gecko-dev/gfx/vr/VRDisplayHost.cpp

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/* -*- 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"
#include "mozilla/layers/TextureHost.h"
#include "mozilla/dom/GamepadBinding.h" // For GamepadMappingType
#if defined(XP_WIN)
#include <d3d11.h>
#include "gfxWindowsPlatform.h"
#include "../layers/d3d11/CompositorD3D11.h"
#include "mozilla/layers/TextureD3D11.h"
#elif defined(XP_MACOSX)
#include "mozilla/gfx/MacIOSurface.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()
{
AutoProfilerTracing tracing("VR", "GetSensorState");
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);
}
}
void
VRDisplayHost::SubmitFrame(VRLayerParent* aLayer, PTextureParent* aTexture,
uint64_t aFrameId,
const gfx::Rect& aLeftEyeRect,
const gfx::Rect& aRightEyeRect)
{
AutoProfilerTracing tracing("VR", "SubmitFrameAtVRDisplayHost");
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 || aFrameId != mDisplayInfo.mFrameId) {
return;
}
mFrameStarted = false;
#if defined(XP_WIN)
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("VRDisplayHost::SubmitFrame failed to get a TextureSourceD3D11");
return;
}
if (!SubmitFrame(sourceD3D11, texSize, aLeftEyeRect, aRightEyeRect)) {
return;
}
#elif defined(XP_MACOSX)
TextureHost* th = TextureHost::AsTextureHost(aTexture);
MacIOSurface* surf = th->GetMacIOSurface();
if (!surf) {
NS_WARNING("VRDisplayHost::SubmitFrame failed to get a MacIOSurface");
return;
}
IntSize texSize = gfx::IntSize(surf->GetDevicePixelWidth(),
surf->GetDevicePixelHeight());
if (!SubmitFrame(surf, texSize, aLeftEyeRect, aRightEyeRect)) {
return;
}
#else
NS_WARNING("WebVR is not supported on this platform.");
return;
#endif
#if defined(XP_WIN) || defined(XP_MACOSX)
/**
* 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);
#endif
}
bool
VRDisplayHost::CheckClearDisplayInfoDirty()
{
if (mDisplayInfo == mLastUpdateDisplayInfo) {
return false;
}
mLastUpdateDisplayInfo = mDisplayInfo;
return true;
}
VRControllerHost::VRControllerHost(VRDeviceType aType, dom::GamepadHand aHand,
uint32_t aDisplayID)
: mButtonPressed(0)
, mButtonTouched(0)
, 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;
}