LCOV - code coverage report
Current view: top level - gfx/vr - VRDisplayHost.cpp (source / functions) Hit Total Coverage
Test: output.info Lines: 0 95 0.0 %
Date: 2017-07-14 16:53:18 Functions: 0 24 0.0 %
Legend: Lines: hit not hit

          Line data    Source code
       1             : /* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
       2             : * This Source Code Form is subject to the terms of the Mozilla Public
       3             : * License, v. 2.0. If a copy of the MPL was not distributed with this
       4             : * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
       5             : 
       6             : #include "VRDisplayHost.h"
       7             : #include "gfxVR.h"
       8             : #include "ipc/VRLayerParent.h"
       9             : 
      10             : #if defined(XP_WIN)
      11             : 
      12             : #include <d3d11.h>
      13             : #include "gfxWindowsPlatform.h"
      14             : #include "../layers/d3d11/CompositorD3D11.h"
      15             : #include "mozilla/layers/TextureD3D11.h"
      16             : 
      17             : #endif
      18             : 
      19             : using namespace mozilla;
      20             : using namespace mozilla::gfx;
      21             : using namespace mozilla::layers;
      22             : 
      23           0 : VRDisplayHost::VRDisplayHost(VRDeviceType aType)
      24             : {
      25           0 :   MOZ_COUNT_CTOR(VRDisplayHost);
      26           0 :   mDisplayInfo.mType = aType;
      27           0 :   mDisplayInfo.mDisplayID = VRSystemManager::AllocateDisplayID();
      28           0 :   mDisplayInfo.mPresentingGroups = 0;
      29           0 :   mDisplayInfo.mGroupMask = kVRGroupContent;
      30           0 :   mDisplayInfo.mFrameId = 0;
      31           0 : }
      32             : 
      33           0 : VRDisplayHost::~VRDisplayHost()
      34             : {
      35           0 :   MOZ_COUNT_DTOR(VRDisplayHost);
      36           0 : }
      37             : 
      38             : void
      39           0 : VRDisplayHost::SetGroupMask(uint32_t aGroupMask)
      40             : {
      41           0 :   mDisplayInfo.mGroupMask = aGroupMask;
      42           0 : }
      43             : 
      44             : bool
      45           0 : VRDisplayHost::GetIsConnected()
      46             : {
      47           0 :   return mDisplayInfo.mIsConnected;
      48             : }
      49             : 
      50             : void
      51           0 : VRDisplayHost::AddLayer(VRLayerParent *aLayer)
      52             : {
      53           0 :   mLayers.AppendElement(aLayer);
      54           0 :   mDisplayInfo.mPresentingGroups |= aLayer->GetGroup();
      55           0 :   if (mLayers.Length() == 1) {
      56           0 :     StartPresentation();
      57             :   }
      58             : 
      59             :   // Ensure that the content process receives the change immediately
      60           0 :   VRManager* vm = VRManager::Get();
      61           0 :   vm->RefreshVRDisplays();
      62           0 : }
      63             : 
      64             : void
      65           0 : VRDisplayHost::RemoveLayer(VRLayerParent *aLayer)
      66             : {
      67           0 :   mLayers.RemoveElement(aLayer);
      68           0 :   if (mLayers.Length() == 0) {
      69           0 :     StopPresentation();
      70             :   }
      71           0 :   mDisplayInfo.mPresentingGroups = 0;
      72           0 :   for (auto layer : mLayers) {
      73           0 :     mDisplayInfo.mPresentingGroups |= layer->GetGroup();
      74             :   }
      75             : 
      76             :   // Ensure that the content process receives the change immediately
      77           0 :   VRManager* vm = VRManager::Get();
      78           0 :   vm->RefreshVRDisplays();
      79           0 : }
      80             : 
      81             : void
      82           0 : VRDisplayHost::StartFrame()
      83             : {
      84           0 :   mLastFrameStart = TimeStamp::Now();
      85           0 :   ++mDisplayInfo.mFrameId;
      86           0 :   mDisplayInfo.mLastSensorState[mDisplayInfo.mFrameId % kVRMaxLatencyFrames] = GetSensorState();
      87           0 : }
      88             : 
      89             : void
      90           0 : VRDisplayHost::NotifyVSync()
      91             : {
      92             :   /**
      93             :    * We will trigger a new frame immediately after a successful frame texture
      94             :    * submission.  If content fails to call VRDisplay.submitFrame after
      95             :    * kVRDisplayRAFMaxDuration milliseconds has elapsed since the last
      96             :    * VRDisplay.requestAnimationFrame, we act as a "watchdog" and kick-off
      97             :    * a new VRDisplay.requestAnimationFrame to avoid a render loop stall and
      98             :    * to give content a chance to recover.
      99             :    *
     100             :    * If the lower level VR platform API's are rejecting submitted frames,
     101             :    * such as when the Oculus "Health and Safety Warning" is displayed,
     102             :    * we will not kick off the next frame immediately after VRDisplay.submitFrame
     103             :    * as it would result in an unthrottled render loop that would free run at
     104             :    * potentially extreme frame rates.  To ensure that content has a chance to
     105             :    * resume its presentation when the frames are accepted once again, we rely
     106             :    * on this "watchdog" to act as a VR refresh driver cycling at a rate defined
     107             :    * by kVRDisplayRAFMaxDuration.
     108             :    *
     109             :    * kVRDisplayRAFMaxDuration is the number of milliseconds since last frame
     110             :    * start before triggering a new frame.  When content is failing to submit
     111             :    * frames on time or the lower level VR platform API's are rejecting frames,
     112             :    * kVRDisplayRAFMaxDuration determines the rate at which RAF callbacks
     113             :    * will be called.
     114             :    *
     115             :    * This number must be larger than the slowest expected frame time during
     116             :    * normal VR presentation, but small enough not to break content that
     117             :    * makes assumptions of reasonably minimal VSync rate.
     118             :    *
     119             :    * The slowest expected refresh rate for a VR display currently is an
     120             :    * Oculus CV1 when ASW (Asynchronous Space Warp) is enabled, at 45hz.
     121             :    * A kVRDisplayRAFMaxDuration value of 50 milliseconds results in a 20hz
     122             :    * rate, which avoids inadvertent triggering of the watchdog during
     123             :    * Oculus ASW even if every second frame is dropped.
     124             :    */
     125           0 :   const double kVRDisplayRAFMaxDuration = 50;
     126             : 
     127           0 :   bool bShouldStartFrame = false;
     128             : 
     129           0 :   if (mDisplayInfo.mPresentingGroups == 0) {
     130             :     // If this display isn't presenting, refresh the sensors and trigger
     131             :     // VRDisplay.requestAnimationFrame at the normal 2d display refresh rate.
     132           0 :     bShouldStartFrame = true;
     133             :   } else {
     134             :     // If content fails to call VRDisplay.submitFrame, we must eventually
     135             :     // time-out and trigger a new frame.
     136           0 :     if (mLastFrameStart.IsNull()) {
     137           0 :       bShouldStartFrame = true;
     138             :     } else {
     139           0 :       TimeDuration duration = TimeStamp::Now() - mLastFrameStart;
     140           0 :       if (duration.ToMilliseconds() > kVRDisplayRAFMaxDuration) {
     141           0 :         bShouldStartFrame = true;
     142             :       }
     143             :     }
     144             :   }
     145             : 
     146           0 :   if (bShouldStartFrame) {
     147           0 :     VRManager *vm = VRManager::Get();
     148           0 :     MOZ_ASSERT(vm);
     149           0 :     vm->NotifyVRVsync(mDisplayInfo.mDisplayID);
     150             :   }
     151           0 : }
     152             : 
     153             : #if defined(XP_WIN)
     154             : 
     155             : void
     156             : VRDisplayHost::SubmitFrame(VRLayerParent* aLayer, PTextureParent* aTexture,
     157             :                            const gfx::Rect& aLeftEyeRect,
     158             :                            const gfx::Rect& aRightEyeRect)
     159             : {
     160             :   if ((mDisplayInfo.mGroupMask & aLayer->GetGroup()) == 0) {
     161             :     // Suppress layers hidden by the group mask
     162             :     return;
     163             :   }
     164             : 
     165             :   TextureHost* th = TextureHost::AsTextureHost(aTexture);
     166             :   // WebVR doesn't use the compositor to compose the frame, so use
     167             :   // AutoLockTextureHostWithoutCompositor here.
     168             :   AutoLockTextureHostWithoutCompositor autoLock(th);
     169             :   if (autoLock.Failed()) {
     170             :     NS_WARNING("Failed to lock the VR layer texture");
     171             :     return;
     172             :   }
     173             : 
     174             :   CompositableTextureSourceRef source;
     175             :   if (!th->BindTextureSource(source)) {
     176             :     NS_WARNING("The TextureHost was successfully locked but can't provide a TextureSource");
     177             :     return;
     178             :   }
     179             :   MOZ_ASSERT(source);
     180             : 
     181             :   IntSize texSize = source->GetSize();
     182             : 
     183             :   TextureSourceD3D11* sourceD3D11 = source->AsSourceD3D11();
     184             :   if (!sourceD3D11) {
     185             :     NS_WARNING("WebVR support currently only implemented for D3D11");
     186             :     return;
     187             :   }
     188             : 
     189             :   if (!SubmitFrame(sourceD3D11, texSize, aLeftEyeRect, aRightEyeRect)) {
     190             :     return;
     191             :   }
     192             : 
     193             :   /**
     194             :    * Trigger the next VSync immediately after we are successfully
     195             :    * submitting frames.  As SubmitFrame is responsible for throttling
     196             :    * the render loop, if we don't successfully call it, we shouldn't trigger
     197             :    * NotifyVRVsync immediately, as it will run unbounded.
     198             :    * If NotifyVRVsync is not called here due to SubmitFrame failing, the
     199             :    * fallback "watchdog" code in VRDisplayHost::NotifyVSync() will cause
     200             :    * frames to continue at a lower refresh rate until frame submission
     201             :    * succeeds again.
     202             :    */
     203             :   VRManager *vm = VRManager::Get();
     204             :   MOZ_ASSERT(vm);
     205             :   vm->NotifyVRVsync(mDisplayInfo.mDisplayID);
     206             : }
     207             : 
     208             : #else
     209             : 
     210             : void
     211           0 : VRDisplayHost::SubmitFrame(VRLayerParent* aLayer, PTextureParent* aTexture,
     212             :                            const gfx::Rect& aLeftEyeRect,
     213             :                            const gfx::Rect& aRightEyeRect)
     214             : {
     215           0 :   NS_WARNING("WebVR only supported in Windows.");
     216           0 : }
     217             : 
     218             : #endif
     219             : 
     220             : bool
     221           0 : VRDisplayHost::CheckClearDisplayInfoDirty()
     222             : {
     223           0 :   if (mDisplayInfo == mLastUpdateDisplayInfo) {
     224           0 :     return false;
     225             :   }
     226           0 :   mLastUpdateDisplayInfo = mDisplayInfo;
     227           0 :   return true;
     228             : }
     229             : 
     230           0 : VRControllerHost::VRControllerHost(VRDeviceType aType)
     231           0 :  : mVibrateIndex(0)
     232             : {
     233           0 :   MOZ_COUNT_CTOR(VRControllerHost);
     234           0 :   mControllerInfo.mType = aType;
     235           0 :   mControllerInfo.mControllerID = VRSystemManager::AllocateDisplayID();
     236           0 : }
     237             : 
     238           0 : VRControllerHost::~VRControllerHost()
     239             : {
     240           0 :   MOZ_COUNT_DTOR(VRControllerHost);
     241           0 : }
     242             : 
     243             : const VRControllerInfo&
     244           0 : VRControllerHost::GetControllerInfo() const
     245             : {
     246           0 :   return mControllerInfo;
     247             : }
     248             : 
     249             : void
     250           0 : VRControllerHost::SetButtonPressed(uint64_t aBit)
     251             : {
     252           0 :   mButtonPressed = aBit;
     253           0 : }
     254             : 
     255             : uint64_t
     256           0 : VRControllerHost::GetButtonPressed()
     257             : {
     258           0 :   return mButtonPressed;
     259             : }
     260             : 
     261             : void
     262           0 : VRControllerHost::SetButtonTouched(uint64_t aBit)
     263             : {
     264           0 :   mButtonTouched = aBit;
     265           0 : }
     266             : 
     267             : uint64_t
     268           0 : VRControllerHost::GetButtonTouched()
     269             : {
     270           0 :   return mButtonTouched;
     271             : }
     272             : 
     273             : void
     274           0 : VRControllerHost::SetPose(const dom::GamepadPoseState& aPose)
     275             : {
     276           0 :   mPose = aPose;
     277           0 : }
     278             : 
     279             : const dom::GamepadPoseState&
     280           0 : VRControllerHost::GetPose()
     281             : {
     282           0 :   return mPose;
     283             : }
     284             : 
     285             : dom::GamepadHand
     286           0 : VRControllerHost::GetHand()
     287             : {
     288           0 :   return mControllerInfo.mHand;
     289             : }
     290             : 
     291             : void
     292           0 : VRControllerHost::SetVibrateIndex(uint64_t aIndex)
     293             : {
     294           0 :   mVibrateIndex = aIndex;
     295           0 : }
     296             : 
     297             : uint64_t
     298           0 : VRControllerHost::GetVibrateIndex()
     299             : {
     300           0 :   return mVibrateIndex;
     301             : }

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