зеркало из https://github.com/mozilla/gecko-dev.git
513 строки
17 KiB
C++
513 строки
17 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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#include "VRPuppetCommandBuffer.h"
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#include "prthread.h"
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#include "mozilla/ClearOnShutdown.h"
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namespace mozilla {
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namespace gfx {
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static StaticRefPtr<VRPuppetCommandBuffer> sVRPuppetCommandBufferSingleton;
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VRPuppetCommandBuffer& VRPuppetCommandBuffer::Get() {
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if (sVRPuppetCommandBufferSingleton == nullptr) {
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sVRPuppetCommandBufferSingleton = new VRPuppetCommandBuffer();
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ClearOnShutdown(&sVRPuppetCommandBufferSingleton);
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}
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return *sVRPuppetCommandBufferSingleton;
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}
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VRPuppetCommandBuffer::VRPuppetCommandBuffer()
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: mMutex("VRPuppetCommandBuffer::mMutex") {
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MOZ_COUNT_CTOR(VRPuppetCommandBuffer);
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MOZ_ASSERT(sVRPuppetCommandBufferSingleton == nullptr);
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Reset();
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}
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VRPuppetCommandBuffer::~VRPuppetCommandBuffer() {
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MOZ_COUNT_DTOR(VRPuppetCommandBuffer);
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}
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void VRPuppetCommandBuffer::Submit(const nsTArray<uint64_t>& aBuffer) {
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MutexAutoLock lock(mMutex);
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mBuffer.AppendElements(aBuffer);
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mEnded = false;
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mEndedWithTimeout = false;
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}
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bool VRPuppetCommandBuffer::HasEnded() {
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MutexAutoLock lock(mMutex);
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return mEnded;
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}
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void VRPuppetCommandBuffer::Reset() {
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MutexAutoLock lock(mMutex);
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memset(&mPendingState, 0, sizeof(VRSystemState));
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memset(&mCommittedState, 0, sizeof(VRSystemState));
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for (int iControllerIdx = 0; iControllerIdx < kVRControllerMaxCount;
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iControllerIdx++) {
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for (int iHaptic = 0; iHaptic < kNumPuppetHaptics; iHaptic++) {
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mHapticPulseRemaining[iControllerIdx][iHaptic] = 0.0f;
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mHapticPulseIntensity[iControllerIdx][iHaptic] = 0.0f;
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}
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}
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mDataOffset = 0;
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mPresentationRequested = false;
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mFrameSubmitted = false;
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mFrameAccepted = false;
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mTimeoutDuration = 10.0f;
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mWaitRemaining = 0.0f;
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mBlockedTime = 0.0f;
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mTimerElapsed = 0.0f;
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mEnded = true;
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mEndedWithTimeout = false;
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mLastRunTimestamp = TimeStamp();
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mTimerSamples.Clear();
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mBuffer.Clear();
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}
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bool VRPuppetCommandBuffer::RunCommand(uint64_t aCommand, double aDeltaTime) {
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/**
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* Run a single command. If the command is blocking on a state change and
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* can't be executed, return false.
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*
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* VRPuppetCommandBuffer::RunCommand is only called by
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*VRPuppetCommandBuffer::Run(), which is already holding the mutex.
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*
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* Note that VRPuppetCommandBuffer::RunCommand may potentially be called >1000
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*times per frame. It might not hurt to add an assert here, but we should
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*avoid adding code which may potentially malloc (eg string handling) even for
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*debug builds here. This function will need to be reasonably fast, even in
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*debug builds which will be using it during tests.
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**/
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switch ((VRPuppet_Command)(aCommand & 0xff00000000000000)) {
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case VRPuppet_Command::VRPuppet_End:
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CompleteTest(false);
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break;
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case VRPuppet_Command::VRPuppet_ClearAll:
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memset(&mPendingState, 0, sizeof(VRSystemState));
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memset(&mCommittedState, 0, sizeof(VRSystemState));
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mPresentationRequested = false;
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mFrameSubmitted = false;
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mFrameAccepted = false;
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break;
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case VRPuppet_Command::VRPuppet_ClearController: {
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uint8_t controllerIdx = aCommand & 0x00000000000000ff;
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if (controllerIdx < kVRControllerMaxCount) {
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mPendingState.controllerState[controllerIdx].Clear();
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}
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} break;
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case VRPuppet_Command::VRPuppet_Timeout:
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mTimeoutDuration = (double)(aCommand & 0x00000000ffffffff) / 1000.0f;
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break;
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case VRPuppet_Command::VRPuppet_Wait:
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if (mWaitRemaining == 0.0f) {
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mWaitRemaining = (double)(aCommand & 0x00000000ffffffff) / 1000.0f;
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// Wait timer started, block
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return false;
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}
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mWaitRemaining -= aDeltaTime;
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if (mWaitRemaining > 0.0f) {
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// Wait timer still running, block
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return false;
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}
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// Wait timer has elapsed, unblock
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mWaitRemaining = 0.0f;
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break;
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case VRPuppet_Command::VRPuppet_WaitSubmit:
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if (!mFrameSubmitted) {
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return false;
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}
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break;
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case VRPuppet_Command::VRPuppet_CaptureFrame:
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// TODO - Capture the frame and record the output (Bug 1555180)
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break;
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case VRPuppet_Command::VRPuppet_AcknowledgeFrame:
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mFrameSubmitted = false;
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mFrameAccepted = true;
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break;
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case VRPuppet_Command::VRPuppet_RejectFrame:
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mFrameSubmitted = false;
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mFrameAccepted = false;
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break;
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case VRPuppet_Command::VRPuppet_WaitPresentationStart:
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if (!mPresentationRequested) {
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return false;
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}
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break;
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case VRPuppet_Command::VRPuppet_WaitPresentationEnd:
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if (mPresentationRequested) {
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return false;
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}
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break;
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case VRPuppet_Command::VRPuppet_WaitHapticIntensity: {
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// 0x0800cchhvvvvvvvv - VRPuppet_WaitHapticIntensity(c, h, v)
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uint8_t iControllerIdx = (aCommand & 0x0000ff0000000000) >> 40;
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if (iControllerIdx >= kVRControllerMaxCount) {
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// Puppet test is broken, ensure it fails
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return false;
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}
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uint8_t iHapticIdx = (aCommand & 0x000000ff00000000) >> 32;
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if (iHapticIdx >= kNumPuppetHaptics) {
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// Puppet test is broken, ensure it fails
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return false;
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}
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uint32_t iHapticIntensity =
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aCommand & 0x00000000ffffffff; // interpreted as 16.16 fixed point
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SimulateHaptics(aDeltaTime);
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uint64_t iCurrentIntensity =
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round(mHapticPulseIntensity[iControllerIdx][iHapticIdx] *
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(1 << 16)); // convert to 16.16 fixed point
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if (iCurrentIntensity > 0xffffffff) {
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iCurrentIntensity = 0xffffffff;
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}
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if (iCurrentIntensity != iHapticIntensity) {
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return false;
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}
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} break;
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case VRPuppet_Command::VRPuppet_StartTimer:
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mTimerElapsed = 0.0f;
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break;
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case VRPuppet_Command::VRPuppet_StopTimer:
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mTimerSamples.AppendElements(mTimerElapsed);
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// TODO - Return the timer samples to Javascript once the command buffer
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// is complete (Bug 1555182)
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break;
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case VRPuppet_Command::VRPuppet_UpdateDisplay:
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mDataOffset = (uint8_t*)&mPendingState.displayState -
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(uint8_t*)&mPendingState + (aCommand & 0x00000000ffffffff);
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break;
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case VRPuppet_Command::VRPuppet_UpdateSensor:
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mDataOffset = (uint8_t*)&mPendingState.sensorState -
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(uint8_t*)&mPendingState + (aCommand & 0x00000000ffffffff);
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break;
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case VRPuppet_Command::VRPuppet_UpdateControllers:
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mDataOffset = (uint8_t*)&mPendingState
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.controllerState[aCommand & 0x00000000000000ff] -
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(uint8_t*)&mPendingState + (aCommand & 0x00000000ffffffff);
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break;
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case VRPuppet_Command::VRPuppet_Commit:
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memcpy(&mCommittedState, &mPendingState, sizeof(VRSystemState));
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break;
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case VRPuppet_Command::VRPuppet_Data7:
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WriteData((aCommand & 0x00ff000000000000) >> 48);
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MOZ_FALLTHROUGH;
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// Purposefully, no break
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case VRPuppet_Command::VRPuppet_Data6:
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WriteData((aCommand & 0x0000ff0000000000) >> 40);
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MOZ_FALLTHROUGH;
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// Purposefully, no break
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case VRPuppet_Command::VRPuppet_Data5:
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WriteData((aCommand & 0x000000ff00000000) >> 32);
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MOZ_FALLTHROUGH;
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// Purposefully, no break
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case VRPuppet_Command::VRPuppet_Data4:
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WriteData((aCommand & 0x00000000ff000000) >> 24);
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MOZ_FALLTHROUGH;
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// Purposefully, no break
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case VRPuppet_Command::VRPuppet_Data3:
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WriteData((aCommand & 0x0000000000ff0000) >> 16);
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MOZ_FALLTHROUGH;
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// Purposefully, no break
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case VRPuppet_Command::VRPuppet_Data2:
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WriteData((aCommand & 0x000000000000ff00) >> 8);
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MOZ_FALLTHROUGH;
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// Purposefully, no break
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case VRPuppet_Command::VRPuppet_Data1:
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WriteData(aCommand & 0x00000000000000ff);
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break;
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}
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return true;
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}
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void VRPuppetCommandBuffer::WriteData(uint8_t aData) {
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if (mDataOffset && mDataOffset < sizeof(VRSystemState)) {
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((uint8_t*)&mPendingState)[mDataOffset++] = aData;
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}
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}
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void VRPuppetCommandBuffer::Run() {
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MutexAutoLock lock(mMutex);
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TimeStamp now = TimeStamp::Now();
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double deltaTime = 0.0f;
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if (!mLastRunTimestamp.IsNull()) {
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deltaTime = (now - mLastRunTimestamp).ToSeconds();
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}
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mLastRunTimestamp = now;
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mTimerElapsed += deltaTime;
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size_t transactionLength = 0;
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while (transactionLength < mBuffer.Length() && !mEnded) {
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if (RunCommand(mBuffer[transactionLength], deltaTime)) {
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mBlockedTime = 0.0f;
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transactionLength++;
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} else {
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mBlockedTime += deltaTime;
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if (mBlockedTime > mTimeoutDuration) {
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CompleteTest(true);
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}
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// If a command is blocked, we don't increment transactionLength,
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// allowing the command to be retried on the next cycle
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break;
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}
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}
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mBuffer.RemoveElementsAt(0, transactionLength);
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}
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void VRPuppetCommandBuffer::Run(VRSystemState& aState) {
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Run();
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// We don't want to stomp over some members
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bool bEnumerationCompleted = aState.enumerationCompleted;
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bool bShutdown = aState.displayState.shutdown;
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uint32_t minRestartInterval = aState.displayState.minRestartInterval;
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// Overwrite it all
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memcpy(&aState, &mCommittedState, sizeof(VRSystemState));
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// Restore the members
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aState.enumerationCompleted = bEnumerationCompleted;
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aState.displayState.shutdown = bShutdown;
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aState.displayState.minRestartInterval = minRestartInterval;
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}
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void VRPuppetCommandBuffer::StartPresentation() {
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mPresentationRequested = true;
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Run();
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}
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void VRPuppetCommandBuffer::StopPresentation() {
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mPresentationRequested = false;
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Run();
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}
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bool VRPuppetCommandBuffer::SubmitFrame() {
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// Emulate blocking behavior of various XR API's as
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// described by puppet script
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mFrameSubmitted = true;
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mFrameAccepted = false;
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while (true) {
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Run();
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if (!mFrameSubmitted || mEnded) {
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break;
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}
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PR_Sleep(PR_INTERVAL_NO_WAIT); // Yield
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}
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return mFrameAccepted;
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}
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void VRPuppetCommandBuffer::VibrateHaptic(uint32_t aControllerIdx,
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uint32_t aHapticIndex,
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float aIntensity, float aDuration) {
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if (aHapticIndex >= kNumPuppetHaptics ||
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aControllerIdx >= kVRControllerMaxCount) {
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return;
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}
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// We must Run() before and after updating haptic state to avoid script
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// deadlocks
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// The deadlocks would be caused by scripts that include two
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// VRPuppet_WaitHapticIntensity commands. If
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// VRPuppetCommandBuffer::VibrateHaptic() is called twice without advancing
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// through the command buffer with VRPuppetCommandBuffer::Run() in between,
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// the first VRPuppet_WaitHapticInensity may not see the transient value that
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// it is waiting for, thus blocking forever and deadlocking the script.
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Run();
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mHapticPulseRemaining[aControllerIdx][aHapticIndex] = aDuration;
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mHapticPulseIntensity[aControllerIdx][aHapticIndex] = aIntensity;
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Run();
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}
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void VRPuppetCommandBuffer::StopVibrateHaptic(uint32_t aControllerIdx) {
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if (aControllerIdx >= kVRControllerMaxCount) {
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return;
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}
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// We must Run() before and after updating haptic state to avoid script
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// deadlocks
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Run();
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for (int iHaptic = 0; iHaptic < kNumPuppetHaptics; iHaptic++) {
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mHapticPulseRemaining[aControllerIdx][iHaptic] = 0.0f;
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mHapticPulseIntensity[aControllerIdx][iHaptic] = 0.0f;
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}
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Run();
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}
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void VRPuppetCommandBuffer::StopAllHaptics() {
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// We must Run() before and after updating haptic state to avoid script
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// deadlocks
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Run();
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for (int iControllerIdx = 0; iControllerIdx < kVRControllerMaxCount;
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iControllerIdx++) {
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for (int iHaptic = 0; iHaptic < kNumPuppetHaptics; iHaptic++) {
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mHapticPulseRemaining[iControllerIdx][iHaptic] = 0.0f;
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mHapticPulseIntensity[iControllerIdx][iHaptic] = 0.0f;
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}
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}
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Run();
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}
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void VRPuppetCommandBuffer::SimulateHaptics(double aDeltaTime) {
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for (int iControllerIdx = 0; iControllerIdx < kVRControllerMaxCount;
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iControllerIdx++) {
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for (int iHaptic = 0; iHaptic < kNumPuppetHaptics; iHaptic++) {
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if (mHapticPulseIntensity[iControllerIdx][iHaptic] > 0.0f) {
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mHapticPulseRemaining[iControllerIdx][iHaptic] -= aDeltaTime;
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if (mHapticPulseRemaining[iControllerIdx][iHaptic] <= 0.0f) {
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mHapticPulseRemaining[iControllerIdx][iHaptic] = 0.0f;
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mHapticPulseIntensity[iControllerIdx][iHaptic] = 0.0f;
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}
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}
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}
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}
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}
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void VRPuppetCommandBuffer::CompleteTest(bool aTimedOut) {
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mEndedWithTimeout = aTimedOut;
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mEnded = true;
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}
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/**
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* Generates a sequence of VRPuppet_Data# commands, as described
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* in VRPuppetCommandBuffer.h, to encode the changes to be made to
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* a "destination" structure to match the "source" structure.
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* As the commands are encoded, the destination structure is updated
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* to match the source.
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*
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* @param aBuffer
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* The buffer in which the commands will be appended.
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* @param aSrcStart
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* Byte pointer to the start of the structure that
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* will be copied from.
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* @param aDstStart
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* Byte pointer to the start of the structure that
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* will be copied to.
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* @param aLength
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* Length of the structure that will be copied.
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* @param aUpdateCommand
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* VRPuppet_... command indicating which structure is being
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* copied:
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* VRPuppet_Command::VRPuppet_UpdateDisplay:
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* A single VRDisplayState struct
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* VRPuppet_Command::VRPuppet_UpdateSensor:
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* A single VRHMDSensorState struct
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* VRPuppet_Command::VRPuppet_UpdateControllers:
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* An array of VRControllerState structs with a
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* count of kVRControllerMaxCount
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*/
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void VRPuppetCommandBuffer::EncodeStruct(nsTArray<uint64_t>& aBuffer,
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uint8_t* aSrcStart, uint8_t* aDstStart,
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size_t aLength,
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VRPuppet_Command aUpdateCommand) {
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// Naive implementation, but will not be executed in realtime, so will not
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// affect test timer results. Could be improved to avoid unaligned reads and
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// to use SSE.
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// Pointer to source byte being compared+copied
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uint8_t* src = aSrcStart;
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// Pointer to destination byte being compared+copied
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uint8_t* dst = aDstStart;
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// Number of bytes packed into bufData
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uint8_t bufLen = 0;
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// 64-bits to be interpreted as up to 7 separate bytes
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// This will form the lower 56 bits of the command
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uint64_t bufData = 0;
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// purgebuffer takes the bytes stored in bufData and generates a VRPuppet
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// command representing those bytes as "VRPuppet Data".
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// VRPUppet_Data1 encodes 1 byte
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// VRPuppet_Data2 encodes 2 bytes
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// and so on, until..
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// VRPuppet_Data7 encodes 7 bytes
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// This command is appended to aBuffer, then bufLen and bufData are reset
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auto purgeBuffer = [&]() {
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// Only emit a command if there are data bytes in bufData
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if (bufLen > 0) {
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MOZ_ASSERT(bufLen <= 7);
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uint64_t command = (uint64_t)VRPuppet_Command::VRPuppet_Data1;
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command += ((uint64_t)VRPuppet_Command::VRPuppet_Data2 -
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(uint64_t)VRPuppet_Command::VRPuppet_Data1) *
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(bufLen - 1);
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command |= bufData;
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aBuffer.AppendElement(command);
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bufLen = 0;
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bufData = 0;
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}
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};
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// Loop through the bytes of the structs.
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// While copying the struct at aSrcStart to aDstStart,
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// the differences are encoded as VRPuppet commands and
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// appended to aBuffer.
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for (size_t i = 0; i < aLength; i++) {
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if (*src != *dst) {
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// This byte is different
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// Copy the byte to the destination
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*dst = *src;
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if (bufLen == 0) {
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// This is the start of a new span of changed bytes
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// Output a command to specify the offset of the
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// span.
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aBuffer.AppendElement((uint64_t)aUpdateCommand + i);
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// Store this first byte in bufData.
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// We will batch up to 7 bytes in one VRPuppet_DataXX
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// command, so we won't emit it yet.
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bufLen = 1;
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bufData = *src;
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} else if (bufLen <= 6) {
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// This is the continuation of a span of changed bytes.
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// There is room to add more bytes to bufData.
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|
// Store the next byte in bufData.
|
|
// We will batch up to 7 bytes in one VRPuppet_DataXX
|
|
// command, so we won't emit it yet.
|
|
bufData = (bufData << 8) | *src;
|
|
bufLen++;
|
|
} else {
|
|
MOZ_ASSERT(bufLen == 7);
|
|
// This is the continuation of a span of changed bytes.
|
|
// There are already 7 bytes in bufData, so we must emit
|
|
// the VRPuppet_Data7 command for the prior bytes before
|
|
// starting a new command.
|
|
aBuffer.AppendElement((uint64_t)VRPuppet_Command::VRPuppet_Data7 +
|
|
bufData);
|
|
|
|
// Store this byte to be included in the next VRPuppet_DataXX
|
|
// command.
|
|
bufLen = 1;
|
|
bufData = *src;
|
|
}
|
|
} else {
|
|
// This byte is the same.
|
|
// If there are bytes in bufData, the span has now ended and we must
|
|
// emit a VRPuppet_DataXX command for the accumulated bytes.
|
|
// purgeBuffer will not emit any commands if there are no bytes
|
|
// accumulated.
|
|
purgeBuffer();
|
|
}
|
|
// Advance to the next source and destination byte.
|
|
++src;
|
|
++dst;
|
|
}
|
|
// In the event that the very last byte of the structs differ, we must
|
|
// ensure that the accumulated bytes are emitted as a VRPuppet_DataXX
|
|
// command.
|
|
purgeBuffer();
|
|
}
|
|
|
|
} // namespace gfx
|
|
} // namespace mozilla
|