gecko-dev/gfx/vr/ipc/PVRManager.ipdl
Kearwood Gilbert eb3becc0b0 Bug 1362213 - Implement chrome-only API to manage VR sessions r=daoshengmu,kanru,smaug
- 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
2017-05-08 16:01:36 -07:00

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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* vim: sw=2 ts=8 et :
*/
/* 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 LayersSurfaces;
include protocol PTexture;
include protocol PVRLayer;
include LayersMessages;
include GamepadEventTypes;
include "VRMessageUtils.h";
using struct mozilla::gfx::VRFieldOfView from "gfxVR.h";
using struct mozilla::gfx::VRDisplayInfo from "gfxVR.h";
using struct mozilla::gfx::VRSensorUpdate from "gfxVR.h";
using struct mozilla::gfx::VRHMDSensorState from "gfxVR.h";
using struct mozilla::gfx::VRControllerInfo from "gfxVR.h";
using struct mozilla::gfx::VRSubmitFrameResultInfo from "gfxVR.h";
using mozilla::layers::LayersBackend from "mozilla/layers/LayersTypes.h";
using mozilla::layers::TextureFlags from "mozilla/layers/CompositorTypes.h";
namespace mozilla {
namespace gfx {
/**
* The PVRManager protocol is used to enable communication of VR display
* enumeration and sensor state between the compositor thread and
* content threads/processes.
*/
sync protocol PVRManager
{
manages PTexture;
manages PVRLayer;
parent:
async PTexture(SurfaceDescriptor aSharedData, LayersBackend aBackend,
TextureFlags aTextureFlags, uint64_t aSerial);
async PVRLayer(uint32_t aDisplayID, float aLeftEyeX, float aLeftEyeY,
float aLeftEyeWidth, float aLeftEyeHeight, float aRightEyeX,
float aRightEyeY, float aRightEyeWidth, float aRightEyeHeight,
uint32_t aGroup);
// (Re)Enumerate VR Displays. An updated list of VR displays will be returned
// asynchronously to children via UpdateDisplayInfo.
async RefreshDisplays();
// Reset the sensor of the display identified by aDisplayID so that the current
// sensor state is the "Zero" position.
async ResetSensor(uint32_t aDisplayID);
async SetGroupMask(uint32_t aDisplayID, uint32_t aGroupMask);
async SetHaveEventListener(bool aHaveEventListener);
async ControllerListenerAdded();
async ControllerListenerRemoved();
async VibrateHaptic(uint32_t aControllerIdx, uint32_t aHapticIndex,
double aIntensity, double aDuration, uint32_t aPromiseID);
async StopVibrateHaptic(uint32_t aControllerIdx);
async CreateVRTestSystem();
async CreateVRServiceTestDisplay(nsCString aID, uint32_t aPromiseID);
async CreateVRServiceTestController(nsCString aID, uint32_t aPromiseID);
async SetDisplayInfoToMockDisplay(uint32_t aDeviceID, VRDisplayInfo aDisplayInfo);
async SetSensorStateToMockDisplay(uint32_t aDeviceID, VRHMDSensorState aSensorState);
async NewButtonEventToMockController(uint32_t aDeviceID, long aButton,
bool aPressed);
async NewAxisMoveEventToMockController(uint32_t aDeviceID, long aAxis,
double aValue);
async NewPoseMoveToMockController(uint32_t aDeviceID, GamepadPoseState aPose);
child:
async ParentAsyncMessages(AsyncParentMessageData[] aMessages);
// Notify children of updated VR display enumeration and details. This will
// be sent to all children when the parent receives RefreshDisplays, even
// if no changes have been detected. This ensures that Promises exposed
// through DOM calls are always resolved.
async UpdateDisplayInfo(VRDisplayInfo[] aDisplayUpdates);
async DispatchSubmitFrameResult(uint32_t aDisplayID, VRSubmitFrameResultInfo aResult);
async GamepadUpdate(GamepadChangeEvent aGamepadEvent);
async ReplyGamepadVibrateHaptic(uint32_t aPromiseID);
async ReplyCreateVRServiceTestDisplay(nsCString aID, uint32_t aPromiseID,
uint32_t aDeviceID);
async ReplyCreateVRServiceTestController(nsCString aID, uint32_t aPromiseID,
uint32_t aDeviceID);
async __delete__();
};
} // gfx
} // mozilla