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d0b35a2ff4
MozReview-Commit-ID: I1xHfmAPMxT --HG-- extra : rebase_source : 5d957ff6172f3e730b61878b9067ec506ea4a383 extra : source : 66c97a5d22efc6436aab76756759b9b51517e940
425 lines
12 KiB
C++
425 lines
12 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 "VRDisplayHost.h"
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#include "gfxPrefs.h"
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#include "gfxVR.h"
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#include "ipc/VRLayerParent.h"
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#include "mozilla/layers/TextureHost.h"
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#include "mozilla/dom/GamepadBinding.h" // For GamepadMappingType
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#include "VRThread.h"
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#if defined(XP_WIN)
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#include <d3d11.h>
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#include "gfxWindowsPlatform.h"
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#include "../layers/d3d11/CompositorD3D11.h"
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#include "mozilla/gfx/DeviceManagerDx.h"
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#include "mozilla/layers/TextureD3D11.h"
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#elif defined(XP_MACOSX)
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#include "mozilla/gfx/MacIOSurface.h"
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#endif
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#if defined(MOZ_WIDGET_ANDROID)
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#include "mozilla/layers/CompositorThread.h"
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#endif // defined(MOZ_WIDGET_ANDROID)
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using namespace mozilla;
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using namespace mozilla::gfx;
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using namespace mozilla::layers;
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VRDisplayHost::AutoRestoreRenderState::AutoRestoreRenderState(VRDisplayHost* aDisplay)
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: mDisplay(aDisplay)
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, mSuccess(true)
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{
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#if defined(XP_WIN)
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ID3D11DeviceContext1* context = mDisplay->GetD3DDeviceContext();
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ID3DDeviceContextState* state = mDisplay->GetD3DDeviceContextState();
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if (!context || !state) {
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mSuccess = false;
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return;
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}
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context->SwapDeviceContextState(state, getter_AddRefs(mPrevDeviceContextState));
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#endif
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}
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VRDisplayHost::AutoRestoreRenderState::~AutoRestoreRenderState()
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{
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#if defined(XP_WIN)
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ID3D11DeviceContext1* context = mDisplay->GetD3DDeviceContext();
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if (context && mSuccess) {
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context->SwapDeviceContextState(mPrevDeviceContextState, nullptr);
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}
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#endif
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}
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bool
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VRDisplayHost::AutoRestoreRenderState::IsSuccess()
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{
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return mSuccess;
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}
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VRDisplayHost::VRDisplayHost(VRDeviceType aType)
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: mDisplayInfo{}
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, mLastUpdateDisplayInfo{}
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, mFrameStarted(false)
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{
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MOZ_COUNT_CTOR(VRDisplayHost);
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mDisplayInfo.mType = aType;
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mDisplayInfo.mDisplayID = VRSystemManager::AllocateDisplayID();
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mDisplayInfo.mPresentingGroups = 0;
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mDisplayInfo.mGroupMask = kVRGroupContent;
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mDisplayInfo.mFrameId = 0;
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mDisplayInfo.mDisplayState.mPresentingGeneration = 0;
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mDisplayInfo.mDisplayState.mDisplayName[0] = '\0';
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}
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VRDisplayHost::~VRDisplayHost()
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{
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if (mSubmitThread) {
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mSubmitThread->Shutdown();
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mSubmitThread = nullptr;
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}
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MOZ_COUNT_DTOR(VRDisplayHost);
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}
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#if defined(XP_WIN)
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bool
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VRDisplayHost::CreateD3DObjects()
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{
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if (!mDevice) {
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RefPtr<ID3D11Device> device = gfx::DeviceManagerDx::Get()->GetVRDevice();
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if (!device) {
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NS_WARNING("VRDisplayHost::CreateD3DObjects failed to get a D3D11Device");
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return false;
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}
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if (FAILED(device->QueryInterface(__uuidof(ID3D11Device1), getter_AddRefs(mDevice)))) {
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NS_WARNING("VRDisplayHost::CreateD3DObjects failed to get a D3D11Device1");
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return false;
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}
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}
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if (!mContext) {
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mDevice->GetImmediateContext1(getter_AddRefs(mContext));
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if (!mContext) {
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NS_WARNING("VRDisplayHost::CreateD3DObjects failed to get an immediate context");
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return false;
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}
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}
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if (!mDeviceContextState) {
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D3D_FEATURE_LEVEL featureLevels[] {
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D3D_FEATURE_LEVEL_11_1,
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D3D_FEATURE_LEVEL_11_0
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};
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mDevice->CreateDeviceContextState(0,
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featureLevels,
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2,
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D3D11_SDK_VERSION,
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__uuidof(ID3D11Device1),
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nullptr,
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getter_AddRefs(mDeviceContextState));
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}
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if (!mDeviceContextState) {
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NS_WARNING("VRDisplayHost::CreateD3DObjects failed to get a D3D11DeviceContextState");
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return false;
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}
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return true;
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}
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ID3D11Device1*
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VRDisplayHost::GetD3DDevice()
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{
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return mDevice;
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}
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ID3D11DeviceContext1*
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VRDisplayHost::GetD3DDeviceContext()
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{
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return mContext;
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}
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ID3DDeviceContextState*
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VRDisplayHost::GetD3DDeviceContextState()
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{
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return mDeviceContextState;
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}
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#endif // defined(XP_WIN)
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void
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VRDisplayHost::SetGroupMask(uint32_t aGroupMask)
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{
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mDisplayInfo.mGroupMask = aGroupMask;
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}
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bool
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VRDisplayHost::GetIsConnected()
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{
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return mDisplayInfo.mDisplayState.mIsConnected;
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}
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void
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VRDisplayHost::AddLayer(VRLayerParent *aLayer)
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{
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mLayers.AppendElement(aLayer);
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mDisplayInfo.mPresentingGroups |= aLayer->GetGroup();
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if (mLayers.Length() == 1) {
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StartPresentation();
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}
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// Ensure that the content process receives the change immediately
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VRManager* vm = VRManager::Get();
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vm->RefreshVRDisplays();
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}
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void
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VRDisplayHost::RemoveLayer(VRLayerParent *aLayer)
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{
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mLayers.RemoveElement(aLayer);
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if (mLayers.Length() == 0) {
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StopPresentation();
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}
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mDisplayInfo.mPresentingGroups = 0;
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for (auto layer : mLayers) {
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mDisplayInfo.mPresentingGroups |= layer->GetGroup();
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}
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// Ensure that the content process receives the change immediately
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VRManager* vm = VRManager::Get();
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vm->RefreshVRDisplays();
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}
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void
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VRDisplayHost::StartFrame()
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{
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AUTO_PROFILER_TRACING("VR", "GetSensorState");
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mLastFrameStart = TimeStamp::Now();
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++mDisplayInfo.mFrameId;
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mDisplayInfo.mLastSensorState[mDisplayInfo.mFrameId % kVRMaxLatencyFrames] = GetSensorState();
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mFrameStarted = true;
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}
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void
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VRDisplayHost::NotifyVSync()
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{
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/**
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* We will trigger a new frame immediately after a successful frame texture
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* submission. If content fails to call VRDisplay.submitFrame after
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* dom.vr.display.rafMaxDuration milliseconds has elapsed since the last
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* VRDisplay.requestAnimationFrame, we act as a "watchdog" and kick-off
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* a new VRDisplay.requestAnimationFrame to avoid a render loop stall and
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* to give content a chance to recover.
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*
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* If the lower level VR platform API's are rejecting submitted frames,
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* such as when the Oculus "Health and Safety Warning" is displayed,
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* we will not kick off the next frame immediately after VRDisplay.submitFrame
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* as it would result in an unthrottled render loop that would free run at
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* potentially extreme frame rates. To ensure that content has a chance to
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* resume its presentation when the frames are accepted once again, we rely
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* on this "watchdog" to act as a VR refresh driver cycling at a rate defined
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* by dom.vr.display.rafMaxDuration.
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*
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* This number must be larger than the slowest expected frame time during
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* normal VR presentation, but small enough not to break content that
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* makes assumptions of reasonably minimal VSync rate.
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*
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* The slowest expected refresh rate for a VR display currently is an
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* Oculus CV1 when ASW (Asynchronous Space Warp) is enabled, at 45hz.
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* A dom.vr.display.rafMaxDuration value of 50 milliseconds results in a 20hz
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* rate, which avoids inadvertent triggering of the watchdog during
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* Oculus ASW even if every second frame is dropped.
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*/
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bool bShouldStartFrame = false;
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if (mDisplayInfo.mPresentingGroups == 0) {
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// If this display isn't presenting, refresh the sensors and trigger
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// VRDisplay.requestAnimationFrame at the normal 2d display refresh rate.
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bShouldStartFrame = true;
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} else {
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// If content fails to call VRDisplay.submitFrame, we must eventually
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// time-out and trigger a new frame.
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if (mLastFrameStart.IsNull()) {
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bShouldStartFrame = true;
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} else {
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TimeDuration duration = TimeStamp::Now() - mLastFrameStart;
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if (duration.ToMilliseconds() > gfxPrefs::VRDisplayRafMaxDuration()) {
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bShouldStartFrame = true;
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}
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}
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}
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if (bShouldStartFrame) {
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VRManager *vm = VRManager::Get();
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MOZ_ASSERT(vm);
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vm->NotifyVRVsync(mDisplayInfo.mDisplayID);
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}
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}
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void
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VRDisplayHost::SubmitFrameInternal(const layers::SurfaceDescriptor &aTexture,
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uint64_t aFrameId,
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const gfx::Rect& aLeftEyeRect,
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const gfx::Rect& aRightEyeRect)
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{
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#if !defined(MOZ_WIDGET_ANDROID)
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MOZ_ASSERT(mSubmitThread->GetThread() == NS_GetCurrentThread());
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#endif // !defined(MOZ_WIDGET_ANDROID)
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AUTO_PROFILER_TRACING("VR", "SubmitFrameAtVRDisplayHost");
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if (!SubmitFrame(aTexture, aFrameId, aLeftEyeRect, aRightEyeRect)) {
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return;
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}
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#if defined(XP_WIN) || defined(XP_MACOSX) || defined(MOZ_WIDGET_ANDROID)
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/**
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* Trigger the next VSync immediately after we are successfully
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* submitting frames. As SubmitFrame is responsible for throttling
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* the render loop, if we don't successfully call it, we shouldn't trigger
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* NotifyVRVsync immediately, as it will run unbounded.
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* If NotifyVRVsync is not called here due to SubmitFrame failing, the
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* fallback "watchdog" code in VRDisplayHost::NotifyVSync() will cause
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* frames to continue at a lower refresh rate until frame submission
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* succeeds again.
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*/
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VRManager* vm = VRManager::Get();
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MessageLoop* loop = VRListenerThreadHolder::Loop();
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loop->PostTask(NewRunnableMethod<const uint32_t>(
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"gfx::VRManager::NotifyVRVsync",
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vm, &VRManager::NotifyVRVsync, mDisplayInfo.mDisplayID
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));
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#endif
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}
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void
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VRDisplayHost::SubmitFrame(VRLayerParent* aLayer,
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const layers::SurfaceDescriptor &aTexture,
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uint64_t aFrameId,
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const gfx::Rect& aLeftEyeRect,
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const gfx::Rect& aRightEyeRect)
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{
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if ((mDisplayInfo.mGroupMask & aLayer->GetGroup()) == 0) {
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// Suppress layers hidden by the group mask
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return;
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}
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// Ensure that we only accept the first SubmitFrame call per RAF cycle.
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if (!mFrameStarted || aFrameId != mDisplayInfo.mFrameId) {
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return;
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}
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mFrameStarted = false;
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RefPtr<Runnable> submit =
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NewRunnableMethod<StoreCopyPassByConstLRef<layers::SurfaceDescriptor>, uint64_t,
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StoreCopyPassByConstLRef<gfx::Rect>, StoreCopyPassByConstLRef<gfx::Rect>>(
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"gfx::VRDisplayHost::SubmitFrameInternal", this, &VRDisplayHost::SubmitFrameInternal,
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aTexture, aFrameId, aLeftEyeRect, aRightEyeRect);
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#if !defined(MOZ_WIDGET_ANDROID)
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if (!mSubmitThread) {
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mSubmitThread = new VRThread(NS_LITERAL_CSTRING("VR_SubmitFrame"));
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}
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mSubmitThread->Start();
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mSubmitThread->PostTask(submit.forget());
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#else
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CompositorThreadHolder::Loop()->PostTask(submit.forget());
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#endif // defined(MOZ_WIDGET_ANDROID)
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}
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bool
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VRDisplayHost::CheckClearDisplayInfoDirty()
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{
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if (mDisplayInfo == mLastUpdateDisplayInfo) {
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return false;
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}
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mLastUpdateDisplayInfo = mDisplayInfo;
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return true;
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}
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VRControllerHost::VRControllerHost(VRDeviceType aType, dom::GamepadHand aHand,
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uint32_t aDisplayID)
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: mControllerInfo{}
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, mVibrateIndex(0)
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{
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MOZ_COUNT_CTOR(VRControllerHost);
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mControllerInfo.mType = aType;
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mControllerInfo.mControllerState.hand = aHand;
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mControllerInfo.mMappingType = dom::GamepadMappingType::_empty;
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mControllerInfo.mDisplayID = aDisplayID;
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mControllerInfo.mControllerID = VRSystemManager::AllocateControllerID();
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}
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VRControllerHost::~VRControllerHost()
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{
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MOZ_COUNT_DTOR(VRControllerHost);
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}
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const VRControllerInfo&
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VRControllerHost::GetControllerInfo() const
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{
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return mControllerInfo;
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}
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void
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VRControllerHost::SetButtonPressed(uint64_t aBit)
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{
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mControllerInfo.mControllerState.buttonPressed = aBit;
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}
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uint64_t
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VRControllerHost::GetButtonPressed()
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{
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return mControllerInfo.mControllerState.buttonPressed;
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}
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void
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VRControllerHost::SetButtonTouched(uint64_t aBit)
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{
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mControllerInfo.mControllerState.buttonTouched = aBit;
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}
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uint64_t
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VRControllerHost::GetButtonTouched()
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{
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return mControllerInfo.mControllerState.buttonTouched;
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}
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void
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VRControllerHost::SetPose(const dom::GamepadPoseState& aPose)
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{
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mPose = aPose;
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}
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const dom::GamepadPoseState&
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VRControllerHost::GetPose()
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{
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return mPose;
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}
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dom::GamepadHand
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VRControllerHost::GetHand()
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{
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return mControllerInfo.mControllerState.hand;
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}
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void
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VRControllerHost::SetVibrateIndex(uint64_t aIndex)
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{
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mVibrateIndex = aIndex;
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}
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uint64_t
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VRControllerHost::GetVibrateIndex()
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{
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return mVibrateIndex;
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}
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