gecko-dev/gfx/vr/gfxVRPuppet.cpp

960 строки
30 KiB
C++

/* -*- 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/. */
#if defined(XP_WIN)
#include "CompositorD3D11.h"
#include "TextureD3D11.h"
#include "mozilla/gfx/DeviceManagerDx.h"
#elif defined(XP_MACOSX)
#include "mozilla/gfx/MacIOSurface.h"
#endif
#include "mozilla/Base64.h"
#include "mozilla/gfx/DataSurfaceHelpers.h"
#include "gfxPrefs.h"
#include "gfxUtils.h"
#include "gfxVRPuppet.h"
#include "VRManager.h"
#include "VRThread.h"
#include "mozilla/dom/GamepadEventTypes.h"
#include "mozilla/dom/GamepadBinding.h"
// See CompositorD3D11Shaders.h
namespace mozilla {
namespace layers {
struct ShaderBytes { const void* mData; size_t mLength; };
extern ShaderBytes sRGBShader;
extern ShaderBytes sLayerQuadVS;
} // namespace layers
} // namespace mozilla
using namespace mozilla;
using namespace mozilla::gfx;
using namespace mozilla::gfx::impl;
using namespace mozilla::layers;
// Reminder: changing the order of these buttons may break web content
static const uint64_t kPuppetButtonMask[] = {
1,
2,
4,
8
};
static const uint32_t kNumPuppetButtonMask = sizeof(kPuppetButtonMask) /
sizeof(uint64_t);
static const uint32_t kNumPuppetAxis = 3;
static const uint32_t kNumPuppetHaptcs = 1;
VRDisplayPuppet::VRDisplayPuppet()
: VRDisplayLocal(VRDeviceType::Puppet)
, mIsPresenting(false)
, mSensorState{}
{
MOZ_COUNT_CTOR_INHERITED(VRDisplayPuppet, VRDisplayLocal);
VRDisplayState& state = mDisplayInfo.mDisplayState;
strncpy(state.mDisplayName, "Puppet HMD", kVRDisplayNameMaxLen);
state.mIsConnected = true;
state.mIsMounted = false;
state.mCapabilityFlags = VRDisplayCapabilityFlags::Cap_None |
VRDisplayCapabilityFlags::Cap_Orientation |
VRDisplayCapabilityFlags::Cap_Position |
VRDisplayCapabilityFlags::Cap_External |
VRDisplayCapabilityFlags::Cap_Present |
VRDisplayCapabilityFlags::Cap_StageParameters;
state.mEyeResolution.width = 1836; // 1080 * 1.7
state.mEyeResolution.height = 2040; // 1200 * 1.7
// SteamVR gives the application a single FOV to use; it's not configurable as with Oculus
for (uint32_t eye = 0; eye < 2; ++eye) {
state.mEyeTranslation[eye].x = 0.0f;
state.mEyeTranslation[eye].y = 0.0f;
state.mEyeTranslation[eye].z = 0.0f;
state.mEyeFOV[eye] = VRFieldOfView(45.0, 45.0, 45.0, 45.0);
}
// default: 1m x 1m space, 0.75m high in seated position
state.mStageSize.width = 1.0f;
state.mStageSize.height = 1.0f;
state.mSittingToStandingTransform[0] = 1.0f;
state.mSittingToStandingTransform[1] = 0.0f;
state.mSittingToStandingTransform[2] = 0.0f;
state.mSittingToStandingTransform[3] = 0.0f;
state.mSittingToStandingTransform[4] = 0.0f;
state.mSittingToStandingTransform[5] = 1.0f;
state.mSittingToStandingTransform[6] = 0.0f;
state.mSittingToStandingTransform[7] = 0.0f;
state.mSittingToStandingTransform[8] = 0.0f;
state.mSittingToStandingTransform[9] = 0.0f;
state.mSittingToStandingTransform[10] = 1.0f;
state.mSittingToStandingTransform[11] = 0.0f;
state.mSittingToStandingTransform[12] = 0.0f;
state.mSittingToStandingTransform[13] = 0.75f;
state.mSittingToStandingTransform[14] = 0.0f;
state.mSittingToStandingTransform[15] = 1.0f;
gfx::Quaternion rot;
mSensorState.flags |= VRDisplayCapabilityFlags::Cap_Orientation;
mSensorState.pose.orientation[0] = rot.x;
mSensorState.pose.orientation[1] = rot.y;
mSensorState.pose.orientation[2] = rot.z;
mSensorState.pose.orientation[3] = rot.w;
mSensorState.pose.angularVelocity[0] = 0.0f;
mSensorState.pose.angularVelocity[1] = 0.0f;
mSensorState.pose.angularVelocity[2] = 0.0f;
mSensorState.flags |= VRDisplayCapabilityFlags::Cap_Position;
mSensorState.pose.position[0] = 0.0f;
mSensorState.pose.position[1] = 0.0f;
mSensorState.pose.position[2] = 0.0f;
mSensorState.pose.linearVelocity[0] = 0.0f;
mSensorState.pose.linearVelocity[1] = 0.0f;
mSensorState.pose.linearVelocity[2] = 0.0f;
}
VRDisplayPuppet::~VRDisplayPuppet()
{
MOZ_COUNT_DTOR_INHERITED(VRDisplayPuppet, VRDisplayLocal);
}
void
VRDisplayPuppet::SetDisplayInfo(const VRDisplayInfo& aDisplayInfo)
{
// We are only interested in the eye and mount info of the display info.
VRDisplayState& state = mDisplayInfo.mDisplayState;
state.mEyeResolution = aDisplayInfo.mDisplayState.mEyeResolution;
state.mIsMounted = aDisplayInfo.mDisplayState.mIsMounted;
memcpy(&state.mEyeFOV, &aDisplayInfo.mDisplayState.mEyeFOV,
sizeof(state.mEyeFOV[0]) * VRDisplayState::NumEyes);
memcpy(&state.mEyeTranslation, &aDisplayInfo.mDisplayState.mEyeTranslation,
sizeof(state.mEyeTranslation[0]) * VRDisplayState::NumEyes);
}
void
VRDisplayPuppet::Destroy()
{
StopPresentation();
}
void
VRDisplayPuppet::ZeroSensor()
{
}
VRHMDSensorState
VRDisplayPuppet::GetSensorState()
{
mSensorState.inputFrameID = mDisplayInfo.mFrameId;
Matrix4x4 matHeadToEye[2];
for (uint32_t eye = 0; eye < 2; ++eye) {
matHeadToEye[eye].PreTranslate(mDisplayInfo.GetEyeTranslation(eye));
}
mSensorState.CalcViewMatrices(matHeadToEye);
return mSensorState;
}
void
VRDisplayPuppet::SetSensorState(const VRHMDSensorState& aSensorState)
{
memcpy(&mSensorState, &aSensorState, sizeof(mSensorState));
}
void
VRDisplayPuppet::StartPresentation()
{
if (mIsPresenting) {
return;
}
mIsPresenting = true;
#if defined(XP_WIN)
if (!CreateD3DObjects()) {
return;
}
if (FAILED(mDevice->CreateVertexShader(sLayerQuadVS.mData,
sLayerQuadVS.mLength, nullptr, &mQuadVS))) {
NS_WARNING("Failed to create vertex shader for Puppet");
return;
}
if (FAILED(mDevice->CreatePixelShader(sRGBShader.mData,
sRGBShader.mLength, nullptr, &mQuadPS))) {
NS_WARNING("Failed to create pixel shader for Puppet");
return;
}
CD3D11_BUFFER_DESC cBufferDesc(sizeof(layers::VertexShaderConstants),
D3D11_BIND_CONSTANT_BUFFER,
D3D11_USAGE_DYNAMIC,
D3D11_CPU_ACCESS_WRITE);
if (FAILED(mDevice->CreateBuffer(&cBufferDesc, nullptr, getter_AddRefs(mVSConstantBuffer)))) {
NS_WARNING("Failed to vertex shader constant buffer for Puppet");
return;
}
cBufferDesc.ByteWidth = sizeof(layers::PixelShaderConstants);
if (FAILED(mDevice->CreateBuffer(&cBufferDesc, nullptr, getter_AddRefs(mPSConstantBuffer)))) {
NS_WARNING("Failed to pixel shader constant buffer for Puppet");
return;
}
CD3D11_SAMPLER_DESC samplerDesc(D3D11_DEFAULT);
if (FAILED(mDevice->CreateSamplerState(&samplerDesc, getter_AddRefs(mLinearSamplerState)))) {
NS_WARNING("Failed to create sampler state for Puppet");
return;
}
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
if (FAILED(mDevice->CreateInputLayout(layout,
sizeof(layout) / sizeof(D3D11_INPUT_ELEMENT_DESC),
sLayerQuadVS.mData,
sLayerQuadVS.mLength,
getter_AddRefs(mInputLayout)))) {
NS_WARNING("Failed to create input layout for Puppet");
return;
}
Vertex vertices[] = { { { 0.0, 0.0 } },{ { 1.0, 0.0 } },{ { 0.0, 1.0 } },{ { 1.0, 1.0 } } };
CD3D11_BUFFER_DESC bufferDesc(sizeof(vertices), D3D11_BIND_VERTEX_BUFFER);
D3D11_SUBRESOURCE_DATA data;
data.pSysMem = (void*)vertices;
if (FAILED(mDevice->CreateBuffer(&bufferDesc, &data, getter_AddRefs(mVertexBuffer)))) {
NS_WARNING("Failed to create vertex buffer for Puppet");
return;
}
memset(&mVSConstants, 0, sizeof(mVSConstants));
memset(&mPSConstants, 0, sizeof(mPSConstants));
#endif // XP_WIN
}
void
VRDisplayPuppet::StopPresentation()
{
if (!mIsPresenting) {
return;
}
mIsPresenting = false;
}
#if defined(XP_WIN)
bool
VRDisplayPuppet::UpdateConstantBuffers()
{
HRESULT hr;
D3D11_MAPPED_SUBRESOURCE resource;
resource.pData = nullptr;
hr = mContext->Map(mVSConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &resource);
if (FAILED(hr) || !resource.pData) {
return false;
}
*(VertexShaderConstants*)resource.pData = mVSConstants;
mContext->Unmap(mVSConstantBuffer, 0);
resource.pData = nullptr;
hr = mContext->Map(mPSConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &resource);
if (FAILED(hr) || !resource.pData) {
return false;
}
*(PixelShaderConstants*)resource.pData = mPSConstants;
mContext->Unmap(mPSConstantBuffer, 0);
ID3D11Buffer *buffer = mVSConstantBuffer;
mContext->VSSetConstantBuffers(0, 1, &buffer);
buffer = mPSConstantBuffer;
mContext->PSSetConstantBuffers(0, 1, &buffer);
return true;
}
bool
VRDisplayPuppet::SubmitFrame(ID3D11Texture2D* aSource,
const IntSize& aSize,
const gfx::Rect& aLeftEyeRect,
const gfx::Rect& aRightEyeRect)
{
MOZ_ASSERT(mSubmitThread->GetThread() == NS_GetCurrentThread());
if (!mIsPresenting) {
return false;
}
if (!CreateD3DObjects()) {
return false;
}
AutoRestoreRenderState restoreState(this);
if (!restoreState.IsSuccess()) {
return false;
}
VRManager *vm = VRManager::Get();
MOZ_ASSERT(vm);
switch (gfxPrefs::VRPuppetSubmitFrame()) {
case 0:
// The VR frame is not displayed.
break;
case 1:
{
// The frames are submitted to VR compositor are decoded
// into a base64Image and dispatched to the DOM side.
D3D11_TEXTURE2D_DESC desc;
aSource->GetDesc(&desc);
MOZ_ASSERT(desc.Format == DXGI_FORMAT_B8G8R8A8_UNORM,
"Only support B8G8R8A8_UNORM format.");
// Map the staging resource
ID3D11Texture2D* mappedTexture = nullptr;
D3D11_MAPPED_SUBRESOURCE mapInfo;
HRESULT hr = mContext->Map(aSource,
0, // Subsource
D3D11_MAP_READ,
0, // MapFlags
&mapInfo);
if (FAILED(hr)) {
// If we can't map this texture, copy it to a staging resource.
if (hr == E_INVALIDARG) {
D3D11_TEXTURE2D_DESC desc2;
desc2.Width = desc.Width;
desc2.Height = desc.Height;
desc2.MipLevels = desc.MipLevels;
desc2.ArraySize = desc.ArraySize;
desc2.Format = desc.Format;
desc2.SampleDesc = desc.SampleDesc;
desc2.Usage = D3D11_USAGE_STAGING;
desc2.BindFlags = 0;
desc2.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
desc2.MiscFlags = 0;
ID3D11Texture2D* stagingTexture = nullptr;
hr = mDevice->CreateTexture2D(&desc2, nullptr, &stagingTexture);
if (FAILED(hr)) {
MOZ_ASSERT(false, "Failed to create a staging texture");
return false;
}
// Copy the texture to a staging resource
mContext->CopyResource(stagingTexture, aSource);
// Map the staging resource
hr = mContext->Map(stagingTexture,
0, // Subsource
D3D11_MAP_READ,
0, // MapFlags
&mapInfo);
if (FAILED(hr)) {
MOZ_ASSERT(false, "Failed to map staging texture");
}
mappedTexture = stagingTexture;
} else {
MOZ_ASSERT(false, "Failed to map staging texture");
return false;
}
} else {
mappedTexture = aSource;
}
// Ideally, we should convert the srcData to a PNG image and decode it
// to a Base64 string here, but the GPU process does not have the privilege to
// access the image library. So, we have to convert the RAW image data
// to a base64 string and forward it to let the content process to
// do the image conversion.
const char* srcData = static_cast<const char*>(mapInfo.pData);
VRSubmitFrameResultInfo result;
result.mFormat = SurfaceFormat::B8G8R8A8;
result.mWidth = desc.Width;
result.mHeight = desc.Height;
result.mFrameNum = mDisplayInfo.mFrameId;
// If the original texture size is not pow of 2, the data will not be tightly strided.
// We have to copy the pixels by rows.
nsCString rawString;
for (uint32_t i = 0; i < desc.Height; i++) {
rawString += Substring(srcData + i * mapInfo.RowPitch,
desc.Width * 4);
}
mContext->Unmap(mappedTexture, 0);
if (Base64Encode(rawString, result.mBase64Image) != NS_OK) {
MOZ_ASSERT(false, "Failed to encode base64 images.");
}
// Dispatch the base64 encoded string to the DOM side. Then, it will be decoded
// and convert to a PNG image there.
MessageLoop* loop = VRListenerThreadHolder::Loop();
loop->PostTask(NewRunnableMethod<const uint32_t, VRSubmitFrameResultInfo>(
"VRManager::DispatchSubmitFrameResult",
vm, &VRManager::DispatchSubmitFrameResult, mDisplayInfo.mDisplayID, result
));
break;
}
case 2:
{
// The VR compositor sumbmit frame to the screen window,
// the current coordinate is at (0, 0, width, height).
Matrix viewMatrix = Matrix::Translation(-1.0, 1.0);
viewMatrix.PreScale(2.0f / float(aSize.width), 2.0f / float(aSize.height));
viewMatrix.PreScale(1.0f, -1.0f);
Matrix4x4 projection = Matrix4x4::From2D(viewMatrix);
projection._33 = 0.0f;
Matrix transform2d;
gfx::Matrix4x4 transform = gfx::Matrix4x4::From2D(transform2d);
const float posX = 0.0f, posY = 0.0f;
D3D11_VIEWPORT viewport;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
viewport.Width = aSize.width;
viewport.Height = aSize.height;
viewport.TopLeftX = posX;
viewport.TopLeftY = posY;
D3D11_RECT scissor;
scissor.left = posX;
scissor.right = aSize.width + posX;
scissor.top = posY;
scissor.bottom = aSize.height + posY;
memcpy(&mVSConstants.layerTransform, &transform._11, sizeof(mVSConstants.layerTransform));
memcpy(&mVSConstants.projection, &projection._11, sizeof(mVSConstants.projection));
mVSConstants.renderTargetOffset[0] = 0.0f;
mVSConstants.renderTargetOffset[1] = 0.0f;
mVSConstants.layerQuad = Rect(0.0f, 0.0f, aSize.width, aSize.height);
mVSConstants.textureCoords = Rect(0.0f, 1.0f, 1.0f, -1.0f);
mPSConstants.layerOpacity[0] = 1.0f;
ID3D11Buffer* vbuffer = mVertexBuffer;
UINT vsize = sizeof(Vertex);
UINT voffset = 0;
mContext->IASetVertexBuffers(0, 1, &vbuffer, &vsize, &voffset);
mContext->IASetIndexBuffer(nullptr, DXGI_FORMAT_R16_UINT, 0);
mContext->IASetInputLayout(mInputLayout);
mContext->RSSetViewports(1, &viewport);
mContext->RSSetScissorRects(1, &scissor);
mContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
mContext->VSSetShader(mQuadVS, nullptr, 0);
mContext->PSSetShader(mQuadPS, nullptr, 0);
RefPtr<ID3D11ShaderResourceView> srView;
HRESULT hr = mDevice->CreateShaderResourceView(aSource, nullptr, getter_AddRefs(srView));
if (FAILED(hr) || !srView) {
gfxWarning() << "Could not create shader resource view for Puppet: " << hexa(hr);
return false;
}
ID3D11ShaderResourceView* viewPtr = srView.get();
mContext->PSSetShaderResources(0 /* 0 == TexSlot::RGB */, 1, &viewPtr);
// XXX Use Constant from TexSlot in CompositorD3D11.cpp?
ID3D11SamplerState *sampler = mLinearSamplerState;
mContext->PSSetSamplers(0, 1, &sampler);
if (!UpdateConstantBuffers()) {
NS_WARNING("Failed to update constant buffers for Puppet");
return false;
}
mContext->Draw(4, 0);
break;
}
}
// We will always return false for gfxVRPuppet to ensure that the fallback "watchdog"
// code in VRDisplayHost::NotifyVSync() throttles the render loop. This "watchdog" will
// result in a refresh rate that is quite low compared to real hardware, but should be
// sufficient for non-performance oriented tests. If we wish to simulate realistic frame
// rates with VRDisplayPuppet, we should block here for the appropriate amount of time and
// return true to indicate that we have blocked.
return false;
}
#elif defined(XP_MACOSX)
bool
VRDisplayPuppet::SubmitFrame(MacIOSurface* aMacIOSurface,
const IntSize& aSize,
const gfx::Rect& aLeftEyeRect,
const gfx::Rect& aRightEyeRect)
{
MOZ_ASSERT(mSubmitThread->GetThread() == NS_GetCurrentThread());
if (!mIsPresenting || !aMacIOSurface) {
return false;
}
VRManager* vm = VRManager::Get();
MOZ_ASSERT(vm);
switch (gfxPrefs::VRPuppetSubmitFrame()) {
case 0:
// The VR frame is not displayed.
break;
case 1:
{
// The frames are submitted to VR compositor are decoded
// into a base64Image and dispatched to the DOM side.
RefPtr<SourceSurface> surf = aMacIOSurface->GetAsSurface();
RefPtr<DataSourceSurface> dataSurf = surf ? surf->GetDataSurface() :
nullptr;
if (dataSurf) {
// Ideally, we should convert the srcData to a PNG image and decode it
// to a Base64 string here, but the GPU process does not have the privilege to
// access the image library. So, we have to convert the RAW image data
// to a base64 string and forward it to let the content process to
// do the image conversion.
DataSourceSurface::MappedSurface map;
if (!dataSurf->Map(gfx::DataSourceSurface::MapType::READ, &map)) {
MOZ_ASSERT(false, "Read DataSourceSurface fail.");
return false;
}
const uint8_t* srcData = map.mData;
const auto& surfSize = dataSurf->GetSize();
VRSubmitFrameResultInfo result;
result.mFormat = SurfaceFormat::B8G8R8A8;
result.mWidth = surfSize.width;
result.mHeight = surfSize.height;
result.mFrameNum = mDisplayInfo.mFrameId;
// If the original texture size is not pow of 2, the data will not be tightly strided.
// We have to copy the pixels by rows.
nsCString rawString;
for (int32_t i = 0; i < surfSize.height; i++) {
rawString += Substring((const char*)(srcData) + i * map.mStride,
surfSize.width * 4);
}
dataSurf->Unmap();
if (Base64Encode(rawString, result.mBase64Image) != NS_OK) {
MOZ_ASSERT(false, "Failed to encode base64 images.");
}
// Dispatch the base64 encoded string to the DOM side. Then, it will be decoded
// and convert to a PNG image there.
MessageLoop* loop = VRListenerThreadHolder::Loop();
loop->PostTask(NewRunnableMethod<const uint32_t, VRSubmitFrameResultInfo>(
"VRManager::DispatchSubmitFrameResult",
vm, &VRManager::DispatchSubmitFrameResult, mDisplayInfo.mDisplayID, result
));
}
break;
}
case 2:
{
MOZ_ASSERT(false, "No support for showing VR frames on MacOSX yet.");
break;
}
}
return false;
}
#elif defined(MOZ_WIDGET_ANDROID)
bool
VRDisplayPuppet::SubmitFrame(const mozilla::layers::SurfaceTextureDescriptor& aDescriptor,
const gfx::Rect& aLeftEyeRect,
const gfx::Rect& aRightEyeRect)
{
MOZ_ASSERT(mSubmitThread->GetThread() == NS_GetCurrentThread());
return false;
}
#endif
void
VRDisplayPuppet::Refresh()
{
// We update mIsConneced once per refresh.
mDisplayInfo.mDisplayState.mIsConnected = true;
}
VRControllerPuppet::VRControllerPuppet(dom::GamepadHand aHand, uint32_t aDisplayID)
: VRControllerHost(VRDeviceType::Puppet, aHand, aDisplayID)
, mButtonPressState(0)
, mButtonTouchState(0)
{
MOZ_COUNT_CTOR_INHERITED(VRControllerPuppet, VRControllerHost);
VRControllerState& state = mControllerInfo.mControllerState;
strncpy(state.controllerName, "Puppet Gamepad", kVRControllerNameMaxLen);
state.numButtons = kNumPuppetButtonMask;
state.numAxes = kNumPuppetAxis;
state.numHaptics = kNumPuppetHaptcs;
}
VRControllerPuppet::~VRControllerPuppet()
{
MOZ_COUNT_DTOR_INHERITED(VRControllerPuppet, VRControllerHost);
}
void
VRControllerPuppet::SetButtonPressState(uint32_t aButton, bool aPressed)
{
const uint64_t buttonMask = kPuppetButtonMask[aButton];
uint64_t pressedBit = GetButtonPressed();
if (aPressed) {
pressedBit |= kPuppetButtonMask[aButton];
} else if (pressedBit & buttonMask) {
// this button was pressed but is released now.
uint64_t mask = 0xff ^ buttonMask;
pressedBit &= mask;
}
mButtonPressState = pressedBit;
}
uint64_t
VRControllerPuppet::GetButtonPressState()
{
return mButtonPressState;
}
void
VRControllerPuppet::SetButtonTouchState(uint32_t aButton, bool aTouched)
{
const uint64_t buttonMask = kPuppetButtonMask[aButton];
uint64_t touchedBit = GetButtonTouched();
if (aTouched) {
touchedBit |= kPuppetButtonMask[aButton];
} else if (touchedBit & buttonMask) {
// this button was touched but is released now.
uint64_t mask = 0xff ^ buttonMask;
touchedBit &= mask;
}
mButtonTouchState = touchedBit;
}
uint64_t
VRControllerPuppet::GetButtonTouchState()
{
return mButtonTouchState;
}
void
VRControllerPuppet::SetAxisMoveState(uint32_t aAxis, double aValue)
{
MOZ_ASSERT((sizeof(mAxisMoveState) / sizeof(float)) == kNumPuppetAxis);
MOZ_ASSERT(aAxis <= kNumPuppetAxis);
mAxisMoveState[aAxis] = aValue;
}
double
VRControllerPuppet::GetAxisMoveState(uint32_t aAxis)
{
return mAxisMoveState[aAxis];
}
void
VRControllerPuppet::SetPoseMoveState(const dom::GamepadPoseState& aPose)
{
mPoseState = aPose;
}
const dom::GamepadPoseState&
VRControllerPuppet::GetPoseMoveState()
{
return mPoseState;
}
float
VRControllerPuppet::GetAxisMove(uint32_t aAxis)
{
return mControllerInfo.mControllerState.axisValue[aAxis];
}
void
VRControllerPuppet::SetAxisMove(uint32_t aAxis, float aValue)
{
mControllerInfo.mControllerState.axisValue[aAxis] = aValue;
}
VRSystemManagerPuppet::VRSystemManagerPuppet()
: mPuppetDisplayCount(0)
, mPuppetDisplayInfo{}
, mPuppetDisplaySensorState{}
{
}
/*static*/ already_AddRefed<VRSystemManagerPuppet>
VRSystemManagerPuppet::Create()
{
if (!gfxPrefs::VREnabled() || !gfxPrefs::VRPuppetEnabled()) {
return nullptr;
}
RefPtr<VRSystemManagerPuppet> manager = new VRSystemManagerPuppet();
return manager.forget();
}
void
VRSystemManagerPuppet::Destroy()
{
Shutdown();
}
void
VRSystemManagerPuppet::Shutdown()
{
mPuppetHMDs.Clear();
}
void
VRSystemManagerPuppet::NotifyVSync()
{
VRSystemManager::NotifyVSync();
for (const auto& display: mPuppetHMDs) {
display->Refresh();
}
}
uint32_t
VRSystemManagerPuppet::CreateTestDisplay()
{
if (mPuppetDisplayCount >= kMaxPuppetDisplays) {
MOZ_ASSERT(false);
return mPuppetDisplayCount;
}
return mPuppetDisplayCount++;
}
void
VRSystemManagerPuppet::ClearTestDisplays()
{
mPuppetDisplayCount = 0;
}
void
VRSystemManagerPuppet::Enumerate()
{
while (mPuppetHMDs.Length() < mPuppetDisplayCount) {
VRDisplayPuppet* puppetDisplay = new VRDisplayPuppet();
uint32_t deviceID = mPuppetHMDs.Length();
puppetDisplay->SetDisplayInfo(mPuppetDisplayInfo[deviceID]);
puppetDisplay->SetSensorState(mPuppetDisplaySensorState[deviceID]);
mPuppetHMDs.AppendElement(puppetDisplay);
}
while (mPuppetHMDs.Length() > mPuppetDisplayCount) {
mPuppetHMDs.RemoveLastElement();
}
}
void
VRSystemManagerPuppet::SetPuppetDisplayInfo(const uint32_t& aDeviceID,
const VRDisplayInfo& aDisplayInfo)
{
if (aDeviceID >= mPuppetDisplayCount) {
MOZ_ASSERT(false);
return;
}
/**
* Even if mPuppetHMDs.Length() <= aDeviceID, we need to
* update mPuppetDisplayInfo[aDeviceID]. In the case that
* a puppet display is added and SetPuppetDisplayInfo is
* immediately called, mPuppetHMDs may not be populated yet.
* VRSystemManagerPuppet::Enumerate() will initialize
* the VRDisplayPuppet later using mPuppetDisplayInfo.
*/
mPuppetDisplayInfo[aDeviceID] = aDisplayInfo;
if (mPuppetHMDs.Length() > aDeviceID) {
/**
* In the event that the VRDisplayPuppet has already been
* created, we update it directly.
*/
mPuppetHMDs[aDeviceID]->SetDisplayInfo(aDisplayInfo);
}
}
void
VRSystemManagerPuppet::SetPuppetDisplaySensorState(const uint32_t& aDeviceID,
const VRHMDSensorState& aSensorState)
{
if (aDeviceID >= mPuppetDisplayCount) {
MOZ_ASSERT(false);
return;
}
/**
* Even if mPuppetHMDs.Length() <= aDeviceID, we need to
* update mPuppetDisplaySensorState[aDeviceID]. In the case that
* a puppet display is added and SetPuppetDisplaySensorState is
* immediately called, mPuppetHMDs may not be populated yet.
* VRSystemManagerPuppet::Enumerate() will initialize
* the VRDisplayPuppet later using mPuppetDisplaySensorState.
*/
mPuppetDisplaySensorState[aDeviceID] = aSensorState;
if (mPuppetHMDs.Length() > aDeviceID) {
/**
* In the event that the VRDisplayPuppet has already been
* created, we update it directly.
*/
mPuppetHMDs[aDeviceID]->SetSensorState(aSensorState);
}
}
void
VRSystemManagerPuppet::GetHMDs(nsTArray<RefPtr<VRDisplayHost>>& aHMDResult)
{
for (auto display: mPuppetHMDs) {
aHMDResult.AppendElement(display);
}
}
bool
VRSystemManagerPuppet::GetIsPresenting()
{
for (const auto& display: mPuppetHMDs) {
const VRDisplayInfo& displayInfo(display->GetDisplayInfo());
if (displayInfo.GetPresentingGroups() != kVRGroupNone) {
return true;
}
}
return false;
}
void
VRSystemManagerPuppet::HandleInput()
{
RefPtr<impl::VRControllerPuppet> controller;
for (uint32_t i = 0; i < mPuppetController.Length(); ++i) {
controller = mPuppetController[i];
for (uint32_t j = 0; j < kNumPuppetButtonMask; ++j) {
HandleButtonPress(i, j, kPuppetButtonMask[j], controller->GetButtonPressState(),
controller->GetButtonTouchState());
}
controller->SetButtonPressed(controller->GetButtonPressState());
controller->SetButtonTouched(controller->GetButtonTouchState());
for (uint32_t j = 0; j < kNumPuppetAxis; ++j) {
HandleAxisMove(i, j, controller->GetAxisMoveState(j));
}
HandlePoseTracking(i, controller->GetPoseMoveState(), controller);
}
}
void
VRSystemManagerPuppet::HandleButtonPress(uint32_t aControllerIdx,
uint32_t aButton,
uint64_t aButtonMask,
uint64_t aButtonPressed,
uint64_t aButtonTouched)
{
RefPtr<impl::VRControllerPuppet> controller(mPuppetController[aControllerIdx]);
MOZ_ASSERT(controller);
const uint64_t pressedDiff = (controller->GetButtonPressed() ^ aButtonPressed);
const uint64_t touchedDiff = (controller->GetButtonTouched() ^ aButtonTouched);
if (!pressedDiff && !touchedDiff) {
return;
}
if (pressedDiff & aButtonMask
|| touchedDiff & aButtonMask) {
// diff & (aButtonPressed, aButtonTouched) would be true while a new button pressed or
// touched event, otherwise it is an old event and needs to notify
// the button has been released.
NewButtonEvent(aControllerIdx, aButton, aButtonMask & aButtonPressed,
aButtonMask & aButtonPressed,
(aButtonMask & aButtonPressed) ? 1.0L : 0.0L);
}
}
void
VRSystemManagerPuppet::HandleAxisMove(uint32_t aControllerIdx, uint32_t aAxis,
float aValue)
{
RefPtr<impl::VRControllerPuppet> controller(mPuppetController[aControllerIdx]);
MOZ_ASSERT(controller);
if (controller->GetAxisMove(aAxis) != aValue) {
NewAxisMove(aControllerIdx, aAxis, aValue);
controller->SetAxisMove(aAxis, aValue);
}
}
void
VRSystemManagerPuppet::HandlePoseTracking(uint32_t aControllerIdx,
const dom::GamepadPoseState& aPose,
VRControllerHost* aController)
{
MOZ_ASSERT(aController);
if (aPose != aController->GetPose()) {
aController->SetPose(aPose);
NewPoseState(aControllerIdx, aPose);
}
}
void
VRSystemManagerPuppet::VibrateHaptic(uint32_t aControllerIdx,
uint32_t aHapticIndex,
double aIntensity,
double aDuration,
const VRManagerPromise& aPromise)
{
}
void
VRSystemManagerPuppet::StopVibrateHaptic(uint32_t aControllerIdx)
{
}
void
VRSystemManagerPuppet::GetControllers(nsTArray<RefPtr<VRControllerHost>>& aControllerResult)
{
aControllerResult.Clear();
for (uint32_t i = 0; i < mPuppetController.Length(); ++i) {
aControllerResult.AppendElement(mPuppetController[i]);
}
}
void
VRSystemManagerPuppet::ScanForControllers()
{
// We make sure VRSystemManagerPuppet has two controllers
// for each display
const uint32_t newControllerCount = mPuppetHMDs.Length() * 2;
if (newControllerCount != mControllerCount) {
RemoveControllers();
// Re-adding controllers to VRControllerManager.
for (const auto& display: mPuppetHMDs) {
uint32_t displayID = display->GetDisplayInfo().GetDisplayID();
for (uint32_t i = 0; i < 2; i++) {
dom::GamepadHand hand = (i % 2) ? dom::GamepadHand::Right :
dom::GamepadHand::Left;
RefPtr<VRControllerPuppet> puppetController;
puppetController = new VRControllerPuppet(hand, displayID);
mPuppetController.AppendElement(puppetController);
// Not already present, add it.
AddGamepad(puppetController->GetControllerInfo());
++mControllerCount;
}
}
}
}
void
VRSystemManagerPuppet::RemoveControllers()
{
// controller count is changed, removing the existing gamepads first.
for (uint32_t i = 0; i < mPuppetController.Length(); ++i) {
RemoveGamepad(i);
}
mPuppetController.Clear();
mControllerCount = 0;
}