gecko-dev/gfx/vr/VRManager.cpp

810 строки
23 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/. */
#include "VRManager.h"
#include "VRManagerParent.h"
#include "VRThread.h"
#include "gfxVR.h"
#include "mozilla/ClearOnShutdown.h"
#include "mozilla/dom/VRDisplay.h"
#include "mozilla/dom/GamepadEventTypes.h"
#include "mozilla/layers/TextureHost.h"
#include "mozilla/layers/CompositorThread.h"
#include "mozilla/Unused.h"
#include "gfxPrefs.h"
#include "gfxVR.h"
#include "gfxVRExternal.h"
#include "gfxVRPuppet.h"
#include "ipc/VRLayerParent.h"
#if !defined(MOZ_WIDGET_ANDROID)
# include "service/VRService.h"
# include "service/VRServiceManager.h"
#endif
using namespace mozilla;
using namespace mozilla::gfx;
using namespace mozilla::layers;
using namespace mozilla::gl;
namespace mozilla {
namespace gfx {
static StaticRefPtr<VRManager> sVRManagerSingleton;
/**
* When VR content is active, we run the tasks at 1ms
* intervals, enabling multiple events to be processed
* per frame, such as haptic feedback pulses.
*/
const uint32_t kVRActiveTaskInterval = 1; // milliseconds
/**
* When VR content is inactive, we run the tasks at 100ms
* intervals, enabling VR display enumeration and
* presentation startup to be relatively responsive
* while not consuming unnecessary resources.
*/
const uint32_t kVRIdleTaskInterval = 100; // milliseconds
/*static*/
void VRManager::ManagerInit() {
MOZ_ASSERT(NS_IsMainThread());
// TODO: We should make VRManager::ManagerInit
// be called when entering VR content pages.
if (sVRManagerSingleton == nullptr) {
sVRManagerSingleton = new VRManager();
ClearOnShutdown(&sVRManagerSingleton);
}
}
VRManager::VRManager()
: mInitialized(false),
mAccumulator100ms(0.0f),
mVRDisplaysRequested(false),
mVRDisplaysRequestedNonFocus(false),
mVRControllersRequested(false),
mVRServiceStarted(false),
mTaskInterval(0) {
MOZ_COUNT_CTOR(VRManager);
MOZ_ASSERT(sVRManagerSingleton == nullptr);
RefPtr<VRSystemManager> mgr;
#if !defined(MOZ_WIDGET_ANDROID)
// The VR Service accesses all hardware from a separate process
// and replaces the other VRSystemManager when enabled.
if (!gfxPrefs::VRProcessEnabled() || !XRE_IsGPUProcess()) {
VRServiceManager::Get().CreateService();
}
if (VRServiceManager::Get().IsServiceValid()) {
mExternalManager =
VRSystemManagerExternal::Create(VRServiceManager::Get().GetAPIShmem());
}
if (mExternalManager) {
mManagers.AppendElement(mExternalManager);
}
#endif
if (!mExternalManager) {
mExternalManager = VRSystemManagerExternal::Create();
if (mExternalManager) {
mManagers.AppendElement(mExternalManager);
}
}
// Enable gamepad extensions while VR is enabled.
// Preference only can be set at the Parent process.
if (XRE_IsParentProcess() && gfxPrefs::VREnabled()) {
Preferences::SetBool("dom.gamepad.extensions.enabled", true);
}
}
VRManager::~VRManager() {
MOZ_ASSERT(NS_IsMainThread());
MOZ_ASSERT(!mInitialized);
#if !defined(MOZ_WIDGET_ANDROID)
if (VRServiceManager::Get().IsServiceValid()) {
VRServiceManager::Get().Shutdown();
}
#endif
MOZ_COUNT_DTOR(VRManager);
}
void VRManager::Destroy() {
StopTasks();
mVRDisplayIDs.Clear();
mVRControllerIDs.Clear();
for (uint32_t i = 0; i < mManagers.Length(); ++i) {
mManagers[i]->Destroy();
}
#if !defined(MOZ_WIDGET_ANDROID)
if (VRServiceManager::Get().IsServiceValid()) {
VRServiceManager::Get().Shutdown();
}
#endif
Shutdown();
mInitialized = false;
}
void VRManager::Shutdown() {
mVRDisplayIDs.Clear();
mVRControllerIDs.Clear();
for (uint32_t i = 0; i < mManagers.Length(); ++i) {
mManagers[i]->Shutdown();
}
#if !defined(MOZ_WIDGET_ANDROID)
if (VRServiceManager::Get().IsServiceValid()) {
VRServiceManager::Get().Stop();
}
// XRE_IsGPUProcess() is helping us to check some platforms like
// Win 7 try which are not using GPU process but VR process is enabled.
if (XRE_IsGPUProcess() && gfxPrefs::VRProcessEnabled() && mVRServiceStarted) {
RefPtr<Runnable> task = NS_NewRunnableFunction(
"VRServiceManager::ShutdownVRProcess",
[]() -> void { VRServiceManager::Get().ShutdownVRProcess(); });
NS_DispatchToMainThread(task.forget());
}
#endif
mVRServiceStarted = false;
}
void VRManager::Init() { mInitialized = true; }
/* static */
VRManager* VRManager::Get() {
MOZ_ASSERT(sVRManagerSingleton != nullptr);
return sVRManagerSingleton;
}
void VRManager::AddVRManagerParent(VRManagerParent* aVRManagerParent) {
if (mVRManagerParents.IsEmpty()) {
Init();
}
mVRManagerParents.PutEntry(aVRManagerParent);
}
void VRManager::RemoveVRManagerParent(VRManagerParent* aVRManagerParent) {
mVRManagerParents.RemoveEntry(aVRManagerParent);
if (mVRManagerParents.IsEmpty()) {
Destroy();
}
}
void VRManager::UpdateRequestedDevices() {
bool bHaveEventListener = false;
bool bHaveEventListenerNonFocus = false;
bool bHaveControllerListener = false;
for (auto iter = mVRManagerParents.Iter(); !iter.Done(); iter.Next()) {
VRManagerParent* vmp = iter.Get()->GetKey();
bHaveEventListener |= vmp->HaveEventListener() && vmp->GetVRActiveStatus();
bHaveEventListenerNonFocus |=
vmp->HaveEventListener() && !vmp->GetVRActiveStatus();
bHaveControllerListener |= vmp->HaveControllerListener();
}
mVRDisplaysRequested = bHaveEventListener;
mVRDisplaysRequestedNonFocus = bHaveEventListenerNonFocus;
// We only currently allow controllers to be used when
// also activating a VR display
mVRControllersRequested = mVRDisplaysRequested && bHaveControllerListener;
}
/**
* VRManager::NotifyVsync must be called on every 2d vsync (usually at 60hz).
* This must be called even when no WebVR site is active.
* If we don't have a 2d display attached to the system, we can call this
* at the VR display's native refresh rate.
**/
void VRManager::NotifyVsync(const TimeStamp& aVsyncTimestamp) {
for (const auto& manager : mManagers) {
manager->NotifyVSync();
}
}
void VRManager::StartTasks() {
if (!mTaskTimer) {
mTaskInterval = GetOptimalTaskInterval();
mTaskTimer = NS_NewTimer();
mTaskTimer->SetTarget(CompositorThreadHolder::Loop()->SerialEventTarget());
mTaskTimer->InitWithNamedFuncCallback(
TaskTimerCallback, this, mTaskInterval,
nsITimer::TYPE_REPEATING_PRECISE_CAN_SKIP,
"VRManager::TaskTimerCallback");
}
}
void VRManager::StopTasks() {
if (mTaskTimer) {
mTaskTimer->Cancel();
mTaskTimer = nullptr;
}
}
/*static*/
void VRManager::TaskTimerCallback(nsITimer* aTimer, void* aClosure) {
/**
* It is safe to use the pointer passed in aClosure to reference the
* VRManager object as the timer is canceled in VRManager::Destroy.
* VRManager::Destroy set mInitialized to false, which is asserted
* in the VRManager destructor, guaranteeing that this functions
* runs if and only if the VRManager object is valid.
*/
VRManager* self = static_cast<VRManager*>(aClosure);
self->RunTasks();
}
void VRManager::RunTasks() {
// Will be called once every 1ms when a VR presentation
// is active or once per vsync when a VR presentation is
// not active.
if (!mInitialized) {
// We may have been destroyed but still have messages
// in the queue from mTaskTimer. Bail out to avoid
// running them.
return;
}
TimeStamp now = TimeStamp::Now();
double lastTickMs = mAccumulator100ms;
double deltaTime = 0.0f;
if (!mLastTickTime.IsNull()) {
deltaTime = (now - mLastTickTime).ToMilliseconds();
}
mAccumulator100ms += deltaTime;
mLastTickTime = now;
if (deltaTime > 0.0f && floor(mAccumulator100ms) != floor(lastTickMs)) {
// Even if more than 1 ms has passed, we will only
// execute Run1msTasks() once.
Run1msTasks(deltaTime);
}
if (floor(mAccumulator100ms * 0.1f) != floor(lastTickMs * 0.1f)) {
// Even if more than 10 ms has passed, we will only
// execute Run10msTasks() once.
Run10msTasks();
}
if (mAccumulator100ms >= 100.0f) {
// Even if more than 100 ms has passed, we will only
// execute Run100msTasks() once.
Run100msTasks();
mAccumulator100ms = fmod(mAccumulator100ms, 100.0f);
}
uint32_t optimalTaskInterval = GetOptimalTaskInterval();
if (mTaskTimer && optimalTaskInterval != mTaskInterval) {
mTaskTimer->SetDelay(optimalTaskInterval);
mTaskInterval = optimalTaskInterval;
}
}
uint32_t VRManager::GetOptimalTaskInterval() {
/**
* When either VR content is detected or VR hardware
* has already been activated, we schedule tasks more
* frequently.
*/
bool wantGranularTasks = mVRDisplaysRequested || mVRControllersRequested ||
mVRDisplayIDs.Length() || mVRControllerIDs.Length();
if (wantGranularTasks) {
return kVRActiveTaskInterval;
}
return kVRIdleTaskInterval;
}
/**
* Run1msTasks() is guaranteed not to be
* called more than once within 1ms.
* When VR is not active, this will be
* called once per VSync if it wasn't
* called within the last 1ms.
*/
void VRManager::Run1msTasks(double aDeltaTime) {
for (const auto& manager : mManagers) {
manager->Run1msTasks(aDeltaTime);
}
for (const auto& displayID : mVRDisplayIDs) {
RefPtr<VRDisplayHost> display(GetDisplay(displayID));
if (display) {
display->Run1msTasks(aDeltaTime);
}
}
}
/**
* Run10msTasks() is guaranteed not to be
* called more than once within 10ms.
* When VR is not active, this will be
* called once per VSync if it wasn't
* called within the last 10ms.
*/
void VRManager::Run10msTasks() {
UpdateRequestedDevices();
for (const auto& manager : mManagers) {
manager->Run10msTasks();
}
for (const auto& displayID : mVRDisplayIDs) {
RefPtr<VRDisplayHost> display(GetDisplay(displayID));
if (display) {
display->Run10msTasks();
}
}
}
/**
* Run100msTasks() is guaranteed not to be
* called more than once within 100ms.
* When VR is not active, this will be
* called once per VSync if it wasn't
* called within the last 100ms.
*/
void VRManager::Run100msTasks() {
// We must continually refresh the VR display enumeration to check
// for events that we must fire such as Window.onvrdisplayconnect
// Note that enumeration itself may activate display hardware, such
// as Oculus, so we only do this when we know we are displaying content
// that is looking for VR displays.
RefreshVRDisplays();
// Update state and enumeration of VR controllers
RefreshVRControllers();
CheckForInactiveTimeout();
for (const auto& manager : mManagers) {
manager->Run100msTasks();
}
for (const auto& displayID : mVRDisplayIDs) {
RefPtr<VRDisplayHost> display(GetDisplay(displayID));
if (display) {
display->Run100msTasks();
}
}
}
void VRManager::CheckForInactiveTimeout() {
// Shut down the VR devices when not in use
if (mVRDisplaysRequested || mVRDisplaysRequestedNonFocus ||
mVRControllersRequested) {
// We are using a VR device, keep it alive
mLastActiveTime = TimeStamp::Now();
} else if (mLastActiveTime.IsNull()) {
Shutdown();
} else {
TimeDuration duration = TimeStamp::Now() - mLastActiveTime;
if (duration.ToMilliseconds() > gfxPrefs::VRInactiveTimeout()) {
Shutdown();
// We must not throttle the next enumeration request
// after an idle timeout, as it may result in the
// user needing to refresh the browser to detect
// VR hardware when leaving and returning to a VR
// site.
mLastDisplayEnumerationTime = TimeStamp();
}
}
}
void VRManager::NotifyVRVsync(const uint32_t& aDisplayID) {
for (const auto& manager : mManagers) {
if (manager->GetIsPresenting()) {
manager->HandleInput();
}
}
RefPtr<VRDisplayHost> display = GetDisplay(aDisplayID);
if (display) {
display->StartFrame();
}
DispatchVRDisplayInfoUpdate();
}
void VRManager::EnumerateVRDisplays() {
StartTasks();
/**
* Throttle the rate of enumeration to the interval set in
* VRDisplayEnumerateInterval
*/
if (!mLastDisplayEnumerationTime.IsNull()) {
TimeDuration duration = TimeStamp::Now() - mLastDisplayEnumerationTime;
if (duration.ToMilliseconds() < gfxPrefs::VRDisplayEnumerateInterval()) {
return;
}
}
/**
* Any VRSystemManager instance may request that no enumeration
* should occur, including enumeration from other VRSystemManager
* instances.
*/
for (const auto& manager : mManagers) {
if (manager->ShouldInhibitEnumeration()) {
return;
}
}
/**
* If we get this far, don't try again until
* the VRDisplayEnumerateInterval elapses
*/
mLastDisplayEnumerationTime = TimeStamp::Now();
/**
* We must start the VR Service thread
* and VR Process before enumeration.
* We don't want to start this until we will
* actualy enumerate, to avoid continuously
* re-launching the thread/process when
* no hardware is found or a VR software update
* is in progress
*/
#if !defined(MOZ_WIDGET_ANDROID)
if (!mVRServiceStarted) {
if (XRE_IsGPUProcess() && gfxPrefs::VRProcessEnabled()) {
VRServiceManager::Get().CreateVRProcess();
mVRServiceStarted = true;
} else {
if (VRServiceManager::Get().IsServiceValid()) {
VRServiceManager::Get().Start();
mVRServiceStarted = true;
}
}
}
#endif
/**
* VRSystemManagers are inserted into mManagers in
* a strict order of priority. The managers for the
* most device-specialized API's will have a chance
* to enumerate devices before the more generic
* device-agnostic APIs.
*/
for (const auto& manager : mManagers) {
manager->Enumerate();
/**
* After a VRSystemManager::Enumerate is called, it may request
* that further enumeration should stop. This can be used to prevent
* erraneous redundant enumeration of the same HMD by multiple managers.
* XXX - Perhaps there will be a better way to detect duplicate displays
* in the future.
*/
if (manager->ShouldInhibitEnumeration()) {
return;
}
}
nsTArray<RefPtr<gfx::VRDisplayHost>> displays;
for (const auto& manager : mManagers) {
manager->GetHMDs(displays);
}
mVRDisplayIDs.Clear();
for (const auto& display : displays) {
mVRDisplayIDs.AppendElement(display->GetDisplayInfo().GetDisplayID());
}
nsTArray<RefPtr<gfx::VRControllerHost>> controllers;
for (const auto& manager : mManagers) {
manager->GetControllers(controllers);
}
mVRControllerIDs.Clear();
for (const auto& controller : controllers) {
mVRControllerIDs.AppendElement(
controller->GetControllerInfo().GetControllerID());
}
}
void VRManager::RefreshVRDisplays(bool aMustDispatch) {
/**
* If we aren't viewing WebVR content, don't enumerate
* new hardware, as it will cause some devices to power on
* or interrupt other VR activities.
*/
if (mVRDisplaysRequested || aMustDispatch) {
EnumerateVRDisplays();
}
#if !defined(MOZ_WIDGET_ANDROID)
VRServiceManager::Get().Refresh();
#endif
/**
* VRSystemManager::GetHMDs will not activate new hardware
* or result in interruption of other VR activities.
* We can call it even when suppressing enumeration to get
* the already-enumerated displays.
*/
nsTArray<RefPtr<gfx::VRDisplayHost>> displays;
for (const auto& manager : mManagers) {
manager->GetHMDs(displays);
}
bool displayInfoChanged = false;
bool displaySetChanged = false;
if (displays.Length() != mVRDisplayIDs.Length()) {
// Catch cases where a VR display has been removed
displaySetChanged = true;
}
for (const auto& display : displays) {
if (!GetDisplay(display->GetDisplayInfo().GetDisplayID())) {
// This is a new display
displaySetChanged = true;
break;
}
if (display->CheckClearDisplayInfoDirty()) {
// This display's info has changed
displayInfoChanged = true;
break;
}
}
// Rebuild the HashMap if there are additions or removals
if (displaySetChanged) {
mVRDisplayIDs.Clear();
for (const auto& display : displays) {
mVRDisplayIDs.AppendElement(display->GetDisplayInfo().GetDisplayID());
}
}
if (displayInfoChanged || displaySetChanged || aMustDispatch) {
DispatchVRDisplayInfoUpdate();
}
}
void VRManager::DispatchVRDisplayInfoUpdate() {
nsTArray<VRDisplayInfo> update;
GetVRDisplayInfo(update);
for (auto iter = mVRManagerParents.Iter(); !iter.Done(); iter.Next()) {
Unused << iter.Get()->GetKey()->SendUpdateDisplayInfo(update);
}
}
/**
* Get any VR displays that have already been enumerated without
* activating any new devices.
*/
void VRManager::GetVRDisplayInfo(nsTArray<VRDisplayInfo>& aDisplayInfo) {
aDisplayInfo.Clear();
for (const auto& displayID : mVRDisplayIDs) {
RefPtr<VRDisplayHost> display(GetDisplay(displayID));
if (display) {
aDisplayInfo.AppendElement(display->GetDisplayInfo());
}
}
}
// Verify aDisplayID matches the exisiting displayID from mVRDisplayIDs list,
// then using the exiting displayID to get VRDisplayHost from VRManagers.
RefPtr<gfx::VRDisplayHost> VRManager::GetDisplay(const uint32_t& aDisplayID) {
bool found = false;
for (const auto& displayID : mVRDisplayIDs) {
if (displayID == aDisplayID) {
found = true;
break;
}
}
if (found) {
nsTArray<RefPtr<gfx::VRDisplayHost>> displays;
for (const auto& manager : mManagers) {
manager->GetHMDs(displays);
for (const auto& display : displays) {
if (display->GetDisplayInfo().GetDisplayID() == aDisplayID) {
return display;
}
}
}
}
return nullptr;
}
// Verify aControllerID matches the exisiting controllerID from mVRControllerIDs
// list, then using the exiting controllerID to get VRControllerHost from
// VRManagers.
RefPtr<gfx::VRControllerHost> VRManager::GetController(
const uint32_t& aControllerID) {
bool found = false;
for (const auto& controllerID : mVRControllerIDs) {
if (controllerID == aControllerID) {
found = true;
break;
}
}
if (found) {
nsTArray<RefPtr<gfx::VRControllerHost>> controllers;
for (const auto& manager : mManagers) {
manager->GetControllers(controllers);
for (const auto& controller : controllers) {
if (controller->GetControllerInfo().GetControllerID() ==
aControllerID) {
return controller;
}
}
}
}
return nullptr;
}
void VRManager::GetVRControllerInfo(
nsTArray<VRControllerInfo>& aControllerInfo) {
aControllerInfo.Clear();
for (const auto& controllerID : mVRControllerIDs) {
RefPtr<VRControllerHost> controller(GetController(controllerID));
if (controller) {
aControllerInfo.AppendElement(controller->GetControllerInfo());
}
}
}
void VRManager::RefreshVRControllers() {
ScanForControllers();
nsTArray<RefPtr<gfx::VRControllerHost>> controllers;
for (uint32_t i = 0; i < mManagers.Length() && controllers.Length() == 0;
++i) {
mManagers[i]->GetControllers(controllers);
}
bool controllerInfoChanged = false;
if (controllers.Length() != mVRControllerIDs.Length()) {
// Catch cases where VR controllers has been removed
controllerInfoChanged = true;
}
for (const auto& controller : controllers) {
if (!GetController(controller->GetControllerInfo().GetControllerID())) {
// This is a new controller
controllerInfoChanged = true;
break;
}
}
if (controllerInfoChanged) {
mVRControllerIDs.Clear();
for (const auto& controller : controllers) {
mVRControllerIDs.AppendElement(
controller->GetControllerInfo().GetControllerID());
}
}
}
void VRManager::ScanForControllers() {
// We don't have to do this every frame, so check if we
// have enumerated recently
if (!mLastControllerEnumerationTime.IsNull()) {
TimeDuration duration = TimeStamp::Now() - mLastControllerEnumerationTime;
if (duration.ToMilliseconds() < gfxPrefs::VRControllerEnumerateInterval()) {
return;
}
}
// Only enumerate controllers once we need them
if (!mVRControllersRequested) {
return;
}
for (uint32_t i = 0; i < mManagers.Length(); ++i) {
mManagers[i]->ScanForControllers();
}
mLastControllerEnumerationTime = TimeStamp::Now();
}
void VRManager::RemoveControllers() {
for (uint32_t i = 0; i < mManagers.Length(); ++i) {
mManagers[i]->RemoveControllers();
}
mVRControllerIDs.Clear();
}
void VRManager::CreateVRTestSystem() {
if (mPuppetManager) {
mPuppetManager->ClearTestDisplays();
return;
}
mPuppetManager = VRSystemManagerPuppet::Create();
mManagers.AppendElement(mPuppetManager);
}
VRSystemManagerPuppet* VRManager::GetPuppetManager() {
MOZ_ASSERT(mPuppetManager);
return mPuppetManager;
}
VRSystemManagerExternal* VRManager::GetExternalManager() {
MOZ_ASSERT(mExternalManager);
return mExternalManager;
}
template <class T>
void VRManager::NotifyGamepadChange(uint32_t aIndex, const T& aInfo) {
dom::GamepadChangeEventBody body(aInfo);
dom::GamepadChangeEvent e(aIndex, dom::GamepadServiceType::VR, body);
for (auto iter = mVRManagerParents.Iter(); !iter.Done(); iter.Next()) {
Unused << iter.Get()->GetKey()->SendGamepadUpdate(e);
}
}
void VRManager::VibrateHaptic(uint32_t aControllerIdx, uint32_t aHapticIndex,
double aIntensity, double aDuration,
const VRManagerPromise& aPromise)
{
for (uint32_t i = 0; i < mManagers.Length(); ++i) {
mManagers[i]->VibrateHaptic(aControllerIdx, aHapticIndex, aIntensity,
aDuration, aPromise);
}
}
void VRManager::StopVibrateHaptic(uint32_t aControllerIdx) {
for (const auto& manager : mManagers) {
manager->StopVibrateHaptic(aControllerIdx);
}
}
void VRManager::NotifyVibrateHapticCompleted(const VRManagerPromise& aPromise) {
aPromise.mParent->SendReplyGamepadVibrateHaptic(aPromise.mPromiseID);
}
void VRManager::DispatchSubmitFrameResult(
uint32_t aDisplayID, const VRSubmitFrameResultInfo& aResult) {
for (auto iter = mVRManagerParents.Iter(); !iter.Done(); iter.Next()) {
Unused << iter.Get()->GetKey()->SendDispatchSubmitFrameResult(aDisplayID,
aResult);
}
}
void VRManager::StartVRNavigation(const uint32_t& aDisplayID) {
RefPtr<VRDisplayHost> display = GetDisplay(aDisplayID);
if (display) {
display->StartVRNavigation();
}
}
void VRManager::StopVRNavigation(const uint32_t& aDisplayID,
const TimeDuration& aTimeout) {
RefPtr<VRDisplayHost> display = GetDisplay(aDisplayID);
if (display) {
display->StopVRNavigation(aTimeout);
}
}
bool VRManager::IsPresenting() {
for (const auto& manager : mManagers) {
if (manager->GetIsPresenting()) {
return true;
}
}
return false;
}
} // namespace gfx
} // namespace mozilla