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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 PLayer;
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 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);

  // (Re)Enumerate VR Displays.  An updated list of VR displays will be returned
  // asynchronously to children via UpdateDisplayInfo.
  async RefreshDisplays();

  // GetDisplays synchronously returns the VR displays that have already been
  // enumerated by RefreshDisplays() but does not enumerate new ones.
  sync GetDisplays() returns(VRDisplayInfo[] aDisplayInfo);

  // Reset the sensor of the display identified by aDisplayID so that the current
  // sensor state is the "Zero" position.
  async ResetSensor(uint32_t aDisplayID);

  sync GetSensorState(uint32_t aDisplayID) returns(VRHMDSensorState aState);
  sync GetImmediateSensorState(uint32_t aDisplayID) returns(VRHMDSensorState aState);
  sync SetHaveEventListener(bool aHaveEventListener);

  async ControllerListenerAdded();
  async ControllerListenerRemoved();
  // GetControllers synchronously returns the VR controllers that have already been
  // enumerated by RefreshVRControllers() but does not enumerate new ones.
  sync GetControllers() returns(VRControllerInfo[] aControllerInfo);

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 NotifyVSync();
  async NotifyVRVSync(uint32_t aDisplayID);
  async GamepadUpdate(GamepadChangeEvent aGamepadEvent);

  async __delete__();

};

} // gfx
} // mozilla