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VRDisplayHost.cpp
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VRDisplayHost.cpp
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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* 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 "gfxPrefs.h"
#include "gfxVR.h"
#include "ipc/VRLayerParent.h"
#include "mozilla/layers/CompositorThread.h" // for CompositorThreadHolder
#include "mozilla/layers/TextureHost.h"
#include "mozilla/dom/GamepadBinding.h" // For GamepadMappingType
#include "VRThread.h"
#if defined(XP_WIN)
# include <d3d11.h>
# include "gfxWindowsPlatform.h"
# include "../layers/d3d11/CompositorD3D11.h"
# include "mozilla/gfx/DeviceManagerDx.h"
# include "mozilla/layers/TextureD3D11.h"
#elif defined(XP_MACOSX)
# include "mozilla/gfx/MacIOSurface.h"
#endif
#if defined(MOZ_WIDGET_ANDROID)
# include "mozilla/layers/CompositorThread.h"
// Max frame duration on Android before the watchdog submits a new one.
// Probably we can get rid of this when we enforce that SubmitFrame can only be
// called in a VRDisplay loop.
# define ANDROID_MAX_FRAME_DURATION 4000
#endif // defined(MOZ_WIDGET_ANDROID)
using namespace mozilla;
using namespace mozilla::gfx;
using namespace mozilla::layers;
VRDisplayHost::AutoRestoreRenderState::AutoRestoreRenderState(
VRDisplayHost* aDisplay)
: mDisplay(aDisplay), mSuccess(true) {
#if defined(XP_WIN)
ID3D11DeviceContext1* context = mDisplay->GetD3DDeviceContext();
ID3DDeviceContextState* state = mDisplay->GetD3DDeviceContextState();
if (!context || !state) {
mSuccess = false;
return;
}
context->SwapDeviceContextState(state,
getter_AddRefs(mPrevDeviceContextState));
#endif
}
VRDisplayHost::AutoRestoreRenderState::~AutoRestoreRenderState() {
#if defined(XP_WIN)
ID3D11DeviceContext1* context = mDisplay->GetD3DDeviceContext();
if (context && mSuccess) {
context->SwapDeviceContextState(mPrevDeviceContextState, nullptr);
}
#endif
}
bool VRDisplayHost::AutoRestoreRenderState::IsSuccess() { return mSuccess; }
VRDisplayHost::VRDisplayHost(VRDeviceType aType)
: mDisplayInfo{},
mLastUpdateDisplayInfo{},
mCurrentSubmitTaskMonitor("CurrentSubmitTaskMonitor"),
mCurrentSubmitTask(nullptr),
mFrameStarted(false) {
MOZ_COUNT_CTOR(VRDisplayHost);
mDisplayInfo.mType = aType;
mDisplayInfo.mDisplayID = VRSystemManager::AllocateDisplayID();
mDisplayInfo.mPresentingGroups = 0;
mDisplayInfo.mGroupMask = kVRGroupContent;
mDisplayInfo.mFrameId = 0;
mDisplayInfo.mDisplayState.presentingGeneration = 0;
mDisplayInfo.mDisplayState.displayName[0] = '\0';
#if defined(MOZ_WIDGET_ANDROID)
mLastSubmittedFrameId = 0;
mLastStartedFrame = 0;
#endif // defined(MOZ_WIDGET_ANDROID)
}
VRDisplayHost::~VRDisplayHost() {
CancelCurrentSubmitTask();
if (mSubmitThread) {
mSubmitThread->Shutdown();
mSubmitThread = nullptr;
}
MOZ_COUNT_DTOR(VRDisplayHost);
}
#if defined(XP_WIN)
bool VRDisplayHost::CreateD3DObjects() {
if (!mDevice) {
RefPtr<ID3D11Device> device = gfx::DeviceManagerDx::Get()->GetVRDevice();
if (!device) {
NS_WARNING("VRDisplayHost::CreateD3DObjects failed to get a D3D11Device");
return false;
}
if (FAILED(device->QueryInterface(__uuidof(ID3D11Device1),
getter_AddRefs(mDevice)))) {
NS_WARNING(
"VRDisplayHost::CreateD3DObjects failed to get a D3D11Device1");
return false;
}
}
if (!mContext) {
mDevice->GetImmediateContext1(getter_AddRefs(mContext));
if (!mContext) {
NS_WARNING(
"VRDisplayHost::CreateD3DObjects failed to get an immediate context");
return false;
}
}
if (!mDeviceContextState) {
D3D_FEATURE_LEVEL featureLevels[]{D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0};
mDevice->CreateDeviceContextState(0, featureLevels, 2, D3D11_SDK_VERSION,
__uuidof(ID3D11Device1), nullptr,
getter_AddRefs(mDeviceContextState));
}
if (!mDeviceContextState) {
NS_WARNING(
"VRDisplayHost::CreateD3DObjects failed to get a "
"D3D11DeviceContextState");
return false;
}
return true;
}
ID3D11Device1* VRDisplayHost::GetD3DDevice() { return mDevice; }
ID3D11DeviceContext1* VRDisplayHost::GetD3DDeviceContext() { return mContext; }
ID3DDeviceContextState* VRDisplayHost::GetD3DDeviceContextState() {
return mDeviceContextState;
}
#endif // defined(XP_WIN)
void VRDisplayHost::SetGroupMask(uint32_t aGroupMask) {
mDisplayInfo.mGroupMask = aGroupMask;
}
bool VRDisplayHost::GetIsConnected() {
return mDisplayInfo.mDisplayState.isConnected;
}
void VRDisplayHost::AddLayer(VRLayerParent* aLayer) {
mLayers.AppendElement(aLayer);
mDisplayInfo.mPresentingGroups |= aLayer->GetGroup();
if (mLayers.Length() == 1) {
StartPresentation();
}
// 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.mPresentingGroups = 0;
for (auto layer : mLayers) {
mDisplayInfo.mPresentingGroups |= layer->GetGroup();
}
// Ensure that the content process receives the change immediately
VRManager* vm = VRManager::Get();
vm->RefreshVRDisplays();
}
void VRDisplayHost::StartFrame() {
AUTO_PROFILER_TRACING("VR", "GetSensorState", OTHER);
TimeStamp now = TimeStamp::Now();
#if defined(MOZ_WIDGET_ANDROID)
const TimeStamp lastFrameStart =
mDisplayInfo.mLastFrameStart[mDisplayInfo.mFrameId % kVRMaxLatencyFrames];
const bool isPresenting = mLastUpdateDisplayInfo.GetPresentingGroups() != 0;
double duration =
lastFrameStart.IsNull() ? 0.0 : (now - lastFrameStart).ToMilliseconds();
/**
* Do not start more VR frames until the last submitted frame is already
* processed.
*/
if (isPresenting && mLastStartedFrame > 0 &&
mDisplayInfo.mDisplayState.lastSubmittedFrameId < mLastStartedFrame &&
duration < (double)ANDROID_MAX_FRAME_DURATION) {
return;
}
#endif // !defined(MOZ_WIDGET_ANDROID)
++mDisplayInfo.mFrameId;
size_t bufferIndex = mDisplayInfo.mFrameId % kVRMaxLatencyFrames;
mDisplayInfo.mLastSensorState[bufferIndex] = GetSensorState();
mDisplayInfo.mLastFrameStart[bufferIndex] = now;
mFrameStarted = true;
#if defined(MOZ_WIDGET_ANDROID)
mLastStartedFrame = mDisplayInfo.mFrameId;
#endif // !defined(MOZ_WIDGET_ANDROID)
}
void VRDisplayHost::NotifyVSync() {
/**
* If this display isn't presenting, refresh the sensors and trigger
* VRDisplay.requestAnimationFrame at the normal 2d display refresh rate.
*/
if (mDisplayInfo.mPresentingGroups == 0) {
VRManager* vm = VRManager::Get();
MOZ_ASSERT(vm);
vm->NotifyVRVsync(mDisplayInfo.mDisplayID);
}
}
void VRDisplayHost::CheckWatchDog() {
/**
* We will trigger a new frame immediately after a successful frame texture
* submission. If content fails to call VRDisplay.submitFrame after
* dom.vr.display.rafMaxDuration milliseconds has elapsed since the last
* VRDisplay.requestAnimationFrame, we act as a "watchdog" and kick-off
* a new VRDisplay.requestAnimationFrame to avoid a render loop stall and
* to give content a chance to recover.
*
* If the lower level VR platform API's are rejecting submitted frames,
* such as when the Oculus "Health and Safety Warning" is displayed,
* we will not kick off the next frame immediately after VRDisplay.submitFrame
* as it would result in an unthrottled render loop that would free run at
* potentially extreme frame rates. To ensure that content has a chance to
* resume its presentation when the frames are accepted once again, we rely
* on this "watchdog" to act as a VR refresh driver cycling at a rate defined
* by dom.vr.display.rafMaxDuration.
*
* This number must be larger than the slowest expected frame time during
* normal VR presentation, but small enough not to break content that
* makes assumptions of reasonably minimal VSync rate.
*
* The slowest expected refresh rate for a VR display currently is an
* Oculus CV1 when ASW (Asynchronous Space Warp) is enabled, at 45hz.
* A dom.vr.display.rafMaxDuration value of 50 milliseconds results in a 20hz
* rate, which avoids inadvertent triggering of the watchdog during
* Oculus ASW even if every second frame is dropped.
*/
bool bShouldStartFrame = false;
// If content fails to call VRDisplay.submitFrame, we must eventually
// time-out and trigger a new frame.
TimeStamp lastFrameStart =
mDisplayInfo.mLastFrameStart[mDisplayInfo.mFrameId % kVRMaxLatencyFrames];
if (lastFrameStart.IsNull()) {
bShouldStartFrame = true;
} else {
TimeDuration duration = TimeStamp::Now() - lastFrameStart;
if (duration.ToMilliseconds() > gfxPrefs::VRDisplayRafMaxDuration()) {
bShouldStartFrame = true;
}
}
if (bShouldStartFrame) {
VRManager* vm = VRManager::Get();
MOZ_ASSERT(vm);
vm->NotifyVRVsync(mDisplayInfo.mDisplayID);
}
}
void VRDisplayHost::Run1msTasks(double aDeltaTime) {
// To override in children
}
void VRDisplayHost::Run10msTasks() { CheckWatchDog(); }
void VRDisplayHost::Run100msTasks() {
// to override in children
}
void VRDisplayHost::SubmitFrameInternal(
const layers::SurfaceDescriptor& aTexture, uint64_t aFrameId,
const gfx::Rect& aLeftEyeRect, const gfx::Rect& aRightEyeRect) {
#if !defined(MOZ_WIDGET_ANDROID)
MOZ_ASSERT(mSubmitThread->GetThread() == NS_GetCurrentThread());
#endif // !defined(MOZ_WIDGET_ANDROID)
AUTO_PROFILER_TRACING("VR", "SubmitFrameAtVRDisplayHost", OTHER);
{ // scope lock
MonitorAutoLock lock(mCurrentSubmitTaskMonitor);
if (!SubmitFrame(aTexture, aFrameId, aLeftEyeRect, aRightEyeRect)) {
mCurrentSubmitTask = nullptr;
return;
}
mCurrentSubmitTask = nullptr;
}
#if defined(XP_WIN) || defined(XP_MACOSX) || defined(MOZ_WIDGET_ANDROID)
/**
* Trigger the next VSync immediately after we are successfully
* submitting frames. As SubmitFrame is responsible for throttling
* the render loop, if we don't successfully call it, we shouldn't trigger
* NotifyVRVsync immediately, as it will run unbounded.
* If NotifyVRVsync is not called here due to SubmitFrame failing, the
* fallback "watchdog" code in VRDisplayHost::NotifyVSync() will cause
* frames to continue at a lower refresh rate until frame submission
* succeeds again.
*/
VRManager* vm = VRManager::Get();
MessageLoop* loop = CompositorThreadHolder::Loop();
loop->PostTask(NewRunnableMethod<const uint32_t>(
"gfx::VRManager::NotifyVRVsync", vm, &VRManager::NotifyVRVsync,
mDisplayInfo.mDisplayID));
#endif
}
void VRDisplayHost::SubmitFrame(VRLayerParent* aLayer,
const layers::SurfaceDescriptor& aTexture,
uint64_t aFrameId,
const gfx::Rect& aLeftEyeRect,
const gfx::Rect& aRightEyeRect) {
MonitorAutoLock lock(mCurrentSubmitTaskMonitor);
if ((mDisplayInfo.mGroupMask & aLayer->GetGroup()) == 0) {
// Suppress layers hidden by the group mask
return;
}
// Ensure that we only accept the first SubmitFrame call per RAF cycle.
if (!mFrameStarted || aFrameId != mDisplayInfo.mFrameId) {
return;
}
#if defined(MOZ_WIDGET_ANDROID)
/**
* Do not queue more submit frames until the last submitted frame is already
* processed and the new WebGL texture is ready.
*/
if (mLastSubmittedFrameId > 0 &&
mLastSubmittedFrameId !=
mDisplayInfo.mDisplayState.lastSubmittedFrameId) {
mLastStartedFrame = 0;
return;
}
mLastSubmittedFrameId = aFrameId;
#endif // !defined(MOZ_WIDGET_ANDROID)
mFrameStarted = false;
RefPtr<CancelableRunnable> task = NewCancelableRunnableMethod<
StoreCopyPassByConstLRef<layers::SurfaceDescriptor>, uint64_t,
StoreCopyPassByConstLRef<gfx::Rect>, StoreCopyPassByConstLRef<gfx::Rect>>(
"gfx::VRDisplayHost::SubmitFrameInternal", this,
&VRDisplayHost::SubmitFrameInternal, aTexture, aFrameId, aLeftEyeRect,
aRightEyeRect);
if (!mCurrentSubmitTask) {
mCurrentSubmitTask = task;
#if !defined(MOZ_WIDGET_ANDROID)
if (!mSubmitThread) {
mSubmitThread = new VRThread(NS_LITERAL_CSTRING("VR_SubmitFrame"));
}
mSubmitThread->Start();
mSubmitThread->PostTask(task.forget());
#else
CompositorThreadHolder::Loop()->PostTask(task.forget());
#endif // defined(MOZ_WIDGET_ANDROID)
}
}
void VRDisplayHost::CancelCurrentSubmitTask() {
MonitorAutoLock lock(mCurrentSubmitTaskMonitor);
if (mCurrentSubmitTask) {
mCurrentSubmitTask->Cancel();
mCurrentSubmitTask = nullptr;
}
}
bool VRDisplayHost::CheckClearDisplayInfoDirty() {
if (mDisplayInfo == mLastUpdateDisplayInfo) {
return false;
}
mLastUpdateDisplayInfo = mDisplayInfo;
return true;
}
void VRDisplayHost::StartVRNavigation() {}
void VRDisplayHost::StopVRNavigation(const TimeDuration& aTimeout) {}
VRControllerHost::VRControllerHost(VRDeviceType aType, dom::GamepadHand aHand,
uint32_t aDisplayID)
: mControllerInfo{}, mVibrateIndex(0) {
MOZ_COUNT_CTOR(VRControllerHost);
mControllerInfo.mType = aType;
mControllerInfo.mControllerState.hand = aHand;
mControllerInfo.mMappingType = dom::GamepadMappingType::_empty;
mControllerInfo.mDisplayID = aDisplayID;
mControllerInfo.mControllerID = VRSystemManager::AllocateControllerID();
}
VRControllerHost::~VRControllerHost() { MOZ_COUNT_DTOR(VRControllerHost); }
const VRControllerInfo& VRControllerHost::GetControllerInfo() const {
return mControllerInfo;
}
void VRControllerHost::SetButtonPressed(uint64_t aBit) {
mControllerInfo.mControllerState.buttonPressed = aBit;
}
uint64_t VRControllerHost::GetButtonPressed() {
return mControllerInfo.mControllerState.buttonPressed;
}
void VRControllerHost::SetButtonTouched(uint64_t aBit) {
mControllerInfo.mControllerState.buttonTouched = aBit;
}
uint64_t VRControllerHost::GetButtonTouched() {
return mControllerInfo.mControllerState.buttonTouched;
}
void VRControllerHost::SetPose(const dom::GamepadPoseState& aPose) {
mPose = aPose;
}
const dom::GamepadPoseState& VRControllerHost::GetPose() { return mPose; }
dom::GamepadHand VRControllerHost::GetHand() {
return mControllerInfo.mControllerState.hand;
}
void VRControllerHost::SetVibrateIndex(uint64_t aIndex) {
mVibrateIndex = aIndex;
}
uint64_t VRControllerHost::GetVibrateIndex() { return mVibrateIndex; }