss on mLastSensorState if latency is
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// longer than kMaxLatencyFrames. An optimization would be to find a frame
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// that is closer than the one selected with the modulus.
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// If we hit this; however, latency is already so high that the site is
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// un-viewable and a more accurate pose prediction is not likely to
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// compensate.
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TextureHost* th = TextureHost::AsTextureHost(aTexture);
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AutoLockTextureHost autoLock(th);
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if (autoLock.Failed()) {
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NS_WARNING("Failed to lock the VR layer texture");
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return;
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}
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CompositableTextureSourceRef source;
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if (!th->BindTextureSource(source)) {
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NS_WARNING("The TextureHost was successfully locked but can't provide a TextureSource");
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return;
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}
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MOZ_ASSERT(source);
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IntSize texSize = source->GetSize();
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TextureSourceD3D11* sourceD3D11 = source->AsSourceD3D11();
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if (!sourceD3D11) {
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NS_WARNING("WebVR support currently only implemented for D3D11");
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return;
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}
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SubmitFrame(sourceD3D11, texSize, sensorState, aLeftEyeRect, aRightEyeRect);
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}
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#else
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void
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VRDisplayHost::SubmitFrame(VRLayerParent* aLayer, const int32_t& aInputFrameID,
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PTextureParent* aTexture, const gfx::Rect& aLeftEyeRect,
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const gfx::Rect& aRightEyeRect)
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{
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NS_WARNING("WebVR only supported in Windows.");
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}
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#endif
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bool
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VRDisplayHost::CheckClearDisplayInfoDirty()
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{
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if (mDisplayInfo == mLastUpdateDisplayInfo) {
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return false;
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}
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mLastUpdateDisplayInfo = mDisplayInfo;
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return true;
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}
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