gecko-dev/gfx/vr/VRDisplayHost.cpp
Kearwood Gilbert d0b35a2ff4 Bug 1470527 - Implement Controller support for gfxVRExternal and VRServiceOpenVR,r=daoshengmu
MozReview-Commit-ID: I1xHfmAPMxT

--HG--
extra : rebase_source : 5d957ff6172f3e730b61878b9067ec506ea4a383
extra : source : 66c97a5d22efc6436aab76756759b9b51517e940
2018-07-11 12:20:51 -07:00

425 lines
12 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/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"
#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<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");
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<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;
}
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;
}
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;
}