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/* -*- 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"
#if defined(XP_WIN)
#include <d3d11.h>
#include "gfxWindowsPlatform.h"
#include "../layers/d3d11/CompositorD3D11.h"
#include "mozilla/layers/TextureD3D11.h"
#endif
using namespace mozilla;
using namespace mozilla::gfx;
using namespace mozilla::layers;
VRDisplayHost::VRDisplayHost(VRDeviceType aType)
: mInputFrameID(0)
{
MOZ_COUNT_CTOR(VRDisplayHost);
mDisplayInfo.mType = aType;
mDisplayInfo.mDisplayID = VRDisplayManager::AllocateDisplayID();
mDisplayInfo.mIsPresenting = false;
for (int i = 0; i < kMaxLatencyFrames; i++) {
mLastSensorState[i].Clear();
}
}
VRDisplayHost::~VRDisplayHost()
{
MOZ_COUNT_DTOR(VRDisplayHost);
}
void
VRDisplayHost::AddLayer(VRLayerParent *aLayer)
{
mLayers.AppendElement(aLayer);
if (mLayers.Length() == 1) {
StartPresentation();
}
mDisplayInfo.mIsPresenting = mLayers.Length() > 0;
// 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.mIsPresenting = mLayers.Length() > 0;
// Ensure that the content process receives the change immediately
VRManager* vm = VRManager::Get();
vm->RefreshVRDisplays();
}
#if defined(XP_WIN)
void
VRDisplayHost::SubmitFrame(VRLayerParent* aLayer, const int32_t& aInputFrameID,
PTextureParent* aTexture, const gfx::Rect& aLeftEyeRect,
const gfx::Rect& aRightEyeRect)
{
// aInputFrameID is no longer controlled by content with the WebVR 1.1 API
// update; however, we will later use this code to enable asynchronous
// submission of multiple layers to be composited. This will enable
// us to build browser UX that remains responsive even when content does
// not consistently submit frames.
int32_t inputFrameID = aInputFrameID;
if (inputFrameID == 0) {
inputFrameID = mInputFrameID;
}
if (inputFrameID < 0) {
// Sanity check to prevent invalid memory access on builds with assertions
// disabled.
inputFrameID = 0;
}
VRHMDSensorState sensorState = mLastSensorState[inputFrameID % kMaxLatencyFrames];
// It is possible to get a cache miss on mLastSensorState if latency is
// longer than kMaxLatencyFrames. An optimization would be to find a frame
// that is closer than the one selected with the modulus.
// If we hit this; however, latency is already so high that the site is
// un-viewable and a more accurate pose prediction is not likely to
// compensate.
TextureHost* th = TextureHost::AsTextureHost(aTexture);
// WebVR doesn't use the compositor to compose the frame, so use
// AutoLockTextureHostWithoutCompositor here.
AutoLockTextureHostWithoutCompositor autoLock(th);
if (autoLock.Failed()) {
NS_WARNING("Failed to lock the VR layer texture");
return;
}
CompositableTextureSourceRef source;
if (!th->BindTextureSource(source)) {
NS_WARNING("The TextureHost was successfully locked but can't provide a TextureSource");
return;
}
MOZ_ASSERT(source);
IntSize texSize = source->GetSize();
TextureSourceD3D11* sourceD3D11 = source->AsSourceD3D11();
if (!sourceD3D11) {
NS_WARNING("WebVR support currently only implemented for D3D11");
return;
}
SubmitFrame(sourceD3D11, texSize, sensorState, aLeftEyeRect, aRightEyeRect);
}
#else
void
VRDisplayHost::SubmitFrame(VRLayerParent* aLayer, const int32_t& aInputFrameID,
PTextureParent* aTexture, const gfx::Rect& aLeftEyeRect,
const gfx::Rect& aRightEyeRect)
{
NS_WARNING("WebVR only supported in Windows.");
}
#endif
bool
VRDisplayHost::CheckClearDisplayInfoDirty()
{
if (mDisplayInfo == mLastUpdateDisplayInfo) {
return false;
}
mLastUpdateDisplayInfo = mDisplayInfo;
return true;
}
VRControllerHost::VRControllerHost(VRDeviceType aType)
{
MOZ_COUNT_CTOR(VRControllerHost);
mControllerInfo.mType = aType;
mControllerInfo.mControllerID = VRDisplayManager::AllocateDisplayID();
}
VRControllerHost::~VRControllerHost()
{
MOZ_COUNT_DTOR(VRControllerHost);
}
const VRControllerInfo&
VRControllerHost::GetControllerInfo() const
{
return mControllerInfo;
}
void
VRControllerHost::SetIndex(uint32_t aIndex)
{
mIndex = aIndex;
}
uint32_t
VRControllerHost::GetIndex()
{
return mIndex;
}
void
VRControllerHost::SetButtonPressed(uint64_t aBit)
{
mButtonPressed = aBit;
}
uint64_t
VRControllerHost::GetButtonPressed()
{
return mButtonPressed;
}
void
VRControllerHost::SetPose(const dom::GamepadPoseState& aPose)
{
mPose = aPose;
}
const dom::GamepadPoseState&
VRControllerHost::GetPose()
{
return mPose;
}
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