gecko-dev/gfx/vr/VRDisplayHost.cpp
Nicholas Nethercote 8a68e6fb83 Bug 1403868 (part 4) - Reduce tools/profiler/public/*.h to almost nothing in non-MOZ_GECKO_PROFILER builds. r=mstange.
Currently the Gecko Profiler defines a moderate amount of stuff when
MOZ_GECKO_PROFILER is undefined. It also #includes various headers, including
JS ones. This is making it difficult to separate Gecko's media stack for
inclusion in Servo.

This patch greatly simplifies how things are exposed. The starting point is:

- GeckoProfiler.h can be #included unconditionally;

- everything else from the profiler must be guarded by MOZ_GECKO_PROFILER.

In practice this introduces way too many #ifdefs, so the patch loosens it by
adding no-op macros for a number of the most common operations.

The net result is that #ifdefs and macros are used a bit more, but almost
nothing is exposed in non-MOZ_GECKO_PROFILER builds (including
ProfilerMarkerPayload.h and GeckoProfiler.h), and understanding what is exposed
is much simpler than before.

Note also that in BHR, ThreadStackHelper is now entirely absent in
non-MOZ_GECKO_PROFILER builds.
2017-10-04 09:11:18 +11:00

453 lines
13 KiB
C++

/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* 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 "gfxVR.h"
#include "ipc/VRLayerParent.h"
#include "mozilla/layers/TextureHost.h"
#include "mozilla/dom/GamepadBinding.h" // For GamepadMappingType
#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
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)
: mFrameStarted(false)
{
MOZ_COUNT_CTOR(VRDisplayHost);
mDisplayInfo.mType = aType;
mDisplayInfo.mDisplayID = VRSystemManager::AllocateDisplayID();
mDisplayInfo.mPresentingGroups = 0;
mDisplayInfo.mGroupMask = kVRGroupContent;
mDisplayInfo.mFrameId = 0;
}
VRDisplayHost::~VRDisplayHost()
{
MOZ_COUNT_DTOR(VRDisplayHost);
}
#if defined(XP_WIN)
bool
VRDisplayHost::CreateD3DObjects()
{
if (!mDevice) {
RefPtr<ID3D11Device> device = gfx::DeviceManagerDx::Get()->GetCompositorDevice();
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.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
* kVRDisplayRAFMaxDuration 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 kVRDisplayRAFMaxDuration.
*
* kVRDisplayRAFMaxDuration is the number of milliseconds since last frame
* start before triggering a new frame. When content is failing to submit
* frames on time or the lower level VR platform API's are rejecting frames,
* kVRDisplayRAFMaxDuration determines the rate at which RAF callbacks
* will be called.
*
* 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 kVRDisplayRAFMaxDuration 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.
*/
const double kVRDisplayRAFMaxDuration = 50;
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() > kVRDisplayRAFMaxDuration) {
bShouldStartFrame = true;
}
}
}
if (bShouldStartFrame) {
VRManager *vm = VRManager::Get();
MOZ_ASSERT(vm);
vm->NotifyVRVsync(mDisplayInfo.mDisplayID);
}
}
void
VRDisplayHost::SubmitFrame(VRLayerParent* aLayer,
const layers::SurfaceDescriptor &aTexture,
uint64_t aFrameId,
const gfx::Rect& aLeftEyeRect,
const gfx::Rect& aRightEyeRect)
{
AUTO_PROFILER_TRACING("VR", "SubmitFrameAtVRDisplayHost");
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;
switch (aTexture.type()) {
#if defined(XP_WIN)
case SurfaceDescriptor::TSurfaceDescriptorD3D10: {
if (!CreateD3DObjects()) {
return;
}
const SurfaceDescriptorD3D10& surf = aTexture.get_SurfaceDescriptorD3D10();
RefPtr<ID3D11Texture2D> dxTexture;
HRESULT hr = mDevice->OpenSharedResource((HANDLE)surf.handle(),
__uuidof(ID3D11Texture2D),
(void**)(ID3D11Texture2D**)getter_AddRefs(dxTexture));
if (FAILED(hr) || !dxTexture) {
NS_WARNING("Failed to open shared texture");
return;
}
// Similar to LockD3DTexture in TextureD3D11.cpp
RefPtr<IDXGIKeyedMutex> mutex;
dxTexture->QueryInterface((IDXGIKeyedMutex**)getter_AddRefs(mutex));
if (mutex) {
HRESULT hr = mutex->AcquireSync(0, 1000);
if (hr == WAIT_TIMEOUT) {
gfxDevCrash(LogReason::D3DLockTimeout) << "D3D lock mutex timeout";
}
else if (hr == WAIT_ABANDONED) {
gfxCriticalNote << "GFX: D3D11 lock mutex abandoned";
}
if (FAILED(hr)) {
NS_WARNING("Failed to lock the texture");
return;
}
}
bool success = SubmitFrame(dxTexture, surf.size(),
aLeftEyeRect, aRightEyeRect);
if (mutex) {
HRESULT hr = mutex->ReleaseSync(0);
if (FAILED(hr)) {
NS_WARNING("Failed to unlock the texture");
}
}
if (!success) {
return;
}
break;
}
#elif defined(XP_MACOSX)
case SurfaceDescriptor::TSurfaceDescriptorMacIOSurface: {
const auto& desc = aTexture.get_SurfaceDescriptorMacIOSurface();
RefPtr<MacIOSurface> surf = MacIOSurface::LookupSurface(desc.surfaceId(),
desc.scaleFactor(),
!desc.isOpaque());
if (!surf) {
NS_WARNING("VRDisplayHost::SubmitFrame failed to get a MacIOSurface");
return;
}
IntSize texSize = gfx::IntSize(surf->GetDevicePixelWidth(),
surf->GetDevicePixelHeight());
if (!SubmitFrame(surf, texSize, aLeftEyeRect, aRightEyeRect)) {
return;
}
break;
}
#endif
default: {
NS_WARNING("Unsupported SurfaceDescriptor type for VR layer texture");
return;
}
}
#if defined(XP_WIN) || defined(XP_MACOSX)
/**
* 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();
MOZ_ASSERT(vm);
vm->NotifyVRVsync(mDisplayInfo.mDisplayID);
#endif
}
bool
VRDisplayHost::CheckClearDisplayInfoDirty()
{
if (mDisplayInfo == mLastUpdateDisplayInfo) {
return false;
}
mLastUpdateDisplayInfo = mDisplayInfo;
return true;
}
VRControllerHost::VRControllerHost(VRDeviceType aType, dom::GamepadHand aHand,
uint32_t aDisplayID)
: mButtonPressed(0)
, mButtonTouched(0)
, mVibrateIndex(0)
{
MOZ_COUNT_CTOR(VRControllerHost);
mControllerInfo.mType = aType;
mControllerInfo.mHand = 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)
{
mButtonPressed = aBit;
}
uint64_t
VRControllerHost::GetButtonPressed()
{
return mButtonPressed;
}
void
VRControllerHost::SetButtonTouched(uint64_t aBit)
{
mButtonTouched = aBit;
}
uint64_t
VRControllerHost::GetButtonTouched()
{
return mButtonTouched;
}
void
VRControllerHost::SetPose(const dom::GamepadPoseState& aPose)
{
mPose = aPose;
}
const dom::GamepadPoseState&
VRControllerHost::GetPose()
{
return mPose;
}
dom::GamepadHand
VRControllerHost::GetHand()
{
return mControllerInfo.mHand;
}
void
VRControllerHost::SetVibrateIndex(uint64_t aIndex)
{
mVibrateIndex = aIndex;
}
uint64_t
VRControllerHost::GetVibrateIndex()
{
return mVibrateIndex;
}