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gfxVRPuppet.cpp
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gfxVRPuppet.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/. */
#if defined(XP_WIN)
# include "CompositorD3D11.h"
# include "TextureD3D11.h"
# include "mozilla/gfx/DeviceManagerDx.h"
#elif defined(XP_MACOSX)
# include "mozilla/gfx/MacIOSurface.h"
#endif
#include "mozilla/Base64.h"
#include "mozilla/gfx/DataSurfaceHelpers.h"
#include "mozilla/layers/CompositorThread.h" // for CompositorThreadHolder
#include "gfxPrefs.h"
#include "gfxUtils.h"
#include "gfxVRPuppet.h"
#include "VRManager.h"
#include "VRThread.h"
#include "mozilla/dom/GamepadEventTypes.h"
#include "mozilla/dom/GamepadBinding.h"
// See CompositorD3D11Shaders.h
namespace mozilla {
namespace layers {
struct ShaderBytes {
const void* mData;
size_t mLength;
};
extern ShaderBytes sRGBShader;
extern ShaderBytes sLayerQuadVS;
} // namespace layers
} // namespace mozilla
using namespace mozilla;
using namespace mozilla::gfx;
using namespace mozilla::gfx::impl;
using namespace mozilla::layers;
// Reminder: changing the order of these buttons may break web content
static const uint64_t kPuppetButtonMask[] = {1, 2, 4, 8};
static const uint32_t kNumPuppetButtonMask =
sizeof(kPuppetButtonMask) / sizeof(uint64_t);
static const uint32_t kNumPuppetAxis = 3;
static const uint32_t kNumPuppetHaptcs = 1;
VRDisplayPuppet::VRDisplayPuppet()
: VRDisplayLocal(VRDeviceType::Puppet),
mIsPresenting(false),
mSensorState{} {
MOZ_COUNT_CTOR_INHERITED(VRDisplayPuppet, VRDisplayLocal);
VRDisplayState& state = mDisplayInfo.mDisplayState;
strncpy(state.displayName, "Puppet HMD", kVRDisplayNameMaxLen);
state.isConnected = true;
state.isMounted = false;
state.capabilityFlags = VRDisplayCapabilityFlags::Cap_None |
VRDisplayCapabilityFlags::Cap_Orientation |
VRDisplayCapabilityFlags::Cap_Position |
VRDisplayCapabilityFlags::Cap_External |
VRDisplayCapabilityFlags::Cap_Present |
VRDisplayCapabilityFlags::Cap_StageParameters;
state.eyeResolution.width = 1836; // 1080 * 1.7
state.eyeResolution.height = 2040; // 1200 * 1.7
// SteamVR gives the application a single FOV to use; it's not configurable as
// with Oculus
for (uint32_t eye = 0; eye < 2; ++eye) {
state.eyeTranslation[eye].x = 0.0f;
state.eyeTranslation[eye].y = 0.0f;
state.eyeTranslation[eye].z = 0.0f;
state.eyeFOV[eye] = VRFieldOfView(45.0, 45.0, 45.0, 45.0);
}
// default: 1m x 1m space, 0.75m high in seated position
state.stageSize.width = 1.0f;
state.stageSize.height = 1.0f;
state.sittingToStandingTransform[0] = 1.0f;
state.sittingToStandingTransform[1] = 0.0f;
state.sittingToStandingTransform[2] = 0.0f;
state.sittingToStandingTransform[3] = 0.0f;
state.sittingToStandingTransform[4] = 0.0f;
state.sittingToStandingTransform[5] = 1.0f;
state.sittingToStandingTransform[6] = 0.0f;
state.sittingToStandingTransform[7] = 0.0f;
state.sittingToStandingTransform[8] = 0.0f;
state.sittingToStandingTransform[9] = 0.0f;
state.sittingToStandingTransform[10] = 1.0f;
state.sittingToStandingTransform[11] = 0.0f;
state.sittingToStandingTransform[12] = 0.0f;
state.sittingToStandingTransform[13] = 0.75f;
state.sittingToStandingTransform[14] = 0.0f;
state.sittingToStandingTransform[15] = 1.0f;
gfx::Quaternion rot;
mSensorState.flags |= VRDisplayCapabilityFlags::Cap_Orientation;
mSensorState.pose.orientation[0] = rot.x;
mSensorState.pose.orientation[1] = rot.y;
mSensorState.pose.orientation[2] = rot.z;
mSensorState.pose.orientation[3] = rot.w;
mSensorState.pose.angularVelocity[0] = 0.0f;
mSensorState.pose.angularVelocity[1] = 0.0f;
mSensorState.pose.angularVelocity[2] = 0.0f;
mSensorState.flags |= VRDisplayCapabilityFlags::Cap_Position;
mSensorState.pose.position[0] = 0.0f;
mSensorState.pose.position[1] = 0.0f;
mSensorState.pose.position[2] = 0.0f;
mSensorState.pose.linearVelocity[0] = 0.0f;
mSensorState.pose.linearVelocity[1] = 0.0f;
mSensorState.pose.linearVelocity[2] = 0.0f;
}
VRDisplayPuppet::~VRDisplayPuppet() {
MOZ_COUNT_DTOR_INHERITED(VRDisplayPuppet, VRDisplayLocal);
}
void VRDisplayPuppet::SetDisplayInfo(const VRDisplayInfo& aDisplayInfo) {
// We are only interested in the eye and mount info of the display info.
VRDisplayState& state = mDisplayInfo.mDisplayState;
state.eyeResolution = aDisplayInfo.mDisplayState.eyeResolution;
state.isMounted = aDisplayInfo.mDisplayState.isMounted;
memcpy(&state.eyeFOV, &aDisplayInfo.mDisplayState.eyeFOV,
sizeof(state.eyeFOV[0]) * VRDisplayState::NumEyes);
memcpy(&state.eyeTranslation, &aDisplayInfo.mDisplayState.eyeTranslation,
sizeof(state.eyeTranslation[0]) * VRDisplayState::NumEyes);
}
void VRDisplayPuppet::Destroy() { StopPresentation(); }
void VRDisplayPuppet::ZeroSensor() {}
VRHMDSensorState& VRDisplayPuppet::GetSensorState() {
mSensorState.inputFrameID = mDisplayInfo.mFrameId;
Matrix4x4 matHeadToEye[2];
for (uint32_t eye = 0; eye < 2; ++eye) {
matHeadToEye[eye].PreTranslate(mDisplayInfo.GetEyeTranslation(eye));
}
mSensorState.CalcViewMatrices(matHeadToEye);
return mSensorState;
}
void VRDisplayPuppet::SetSensorState(const VRHMDSensorState& aSensorState) {
memcpy(&mSensorState, &aSensorState, sizeof(mSensorState));
}
void VRDisplayPuppet::StartPresentation() {
if (mIsPresenting) {
return;
}
mIsPresenting = true;
#if defined(XP_WIN)
if (!CreateD3DObjects()) {
return;
}
if (FAILED(mDevice->CreateVertexShader(
sLayerQuadVS.mData, sLayerQuadVS.mLength, nullptr, &mQuadVS))) {
NS_WARNING("Failed to create vertex shader for Puppet");
return;
}
if (FAILED(mDevice->CreatePixelShader(sRGBShader.mData, sRGBShader.mLength,
nullptr, &mQuadPS))) {
NS_WARNING("Failed to create pixel shader for Puppet");
return;
}
CD3D11_BUFFER_DESC cBufferDesc(sizeof(layers::VertexShaderConstants),
D3D11_BIND_CONSTANT_BUFFER,
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
if (FAILED(mDevice->CreateBuffer(&cBufferDesc, nullptr,
getter_AddRefs(mVSConstantBuffer)))) {
NS_WARNING("Failed to vertex shader constant buffer for Puppet");
return;
}
cBufferDesc.ByteWidth = sizeof(layers::PixelShaderConstants);
if (FAILED(mDevice->CreateBuffer(&cBufferDesc, nullptr,
getter_AddRefs(mPSConstantBuffer)))) {
NS_WARNING("Failed to pixel shader constant buffer for Puppet");
return;
}
CD3D11_SAMPLER_DESC samplerDesc(D3D11_DEFAULT);
if (FAILED(mDevice->CreateSamplerState(
&samplerDesc, getter_AddRefs(mLinearSamplerState)))) {
NS_WARNING("Failed to create sampler state for Puppet");
return;
}
D3D11_INPUT_ELEMENT_DESC layout[] = {
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0,
D3D11_INPUT_PER_VERTEX_DATA, 0},
};
if (FAILED(mDevice->CreateInputLayout(
layout, sizeof(layout) / sizeof(D3D11_INPUT_ELEMENT_DESC),
sLayerQuadVS.mData, sLayerQuadVS.mLength,
getter_AddRefs(mInputLayout)))) {
NS_WARNING("Failed to create input layout for Puppet");
return;
}
Vertex vertices[] = {{{0.0, 0.0}}, {{1.0, 0.0}}, {{0.0, 1.0}}, {{1.0, 1.0}}};
CD3D11_BUFFER_DESC bufferDesc(sizeof(vertices), D3D11_BIND_VERTEX_BUFFER);
D3D11_SUBRESOURCE_DATA data;
data.pSysMem = (void*)vertices;
if (FAILED(mDevice->CreateBuffer(&bufferDesc, &data,
getter_AddRefs(mVertexBuffer)))) {
NS_WARNING("Failed to create vertex buffer for Puppet");
return;
}
memset(&mVSConstants, 0, sizeof(mVSConstants));
memset(&mPSConstants, 0, sizeof(mPSConstants));
#endif // XP_WIN
}
void VRDisplayPuppet::StopPresentation() {
if (!mIsPresenting) {
return;
}
mIsPresenting = false;
}
#if defined(XP_WIN)
bool VRDisplayPuppet::UpdateConstantBuffers() {
HRESULT hr;
D3D11_MAPPED_SUBRESOURCE resource;
resource.pData = nullptr;
hr = mContext->Map(mVSConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0,
&resource);
if (FAILED(hr) || !resource.pData) {
return false;
}
*(VertexShaderConstants*)resource.pData = mVSConstants;
mContext->Unmap(mVSConstantBuffer, 0);
resource.pData = nullptr;
hr = mContext->Map(mPSConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0,
&resource);
if (FAILED(hr) || !resource.pData) {
return false;
}
*(PixelShaderConstants*)resource.pData = mPSConstants;
mContext->Unmap(mPSConstantBuffer, 0);
ID3D11Buffer* buffer = mVSConstantBuffer;
mContext->VSSetConstantBuffers(0, 1, &buffer);
buffer = mPSConstantBuffer;
mContext->PSSetConstantBuffers(0, 1, &buffer);
return true;
}
bool VRDisplayPuppet::SubmitFrame(ID3D11Texture2D* aSource,
const IntSize& aSize,
const gfx::Rect& aLeftEyeRect,
const gfx::Rect& aRightEyeRect) {
MOZ_ASSERT(mSubmitThread->GetThread() == NS_GetCurrentThread());
if (!mIsPresenting) {
return false;
}
if (!CreateD3DObjects()) {
return false;
}
AutoRestoreRenderState restoreState(this);
if (!restoreState.IsSuccess()) {
return false;
}
VRManager* vm = VRManager::Get();
MOZ_ASSERT(vm);
switch (gfxPrefs::VRPuppetSubmitFrame()) {
case 0:
// The VR frame is not displayed.
break;
case 1: {
// The frames are submitted to VR compositor are decoded
// into a base64Image and dispatched to the DOM side.
D3D11_TEXTURE2D_DESC desc;
aSource->GetDesc(&desc);
MOZ_ASSERT(desc.Format == DXGI_FORMAT_B8G8R8A8_UNORM,
"Only support B8G8R8A8_UNORM format.");
// Map the staging resource
ID3D11Texture2D* mappedTexture = nullptr;
D3D11_MAPPED_SUBRESOURCE mapInfo;
HRESULT hr = mContext->Map(aSource,
0, // Subsource
D3D11_MAP_READ,
0, // MapFlags
&mapInfo);
if (FAILED(hr)) {
// If we can't map this texture, copy it to a staging resource.
if (hr == E_INVALIDARG) {
D3D11_TEXTURE2D_DESC desc2;
desc2.Width = desc.Width;
desc2.Height = desc.Height;
desc2.MipLevels = desc.MipLevels;
desc2.ArraySize = desc.ArraySize;
desc2.Format = desc.Format;
desc2.SampleDesc = desc.SampleDesc;
desc2.Usage = D3D11_USAGE_STAGING;
desc2.BindFlags = 0;
desc2.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
desc2.MiscFlags = 0;
ID3D11Texture2D* stagingTexture = nullptr;
hr = mDevice->CreateTexture2D(&desc2, nullptr, &stagingTexture);
if (FAILED(hr)) {
MOZ_ASSERT(false, "Failed to create a staging texture");
return false;
}
// Copy the texture to a staging resource
mContext->CopyResource(stagingTexture, aSource);
// Map the staging resource
hr = mContext->Map(stagingTexture,
0, // Subsource
D3D11_MAP_READ,
0, // MapFlags
&mapInfo);
if (FAILED(hr)) {
MOZ_ASSERT(false, "Failed to map staging texture");
}
mappedTexture = stagingTexture;
} else {
MOZ_ASSERT(false, "Failed to map staging texture");
return false;
}
} else {
mappedTexture = aSource;
}
// Ideally, we should convert the srcData to a PNG image and decode it
// to a Base64 string here, but the GPU process does not have the
// privilege to access the image library. So, we have to convert the RAW
// image data to a base64 string and forward it to let the content process
// to do the image conversion.
const char* srcData = static_cast<const char*>(mapInfo.pData);
VRSubmitFrameResultInfo result;
result.mFormat = SurfaceFormat::B8G8R8A8;
result.mWidth = desc.Width;
result.mHeight = desc.Height;
result.mFrameNum = mDisplayInfo.mFrameId;
// If the original texture size is not pow of 2, the data will not be
// tightly strided. We have to copy the pixels by rows.
nsCString rawString;
for (uint32_t i = 0; i < desc.Height; i++) {
rawString += Substring(srcData + i * mapInfo.RowPitch, desc.Width * 4);
}
mContext->Unmap(mappedTexture, 0);
if (Base64Encode(rawString, result.mBase64Image) != NS_OK) {
MOZ_ASSERT(false, "Failed to encode base64 images.");
}
// Dispatch the base64 encoded string to the DOM side. Then, it will be
// decoded and convert to a PNG image there.
MessageLoop* loop = CompositorThreadHolder::Loop();
loop->PostTask(NewRunnableMethod<const uint32_t, VRSubmitFrameResultInfo>(
"VRManager::DispatchSubmitFrameResult", vm,
&VRManager::DispatchSubmitFrameResult, mDisplayInfo.mDisplayID,
result));
break;
}
case 2: {
// The VR compositor sumbmit frame to the screen window,
// the current coordinate is at (0, 0, width, height).
Matrix viewMatrix = Matrix::Translation(-1.0, 1.0);
viewMatrix.PreScale(2.0f / float(aSize.width),
2.0f / float(aSize.height));
viewMatrix.PreScale(1.0f, -1.0f);
Matrix4x4 projection = Matrix4x4::From2D(viewMatrix);
projection._33 = 0.0f;
Matrix transform2d;
gfx::Matrix4x4 transform = gfx::Matrix4x4::From2D(transform2d);
const float posX = 0.0f, posY = 0.0f;
D3D11_VIEWPORT viewport;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
viewport.Width = aSize.width;
viewport.Height = aSize.height;
viewport.TopLeftX = posX;
viewport.TopLeftY = posY;
D3D11_RECT scissor;
scissor.left = posX;
scissor.right = aSize.width + posX;
scissor.top = posY;
scissor.bottom = aSize.height + posY;
memcpy(&mVSConstants.layerTransform, &transform._11,
sizeof(mVSConstants.layerTransform));
memcpy(&mVSConstants.projection, &projection._11,
sizeof(mVSConstants.projection));
mVSConstants.renderTargetOffset[0] = 0.0f;
mVSConstants.renderTargetOffset[1] = 0.0f;
mVSConstants.layerQuad = Rect(0.0f, 0.0f, aSize.width, aSize.height);
mVSConstants.textureCoords = Rect(0.0f, 1.0f, 1.0f, -1.0f);
mPSConstants.layerOpacity[0] = 1.0f;
ID3D11Buffer* vbuffer = mVertexBuffer;
UINT vsize = sizeof(Vertex);
UINT voffset = 0;
mContext->IASetVertexBuffers(0, 1, &vbuffer, &vsize, &voffset);
mContext->IASetIndexBuffer(nullptr, DXGI_FORMAT_R16_UINT, 0);
mContext->IASetInputLayout(mInputLayout);
mContext->RSSetViewports(1, &viewport);
mContext->RSSetScissorRects(1, &scissor);
mContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
mContext->VSSetShader(mQuadVS, nullptr, 0);
mContext->PSSetShader(mQuadPS, nullptr, 0);
RefPtr<ID3D11ShaderResourceView> srView;
HRESULT hr = mDevice->CreateShaderResourceView(aSource, nullptr,
getter_AddRefs(srView));
if (FAILED(hr) || !srView) {
gfxWarning() << "Could not create shader resource view for Puppet: "
<< hexa(hr);
return false;
}
ID3D11ShaderResourceView* viewPtr = srView.get();
mContext->PSSetShaderResources(0 /* 0 == TexSlot::RGB */, 1, &viewPtr);
// XXX Use Constant from TexSlot in CompositorD3D11.cpp?
ID3D11SamplerState* sampler = mLinearSamplerState;
mContext->PSSetSamplers(0, 1, &sampler);
if (!UpdateConstantBuffers()) {
NS_WARNING("Failed to update constant buffers for Puppet");
return false;
}
mContext->Draw(4, 0);
break;
}
}
// We will always return false for gfxVRPuppet to ensure that the fallback
// "watchdog" code in VRDisplayHost::NotifyVSync() throttles the render loop.
// This "watchdog" will result in a refresh rate that is quite low compared to
// real hardware, but should be sufficient for non-performance oriented tests.
// If we wish to simulate realistic frame rates with VRDisplayPuppet, we
// should block here for the appropriate amount of time and return true to
// indicate that we have blocked.
return false;
}
#elif defined(XP_MACOSX)
bool VRDisplayPuppet::SubmitFrame(MacIOSurface* aMacIOSurface,
const IntSize& aSize,
const gfx::Rect& aLeftEyeRect,
const gfx::Rect& aRightEyeRect) {
MOZ_ASSERT(mSubmitThread->GetThread() == NS_GetCurrentThread());
if (!mIsPresenting || !aMacIOSurface) {
return false;
}
VRManager* vm = VRManager::Get();
MOZ_ASSERT(vm);
switch (gfxPrefs::VRPuppetSubmitFrame()) {
case 0:
// The VR frame is not displayed.
break;
case 1: {
// The frames are submitted to VR compositor are decoded
// into a base64Image and dispatched to the DOM side.
RefPtr<SourceSurface> surf = aMacIOSurface->GetAsSurface();
RefPtr<DataSourceSurface> dataSurf =
surf ? surf->GetDataSurface() : nullptr;
if (dataSurf) {
// Ideally, we should convert the srcData to a PNG image and decode it
// to a Base64 string here, but the GPU process does not have the
// privilege to access the image library. So, we have to convert the RAW
// image data to a base64 string and forward it to let the content
// process to do the image conversion.
DataSourceSurface::MappedSurface map;
if (!dataSurf->Map(gfx::DataSourceSurface::MapType::READ, &map)) {
MOZ_ASSERT(false, "Read DataSourceSurface fail.");
return false;
}
const uint8_t* srcData = map.mData;
const auto& surfSize = dataSurf->GetSize();
VRSubmitFrameResultInfo result;
result.mFormat = SurfaceFormat::B8G8R8A8;
result.mWidth = surfSize.width;
result.mHeight = surfSize.height;
result.mFrameNum = mDisplayInfo.mFrameId;
// If the original texture size is not pow of 2, the data will not be
// tightly strided. We have to copy the pixels by rows.
nsCString rawString;
for (int32_t i = 0; i < surfSize.height; i++) {
rawString += Substring((const char*)(srcData) + i * map.mStride,
surfSize.width * 4);
}
dataSurf->Unmap();
if (Base64Encode(rawString, result.mBase64Image) != NS_OK) {
MOZ_ASSERT(false, "Failed to encode base64 images.");
}
// Dispatch the base64 encoded string to the DOM side. Then, it will be
// decoded and convert to a PNG image there.
MessageLoop* loop = CompositorThreadHolder::Loop();
loop->PostTask(
NewRunnableMethod<const uint32_t, VRSubmitFrameResultInfo>(
"VRManager::DispatchSubmitFrameResult", vm,
&VRManager::DispatchSubmitFrameResult, mDisplayInfo.mDisplayID,
result));
}
break;
}
case 2: {
MOZ_ASSERT(false, "No support for showing VR frames on MacOSX yet.");
break;
}
}
return false;
}
#elif defined(MOZ_WIDGET_ANDROID)
bool VRDisplayPuppet::SubmitFrame(
const mozilla::layers::SurfaceTextureDescriptor& aDescriptor,
const gfx::Rect& aLeftEyeRect, const gfx::Rect& aRightEyeRect) {
MOZ_ASSERT(mSubmitThread->GetThread() == NS_GetCurrentThread());
return false;
}
#endif
void VRDisplayPuppet::Refresh() {
// We update mIsConneced once per refresh.
mDisplayInfo.mDisplayState.isConnected = true;
}
VRControllerPuppet::VRControllerPuppet(dom::GamepadHand aHand,
uint32_t aDisplayID)
: VRControllerHost(VRDeviceType::Puppet, aHand, aDisplayID),
mButtonPressState(0),
mButtonTouchState(0) {
MOZ_COUNT_CTOR_INHERITED(VRControllerPuppet, VRControllerHost);
VRControllerState& state = mControllerInfo.mControllerState;
strncpy(state.controllerName, "Puppet Gamepad", kVRControllerNameMaxLen);
state.numButtons = kNumPuppetButtonMask;
state.numAxes = kNumPuppetAxis;
state.numHaptics = kNumPuppetHaptcs;
}
VRControllerPuppet::~VRControllerPuppet() {
MOZ_COUNT_DTOR_INHERITED(VRControllerPuppet, VRControllerHost);
}
void VRControllerPuppet::SetButtonPressState(uint32_t aButton, bool aPressed) {
const uint64_t buttonMask = kPuppetButtonMask[aButton];
uint64_t pressedBit = GetButtonPressed();
if (aPressed) {
pressedBit |= kPuppetButtonMask[aButton];
} else if (pressedBit & buttonMask) {
// this button was pressed but is released now.
uint64_t mask = 0xff ^ buttonMask;
pressedBit &= mask;
}
mButtonPressState = pressedBit;
}
uint64_t VRControllerPuppet::GetButtonPressState() { return mButtonPressState; }
void VRControllerPuppet::SetButtonTouchState(uint32_t aButton, bool aTouched) {
const uint64_t buttonMask = kPuppetButtonMask[aButton];
uint64_t touchedBit = GetButtonTouched();
if (aTouched) {
touchedBit |= kPuppetButtonMask[aButton];
} else if (touchedBit & buttonMask) {
// this button was touched but is released now.
uint64_t mask = 0xff ^ buttonMask;
touchedBit &= mask;
}
mButtonTouchState = touchedBit;
}
uint64_t VRControllerPuppet::GetButtonTouchState() { return mButtonTouchState; }
void VRControllerPuppet::SetAxisMoveState(uint32_t aAxis, double aValue) {
MOZ_ASSERT((sizeof(mAxisMoveState) / sizeof(float)) == kNumPuppetAxis);
MOZ_ASSERT(aAxis <= kNumPuppetAxis);
mAxisMoveState[aAxis] = aValue;
}
double VRControllerPuppet::GetAxisMoveState(uint32_t aAxis) {
return mAxisMoveState[aAxis];
}
void VRControllerPuppet::SetPoseMoveState(const dom::GamepadPoseState& aPose) {
mPoseState = aPose;
}
const dom::GamepadPoseState& VRControllerPuppet::GetPoseMoveState() {
return mPoseState;
}
float VRControllerPuppet::GetAxisMove(uint32_t aAxis) {
return mControllerInfo.mControllerState.axisValue[aAxis];
}
void VRControllerPuppet::SetAxisMove(uint32_t aAxis, float aValue) {
mControllerInfo.mControllerState.axisValue[aAxis] = aValue;
}
VRSystemManagerPuppet::VRSystemManagerPuppet()
: mPuppetDisplayCount(0),
mPuppetDisplayInfo{},
mPuppetDisplaySensorState{} {}
/*static*/
already_AddRefed<VRSystemManagerPuppet> VRSystemManagerPuppet::Create() {
if (!gfxPrefs::VREnabled() || !gfxPrefs::VRPuppetEnabled()) {
return nullptr;
}
RefPtr<VRSystemManagerPuppet> manager = new VRSystemManagerPuppet();
return manager.forget();
}
void VRSystemManagerPuppet::Destroy() { Shutdown(); }
void VRSystemManagerPuppet::Shutdown() { mPuppetHMDs.Clear(); }
void VRSystemManagerPuppet::Run10msTasks() {
VRSystemManager::Run10msTasks();
/**
* When running headless mochitests on some of our automated test
* infrastructure, 2d display vsyncs are not always generated.
* To workaround, we produce a vsync manually.
*/
VRManager* vm = VRManager::Get();
MOZ_ASSERT(vm);
vm->NotifyVsync(TimeStamp::Now());
}
void VRSystemManagerPuppet::NotifyVSync() {
VRSystemManager::NotifyVSync();
for (const auto& display : mPuppetHMDs) {
display->Refresh();
}
}
uint32_t VRSystemManagerPuppet::CreateTestDisplay() {
if (mPuppetDisplayCount >= kMaxPuppetDisplays) {
MOZ_ASSERT(false);
return mPuppetDisplayCount;
}
return mPuppetDisplayCount++;
}
void VRSystemManagerPuppet::ClearTestDisplays() { mPuppetDisplayCount = 0; }
void VRSystemManagerPuppet::Enumerate() {
while (mPuppetHMDs.Length() < mPuppetDisplayCount) {
VRDisplayPuppet* puppetDisplay = new VRDisplayPuppet();
uint32_t deviceID = mPuppetHMDs.Length();
puppetDisplay->SetDisplayInfo(mPuppetDisplayInfo[deviceID]);
puppetDisplay->SetSensorState(mPuppetDisplaySensorState[deviceID]);
mPuppetHMDs.AppendElement(puppetDisplay);
}
while (mPuppetHMDs.Length() > mPuppetDisplayCount) {
mPuppetHMDs.RemoveLastElement();
}
}
void VRSystemManagerPuppet::SetPuppetDisplayInfo(
const uint32_t& aDeviceID, const VRDisplayInfo& aDisplayInfo) {
if (aDeviceID >= mPuppetDisplayCount) {
MOZ_ASSERT(false);
return;
}
/**
* Even if mPuppetHMDs.Length() <= aDeviceID, we need to
* update mPuppetDisplayInfo[aDeviceID]. In the case that
* a puppet display is added and SetPuppetDisplayInfo is
* immediately called, mPuppetHMDs may not be populated yet.
* VRSystemManagerPuppet::Enumerate() will initialize
* the VRDisplayPuppet later using mPuppetDisplayInfo.
*/
mPuppetDisplayInfo[aDeviceID] = aDisplayInfo;
if (mPuppetHMDs.Length() > aDeviceID) {
/**
* In the event that the VRDisplayPuppet has already been
* created, we update it directly.
*/
mPuppetHMDs[aDeviceID]->SetDisplayInfo(aDisplayInfo);
}
}
void VRSystemManagerPuppet::SetPuppetDisplaySensorState(
const uint32_t& aDeviceID, const VRHMDSensorState& aSensorState) {
if (aDeviceID >= mPuppetDisplayCount) {
MOZ_ASSERT(false);
return;
}
/**
* Even if mPuppetHMDs.Length() <= aDeviceID, we need to
* update mPuppetDisplaySensorState[aDeviceID]. In the case that
* a puppet display is added and SetPuppetDisplaySensorState is
* immediately called, mPuppetHMDs may not be populated yet.
* VRSystemManagerPuppet::Enumerate() will initialize
* the VRDisplayPuppet later using mPuppetDisplaySensorState.
*/
mPuppetDisplaySensorState[aDeviceID] = aSensorState;
if (mPuppetHMDs.Length() > aDeviceID) {
/**
* In the event that the VRDisplayPuppet has already been
* created, we update it directly.
*/
mPuppetHMDs[aDeviceID]->SetSensorState(aSensorState);
}
}
void VRSystemManagerPuppet::GetHMDs(
nsTArray<RefPtr<VRDisplayHost>>& aHMDResult) {
for (auto display : mPuppetHMDs) {
aHMDResult.AppendElement(display);
}
}
bool VRSystemManagerPuppet::GetIsPresenting() {
for (const auto& display : mPuppetHMDs) {
const VRDisplayInfo& displayInfo(display->GetDisplayInfo());
if (displayInfo.GetPresentingGroups() != kVRGroupNone) {
return true;
}
}
return false;
}
void VRSystemManagerPuppet::HandleInput() {
RefPtr<impl::VRControllerPuppet> controller;
for (uint32_t i = 0; i < mPuppetController.Length(); ++i) {
controller = mPuppetController[i];
for (uint32_t j = 0; j < kNumPuppetButtonMask; ++j) {
HandleButtonPress(i, j, kPuppetButtonMask[j],
controller->GetButtonPressState(),
controller->GetButtonTouchState());
}
controller->SetButtonPressed(controller->GetButtonPressState());
controller->SetButtonTouched(controller->GetButtonTouchState());
for (uint32_t j = 0; j < kNumPuppetAxis; ++j) {
HandleAxisMove(i, j, controller->GetAxisMoveState(j));
}
HandlePoseTracking(i, controller->GetPoseMoveState(), controller);
}
}
void VRSystemManagerPuppet::HandleButtonPress(uint32_t aControllerIdx,
uint32_t aButton,
uint64_t aButtonMask,
uint64_t aButtonPressed,
uint64_t aButtonTouched) {
RefPtr<impl::VRControllerPuppet> controller(
mPuppetController[aControllerIdx]);
MOZ_ASSERT(controller);
const uint64_t pressedDiff =
(controller->GetButtonPressed() ^ aButtonPressed);
const uint64_t touchedDiff =
(controller->GetButtonTouched() ^ aButtonTouched);
if (!pressedDiff && !touchedDiff) {
return;
}
if (pressedDiff & aButtonMask || touchedDiff & aButtonMask) {
// diff & (aButtonPressed, aButtonTouched) would be true while a new button
// pressed or touched event, otherwise it is an old event and needs to
// notify the button has been released.
NewButtonEvent(aControllerIdx, aButton, aButtonMask & aButtonPressed,
aButtonMask & aButtonPressed,
(aButtonMask & aButtonPressed) ? 1.0L : 0.0L);
}
}
void VRSystemManagerPuppet::HandleAxisMove(uint32_t aControllerIdx,
uint32_t aAxis, float aValue) {
RefPtr<impl::VRControllerPuppet> controller(
mPuppetController[aControllerIdx]);
MOZ_ASSERT(controller);
if (controller->GetAxisMove(aAxis) != aValue) {
NewAxisMove(aControllerIdx, aAxis, aValue);
controller->SetAxisMove(aAxis, aValue);
}
}
void VRSystemManagerPuppet::HandlePoseTracking(
uint32_t aControllerIdx, const dom::GamepadPoseState& aPose,
VRControllerHost* aController) {
MOZ_ASSERT(aController);
if (aPose != aController->GetPose()) {
aController->SetPose(aPose);
NewPoseState(aControllerIdx, aPose);
}
}
void VRSystemManagerPuppet::VibrateHaptic(uint32_t aControllerIdx,
uint32_t aHapticIndex,
double aIntensity, double aDuration,
const VRManagerPromise& aPromise) {}
void VRSystemManagerPuppet::StopVibrateHaptic(uint32_t aControllerIdx) {}
void VRSystemManagerPuppet::GetControllers(
nsTArray<RefPtr<VRControllerHost>>& aControllerResult) {
aControllerResult.Clear();
for (uint32_t i = 0; i < mPuppetController.Length(); ++i) {
aControllerResult.AppendElement(mPuppetController[i]);
}
}
void VRSystemManagerPuppet::ScanForControllers() {
// We make sure VRSystemManagerPuppet has two controllers
// for each display
const uint32_t newControllerCount = mPuppetHMDs.Length() * 2;
if (newControllerCount != mControllerCount) {
RemoveControllers();
// Re-adding controllers to VRControllerManager.
for (const auto& display : mPuppetHMDs) {
uint32_t displayID = display->GetDisplayInfo().GetDisplayID();
for (uint32_t i = 0; i < 2; i++) {
dom::GamepadHand hand =
(i % 2) ? dom::GamepadHand::Right : dom::GamepadHand::Left;
RefPtr<VRControllerPuppet> puppetController;
puppetController = new VRControllerPuppet(hand, displayID);
mPuppetController.AppendElement(puppetController);
// Not already present, add it.
AddGamepad(puppetController->GetControllerInfo());
++mControllerCount;
}
}
}
}
void VRSystemManagerPuppet::RemoveControllers() {
// controller count is changed, removing the existing gamepads first.
for (uint32_t i = 0; i < mPuppetController.Length(); ++i) {
RemoveGamepad(i);
}
mPuppetController.Clear();
mControllerCount = 0;
}