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- Added new chrome-only webidl methods to be used by browser UI and WebExtensions - Implemented bitmasked group visibility for VR sessions to enable switching between chrome and regular content presentations. - Implemented throttling mechanism to avoid runaway, unthrottled render loops for VR sessions that are hidden by group visibility bitmasks or due to lower level platform VR events, such as during the Oculus "Health and Safety Warning". - Simplified the PVRManager IPC protocol while extending it to support VR session groups and later WebVR content performance profiling API's. - Removed the last WebVR related sync IPC call. MozReview-Commit-ID: BMEIPyYeEbq --HG-- extra : rebase_source : 47d3682cad3d913504175b7d4c3e9d992236f097
115 lines
3.2 KiB
C++
115 lines
3.2 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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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_DISPLAY_HOST_H
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#define GFX_VR_DISPLAY_HOST_H
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#include "gfxVR.h"
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#include "nsTArray.h"
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#include "nsString.h"
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#include "nsCOMPtr.h"
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#include "mozilla/RefPtr.h"
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#include "mozilla/gfx/2D.h"
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#include "mozilla/Atomics.h"
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#include "mozilla/EnumeratedArray.h"
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#include "mozilla/TimeStamp.h"
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#include "mozilla/TypedEnumBits.h"
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#include "mozilla/dom/GamepadPoseState.h"
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namespace mozilla {
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namespace layers {
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class PTextureParent;
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#if defined(XP_WIN)
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class TextureSourceD3D11;
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#endif
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} // namespace layers
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namespace gfx {
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class VRLayerParent;
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class VRDisplayHost {
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public:
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NS_INLINE_DECL_THREADSAFE_REFCOUNTING(VRDisplayHost)
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const VRDisplayInfo& GetDisplayInfo() const { return mDisplayInfo; }
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void AddLayer(VRLayerParent* aLayer);
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void RemoveLayer(VRLayerParent* aLayer);
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virtual void ZeroSensor() = 0;
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virtual void StartPresentation() = 0;
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virtual void StopPresentation() = 0;
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virtual void NotifyVSync();
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void StartFrame();
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void SubmitFrame(VRLayerParent* aLayer,
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mozilla::layers::PTextureParent* aTexture,
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const gfx::Rect& aLeftEyeRect,
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const gfx::Rect& aRightEyeRect);
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bool CheckClearDisplayInfoDirty();
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void SetGroupMask(uint32_t aGroupMask);
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protected:
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explicit VRDisplayHost(VRDeviceType aType);
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virtual ~VRDisplayHost();
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#if defined(XP_WIN)
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// Subclasses should override this SubmitFrame function.
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// Returns true if the SubmitFrame call will block as necessary
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// to control timing of the next frame and throttle the render loop
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// for the needed framerate.
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virtual bool SubmitFrame(mozilla::layers::TextureSourceD3D11* aSource,
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const IntSize& aSize,
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const gfx::Rect& aLeftEyeRect,
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const gfx::Rect& aRightEyeRect) = 0;
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#endif
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VRDisplayInfo mDisplayInfo;
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nsTArray<RefPtr<VRLayerParent>> mLayers;
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// Weak reference to mLayers entries are cleared in
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// VRLayerParent destructor
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protected:
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virtual VRHMDSensorState GetSensorState() = 0;
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private:
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VRDisplayInfo mLastUpdateDisplayInfo;
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TimeStamp mLastFrameStart;
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};
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class VRControllerHost {
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public:
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NS_INLINE_DECL_THREADSAFE_REFCOUNTING(VRControllerHost)
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const VRControllerInfo& GetControllerInfo() const;
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void SetButtonPressed(uint64_t aBit);
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uint64_t GetButtonPressed();
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void SetButtonTouched(uint64_t aBit);
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uint64_t GetButtonTouched();
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void SetPose(const dom::GamepadPoseState& aPose);
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const dom::GamepadPoseState& GetPose();
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dom::GamepadHand GetHand();
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void SetVibrateIndex(uint64_t aIndex);
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uint64_t GetVibrateIndex();
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protected:
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explicit VRControllerHost(VRDeviceType aType);
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virtual ~VRControllerHost();
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VRControllerInfo mControllerInfo;
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// The current button pressed bit of button mask.
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uint64_t mButtonPressed;
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// The current button touched bit of button mask.
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uint64_t mButtonTouched;
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uint64_t mVibrateIndex;
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dom::GamepadPoseState mPose;
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};
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} // namespace gfx
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} // namespace mozilla
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#endif /* GFX_VR_DISPLAY_HOST_H */
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