зеркало из https://github.com/mozilla/gecko-dev.git
95 строки
3.4 KiB
C++
95 строки
3.4 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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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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#ifndef GFX_VR_SERVICE_VRSESSION_H
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#define GFX_VR_SERVICE_VRSESSION_H
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#include "moz_external_vr.h"
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#if defined(XP_WIN)
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# include <d3d11_1.h>
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#elif defined(XP_MACOSX)
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class MacIOSurface;
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#endif
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namespace mozilla {
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namespace gfx {
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class VRSession {
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public:
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VRSession();
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// Since this class doesn't use smartpointers for its refcounted
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// members (so that it can compile outside of mozilla-central),
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// prevent copying the addresses without increasing the refcount.
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VRSession(const VRSession&) = delete;
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VRSession& operator=(const VRSession&) = delete;
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#ifdef XP_WIN
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virtual ~VRSession();
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#else
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virtual ~VRSession() = default;
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#endif
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static void UpdateTrigger(VRControllerState& aState, uint32_t aButtonIndex,
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float aValue, float aThreshold);
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/**
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* In order to support WebXR's navigator.xr.IsSessionSupported call without
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* displaying any permission dialogue, it is necessary to have a safe way to
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* detect the capability of running a VR or AR session without activating XR
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* runtimes or powering on hardware.
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*
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* API's such as OpenVR make no guarantee that hardware and software won't be
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* left activated after enumerating devices, so each backend in gfx/vr/service
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* must allow for more granular detection of capabilities.
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*
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* By passing true to bDetectRuntimesOnly, the initialization exits early
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* after reporting the presence of XR runtime software. The Initialize method
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* will only enumerate hardware and possibly return true when
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* aDetectRuntimesOnly is false.
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*/
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virtual bool Initialize(mozilla::gfx::VRSystemState& aSystemState,
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bool aDetectRuntimesOnly) = 0;
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virtual void Shutdown() = 0;
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virtual void ProcessEvents(mozilla::gfx::VRSystemState& aSystemState) = 0;
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virtual void StartFrame(mozilla::gfx::VRSystemState& aSystemState) = 0;
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virtual bool StartPresentation() = 0;
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virtual void StopPresentation() = 0;
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virtual void VibrateHaptic(uint32_t aControllerIdx, uint32_t aHapticIndex,
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float aIntensity, float aDuration) = 0;
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virtual void StopVibrateHaptic(uint32_t aControllerIdx) = 0;
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virtual void StopAllHaptics() = 0;
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bool SubmitFrame(const mozilla::gfx::VRLayer_Stereo_Immersive& aLayer);
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bool ShouldQuit() const;
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protected:
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bool mShouldQuit;
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#if defined(XP_WIN)
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virtual bool SubmitFrame(const mozilla::gfx::VRLayer_Stereo_Immersive& aLayer,
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ID3D11Texture2D* aTexture) = 0;
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bool CreateD3DContext(ID3D11Device* aDevice);
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ID3D11Device1* GetD3DDevice();
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ID3D11DeviceContext1* GetD3DDeviceContext();
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ID3DDeviceContextState* GetD3DDeviceContextState();
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ID3D11Device1* mDevice;
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ID3D11DeviceContext1* mContext;
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ID3DDeviceContextState* mDeviceContextState;
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#elif defined(XP_MACOSX)
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virtual bool SubmitFrame(const mozilla::gfx::VRLayer_Stereo_Immersive& aLayer,
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const VRLayerTextureHandle& aTexture) = 0;
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#endif
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void SetControllerSelectionAndSqueezeFrameId(
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VRControllerState& controllerState, uint64_t aFrameId);
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};
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} // namespace gfx
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} // namespace mozilla
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#endif // GFX_VR_SERVICE_VRSESSION_H
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