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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-28 14:29:10 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-28 14:29:10 +0000
commit2aa4a82499d4becd2284cdb482213d541b8804dd (patch)
treeb80bf8bf13c3766139fbacc530efd0dd9d54394c /gfx/vr/VRManager.cpp
parentInitial commit. (diff)
downloadfirefox-upstream.tar.xz
firefox-upstream.zip
Adding upstream version 86.0.1.upstream/86.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/vr/VRManager.cpp')
-rw-r--r--gfx/vr/VRManager.cpp1542
1 files changed, 1542 insertions, 0 deletions
diff --git a/gfx/vr/VRManager.cpp b/gfx/vr/VRManager.cpp
new file mode 100644
index 0000000000..72bc02b674
--- /dev/null
+++ b/gfx/vr/VRManager.cpp
@@ -0,0 +1,1542 @@
+/* -*- 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 "VRManager.h"
+
+#include "GeckoProfiler.h"
+#include "VRManagerParent.h"
+#include "VRShMem.h"
+#include "VRThread.h"
+#include "gfxVR.h"
+#include "mozilla/ClearOnShutdown.h"
+#include "mozilla/dom/VRDisplay.h"
+#include "mozilla/dom/GamepadEventTypes.h"
+#include "mozilla/layers/TextureHost.h"
+#include "mozilla/layers/CompositorThread.h"
+#include "mozilla/Preferences.h"
+#include "mozilla/Services.h"
+#include "mozilla/StaticPrefs_dom.h"
+#include "mozilla/Telemetry.h"
+#include "mozilla/Unused.h"
+#include "nsIObserverService.h"
+
+#include "gfxVR.h"
+#include <cstring>
+
+#include "ipc/VRLayerParent.h"
+#if !defined(MOZ_WIDGET_ANDROID)
+# include "VRServiceHost.h"
+#endif
+
+#ifdef XP_WIN
+# include "CompositorD3D11.h"
+# include "TextureD3D11.h"
+# include <d3d11.h>
+# include "gfxWindowsPlatform.h"
+# include "mozilla/gfx/DeviceManagerDx.h"
+#elif defined(XP_MACOSX)
+# include "mozilla/gfx/MacIOSurface.h"
+# include <errno.h>
+#elif defined(MOZ_WIDGET_ANDROID)
+# include <string.h>
+# include <pthread.h>
+# include "GeckoVRManager.h"
+# include "mozilla/java/GeckoSurfaceTextureWrappers.h"
+# include "mozilla/layers/CompositorThread.h"
+#endif // defined(MOZ_WIDGET_ANDROID)
+
+using namespace mozilla;
+using namespace mozilla::gfx;
+using namespace mozilla::layers;
+using namespace mozilla::gl;
+
+using mozilla::dom::GamepadHandle;
+
+namespace mozilla::gfx {
+
+/**
+ * When VR content is active, we run the tasks at 1ms
+ * intervals, enabling multiple events to be processed
+ * per frame, such as haptic feedback pulses.
+ */
+const uint32_t kVRActiveTaskInterval = 1; // milliseconds
+
+/**
+ * When VR content is inactive, we run the tasks at 100ms
+ * intervals, enabling VR display enumeration and
+ * presentation startup to be relatively responsive
+ * while not consuming unnecessary resources.
+ */
+const uint32_t kVRIdleTaskInterval = 100; // milliseconds
+
+/**
+ * Max frame duration 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.
+ */
+const double kVRMaxFrameSubmitDuration = 4000.0f; // milliseconds
+
+static StaticRefPtr<VRManager> sVRManagerSingleton;
+
+static bool ValidVRManagerProcess() {
+ return XRE_IsParentProcess() || XRE_IsGPUProcess();
+}
+
+/* static */
+VRManager* VRManager::Get() {
+ MOZ_ASSERT(sVRManagerSingleton != nullptr);
+ MOZ_ASSERT(ValidVRManagerProcess());
+
+ return sVRManagerSingleton;
+}
+
+/* static */
+VRManager* VRManager::MaybeGet() {
+ MOZ_ASSERT(ValidVRManagerProcess());
+
+ return sVRManagerSingleton;
+}
+
+Atomic<uint32_t> VRManager::sDisplayBase(0);
+
+/* static */
+uint32_t VRManager::AllocateDisplayID() { return ++sDisplayBase; }
+
+/*static*/
+void VRManager::ManagerInit() {
+ MOZ_ASSERT(NS_IsMainThread());
+
+ if (!ValidVRManagerProcess()) {
+ return;
+ }
+
+ // Enable gamepad extensions while VR is enabled.
+ // Preference only can be set at the Parent process.
+ if (StaticPrefs::dom_vr_enabled() && XRE_IsParentProcess()) {
+ Preferences::SetBool("dom.gamepad.extensions.enabled", true);
+ }
+
+ if (sVRManagerSingleton == nullptr) {
+ sVRManagerSingleton = new VRManager();
+ ClearOnShutdown(&sVRManagerSingleton);
+ }
+}
+
+VRManager::VRManager()
+ : mState(VRManagerState::Disabled),
+ mAccumulator100ms(0.0f),
+ mRuntimeDetectionRequested(false),
+ mRuntimeDetectionCompleted(false),
+ mEnumerationRequested(false),
+ mEnumerationCompleted(false),
+ mVRDisplaysRequested(false),
+ mVRDisplaysRequestedNonFocus(false),
+ mVRControllersRequested(false),
+ mFrameStarted(false),
+ mTaskInterval(0),
+ mCurrentSubmitTaskMonitor("CurrentSubmitTaskMonitor"),
+ mCurrentSubmitTask(nullptr),
+ mLastSubmittedFrameId(0),
+ mLastStartedFrame(0),
+ mRuntimeSupportFlags(VRDisplayCapabilityFlags::Cap_None),
+ mAppPaused(false),
+ mShmem(nullptr),
+ mHapticPulseRemaining{},
+ mDisplayInfo{},
+ mLastUpdateDisplayInfo{},
+ mBrowserState{},
+ mLastSensorState{} {
+ MOZ_ASSERT(sVRManagerSingleton == nullptr);
+ MOZ_ASSERT(NS_IsMainThread());
+ MOZ_ASSERT(ValidVRManagerProcess());
+
+#if !defined(MOZ_WIDGET_ANDROID)
+ // XRE_IsGPUProcess() is helping us to check some platforms like
+ // Win 7 try which are not using GPU process but VR process is enabled.
+ mVRProcessEnabled =
+ StaticPrefs::dom_vr_process_enabled_AtStartup() && XRE_IsGPUProcess();
+ VRServiceHost::Init(mVRProcessEnabled);
+ mServiceHost = VRServiceHost::Get();
+ // We must shutdown before VRServiceHost, which is cleared
+ // on ShutdownPhase::ShutdownFinal, potentially before VRManager.
+ // We hold a reference to VRServiceHost to ensure it stays
+ // alive until we have shut down.
+#else
+ // For Android, there is no VRProcess available and no VR service is
+ // created, so default to false.
+ mVRProcessEnabled = false;
+#endif // !defined(MOZ_WIDGET_ANDROID)
+
+ nsCOMPtr<nsIObserverService> service = services::GetObserverService();
+ if (service) {
+ service->AddObserver(this, "application-background", false);
+ service->AddObserver(this, "application-foreground", false);
+ }
+}
+
+void VRManager::OpenShmem() {
+ if (mShmem == nullptr) {
+ mShmem = new VRShMem(nullptr, true /*aRequiresMutex*/);
+
+#if !defined(MOZ_WIDGET_ANDROID)
+ mShmem->CreateShMem(mVRProcessEnabled /*aCreateOnSharedMemory*/);
+ // The VR Service accesses all hardware from a separate process
+ // and replaces the other VRManager when enabled.
+ // If the VR process is not enabled, create an in-process VRService.
+ if (!mVRProcessEnabled) {
+ // If the VR process is disabled, attempt to create a
+ // VR service within the current process
+ mServiceHost->CreateService(mShmem->GetExternalShmem());
+ return;
+ }
+#else
+ mShmem->CreateShMemForAndroid();
+#endif
+ } else {
+ mShmem->ClearShMem();
+ }
+
+ // Reset local information for new connection
+ mDisplayInfo.Clear();
+ mLastUpdateDisplayInfo.Clear();
+ mFrameStarted = false;
+ mBrowserState.Clear();
+ mLastSensorState.Clear();
+ mEnumerationCompleted = false;
+ mDisplayInfo.mGroupMask = kVRGroupContent;
+}
+
+void VRManager::CloseShmem() {
+ if (mShmem != nullptr) {
+ mShmem->CloseShMem();
+ delete mShmem;
+ mShmem = nullptr;
+ }
+}
+
+VRManager::~VRManager() {
+ MOZ_ASSERT(NS_IsMainThread());
+ MOZ_ASSERT(mState == VRManagerState::Disabled);
+
+ nsCOMPtr<nsIObserverService> service = services::GetObserverService();
+ if (service) {
+ service->RemoveObserver(this, "application-background");
+ service->RemoveObserver(this, "application-foreground");
+ }
+
+#if !defined(MOZ_WIDGET_ANDROID)
+ mServiceHost->Shutdown();
+#endif
+ CloseShmem();
+}
+
+void VRManager::AddLayer(VRLayerParent* aLayer) {
+ mLayers.AppendElement(aLayer);
+ mDisplayInfo.mPresentingGroups |= aLayer->GetGroup();
+ if (mLayers.Length() == 1) {
+ StartPresentation();
+ }
+
+ // Ensure that the content process receives the change immediately
+ if (mState != VRManagerState::Enumeration &&
+ mState != VRManagerState::RuntimeDetection) {
+ DispatchVRDisplayInfoUpdate();
+ }
+}
+
+void VRManager::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
+ if (mState != VRManagerState::Enumeration &&
+ mState != VRManagerState::RuntimeDetection) {
+ DispatchVRDisplayInfoUpdate();
+ }
+}
+
+void VRManager::AddVRManagerParent(VRManagerParent* aVRManagerParent) {
+ mVRManagerParents.PutEntry(aVRManagerParent);
+}
+
+void VRManager::RemoveVRManagerParent(VRManagerParent* aVRManagerParent) {
+ mVRManagerParents.RemoveEntry(aVRManagerParent);
+ if (mVRManagerParents.IsEmpty()) {
+ Destroy();
+ }
+}
+
+void VRManager::UpdateRequestedDevices() {
+ bool bHaveEventListener = false;
+ bool bHaveEventListenerNonFocus = false;
+ bool bHaveControllerListener = false;
+
+ for (auto iter = mVRManagerParents.Iter(); !iter.Done(); iter.Next()) {
+ VRManagerParent* vmp = iter.Get()->GetKey();
+ bHaveEventListener |= vmp->HaveEventListener() && vmp->GetVRActiveStatus();
+ bHaveEventListenerNonFocus |=
+ vmp->HaveEventListener() && !vmp->GetVRActiveStatus();
+ bHaveControllerListener |= vmp->HaveControllerListener();
+ }
+
+ mVRDisplaysRequested = bHaveEventListener;
+ mVRDisplaysRequestedNonFocus = bHaveEventListenerNonFocus;
+ // We only currently allow controllers to be used when
+ // also activating a VR display
+ mVRControllersRequested = mVRDisplaysRequested && bHaveControllerListener;
+}
+
+/**
+ * VRManager::NotifyVsync must be called on every 2d vsync (usually at 60hz).
+ * This must be called even when no WebVR site is active.
+ * If we don't have a 2d display attached to the system, we can call this
+ * at the VR display's native refresh rate.
+ **/
+void VRManager::NotifyVsync(const TimeStamp& aVsyncTimestamp) {
+ if (mState != VRManagerState::Active) {
+ return;
+ }
+ /**
+ * If the display isn't presenting, refresh the sensors and trigger
+ * VRDisplay.requestAnimationFrame at the normal 2d display refresh rate.
+ */
+ if (mDisplayInfo.mPresentingGroups == 0) {
+ StartFrame();
+ }
+}
+
+void VRManager::StartTasks() {
+ if (!mTaskTimer) {
+ mTaskInterval = GetOptimalTaskInterval();
+ mTaskTimer = NS_NewTimer();
+ mTaskTimer->SetTarget(CompositorThread());
+ mTaskTimer->InitWithNamedFuncCallback(
+ TaskTimerCallback, this, mTaskInterval,
+ nsITimer::TYPE_REPEATING_PRECISE_CAN_SKIP,
+ "VRManager::TaskTimerCallback");
+ }
+}
+
+void VRManager::StopTasks() {
+ if (mTaskTimer) {
+ mTaskTimer->Cancel();
+ mTaskTimer = nullptr;
+ }
+}
+
+/*static*/
+void VRManager::TaskTimerCallback(nsITimer* aTimer, void* aClosure) {
+ /**
+ * It is safe to use the pointer passed in aClosure to reference the
+ * VRManager object as the timer is canceled in VRManager::Destroy.
+ * VRManager::Destroy set mState to VRManagerState::Disabled, which
+ * is asserted in the VRManager destructor, guaranteeing that this
+ * functions runs if and only if the VRManager object is valid.
+ */
+ VRManager* self = static_cast<VRManager*>(aClosure);
+ self->RunTasks();
+
+ if (self->mAppPaused) {
+ // When the apps goes the background (e.g. Android) we should stop the
+ // tasks.
+ self->StopTasks();
+ self->mState = VRManagerState::Idle;
+ }
+}
+
+void VRManager::RunTasks() {
+ // Will be called once every 1ms when a VR presentation
+ // is active or once per vsync when a VR presentation is
+ // not active.
+
+ if (mState == VRManagerState::Disabled) {
+ // We may have been destroyed but still have messages
+ // in the queue from mTaskTimer. Bail out to avoid
+ // running them.
+ return;
+ }
+
+ TimeStamp now = TimeStamp::Now();
+ double lastTickMs = mAccumulator100ms;
+ double deltaTime = 0.0f;
+ if (!mLastTickTime.IsNull()) {
+ deltaTime = (now - mLastTickTime).ToMilliseconds();
+ }
+ mAccumulator100ms += deltaTime;
+ mLastTickTime = now;
+
+ if (deltaTime > 0.0f && floor(mAccumulator100ms) != floor(lastTickMs)) {
+ // Even if more than 1 ms has passed, we will only
+ // execute Run1msTasks() once.
+ Run1msTasks(deltaTime);
+ }
+
+ if (floor(mAccumulator100ms * 0.1f) != floor(lastTickMs * 0.1f)) {
+ // Even if more than 10 ms has passed, we will only
+ // execute Run10msTasks() once.
+ Run10msTasks();
+ }
+
+ if (mAccumulator100ms >= 100.0f) {
+ // Even if more than 100 ms has passed, we will only
+ // execute Run100msTasks() once.
+ Run100msTasks();
+ mAccumulator100ms = fmod(mAccumulator100ms, 100.0f);
+ }
+
+ uint32_t optimalTaskInterval = GetOptimalTaskInterval();
+ if (mTaskTimer && optimalTaskInterval != mTaskInterval) {
+ mTaskTimer->SetDelay(optimalTaskInterval);
+ mTaskInterval = optimalTaskInterval;
+ }
+}
+
+uint32_t VRManager::GetOptimalTaskInterval() {
+ /**
+ * When either VR content is detected or VR hardware
+ * has already been activated, we schedule tasks more
+ * frequently.
+ */
+ bool wantGranularTasks = mVRDisplaysRequested || mVRControllersRequested ||
+ mDisplayInfo.mDisplayID != 0;
+ if (wantGranularTasks) {
+ return kVRActiveTaskInterval;
+ }
+
+ return kVRIdleTaskInterval;
+}
+
+/**
+ * Run1msTasks() is guaranteed not to be
+ * called more than once within 1ms.
+ * When VR is not active, this will be
+ * called once per VSync if it wasn't
+ * called within the last 1ms.
+ */
+void VRManager::Run1msTasks(double aDeltaTime) { UpdateHaptics(aDeltaTime); }
+
+/**
+ * Run10msTasks() is guaranteed not to be
+ * called more than once within 10ms.
+ * When VR is not active, this will be
+ * called once per VSync if it wasn't
+ * called within the last 10ms.
+ */
+void VRManager::Run10msTasks() {
+ UpdateRequestedDevices();
+ CheckWatchDog();
+ ExpireNavigationTransition();
+ PullState();
+ PushState();
+}
+
+/**
+ * Run100msTasks() is guaranteed not to be
+ * called more than once within 100ms.
+ * When VR is not active, this will be
+ * called once per VSync if it wasn't
+ * called within the last 100ms.
+ */
+void VRManager::Run100msTasks() {
+ // We must continually refresh the VR display enumeration to check
+ // for events that we must fire such as Window.onvrdisplayconnect
+ // Note that enumeration itself may activate display hardware, such
+ // as Oculus, so we only do this when we know we are displaying content
+ // that is looking for VR displays.
+#if !defined(MOZ_WIDGET_ANDROID)
+ mServiceHost->Refresh();
+ CheckForPuppetCompletion();
+#endif
+ ProcessManagerState();
+}
+
+void VRManager::CheckForInactiveTimeout() {
+ // Shut down the VR devices when not in use
+ if (mVRDisplaysRequested || mVRDisplaysRequestedNonFocus ||
+ mVRControllersRequested || mEnumerationRequested ||
+ mRuntimeDetectionRequested || mState == VRManagerState::Enumeration ||
+ mState == VRManagerState::RuntimeDetection) {
+ // We are using a VR device, keep it alive
+ mLastActiveTime = TimeStamp::Now();
+ } else if (mLastActiveTime.IsNull()) {
+ Shutdown();
+ } else {
+ TimeDuration duration = TimeStamp::Now() - mLastActiveTime;
+ if (duration.ToMilliseconds() > StaticPrefs::dom_vr_inactive_timeout()) {
+ Shutdown();
+ // We must not throttle the next enumeration request
+ // after an idle timeout, as it may result in the
+ // user needing to refresh the browser to detect
+ // VR hardware when leaving and returning to a VR
+ // site.
+ mLastDisplayEnumerationTime = TimeStamp();
+ }
+ }
+}
+
+void VRManager::CheckForShutdown() {
+ // Check for remote end shutdown
+ if (mDisplayInfo.mDisplayState.shutdown) {
+ Shutdown();
+ }
+}
+
+#if !defined(MOZ_WIDGET_ANDROID)
+void VRManager::CheckForPuppetCompletion() {
+ // Notify content process about completion of puppet test resets
+ if (mState != VRManagerState::Active) {
+ for (auto iter = mManagerParentsWaitingForPuppetReset.Iter(); !iter.Done();
+ iter.Next()) {
+ Unused << iter.Get()->GetKey()->SendNotifyPuppetResetComplete();
+ }
+ mManagerParentsWaitingForPuppetReset.Clear();
+ }
+ // Notify content process about completion of puppet test scripts
+ if (mManagerParentRunningPuppet) {
+ mServiceHost->CheckForPuppetCompletion();
+ }
+}
+
+void VRManager::NotifyPuppetComplete() {
+ // Notify content process about completion of puppet test scripts
+ if (mManagerParentRunningPuppet) {
+ Unused << mManagerParentRunningPuppet
+ ->SendNotifyPuppetCommandBufferCompleted(true);
+ mManagerParentRunningPuppet = nullptr;
+ }
+}
+
+#endif // !defined(MOZ_WIDGET_ANDROID)
+
+void VRManager::StartFrame() {
+ if (mState != VRManagerState::Active) {
+ return;
+ }
+ AUTO_PROFILER_TRACING_MARKER("VR", "GetSensorState", OTHER);
+
+ /**
+ * Do not start more VR frames until the last submitted frame is already
+ * processed, or the last has stalled for more than
+ * kVRMaxFrameSubmitDuration milliseconds.
+ */
+ TimeStamp now = TimeStamp::Now();
+ const TimeStamp lastFrameStart =
+ mLastFrameStart[mDisplayInfo.mFrameId % kVRMaxLatencyFrames];
+ const bool isPresenting = mLastUpdateDisplayInfo.GetPresentingGroups() != 0;
+ double duration =
+ lastFrameStart.IsNull() ? 0.0 : (now - lastFrameStart).ToMilliseconds();
+ if (isPresenting && mLastStartedFrame > 0 &&
+ mDisplayInfo.mDisplayState.lastSubmittedFrameId < mLastStartedFrame &&
+ duration < kVRMaxFrameSubmitDuration) {
+ return;
+ }
+
+ mDisplayInfo.mFrameId++;
+ size_t bufferIndex = mDisplayInfo.mFrameId % kVRMaxLatencyFrames;
+ mDisplayInfo.mLastSensorState[bufferIndex] = mLastSensorState;
+ mLastFrameStart[bufferIndex] = now;
+ mFrameStarted = true;
+ mLastStartedFrame = mDisplayInfo.mFrameId;
+
+ DispatchVRDisplayInfoUpdate();
+}
+
+void VRManager::DetectRuntimes() {
+ if (mState == VRManagerState::RuntimeDetection) {
+ // Runtime detection has already been started.
+ // This additional request will also receive the
+ // result from the first request.
+ return;
+ }
+
+ // Detect XR runtimes to determine if they are
+ // capable of supporting VR or AR sessions, while
+ // avoiding activating any XR devices or persistent
+ // background software.
+ if (mRuntimeDetectionCompleted) {
+ // We have already detected runtimes, so we can
+ // immediately respond with the same results.
+ // This will require the user to restart the browser
+ // after installing or removing an XR device
+ // runtime.
+ DispatchRuntimeCapabilitiesUpdate();
+ return;
+ }
+ mRuntimeDetectionRequested = true;
+ ProcessManagerState();
+}
+
+void VRManager::EnumerateDevices() {
+ if (mState == VRManagerState::Enumeration ||
+ (mRuntimeDetectionCompleted &&
+ (mVRDisplaysRequested || mEnumerationRequested))) {
+ // Enumeration has already been started.
+ // This additional request will also receive the
+ // result from the first request.
+ return;
+ }
+ // Activate XR runtimes and enumerate XR devices.
+ mEnumerationRequested = true;
+ ProcessManagerState();
+}
+
+void VRManager::ProcessManagerState() {
+ switch (mState) {
+ case VRManagerState::Disabled:
+ ProcessManagerState_Disabled();
+ break;
+ case VRManagerState::Idle:
+ ProcessManagerState_Idle();
+ break;
+ case VRManagerState::RuntimeDetection:
+ ProcessManagerState_DetectRuntimes();
+ break;
+ case VRManagerState::Enumeration:
+ ProcessManagerState_Enumeration();
+ break;
+ case VRManagerState::Active:
+ ProcessManagerState_Active();
+ break;
+ case VRManagerState::Stopping:
+ ProcessManagerState_Stopping();
+ break;
+ }
+ CheckForInactiveTimeout();
+ CheckForShutdown();
+}
+
+void VRManager::ProcessManagerState_Disabled() {
+ MOZ_ASSERT(mState == VRManagerState::Disabled);
+
+ if (!StaticPrefs::dom_vr_enabled()) {
+ return;
+ }
+
+ if (mRuntimeDetectionRequested || mEnumerationRequested ||
+ mVRDisplaysRequested) {
+ StartTasks();
+ mState = VRManagerState::Idle;
+ }
+}
+
+void VRManager::ProcessManagerState_Stopping() {
+ MOZ_ASSERT(mState == VRManagerState::Stopping);
+ PullState();
+ /**
+ * In the case of Desktop, the VRService shuts itself down.
+ * Before it's finished stopping, it sets a flag in the ShMem
+ * to let VRManager know that it's done. VRManager watches for
+ * this flag and transitions out of the VRManagerState::Stopping
+ * state to VRManagerState::Idle.
+ */
+#if defined(MOZ_WIDGET_ANDROID)
+ // On Android, the VR service never actually shuts
+ // down or requests VRManager to stop.
+ Shutdown();
+#endif // defined(MOZ_WIDGET_ANDROID)
+}
+
+void VRManager::ProcessManagerState_Idle_StartEnumeration() {
+ MOZ_ASSERT(mState == VRManagerState::Idle);
+
+ if (!mEarliestRestartTime.IsNull() &&
+ mEarliestRestartTime > TimeStamp::Now()) {
+ // When the VR Service shuts down it informs us of how long we
+ // must wait until we can re-start it.
+ // We must wait until mEarliestRestartTime before attempting
+ // to enumerate again.
+ return;
+ }
+
+ /**
+ * Throttle the rate of enumeration to the interval set in
+ * VRDisplayEnumerateInterval
+ */
+ if (!mLastDisplayEnumerationTime.IsNull()) {
+ TimeDuration duration = TimeStamp::Now() - mLastDisplayEnumerationTime;
+ if (duration.ToMilliseconds() <
+ StaticPrefs::dom_vr_display_enumerate_interval()) {
+ return;
+ }
+ }
+
+ /**
+ * If we get this far, don't try again until
+ * the VRDisplayEnumerateInterval elapses
+ */
+ mLastDisplayEnumerationTime = TimeStamp::Now();
+
+ OpenShmem();
+
+ mEnumerationRequested = false;
+ // We must block until enumeration has completed in order
+ // to signal that the WebVR promise should be resolved at the
+ // right time.
+#if defined(MOZ_WIDGET_ANDROID)
+ // In Android, we need to make sure calling
+ // GeckoVRManager::SetExternalContext() from an external VR service
+ // before doing enumeration.
+ if (!mShmem->GetExternalShmem()) {
+ mShmem->CreateShMemForAndroid();
+ }
+ if (mShmem->GetExternalShmem()) {
+ mState = VRManagerState::Enumeration;
+ } else {
+ // Not connected to shmem, so no devices to enumerate.
+ mDisplayInfo.Clear();
+ DispatchVRDisplayInfoUpdate();
+ }
+#else
+
+ PushState();
+
+ /**
+ * We must start the VR Service thread
+ * and VR Process before enumeration.
+ * We don't want to start this until we will
+ * actualy enumerate, to avoid continuously
+ * re-launching the thread/process when
+ * no hardware is found or a VR software update
+ * is in progress
+ */
+ mServiceHost->StartService();
+ mState = VRManagerState::Enumeration;
+#endif // MOZ_WIDGET_ANDROID
+}
+
+void VRManager::ProcessManagerState_Idle_StartRuntimeDetection() {
+ MOZ_ASSERT(mState == VRManagerState::Idle);
+
+ OpenShmem();
+ mBrowserState.detectRuntimesOnly = true;
+ mRuntimeDetectionRequested = false;
+
+ // We must block until enumeration has completed in order
+ // to signal that the WebVR promise should be resolved at the
+ // right time.
+#if defined(MOZ_WIDGET_ANDROID)
+ // In Android, we need to make sure calling
+ // GeckoVRManager::SetExternalContext() from an external VR service
+ // before doing enumeration.
+ if (!mShmem->GetExternalShmem()) {
+ mShmem->CreateShMemForAndroid();
+ }
+ if (mShmem->GetExternalShmem()) {
+ mState = VRManagerState::RuntimeDetection;
+ } else {
+ // Not connected to shmem, so no runtimes to detect.
+ mRuntimeSupportFlags = VRDisplayCapabilityFlags::Cap_None;
+ mRuntimeDetectionCompleted = true;
+ DispatchRuntimeCapabilitiesUpdate();
+ }
+#else
+
+ PushState();
+
+ /**
+ * We must start the VR Service thread
+ * and VR Process before enumeration.
+ * We don't want to start this until we will
+ * actualy enumerate, to avoid continuously
+ * re-launching the thread/process when
+ * no hardware is found or a VR software update
+ * is in progress
+ */
+ mServiceHost->StartService();
+ mState = VRManagerState::RuntimeDetection;
+#endif // MOZ_WIDGET_ANDROID
+}
+
+void VRManager::ProcessManagerState_Idle() {
+ MOZ_ASSERT(mState == VRManagerState::Idle);
+
+ if (!mRuntimeDetectionCompleted) {
+ // Check if we should start detecting runtimes
+ // We must alwasy detect runtimes before doing anything
+ // else with the VR process.
+ // This will happen only once per browser startup.
+ if (mRuntimeDetectionRequested || mEnumerationRequested) {
+ ProcessManagerState_Idle_StartRuntimeDetection();
+ }
+ return;
+ }
+
+ // Check if we should start activating enumerating XR hardware
+ if (mRuntimeDetectionCompleted &&
+ (mVRDisplaysRequested || mEnumerationRequested)) {
+ ProcessManagerState_Idle_StartEnumeration();
+ }
+}
+
+void VRManager::ProcessManagerState_DetectRuntimes() {
+ MOZ_ASSERT(mState == VRManagerState::RuntimeDetection);
+ MOZ_ASSERT(mShmem != nullptr);
+
+ PullState();
+ if (mEnumerationCompleted) {
+ /**
+ * When mBrowserState.detectRuntimesOnly is set, the
+ * VRService and VR process will shut themselves down
+ * automatically after detecting runtimes.
+ * mEnumerationCompleted is also used in this case,
+ * but to mean "enumeration of runtimes" not
+ * "enumeration of VR devices".
+ *
+ * We set mState to `VRManagerState::Stopping`
+ * to make sure that we don't try to do anything
+ * else with the active VRService until it has stopped.
+ * We must start another one when an XR session will be
+ * requested.
+ *
+ * This logic is optimized for the WebXR design, but still
+ * works for WebVR so it can continue to function until
+ * deprecated and removed.
+ */
+ mState = VRManagerState::Stopping;
+ mRuntimeSupportFlags = mDisplayInfo.mDisplayState.capabilityFlags &
+ (VRDisplayCapabilityFlags::Cap_ImmersiveVR |
+ VRDisplayCapabilityFlags::Cap_ImmersiveAR |
+ VRDisplayCapabilityFlags::Cap_Inline);
+ mRuntimeDetectionCompleted = true;
+ DispatchRuntimeCapabilitiesUpdate();
+ }
+}
+
+void VRManager::ProcessManagerState_Enumeration() {
+ MOZ_ASSERT(mState == VRManagerState::Enumeration);
+ MOZ_ASSERT(mShmem != nullptr);
+
+ PullState();
+ if (mEnumerationCompleted) {
+ if (mDisplayInfo.mDisplayState.isConnected) {
+ mDisplayInfo.mDisplayID = VRManager::AllocateDisplayID();
+ mState = VRManagerState::Active;
+ } else {
+ mDisplayInfo.Clear();
+ mState = VRManagerState::Stopping;
+ }
+ DispatchVRDisplayInfoUpdate();
+ }
+}
+
+void VRManager::ProcessManagerState_Active() {
+ MOZ_ASSERT(mState == VRManagerState::Active);
+
+ if (mDisplayInfo != mLastUpdateDisplayInfo) {
+ // While the display is active, send continuous updates
+ DispatchVRDisplayInfoUpdate();
+ }
+}
+
+void VRManager::DispatchVRDisplayInfoUpdate() {
+ for (auto iter = mVRManagerParents.Iter(); !iter.Done(); iter.Next()) {
+ Unused << iter.Get()->GetKey()->SendUpdateDisplayInfo(mDisplayInfo);
+ }
+ mLastUpdateDisplayInfo = mDisplayInfo;
+}
+
+void VRManager::DispatchRuntimeCapabilitiesUpdate() {
+ VRDisplayCapabilityFlags flags = mRuntimeSupportFlags;
+ if (StaticPrefs::dom_vr_always_support_vr()) {
+ flags |= VRDisplayCapabilityFlags::Cap_ImmersiveVR;
+ }
+
+ if (StaticPrefs::dom_vr_always_support_ar()) {
+ flags |= VRDisplayCapabilityFlags::Cap_ImmersiveAR;
+ }
+
+ for (auto iter = mVRManagerParents.Iter(); !iter.Done(); iter.Next()) {
+ Unused << iter.Get()->GetKey()->SendUpdateRuntimeCapabilities(flags);
+ }
+}
+
+void VRManager::StopAllHaptics() {
+ for (size_t i = 0; i < mozilla::ArrayLength(mBrowserState.hapticState); i++) {
+ ClearHapticSlot(i);
+ }
+ PushState();
+}
+
+void VRManager::VibrateHaptic(GamepadHandle aGamepadHandle,
+ uint32_t aHapticIndex, double aIntensity,
+ double aDuration,
+ const VRManagerPromise& aPromise)
+
+{
+ if (mState != VRManagerState::Active) {
+ return;
+ }
+ // VRDisplayClient::FireGamepadEvents() assigns a controller ID with
+ // ranges based on displayID. We must translate this to the indexes
+ // understood by VRDisplayExternal.
+ uint32_t controllerBaseIndex =
+ kVRControllerMaxCount * mDisplayInfo.mDisplayID;
+ uint32_t controllerIndex = aGamepadHandle.GetValue() - controllerBaseIndex;
+
+ TimeStamp now = TimeStamp::Now();
+ size_t bestSlotIndex = 0;
+ // Default to an empty slot, or the slot holding the oldest haptic pulse
+ for (size_t i = 0; i < mozilla::ArrayLength(mBrowserState.hapticState); i++) {
+ const VRHapticState& state = mBrowserState.hapticState[i];
+ if (state.inputFrameID == 0) {
+ // Unused slot, use it
+ bestSlotIndex = i;
+ break;
+ }
+ if (mHapticPulseRemaining[i] < mHapticPulseRemaining[bestSlotIndex]) {
+ // If no empty slots are available, fall back to overriding
+ // the pulse which is ending soonest.
+ bestSlotIndex = i;
+ }
+ }
+ // Override the last pulse on the same actuator if present.
+ for (size_t i = 0; i < mozilla::ArrayLength(mBrowserState.hapticState); i++) {
+ const VRHapticState& state = mBrowserState.hapticState[i];
+ if (state.inputFrameID == 0) {
+ // This is an empty slot -- no match
+ continue;
+ }
+ if (state.controllerIndex == controllerIndex &&
+ state.hapticIndex == aHapticIndex) {
+ // Found pulse on same actuator -- let's override it.
+ bestSlotIndex = i;
+ }
+ }
+ ClearHapticSlot(bestSlotIndex);
+
+ // Populate the selected slot with new haptic state
+ size_t bufferIndex = mDisplayInfo.mFrameId % kVRMaxLatencyFrames;
+ VRHapticState& bestSlot = mBrowserState.hapticState[bestSlotIndex];
+ bestSlot.inputFrameID =
+ mDisplayInfo.mLastSensorState[bufferIndex].inputFrameID;
+ bestSlot.controllerIndex = controllerIndex;
+ bestSlot.hapticIndex = aHapticIndex;
+ bestSlot.pulseStart = (float)(now - mLastFrameStart[bufferIndex]).ToSeconds();
+ bestSlot.pulseDuration =
+ (float)aDuration * 0.001f; // Convert from ms to seconds
+ bestSlot.pulseIntensity = (float)aIntensity;
+
+ mHapticPulseRemaining[bestSlotIndex] = aDuration;
+ MOZ_ASSERT(bestSlotIndex <= mHapticPromises.Length());
+ if (bestSlotIndex == mHapticPromises.Length()) {
+ mHapticPromises.AppendElement(
+ UniquePtr<VRManagerPromise>(new VRManagerPromise(aPromise)));
+ } else {
+ mHapticPromises[bestSlotIndex] =
+ UniquePtr<VRManagerPromise>(new VRManagerPromise(aPromise));
+ }
+ PushState();
+}
+
+void VRManager::StopVibrateHaptic(GamepadHandle aGamepadHandle) {
+ if (mState != VRManagerState::Active) {
+ return;
+ }
+ // VRDisplayClient::FireGamepadEvents() assigns a controller ID with
+ // ranges based on displayID. We must translate this to the indexes
+ // understood by VRDisplayExternal.
+ uint32_t controllerBaseIndex =
+ kVRControllerMaxCount * mDisplayInfo.mDisplayID;
+ uint32_t controllerIndex = aGamepadHandle.GetValue() - controllerBaseIndex;
+
+ for (size_t i = 0; i < mozilla::ArrayLength(mBrowserState.hapticState); i++) {
+ VRHapticState& state = mBrowserState.hapticState[i];
+ if (state.controllerIndex == controllerIndex) {
+ memset(&state, 0, sizeof(VRHapticState));
+ }
+ }
+ PushState();
+}
+
+void VRManager::NotifyVibrateHapticCompleted(const VRManagerPromise& aPromise) {
+ aPromise.mParent->SendReplyGamepadVibrateHaptic(aPromise.mPromiseID);
+}
+
+void VRManager::StartVRNavigation(const uint32_t& aDisplayID) {
+ if (mState != VRManagerState::Active) {
+ return;
+ }
+ /**
+ * We only support a single VRSession with a single VR display at a
+ * time; however, due to the asynchronous nature of the API, it's possible
+ * that the previously used VR display was a different one than the one now
+ * allocated. We catch these cases to avoid automatically activating the new
+ * VR displays. This situation is expected to be very rare and possibly never
+ * seen. Perhaps further simplification could be made in the content process
+ * code which passes around displayID's that may no longer be needed.
+ **/
+ if (mDisplayInfo.GetDisplayID() != aDisplayID) {
+ return;
+ }
+ mBrowserState.navigationTransitionActive = true;
+ mVRNavigationTransitionEnd = TimeStamp();
+ PushState();
+}
+
+void VRManager::StopVRNavigation(const uint32_t& aDisplayID,
+ const TimeDuration& aTimeout) {
+ if (mState != VRManagerState::Active) {
+ return;
+ }
+ if (mDisplayInfo.GetDisplayID() != aDisplayID) {
+ return;
+ }
+ if (aTimeout.ToMilliseconds() <= 0) {
+ mBrowserState.navigationTransitionActive = false;
+ mVRNavigationTransitionEnd = TimeStamp();
+ PushState();
+ }
+ mVRNavigationTransitionEnd = TimeStamp::Now() + aTimeout;
+}
+
+#if !defined(MOZ_WIDGET_ANDROID)
+
+bool VRManager::RunPuppet(const nsTArray<uint64_t>& aBuffer,
+ VRManagerParent* aManagerParent) {
+ if (!StaticPrefs::dom_vr_puppet_enabled()) {
+ // Sanity check to ensure that a compromised content process
+ // can't use this to escalate permissions.
+ return false;
+ }
+ if (mManagerParentRunningPuppet != nullptr) {
+ // Only one parent may run a puppet at a time
+ return false;
+ }
+ mManagerParentRunningPuppet = aManagerParent;
+ mServiceHost->PuppetSubmit(aBuffer);
+ return true;
+}
+
+void VRManager::ResetPuppet(VRManagerParent* aManagerParent) {
+ mManagerParentsWaitingForPuppetReset.PutEntry(aManagerParent);
+ if (mManagerParentRunningPuppet != nullptr) {
+ Unused << mManagerParentRunningPuppet
+ ->SendNotifyPuppetCommandBufferCompleted(false);
+ mManagerParentRunningPuppet = nullptr;
+ }
+ mServiceHost->PuppetReset();
+ // In the event that we are shut down, the task timer won't be running
+ // to trigger CheckForPuppetCompletion.
+ // In this case, CheckForPuppetCompletion() would immediately resolve
+ // the promises for mManagerParentsWaitingForPuppetReset.
+ // We can simply call it once here to handle that case.
+ CheckForPuppetCompletion();
+}
+
+#endif // !defined(MOZ_WIDGET_ANDROID)
+
+void VRManager::PullState(
+ const std::function<bool()>& aWaitCondition /* = nullptr */) {
+ if (mShmem != nullptr) {
+ mShmem->PullSystemState(mDisplayInfo.mDisplayState, mLastSensorState,
+ mDisplayInfo.mControllerState,
+ mEnumerationCompleted, aWaitCondition);
+ }
+}
+
+void VRManager::PushState(bool aNotifyCond) {
+ if (mShmem != nullptr) {
+ mShmem->PushBrowserState(mBrowserState, aNotifyCond);
+ }
+}
+
+void VRManager::Destroy() {
+ if (mState == VRManagerState::Disabled) {
+ return;
+ }
+ Shutdown();
+ StopTasks();
+ mState = VRManagerState::Disabled;
+}
+
+void VRManager::Shutdown() {
+ if (mState == VRManagerState::Disabled || mState == VRManagerState::Idle) {
+ return;
+ }
+
+ if (mDisplayInfo.mDisplayState.shutdown) {
+ // Shutdown was requested by VR Service, so we must throttle
+ // as requested by the VR Service
+ TimeStamp now = TimeStamp::Now();
+ mEarliestRestartTime =
+ now + TimeDuration::FromMilliseconds(
+ (double)mDisplayInfo.mDisplayState.minRestartInterval);
+ }
+
+ StopAllHaptics();
+ StopPresentation();
+ CancelCurrentSubmitTask();
+ ShutdownSubmitThread();
+
+ mDisplayInfo.Clear();
+ mEnumerationCompleted = false;
+
+ if (mState == VRManagerState::RuntimeDetection) {
+ /**
+ * We have failed to detect runtimes before shutting down.
+ * Ensure that promises are resolved
+ *
+ * This call to DispatchRuntimeCapabilitiesUpdate will only
+ * happen when we have failed to detect runtimes. In that case,
+ * mRuntimeSupportFlags will be 0 and send the correct message
+ * to the content process.
+ *
+ * When we are successful, we store the result in mRuntimeSupportFlags
+ * and never try again unless the browser is restarted. mRuntimeSupportFlags
+ * is never reset back to 0 in that case but we will never re-enter the
+ * VRManagerState::RuntimeDetection state and hit this code path again.
+ */
+ DispatchRuntimeCapabilitiesUpdate();
+ }
+
+ if (mState == VRManagerState::Enumeration) {
+ // We have failed to enumerate VR devices before shutting down.
+ // Ensure that promises are resolved
+ DispatchVRDisplayInfoUpdate();
+ }
+
+#if !defined(MOZ_WIDGET_ANDROID)
+ mServiceHost->StopService();
+#endif
+ mState = VRManagerState::Idle;
+
+ // We will close Shmem in the DTOR to avoid
+ // mSubmitThread is still running but its shmem
+ // has been released.
+}
+
+void VRManager::ShutdownVRManagerParents() {
+ // Close removes the CanvasParent from the set so take a copy first.
+ VRManagerParentSet vrManagerParents;
+ for (auto iter = mVRManagerParents.Iter(); !iter.Done(); iter.Next()) {
+ vrManagerParents.PutEntry(iter.Get()->GetKey());
+ }
+
+ for (auto iter = vrManagerParents.Iter(); !iter.Done(); iter.Next()) {
+ iter.Get()->GetKey()->Close();
+ iter.Remove();
+ }
+
+ MOZ_DIAGNOSTIC_ASSERT(mVRManagerParents.IsEmpty(),
+ "Closing should have cleared all entries.");
+}
+
+void VRManager::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.
+ */
+ if (mState != VRManagerState::Active) {
+ return;
+ }
+ bool bShouldStartFrame = false;
+
+ // If content fails to call VRDisplay.submitFrame, we must eventually
+ // time-out and trigger a new frame.
+ TimeStamp lastFrameStart =
+ mLastFrameStart[mDisplayInfo.mFrameId % kVRMaxLatencyFrames];
+ if (lastFrameStart.IsNull()) {
+ bShouldStartFrame = true;
+ } else {
+ TimeDuration duration = TimeStamp::Now() - lastFrameStart;
+ if (duration.ToMilliseconds() >
+ StaticPrefs::dom_vr_display_rafMaxDuration()) {
+ bShouldStartFrame = true;
+ }
+ }
+
+ if (bShouldStartFrame) {
+ StartFrame();
+ }
+}
+
+void VRManager::ExpireNavigationTransition() {
+ if (mState != VRManagerState::Active) {
+ return;
+ }
+ if (!mVRNavigationTransitionEnd.IsNull() &&
+ TimeStamp::Now() > mVRNavigationTransitionEnd) {
+ mBrowserState.navigationTransitionActive = false;
+ }
+}
+
+void VRManager::UpdateHaptics(double aDeltaTime) {
+ if (mState != VRManagerState::Active) {
+ return;
+ }
+ bool bNeedPush = false;
+ // Check for any haptic pulses that have ended and clear them
+ for (size_t i = 0; i < mozilla::ArrayLength(mBrowserState.hapticState); i++) {
+ const VRHapticState& state = mBrowserState.hapticState[i];
+ if (state.inputFrameID == 0) {
+ // Nothing in this slot
+ continue;
+ }
+ mHapticPulseRemaining[i] -= aDeltaTime;
+ if (mHapticPulseRemaining[i] <= 0.0f) {
+ // The pulse has finished
+ ClearHapticSlot(i);
+ bNeedPush = true;
+ }
+ }
+ if (bNeedPush) {
+ PushState();
+ }
+}
+
+void VRManager::ClearHapticSlot(size_t aSlot) {
+ MOZ_ASSERT(aSlot < mozilla::ArrayLength(mBrowserState.hapticState));
+ memset(&mBrowserState.hapticState[aSlot], 0, sizeof(VRHapticState));
+ mHapticPulseRemaining[aSlot] = 0.0f;
+ if (aSlot < mHapticPromises.Length() && mHapticPromises[aSlot]) {
+ NotifyVibrateHapticCompleted(*(mHapticPromises[aSlot]));
+ mHapticPromises[aSlot] = nullptr;
+ }
+}
+
+void VRManager::ShutdownSubmitThread() {
+ if (mSubmitThread) {
+ mSubmitThread->Shutdown();
+ mSubmitThread = nullptr;
+ }
+}
+
+void VRManager::StartPresentation() {
+ if (mState != VRManagerState::Active) {
+ return;
+ }
+ if (mBrowserState.presentationActive) {
+ return;
+ }
+ mTelemetry.Clear();
+ mTelemetry.mPresentationStart = TimeStamp::Now();
+
+ // Indicate that we are ready to start immersive mode
+ mBrowserState.presentationActive = true;
+ mBrowserState.layerState[0].type = VRLayerType::LayerType_Stereo_Immersive;
+ PushState();
+
+ mDisplayInfo.mDisplayState.lastSubmittedFrameId = 0;
+ if (mDisplayInfo.mDisplayState.reportsDroppedFrames) {
+ mTelemetry.mLastDroppedFrameCount =
+ mDisplayInfo.mDisplayState.droppedFrameCount;
+ }
+
+ mLastSubmittedFrameId = 0;
+ mLastStartedFrame = 0;
+}
+
+void VRManager::StopPresentation() {
+ if (mState != VRManagerState::Active) {
+ return;
+ }
+ if (!mBrowserState.presentationActive) {
+ return;
+ }
+
+ // Indicate that we have stopped immersive mode
+ mBrowserState.presentationActive = false;
+ memset(mBrowserState.layerState, 0,
+ sizeof(VRLayerState) * mozilla::ArrayLength(mBrowserState.layerState));
+
+ PushState(true);
+
+ Telemetry::HistogramID timeSpentID = Telemetry::HistogramCount;
+ Telemetry::HistogramID droppedFramesID = Telemetry::HistogramCount;
+ int viewIn = 0;
+
+ if (mDisplayInfo.mDisplayState.eightCC ==
+ GFX_VR_EIGHTCC('O', 'c', 'u', 'l', 'u', 's', ' ', 'D')) {
+ // Oculus Desktop API
+ timeSpentID = Telemetry::WEBVR_TIME_SPENT_VIEWING_IN_OCULUS;
+ droppedFramesID = Telemetry::WEBVR_DROPPED_FRAMES_IN_OCULUS;
+ viewIn = 1;
+ } else if (mDisplayInfo.mDisplayState.eightCC ==
+ GFX_VR_EIGHTCC('O', 'p', 'e', 'n', 'V', 'R', ' ', ' ')) {
+ // OpenVR API
+ timeSpentID = Telemetry::WEBVR_TIME_SPENT_VIEWING_IN_OPENVR;
+ droppedFramesID = Telemetry::WEBVR_DROPPED_FRAMES_IN_OPENVR;
+ viewIn = 2;
+ }
+
+ if (viewIn) {
+ const TimeDuration duration =
+ TimeStamp::Now() - mTelemetry.mPresentationStart;
+ Telemetry::Accumulate(Telemetry::WEBVR_USERS_VIEW_IN, viewIn);
+ Telemetry::Accumulate(timeSpentID, duration.ToMilliseconds());
+ const uint32_t droppedFramesPerSec =
+ (uint32_t)((double)(mDisplayInfo.mDisplayState.droppedFrameCount -
+ mTelemetry.mLastDroppedFrameCount) /
+ duration.ToSeconds());
+ Telemetry::Accumulate(droppedFramesID, droppedFramesPerSec);
+ }
+}
+
+bool VRManager::IsPresenting() {
+ if (mShmem) {
+ return mDisplayInfo.mPresentingGroups != 0;
+ }
+ return false;
+}
+
+void VRManager::SetGroupMask(uint32_t aGroupMask) {
+ if (mState != VRManagerState::Active) {
+ return;
+ }
+ mDisplayInfo.mGroupMask = aGroupMask;
+}
+
+void VRManager::SubmitFrame(VRLayerParent* aLayer,
+ const layers::SurfaceDescriptor& aTexture,
+ uint64_t aFrameId, const gfx::Rect& aLeftEyeRect,
+ const gfx::Rect& aRightEyeRect) {
+ if (mState != VRManagerState::Active) {
+ return;
+ }
+ 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;
+ }
+
+ /**
+ * 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;
+
+ mFrameStarted = false;
+
+ RefPtr<CancelableRunnable> task = NewCancelableRunnableMethod<
+ StoreCopyPassByConstLRef<layers::SurfaceDescriptor>, uint64_t,
+ StoreCopyPassByConstLRef<gfx::Rect>, StoreCopyPassByConstLRef<gfx::Rect>>(
+ "gfx::VRManager::SubmitFrameInternal", this,
+ &VRManager::SubmitFrameInternal, aTexture, aFrameId, aLeftEyeRect,
+ aRightEyeRect);
+
+ if (!mCurrentSubmitTask) {
+ mCurrentSubmitTask = task;
+#if !defined(MOZ_WIDGET_ANDROID)
+ if (!mSubmitThread) {
+ mSubmitThread = new VRThread("VR_SubmitFrame"_ns);
+ }
+ mSubmitThread->Start();
+ mSubmitThread->PostTask(task.forget());
+#else
+ CompositorThread()->Dispatch(task.forget());
+#endif // defined(MOZ_WIDGET_ANDROID)
+ }
+}
+
+bool VRManager::SubmitFrame(const layers::SurfaceDescriptor& aTexture,
+ uint64_t aFrameId, const gfx::Rect& aLeftEyeRect,
+ const gfx::Rect& aRightEyeRect) {
+ if (mState != VRManagerState::Active) {
+ return false;
+ }
+#if defined(XP_WIN) || defined(XP_MACOSX) || defined(MOZ_WIDGET_ANDROID)
+ MOZ_ASSERT(mBrowserState.layerState[0].type ==
+ VRLayerType::LayerType_Stereo_Immersive);
+ VRLayer_Stereo_Immersive& layer =
+ mBrowserState.layerState[0].layer_stereo_immersive;
+
+ switch (aTexture.type()) {
+# if defined(XP_WIN)
+ case SurfaceDescriptor::TSurfaceDescriptorD3D10: {
+ const SurfaceDescriptorD3D10& surf =
+ aTexture.get_SurfaceDescriptorD3D10();
+ layer.textureType =
+ VRLayerTextureType::LayerTextureType_D3D10SurfaceDescriptor;
+ layer.textureHandle = (void*)surf.handle();
+ layer.textureSize.width = surf.size().width;
+ layer.textureSize.height = surf.size().height;
+ } break;
+# elif defined(XP_MACOSX)
+ case SurfaceDescriptor::TSurfaceDescriptorMacIOSurface: {
+ // MacIOSurface ptr can't be fetched or used at different threads.
+ // Both of fetching and using this MacIOSurface are at the VRService
+ // thread.
+ const auto& desc = aTexture.get_SurfaceDescriptorMacIOSurface();
+ layer.textureType = VRLayerTextureType::LayerTextureType_MacIOSurface;
+ layer.textureHandle = desc.surfaceId();
+ RefPtr<MacIOSurface> surf =
+ MacIOSurface::LookupSurface(desc.surfaceId(), desc.scaleFactor(),
+ !desc.isOpaque(), desc.yUVColorSpace());
+ if (surf) {
+ layer.textureSize.width = surf->GetDevicePixelWidth();
+ layer.textureSize.height = surf->GetDevicePixelHeight();
+ }
+ } break;
+# elif defined(MOZ_WIDGET_ANDROID)
+ case SurfaceDescriptor::TSurfaceTextureDescriptor: {
+ const SurfaceTextureDescriptor& desc =
+ aTexture.get_SurfaceTextureDescriptor();
+ java::GeckoSurfaceTexture::LocalRef surfaceTexture =
+ java::GeckoSurfaceTexture::Lookup(desc.handle());
+ if (!surfaceTexture) {
+ NS_WARNING("VRManager::SubmitFrame failed to get a SurfaceTexture");
+ return false;
+ }
+ layer.textureType =
+ VRLayerTextureType::LayerTextureType_GeckoSurfaceTexture;
+ layer.textureHandle = desc.handle();
+ layer.textureSize.width = desc.size().width;
+ layer.textureSize.height = desc.size().height;
+ } break;
+# endif
+ default: {
+ MOZ_ASSERT(false);
+ return false;
+ }
+ }
+
+ layer.frameId = aFrameId;
+ layer.inputFrameId =
+ mDisplayInfo.mLastSensorState[mDisplayInfo.mFrameId % kVRMaxLatencyFrames]
+ .inputFrameID;
+
+ layer.leftEyeRect.x = aLeftEyeRect.x;
+ layer.leftEyeRect.y = aLeftEyeRect.y;
+ layer.leftEyeRect.width = aLeftEyeRect.width;
+ layer.leftEyeRect.height = aLeftEyeRect.height;
+ layer.rightEyeRect.x = aRightEyeRect.x;
+ layer.rightEyeRect.y = aRightEyeRect.y;
+ layer.rightEyeRect.width = aRightEyeRect.width;
+ layer.rightEyeRect.height = aRightEyeRect.height;
+
+ PushState(true);
+
+ PullState([&]() {
+ return (mDisplayInfo.mDisplayState.lastSubmittedFrameId >= aFrameId) ||
+ mDisplayInfo.mDisplayState.suppressFrames ||
+ !mDisplayInfo.mDisplayState.isConnected;
+ });
+
+ if (mDisplayInfo.mDisplayState.suppressFrames ||
+ !mDisplayInfo.mDisplayState.isConnected) {
+ // External implementation wants to supress frames, service has shut
+ // down or hardware has been disconnected.
+ return false;
+ }
+
+ return mDisplayInfo.mDisplayState.lastSubmittedFrameSuccessful;
+#else
+ MOZ_ASSERT(false); // Not implmented for this platform
+ return false;
+#endif
+}
+
+void VRManager::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_MARKER("VR", "SubmitFrameAtVRDisplayExternal", OTHER);
+
+ { // scope lock
+ MonitorAutoLock lock(mCurrentSubmitTaskMonitor);
+
+ if (!SubmitFrame(aTexture, aFrameId, aLeftEyeRect, aRightEyeRect)) {
+ mCurrentSubmitTask = nullptr;
+ return;
+ }
+ mCurrentSubmitTask = nullptr;
+ }
+
+#if defined(XP_WIN) || defined(XP_MACOSX)
+
+ /**
+ * 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
+ * StartFrame immediately, as it will run unbounded.
+ * If StartFrame is not called here due to SubmitFrame failing, the
+ * fallback "watchdog" code in VRManager::NotifyVSync() will cause
+ * frames to continue at a lower refresh rate until frame submission
+ * succeeds again.
+ */
+ CompositorThread()->Dispatch(NewRunnableMethod("gfx::VRManager::StartFrame",
+ this, &VRManager::StartFrame));
+#elif defined(MOZ_WIDGET_ANDROID)
+ // We are already in the CompositorThreadHolder event loop on Android.
+ StartFrame();
+#endif
+}
+
+void VRManager::CancelCurrentSubmitTask() {
+ MonitorAutoLock lock(mCurrentSubmitTaskMonitor);
+ if (mCurrentSubmitTask) {
+ mCurrentSubmitTask->Cancel();
+ mCurrentSubmitTask = nullptr;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// VRManager::nsIObserver
+//-----------------------------------------------------------------------------
+
+NS_IMETHODIMP
+VRManager::Observe(nsISupports* subject, const char* topic,
+ const char16_t* data) {
+ if (!strcmp(topic, "application-background")) {
+ // StopTasks() is called later in the timer thread based on this flag to
+ // avoid threading issues.
+ mAppPaused = true;
+ } else if (!strcmp(topic, "application-foreground") && mAppPaused) {
+ mAppPaused = false;
+ // When the apps goes the foreground (e.g. Android) we should restart the
+ // tasks.
+ StartTasks();
+ }
+ return NS_OK;
+}
+
+NS_IMPL_ISUPPORTS(VRManager, nsIObserver)
+
+} // namespace mozilla::gfx