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/* -*- 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<RefPtr<VRLayerParent>> 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 */
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