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path: root/gfx/vr/ipc/PVRManager.ipdl
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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*-
 * vim: sw=2 ts=8 et :
 */
/* This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this
 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */

include LayersSurfaces;
include protocol PVRLayer;
include LayersMessages;
include GamepadEventTypes;

include "VRMessageUtils.h";
include "VRManagerParent.h";
include "VRManagerChild.h";

using struct mozilla::gfx::VRFieldOfView from "gfxVR.h";
using struct mozilla::gfx::VRDisplayInfo from "gfxVR.h";
using struct mozilla::gfx::VRSensorUpdate from "gfxVR.h";
using struct mozilla::gfx::VRHMDSensorState from "gfxVR.h";
using struct mozilla::gfx::VRControllerInfo from "gfxVR.h";
using struct mozilla::gfx::VRSubmitFrameResultInfo from "gfxVR.h";
using mozilla::gfx::VRDisplayCapabilityFlags from "moz_external_vr.h";
using mozilla::layers::LayersBackend from "mozilla/layers/LayersTypes.h";
using mozilla::layers::TextureFlags from "mozilla/layers/CompositorTypes.h";
using mozilla::dom::GamepadHandle from "mozilla/dom/GamepadHandle.h";


namespace mozilla {
namespace gfx {

/**
 * The PVRManager protocol is used to enable communication of VR display
 * enumeration and sensor state between the compositor thread and
 * content threads/processes.
 */
[ManualDealloc, NeedsOtherPid, ChildImpl="VRManagerChild", ParentImpl="VRManagerParent"]
sync protocol PVRManager
{
  manages PVRLayer;

parent:
  async PVRLayer(uint32_t aDisplayID, uint32_t aGroup);

  // Detect runtime capabilities.  This will return the presense of VR and/or AR
  // runtime software, without enumerating or activating any hardware devices.
  async DetectRuntimes();

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

  async SetGroupMask(uint32_t aDisplayID, uint32_t aGroupMask);
  async SetHaveEventListener(bool aHaveEventListener);

  async ControllerListenerAdded();
  async ControllerListenerRemoved();
  async VibrateHaptic(GamepadHandle aGamepadHandle, uint32_t aHapticIndex,
                      double aIntensity, double aDuration, uint32_t aPromiseID);
  async StopVibrateHaptic(GamepadHandle aGamepadHandle);
  async StartVRNavigation(uint32_t aDeviceID);
  async StopVRNavigation(uint32_t aDeviceID, TimeDuration aDuration);
  async StartActivity();
  async StopActivity();

  async RunPuppet(uint64_t[] buffer);
  async ResetPuppet();

child:
  // Notify children of updated VR display enumeration and details.  This will
  // be sent to all children when the parent receives RefreshDisplays, even
  // if no changes have been detected.  This ensures that Promises exposed
  // through DOM calls are always resolved.
  async UpdateDisplayInfo(VRDisplayInfo aDisplayInfo);

  async UpdateRuntimeCapabilities(VRDisplayCapabilityFlags aCapabilities);

  async ReplyGamepadVibrateHaptic(uint32_t aPromiseID);
  async NotifyPuppetCommandBufferCompleted(bool aSuccess);
  async NotifyPuppetResetComplete();

  async __delete__();

};

} // gfx
} // mozilla