gecko-dev/gfx/vr/VRDisplayHost.cpp
Kearwood Gilbert 7a3eb1a6a2 Bug 1494556 - Remove VRListenerThread r=daoshengmu
We are refactoring much of the code in gfx/vr, moving
most of the code that runs in the VRListenerThread into
it's own process.  The remaining code will be non-blocking
once this refactoring is complete.

In order to resolve some shutdown crashes, it is simpler
to remove the VRListenerThread and the related code
starting and stopping this thread.  If this is done
prior to completion of the refactoring for Bug 1473399
(Enable VRService thread by default), there would be a
regression in responsiveness during detection of VR
hardware due to blocking API calls moving off the thread.

Differential Revision: https://phabricator.services.mozilla.com/D7227

--HG--
extra : moz-landing-system : lando
2018-10-02 21:17:05 +00:00

504 lines
14 KiB
C++

/* -*- 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/CompositorThread.h" // for CompositorThreadHolder
#include "mozilla/layers/TextureHost.h"
#include "mozilla/dom/GamepadBinding.h" // For GamepadMappingType
#include "VRThread.h"
#if defined(XP_WIN)
#include <d3d11.h>
#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"
// Max frame duration on Android before the watchdog submits a new one.
// Probably we can get rid of this when we enforce that SubmitFrame can only be called in a VRDisplay loop.
#define ANDROID_MAX_FRAME_DURATION 4000
#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';
#if defined(MOZ_WIDGET_ANDROID)
mLastSubmittedFrameId = 0;
mLastStartedFrame = 0;
#endif // defined(MOZ_WIDGET_ANDROID)
}
VRDisplayHost::~VRDisplayHost()
{
if (mSubmitThread) {
mSubmitThread->Shutdown();
mSubmitThread = nullptr;
}
MOZ_COUNT_DTOR(VRDisplayHost);
}
#if defined(XP_WIN)
bool
VRDisplayHost::CreateD3DObjects()
{
if (!mDevice) {
RefPtr<ID3D11Device> 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");
TimeStamp now = TimeStamp::Now();
#if defined(MOZ_WIDGET_ANDROID)
const TimeStamp lastFrameStart = mDisplayInfo.mLastFrameStart[mDisplayInfo.mFrameId % kVRMaxLatencyFrames];
const bool isPresenting = mLastUpdateDisplayInfo.GetPresentingGroups() != 0;
double duration = lastFrameStart.IsNull() ? 0.0 : (now - lastFrameStart).ToMilliseconds();
/**
* Do not start more VR frames until the last submitted frame is already processed.
*/
if (isPresenting && mLastStartedFrame > 0 && mDisplayInfo.mDisplayState.mLastSubmittedFrameId < mLastStartedFrame && duration < (double)ANDROID_MAX_FRAME_DURATION) {
return;
}
#endif // !defined(MOZ_WIDGET_ANDROID)
++mDisplayInfo.mFrameId;
size_t bufferIndex = mDisplayInfo.mFrameId % kVRMaxLatencyFrames;
mDisplayInfo.mLastSensorState[bufferIndex] = GetSensorState();
mDisplayInfo.mLastFrameStart[bufferIndex] = now;
mFrameStarted = true;
#if defined(MOZ_WIDGET_ANDROID)
mLastStartedFrame = mDisplayInfo.mFrameId;
#endif // !defined(MOZ_WIDGET_ANDROID)
}
void
VRDisplayHost::NotifyVSync()
{
/**
* If this display isn't presenting, refresh the sensors and trigger
* VRDisplay.requestAnimationFrame at the normal 2d display refresh rate.
*/
if (mDisplayInfo.mPresentingGroups == 0) {
VRManager *vm = VRManager::Get();
MOZ_ASSERT(vm);
vm->NotifyVRVsync(mDisplayInfo.mDisplayID);
}
}
void
VRDisplayHost::CheckWatchDog()
{
/**
* 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 content fails to call VRDisplay.submitFrame, we must eventually
// time-out and trigger a new frame.
TimeStamp lastFrameStart = mDisplayInfo.mLastFrameStart[mDisplayInfo.mFrameId % kVRMaxLatencyFrames];
if (lastFrameStart.IsNull()) {
bShouldStartFrame = true;
} else {
TimeDuration duration = TimeStamp::Now() - lastFrameStart;
if (duration.ToMilliseconds() > gfxPrefs::VRDisplayRafMaxDuration()) {
bShouldStartFrame = true;
}
}
if (bShouldStartFrame) {
VRManager *vm = VRManager::Get();
MOZ_ASSERT(vm);
vm->NotifyVRVsync(mDisplayInfo.mDisplayID);
}
}
void
VRDisplayHost::Run1msTasks(double aDeltaTime)
{
// To override in children
}
void
VRDisplayHost::Run10msTasks()
{
CheckWatchDog();
}
void
VRDisplayHost::Run100msTasks()
{
// to override in children
}
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 = CompositorThreadHolder::Loop();
loop->PostTask(NewRunnableMethod<const uint32_t>(
"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;
}
#if defined(MOZ_WIDGET_ANDROID)
/**
* Do not queue more submit frames until the last submitted frame is already processed
* and the new WebGL texture is ready.
*/
if (mLastSubmittedFrameId > 0 && mLastSubmittedFrameId != mDisplayInfo.mDisplayState.mLastSubmittedFrameId) {
mLastStartedFrame = 0;
return;
}
mLastSubmittedFrameId = aFrameId;
#endif // !defined(MOZ_WIDGET_ANDROID)
mFrameStarted = false;
RefPtr<Runnable> submit =
NewRunnableMethod<StoreCopyPassByConstLRef<layers::SurfaceDescriptor>, uint64_t,
StoreCopyPassByConstLRef<gfx::Rect>, StoreCopyPassByConstLRef<gfx::Rect>>(
"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;
}
void
VRDisplayHost::StartVRNavigation()
{
}
void
VRDisplayHost::StopVRNavigation(const TimeDuration& aTimeout)
{
}
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;
}