/* -*- Mode: C++; tab-width: 20; 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/. */ #ifndef GFX_VR_DISPLAY_HOST_H #define GFX_VR_DISPLAY_HOST_H #include "gfxVR.h" #include "nsTArray.h" #include "nsString.h" #include "nsCOMPtr.h" #include "mozilla/RefPtr.h" #include "mozilla/gfx/2D.h" #include "mozilla/Atomics.h" #include "mozilla/EnumeratedArray.h" #include "mozilla/TimeStamp.h" #include "mozilla/TypedEnumBits.h" #include "mozilla/dom/GamepadPoseState.h" namespace mozilla { namespace layers { class PTextureParent; #if defined(XP_WIN) class TextureSourceD3D11; #endif } // namespace layers namespace gfx { class VRLayerParent; class VRDisplayHost { public: NS_INLINE_DECL_THREADSAFE_REFCOUNTING(VRDisplayHost) const VRDisplayInfo& GetDisplayInfo() const { return mDisplayInfo; } void AddLayer(VRLayerParent* aLayer); void RemoveLayer(VRLayerParent* aLayer); virtual VRHMDSensorState GetSensorState() = 0; virtual VRHMDSensorState GetImmediateSensorState() = 0; virtual void ZeroSensor() = 0; virtual void StartPresentation() = 0; virtual void StopPresentation() = 0; virtual void NotifyVSync() { }; void SubmitFrame(VRLayerParent* aLayer, const int32_t& aInputFrameID, mozilla::layers::PTextureParent* aTexture, const gfx::Rect& aLeftEyeRect, const gfx::Rect& aRightEyeRect); bool CheckClearDisplayInfoDirty(); protected: explicit VRDisplayHost(VRDeviceType aType); virtual ~VRDisplayHost(); #if defined(XP_WIN) virtual void SubmitFrame(mozilla::layers::TextureSourceD3D11* aSource, const IntSize& aSize, const VRHMDSensorState& aSensorState, const gfx::Rect& aLeftEyeRect, const gfx::Rect& aRightEyeRect) = 0; #endif VRDisplayInfo mDisplayInfo; nsTArray> mLayers; // Weak reference to mLayers entries are cleared in VRLayerParent destructor // The maximum number of frames of latency that we would expect before we // should give up applying pose prediction. // If latency is greater than one second, then the experience is not likely // to be corrected by pose prediction. Setting this value too // high may result in unnecessary memory allocation. // As the current fastest refresh rate is 90hz, 100 is selected as a // conservative value. static const int kMaxLatencyFrames = 100; VRHMDSensorState mLastSensorState[kMaxLatencyFrames]; int32_t mInputFrameID; private: VRDisplayInfo mLastUpdateDisplayInfo; }; class VRControllerHost { public: NS_INLINE_DECL_THREADSAFE_REFCOUNTING(VRControllerHost) const VRControllerInfo& GetControllerInfo() const; void SetIndex(uint32_t aIndex); uint32_t GetIndex(); void SetButtonPressed(uint64_t aBit); uint64_t GetButtonPressed(); void SetPose(const dom::GamepadPoseState& aPose); const dom::GamepadPoseState& GetPose(); protected: explicit VRControllerHost(VRDeviceType aType); virtual ~VRControllerHost(); VRControllerInfo mControllerInfo; // The controller index in VRControllerManager. uint32_t mIndex; // The current button pressed bit of button mask. uint64_t mButtonPressed; dom::GamepadPoseState mPose; }; } // namespace gfx } // namespace mozilla #endif /* GFX_VR_DISPLAY_HOST_H */