зеркало из https://github.com/mozilla/gecko-dev.git
314 строки
8.5 KiB
C++
314 строки
8.5 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
|
|
* 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 "VRDisplayHost.h"
|
|
#include "gfxVR.h"
|
|
#include "ipc/VRLayerParent.h"
|
|
|
|
#if defined(XP_WIN)
|
|
|
|
#include <d3d11.h>
|
|
#include "gfxWindowsPlatform.h"
|
|
#include "../layers/d3d11/CompositorD3D11.h"
|
|
#include "mozilla/layers/TextureD3D11.h"
|
|
|
|
#endif
|
|
|
|
using namespace mozilla;
|
|
using namespace mozilla::gfx;
|
|
using namespace mozilla::layers;
|
|
|
|
VRDisplayHost::VRDisplayHost(VRDeviceType aType)
|
|
: mFrameStarted(false)
|
|
{
|
|
MOZ_COUNT_CTOR(VRDisplayHost);
|
|
mDisplayInfo.mType = aType;
|
|
mDisplayInfo.mDisplayID = VRSystemManager::AllocateDisplayID();
|
|
mDisplayInfo.mPresentingGroups = 0;
|
|
mDisplayInfo.mGroupMask = kVRGroupContent;
|
|
mDisplayInfo.mFrameId = 0;
|
|
}
|
|
|
|
VRDisplayHost::~VRDisplayHost()
|
|
{
|
|
MOZ_COUNT_DTOR(VRDisplayHost);
|
|
}
|
|
|
|
void
|
|
VRDisplayHost::SetGroupMask(uint32_t aGroupMask)
|
|
{
|
|
mDisplayInfo.mGroupMask = aGroupMask;
|
|
}
|
|
|
|
bool
|
|
VRDisplayHost::GetIsConnected()
|
|
{
|
|
return mDisplayInfo.mIsConnected;
|
|
}
|
|
|
|
void
|
|
VRDisplayHost::AddLayer(VRLayerParent *aLayer)
|
|
{
|
|
mLayers.AppendElement(aLayer);
|
|
mDisplayInfo.mPresentingGroups |= aLayer->GetGroup();
|
|
if (mLayers.Length() == 1) {
|
|
StartPresentation();
|
|
}
|
|
|
|
// Ensure that the content process receives the change immediately
|
|
VRManager* vm = VRManager::Get();
|
|
vm->RefreshVRDisplays();
|
|
}
|
|
|
|
void
|
|
VRDisplayHost::RemoveLayer(VRLayerParent *aLayer)
|
|
{
|
|
mLayers.RemoveElement(aLayer);
|
|
if (mLayers.Length() == 0) {
|
|
StopPresentation();
|
|
}
|
|
mDisplayInfo.mPresentingGroups = 0;
|
|
for (auto layer : mLayers) {
|
|
mDisplayInfo.mPresentingGroups |= layer->GetGroup();
|
|
}
|
|
|
|
// Ensure that the content process receives the change immediately
|
|
VRManager* vm = VRManager::Get();
|
|
vm->RefreshVRDisplays();
|
|
}
|
|
|
|
void
|
|
VRDisplayHost::StartFrame()
|
|
{
|
|
mLastFrameStart = TimeStamp::Now();
|
|
++mDisplayInfo.mFrameId;
|
|
mDisplayInfo.mLastSensorState[mDisplayInfo.mFrameId % kVRMaxLatencyFrames] = GetSensorState();
|
|
mFrameStarted = true;
|
|
}
|
|
|
|
void
|
|
VRDisplayHost::NotifyVSync()
|
|
{
|
|
/**
|
|
* We will trigger a new frame immediately after a successful frame texture
|
|
* submission. If content fails to call VRDisplay.submitFrame after
|
|
* kVRDisplayRAFMaxDuration milliseconds has elapsed since the last
|
|
* VRDisplay.requestAnimationFrame, we act as a "watchdog" and kick-off
|
|
* a new VRDisplay.requestAnimationFrame to avoid a render loop stall and
|
|
* to give content a chance to recover.
|
|
*
|
|
* If the lower level VR platform API's are rejecting submitted frames,
|
|
* such as when the Oculus "Health and Safety Warning" is displayed,
|
|
* we will not kick off the next frame immediately after VRDisplay.submitFrame
|
|
* as it would result in an unthrottled render loop that would free run at
|
|
* potentially extreme frame rates. To ensure that content has a chance to
|
|
* resume its presentation when the frames are accepted once again, we rely
|
|
* on this "watchdog" to act as a VR refresh driver cycling at a rate defined
|
|
* by kVRDisplayRAFMaxDuration.
|
|
*
|
|
* kVRDisplayRAFMaxDuration is the number of milliseconds since last frame
|
|
* start before triggering a new frame. When content is failing to submit
|
|
* frames on time or the lower level VR platform API's are rejecting frames,
|
|
* kVRDisplayRAFMaxDuration determines the rate at which RAF callbacks
|
|
* will be called.
|
|
*
|
|
* This number must be larger than the slowest expected frame time during
|
|
* normal VR presentation, but small enough not to break content that
|
|
* makes assumptions of reasonably minimal VSync rate.
|
|
*
|
|
* The slowest expected refresh rate for a VR display currently is an
|
|
* Oculus CV1 when ASW (Asynchronous Space Warp) is enabled, at 45hz.
|
|
* A kVRDisplayRAFMaxDuration value of 50 milliseconds results in a 20hz
|
|
* rate, which avoids inadvertent triggering of the watchdog during
|
|
* Oculus ASW even if every second frame is dropped.
|
|
*/
|
|
const double kVRDisplayRAFMaxDuration = 50;
|
|
|
|
bool bShouldStartFrame = false;
|
|
|
|
if (mDisplayInfo.mPresentingGroups == 0) {
|
|
// If this display isn't presenting, refresh the sensors and trigger
|
|
// VRDisplay.requestAnimationFrame at the normal 2d display refresh rate.
|
|
bShouldStartFrame = true;
|
|
} else {
|
|
// If content fails to call VRDisplay.submitFrame, we must eventually
|
|
// time-out and trigger a new frame.
|
|
if (mLastFrameStart.IsNull()) {
|
|
bShouldStartFrame = true;
|
|
} else {
|
|
TimeDuration duration = TimeStamp::Now() - mLastFrameStart;
|
|
if (duration.ToMilliseconds() > kVRDisplayRAFMaxDuration) {
|
|
bShouldStartFrame = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (bShouldStartFrame) {
|
|
VRManager *vm = VRManager::Get();
|
|
MOZ_ASSERT(vm);
|
|
vm->NotifyVRVsync(mDisplayInfo.mDisplayID);
|
|
}
|
|
}
|
|
|
|
#if defined(XP_WIN)
|
|
|
|
void
|
|
VRDisplayHost::SubmitFrame(VRLayerParent* aLayer, PTextureParent* aTexture,
|
|
const gfx::Rect& aLeftEyeRect,
|
|
const gfx::Rect& aRightEyeRect)
|
|
{
|
|
if ((mDisplayInfo.mGroupMask & aLayer->GetGroup()) == 0) {
|
|
// Suppress layers hidden by the group mask
|
|
return;
|
|
}
|
|
|
|
// Ensure that we only accept the first SubmitFrame call per RAF cycle.
|
|
if (!mFrameStarted) {
|
|
return;
|
|
}
|
|
mFrameStarted = false;
|
|
|
|
TextureHost* th = TextureHost::AsTextureHost(aTexture);
|
|
// WebVR doesn't use the compositor to compose the frame, so use
|
|
// AutoLockTextureHostWithoutCompositor here.
|
|
AutoLockTextureHostWithoutCompositor autoLock(th);
|
|
if (autoLock.Failed()) {
|
|
NS_WARNING("Failed to lock the VR layer texture");
|
|
return;
|
|
}
|
|
|
|
CompositableTextureSourceRef source;
|
|
if (!th->BindTextureSource(source)) {
|
|
NS_WARNING("The TextureHost was successfully locked but can't provide a TextureSource");
|
|
return;
|
|
}
|
|
MOZ_ASSERT(source);
|
|
|
|
IntSize texSize = source->GetSize();
|
|
|
|
TextureSourceD3D11* sourceD3D11 = source->AsSourceD3D11();
|
|
if (!sourceD3D11) {
|
|
NS_WARNING("WebVR support currently only implemented for D3D11");
|
|
return;
|
|
}
|
|
|
|
if (!SubmitFrame(sourceD3D11, texSize, aLeftEyeRect, aRightEyeRect)) {
|
|
return;
|
|
}
|
|
|
|
/**
|
|
* Trigger the next VSync immediately after we are successfully
|
|
* submitting frames. As SubmitFrame is responsible for throttling
|
|
* the render loop, if we don't successfully call it, we shouldn't trigger
|
|
* NotifyVRVsync immediately, as it will run unbounded.
|
|
* If NotifyVRVsync is not called here due to SubmitFrame failing, the
|
|
* fallback "watchdog" code in VRDisplayHost::NotifyVSync() will cause
|
|
* frames to continue at a lower refresh rate until frame submission
|
|
* succeeds again.
|
|
*/
|
|
VRManager *vm = VRManager::Get();
|
|
MOZ_ASSERT(vm);
|
|
vm->NotifyVRVsync(mDisplayInfo.mDisplayID);
|
|
}
|
|
|
|
#else
|
|
|
|
void
|
|
VRDisplayHost::SubmitFrame(VRLayerParent* aLayer, PTextureParent* aTexture,
|
|
const gfx::Rect& aLeftEyeRect,
|
|
const gfx::Rect& aRightEyeRect)
|
|
{
|
|
NS_WARNING("WebVR only supported in Windows.");
|
|
}
|
|
|
|
#endif
|
|
|
|
bool
|
|
VRDisplayHost::CheckClearDisplayInfoDirty()
|
|
{
|
|
if (mDisplayInfo == mLastUpdateDisplayInfo) {
|
|
return false;
|
|
}
|
|
mLastUpdateDisplayInfo = mDisplayInfo;
|
|
return true;
|
|
}
|
|
|
|
VRControllerHost::VRControllerHost(VRDeviceType aType, dom::GamepadHand aHand,
|
|
uint32_t aDisplayID)
|
|
: mVibrateIndex(0)
|
|
{
|
|
MOZ_COUNT_CTOR(VRControllerHost);
|
|
mControllerInfo.mType = aType;
|
|
mControllerInfo.mHand = aHand;
|
|
mControllerInfo.mMappingType = dom::GamepadMappingType::_empty;
|
|
mControllerInfo.mDisplayID = aDisplayID;
|
|
mControllerInfo.mControllerID = VRSystemManager::AllocateControllerID();
|
|
}
|
|
|
|
VRControllerHost::~VRControllerHost()
|
|
{
|
|
MOZ_COUNT_DTOR(VRControllerHost);
|
|
}
|
|
|
|
const VRControllerInfo&
|
|
VRControllerHost::GetControllerInfo() const
|
|
{
|
|
return mControllerInfo;
|
|
}
|
|
|
|
void
|
|
VRControllerHost::SetButtonPressed(uint64_t aBit)
|
|
{
|
|
mButtonPressed = aBit;
|
|
}
|
|
|
|
uint64_t
|
|
VRControllerHost::GetButtonPressed()
|
|
{
|
|
return mButtonPressed;
|
|
}
|
|
|
|
void
|
|
VRControllerHost::SetButtonTouched(uint64_t aBit)
|
|
{
|
|
mButtonTouched = aBit;
|
|
}
|
|
|
|
uint64_t
|
|
VRControllerHost::GetButtonTouched()
|
|
{
|
|
return mButtonTouched;
|
|
}
|
|
|
|
void
|
|
VRControllerHost::SetPose(const dom::GamepadPoseState& aPose)
|
|
{
|
|
mPose = aPose;
|
|
}
|
|
|
|
const dom::GamepadPoseState&
|
|
VRControllerHost::GetPose()
|
|
{
|
|
return mPose;
|
|
}
|
|
|
|
dom::GamepadHand
|
|
VRControllerHost::GetHand()
|
|
{
|
|
return mControllerInfo.mHand;
|
|
}
|
|
|
|
void
|
|
VRControllerHost::SetVibrateIndex(uint64_t aIndex)
|
|
{
|
|
mVibrateIndex = aIndex;
|
|
}
|
|
|
|
uint64_t
|
|
VRControllerHost::GetVibrateIndex()
|
|
{
|
|
return mVibrateIndex;
|
|
}
|