/* -*- 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 "VRDisplayHost.h" #include "gfxPrefs.h" #include "gfxVR.h" #include "ipc/VRLayerParent.h" #include "mozilla/layers/TextureHost.h" #include "mozilla/dom/GamepadBinding.h" // For GamepadMappingType #include "VRThread.h" #if defined(XP_WIN) #include #include "gfxWindowsPlatform.h" #include "../layers/d3d11/CompositorD3D11.h" #include "mozilla/gfx/DeviceManagerDx.h" #include "mozilla/layers/TextureD3D11.h" #elif defined(XP_MACOSX) #include "mozilla/gfx/MacIOSurface.h" #endif #if defined(MOZ_WIDGET_ANDROID) #include "mozilla/layers/CompositorThread.h" #endif // defined(MOZ_WIDGET_ANDROID) using namespace mozilla; using namespace mozilla::gfx; using namespace mozilla::layers; VRDisplayHost::AutoRestoreRenderState::AutoRestoreRenderState(VRDisplayHost* aDisplay) : mDisplay(aDisplay) , mSuccess(true) { #if defined(XP_WIN) ID3D11DeviceContext1* context = mDisplay->GetD3DDeviceContext(); ID3DDeviceContextState* state = mDisplay->GetD3DDeviceContextState(); if (!context || !state) { mSuccess = false; return; } context->SwapDeviceContextState(state, getter_AddRefs(mPrevDeviceContextState)); #endif } VRDisplayHost::AutoRestoreRenderState::~AutoRestoreRenderState() { #if defined(XP_WIN) ID3D11DeviceContext1* context = mDisplay->GetD3DDeviceContext(); if (context && mSuccess) { context->SwapDeviceContextState(mPrevDeviceContextState, nullptr); } #endif } bool VRDisplayHost::AutoRestoreRenderState::IsSuccess() { return mSuccess; } VRDisplayHost::VRDisplayHost(VRDeviceType aType) : mDisplayInfo{} , mLastUpdateDisplayInfo{} , mFrameStarted(false) { MOZ_COUNT_CTOR(VRDisplayHost); mDisplayInfo.mType = aType; mDisplayInfo.mDisplayID = VRSystemManager::AllocateDisplayID(); mDisplayInfo.mPresentingGroups = 0; mDisplayInfo.mGroupMask = kVRGroupContent; mDisplayInfo.mFrameId = 0; mDisplayInfo.mDisplayState.mPresentingGeneration = 0; mDisplayInfo.mDisplayState.mDisplayName[0] = '\0'; } VRDisplayHost::~VRDisplayHost() { if (mSubmitThread) { mSubmitThread->Shutdown(); mSubmitThread = nullptr; } MOZ_COUNT_DTOR(VRDisplayHost); } #if defined(XP_WIN) bool VRDisplayHost::CreateD3DObjects() { if (!mDevice) { RefPtr device = gfx::DeviceManagerDx::Get()->GetVRDevice(); if (!device) { NS_WARNING("VRDisplayHost::CreateD3DObjects failed to get a D3D11Device"); return false; } if (FAILED(device->QueryInterface(__uuidof(ID3D11Device1), getter_AddRefs(mDevice)))) { NS_WARNING("VRDisplayHost::CreateD3DObjects failed to get a D3D11Device1"); return false; } } if (!mContext) { mDevice->GetImmediateContext1(getter_AddRefs(mContext)); if (!mContext) { NS_WARNING("VRDisplayHost::CreateD3DObjects failed to get an immediate context"); return false; } } if (!mDeviceContextState) { D3D_FEATURE_LEVEL featureLevels[] { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0 }; mDevice->CreateDeviceContextState(0, featureLevels, 2, D3D11_SDK_VERSION, __uuidof(ID3D11Device1), nullptr, getter_AddRefs(mDeviceContextState)); } if (!mDeviceContextState) { NS_WARNING("VRDisplayHost::CreateD3DObjects failed to get a D3D11DeviceContextState"); return false; } return true; } ID3D11Device1* VRDisplayHost::GetD3DDevice() { return mDevice; } ID3D11DeviceContext1* VRDisplayHost::GetD3DDeviceContext() { return mContext; } ID3DDeviceContextState* VRDisplayHost::GetD3DDeviceContextState() { return mDeviceContextState; } #endif // defined(XP_WIN) void VRDisplayHost::SetGroupMask(uint32_t aGroupMask) { mDisplayInfo.mGroupMask = aGroupMask; } bool VRDisplayHost::GetIsConnected() { return mDisplayInfo.mDisplayState.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() { AUTO_PROFILER_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 * dom.vr.display.rafMaxDuration 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 dom.vr.display.rafMaxDuration. * * 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 dom.vr.display.rafMaxDuration 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. */ 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() > gfxPrefs::VRDisplayRafMaxDuration()) { bShouldStartFrame = true; } } } if (bShouldStartFrame) { VRManager *vm = VRManager::Get(); MOZ_ASSERT(vm); vm->NotifyVRVsync(mDisplayInfo.mDisplayID); } } void VRDisplayHost::SubmitFrameInternal(const layers::SurfaceDescriptor &aTexture, uint64_t aFrameId, const gfx::Rect& aLeftEyeRect, const gfx::Rect& aRightEyeRect) { #if !defined(MOZ_WIDGET_ANDROID) MOZ_ASSERT(mSubmitThread->GetThread() == NS_GetCurrentThread()); #endif // !defined(MOZ_WIDGET_ANDROID) AUTO_PROFILER_TRACING("VR", "SubmitFrameAtVRDisplayHost"); if (!SubmitFrame(aTexture, aFrameId, aLeftEyeRect, aRightEyeRect)) { return; } #if defined(XP_WIN) || defined(XP_MACOSX) || defined(MOZ_WIDGET_ANDROID) /** * 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(); MessageLoop* loop = VRListenerThreadHolder::Loop(); loop->PostTask(NewRunnableMethod( "gfx::VRManager::NotifyVRVsync", vm, &VRManager::NotifyVRVsync, mDisplayInfo.mDisplayID )); #endif } void VRDisplayHost::SubmitFrame(VRLayerParent* aLayer, const layers::SurfaceDescriptor &aTexture, uint64_t aFrameId, 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 || aFrameId != mDisplayInfo.mFrameId) { return; } mFrameStarted = false; RefPtr submit = NewRunnableMethod, uint64_t, StoreCopyPassByConstLRef, StoreCopyPassByConstLRef>( "gfx::VRDisplayHost::SubmitFrameInternal", this, &VRDisplayHost::SubmitFrameInternal, aTexture, aFrameId, aLeftEyeRect, aRightEyeRect); #if !defined(MOZ_WIDGET_ANDROID) if (!mSubmitThread) { mSubmitThread = new VRThread(NS_LITERAL_CSTRING("VR_SubmitFrame")); } mSubmitThread->Start(); mSubmitThread->PostTask(submit.forget()); #else CompositorThreadHolder::Loop()->PostTask(submit.forget()); #endif // defined(MOZ_WIDGET_ANDROID) } bool VRDisplayHost::CheckClearDisplayInfoDirty() { if (mDisplayInfo == mLastUpdateDisplayInfo) { return false; } mLastUpdateDisplayInfo = mDisplayInfo; return true; } VRControllerHost::VRControllerHost(VRDeviceType aType, dom::GamepadHand aHand, uint32_t aDisplayID) : mControllerInfo{} , mVibrateIndex(0) { MOZ_COUNT_CTOR(VRControllerHost); mControllerInfo.mType = aType; mControllerInfo.mControllerState.hand = 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) { mControllerInfo.mControllerState.buttonPressed = aBit; } uint64_t VRControllerHost::GetButtonPressed() { return mControllerInfo.mControllerState.buttonPressed; } void VRControllerHost::SetButtonTouched(uint64_t aBit) { mControllerInfo.mControllerState.buttonTouched = aBit; } uint64_t VRControllerHost::GetButtonTouched() { return mControllerInfo.mControllerState.buttonTouched; } void VRControllerHost::SetPose(const dom::GamepadPoseState& aPose) { mPose = aPose; } const dom::GamepadPoseState& VRControllerHost::GetPose() { return mPose; } dom::GamepadHand VRControllerHost::GetHand() { return mControllerInfo.mControllerState.hand; } void VRControllerHost::SetVibrateIndex(uint64_t aIndex) { mVibrateIndex = aIndex; } uint64_t VRControllerHost::GetVibrateIndex() { return mVibrateIndex; }