From 6bf0a5cb5034a7e684dcc3500e841785237ce2dd Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Sun, 7 Apr 2024 19:32:43 +0200 Subject: Adding upstream version 1:115.7.0. Signed-off-by: Daniel Baumann --- gfx/vr/service/OculusSession.cpp | 1525 ++++++++++++++++++++++++++++++++++++++ 1 file changed, 1525 insertions(+) create mode 100644 gfx/vr/service/OculusSession.cpp (limited to 'gfx/vr/service/OculusSession.cpp') diff --git a/gfx/vr/service/OculusSession.cpp b/gfx/vr/service/OculusSession.cpp new file mode 100644 index 0000000000..07b0f208e3 --- /dev/null +++ b/gfx/vr/service/OculusSession.cpp @@ -0,0 +1,1525 @@ +/* -*- 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/. */ + +#ifndef XP_WIN +# error "Oculus support only available for Windows" +#endif + +#include +#include + +#include "mozilla/StaticPrefs_dom.h" +#include "mozilla/dom/GamepadEventTypes.h" +#include "mozilla/dom/GamepadBinding.h" +#include "mozilla/gfx/DeviceManagerDx.h" +#include "mozilla/gfx/Logging.h" +#include "mozilla/SharedLibrary.h" +#include "OculusSession.h" + +/** XXX The DX11 objects and quad blitting could be encapsulated + * into a separate object if either Oculus starts supporting + * non-Windows platforms or the blit is needed by other HMD\ + * drivers. + * Alternately, we could remove the extra blit for + * Oculus as well with some more refactoring. + */ + +// 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::layers; + +namespace { + +static pfn_ovr_Initialize ovr_Initialize = nullptr; +static pfn_ovr_Shutdown ovr_Shutdown = nullptr; +static pfn_ovr_GetLastErrorInfo ovr_GetLastErrorInfo = nullptr; +static pfn_ovr_GetVersionString ovr_GetVersionString = nullptr; +static pfn_ovr_TraceMessage ovr_TraceMessage = nullptr; +static pfn_ovr_IdentifyClient ovr_IdentifyClient = nullptr; +static pfn_ovr_GetHmdDesc ovr_GetHmdDesc = nullptr; +static pfn_ovr_GetTrackerCount ovr_GetTrackerCount = nullptr; +static pfn_ovr_GetTrackerDesc ovr_GetTrackerDesc = nullptr; +static pfn_ovr_Create ovr_Create = nullptr; +static pfn_ovr_Destroy ovr_Destroy = nullptr; +static pfn_ovr_GetSessionStatus ovr_GetSessionStatus = nullptr; +static pfn_ovr_IsExtensionSupported ovr_IsExtensionSupported = nullptr; +static pfn_ovr_EnableExtension ovr_EnableExtension = nullptr; +static pfn_ovr_SetTrackingOriginType ovr_SetTrackingOriginType = nullptr; +static pfn_ovr_GetTrackingOriginType ovr_GetTrackingOriginType = nullptr; +static pfn_ovr_RecenterTrackingOrigin ovr_RecenterTrackingOrigin = nullptr; +static pfn_ovr_SpecifyTrackingOrigin ovr_SpecifyTrackingOrigin = nullptr; +static pfn_ovr_ClearShouldRecenterFlag ovr_ClearShouldRecenterFlag = nullptr; +static pfn_ovr_GetTrackingState ovr_GetTrackingState = nullptr; +static pfn_ovr_GetDevicePoses ovr_GetDevicePoses = nullptr; +static pfn_ovr_GetTrackerPose ovr_GetTrackerPose = nullptr; +static pfn_ovr_GetInputState ovr_GetInputState = nullptr; +static pfn_ovr_GetConnectedControllerTypes ovr_GetConnectedControllerTypes = + nullptr; +static pfn_ovr_GetTouchHapticsDesc ovr_GetTouchHapticsDesc = nullptr; +static pfn_ovr_SetControllerVibration ovr_SetControllerVibration = nullptr; +static pfn_ovr_SubmitControllerVibration ovr_SubmitControllerVibration = + nullptr; +static pfn_ovr_GetControllerVibrationState ovr_GetControllerVibrationState = + nullptr; +static pfn_ovr_TestBoundary ovr_TestBoundary = nullptr; +static pfn_ovr_TestBoundaryPoint ovr_TestBoundaryPoint = nullptr; +static pfn_ovr_SetBoundaryLookAndFeel ovr_SetBoundaryLookAndFeel = nullptr; +static pfn_ovr_ResetBoundaryLookAndFeel ovr_ResetBoundaryLookAndFeel = nullptr; +static pfn_ovr_GetBoundaryGeometry ovr_GetBoundaryGeometry = nullptr; +static pfn_ovr_GetBoundaryDimensions ovr_GetBoundaryDimensions = nullptr; +static pfn_ovr_GetBoundaryVisible ovr_GetBoundaryVisible = nullptr; +static pfn_ovr_RequestBoundaryVisible ovr_RequestBoundaryVisible = nullptr; +static pfn_ovr_GetTextureSwapChainLength ovr_GetTextureSwapChainLength = + nullptr; +static pfn_ovr_GetTextureSwapChainCurrentIndex + ovr_GetTextureSwapChainCurrentIndex = nullptr; +static pfn_ovr_GetTextureSwapChainDesc ovr_GetTextureSwapChainDesc = nullptr; +static pfn_ovr_CommitTextureSwapChain ovr_CommitTextureSwapChain = nullptr; +static pfn_ovr_DestroyTextureSwapChain ovr_DestroyTextureSwapChain = nullptr; +static pfn_ovr_DestroyMirrorTexture ovr_DestroyMirrorTexture = nullptr; +static pfn_ovr_GetFovTextureSize ovr_GetFovTextureSize = nullptr; +static pfn_ovr_GetRenderDesc2 ovr_GetRenderDesc2 = nullptr; +static pfn_ovr_WaitToBeginFrame ovr_WaitToBeginFrame = nullptr; +static pfn_ovr_BeginFrame ovr_BeginFrame = nullptr; +static pfn_ovr_EndFrame ovr_EndFrame = nullptr; +static pfn_ovr_SubmitFrame ovr_SubmitFrame = nullptr; +static pfn_ovr_GetPerfStats ovr_GetPerfStats = nullptr; +static pfn_ovr_ResetPerfStats ovr_ResetPerfStats = nullptr; +static pfn_ovr_GetPredictedDisplayTime ovr_GetPredictedDisplayTime = nullptr; +static pfn_ovr_GetTimeInSeconds ovr_GetTimeInSeconds = nullptr; +static pfn_ovr_GetBool ovr_GetBool = nullptr; +static pfn_ovr_SetBool ovr_SetBool = nullptr; +static pfn_ovr_GetInt ovr_GetInt = nullptr; +static pfn_ovr_SetInt ovr_SetInt = nullptr; +static pfn_ovr_GetFloat ovr_GetFloat = nullptr; +static pfn_ovr_SetFloat ovr_SetFloat = nullptr; +static pfn_ovr_GetFloatArray ovr_GetFloatArray = nullptr; +static pfn_ovr_SetFloatArray ovr_SetFloatArray = nullptr; +static pfn_ovr_GetString ovr_GetString = nullptr; +static pfn_ovr_SetString ovr_SetString = nullptr; +static pfn_ovr_GetExternalCameras ovr_GetExternalCameras = nullptr; +static pfn_ovr_SetExternalCameraProperties ovr_SetExternalCameraProperties = + nullptr; + +#ifdef XP_WIN +static pfn_ovr_CreateTextureSwapChainDX ovr_CreateTextureSwapChainDX = nullptr; +static pfn_ovr_GetTextureSwapChainBufferDX ovr_GetTextureSwapChainBufferDX = + nullptr; +static pfn_ovr_CreateMirrorTextureDX ovr_CreateMirrorTextureDX = nullptr; +static pfn_ovr_GetMirrorTextureBufferDX ovr_GetMirrorTextureBufferDX = nullptr; +#endif + +static pfn_ovr_CreateTextureSwapChainGL ovr_CreateTextureSwapChainGL = nullptr; +static pfn_ovr_GetTextureSwapChainBufferGL ovr_GetTextureSwapChainBufferGL = + nullptr; +static pfn_ovr_CreateMirrorTextureGL ovr_CreateMirrorTextureGL = nullptr; +static pfn_ovr_GetMirrorTextureBufferGL ovr_GetMirrorTextureBufferGL = nullptr; + +#ifdef HAVE_64BIT_BUILD +# define BUILD_BITS 64 +#else +# define BUILD_BITS 32 +#endif + +#define OVR_PRODUCT_VERSION 1 +#define OVR_MAJOR_VERSION 1 +#define OVR_MINOR_VERSION 19 + +static const uint32_t kNumOculusButtons = 7; +static const uint32_t kNumOculusHaptcs = 1; +static const uint32_t kNumOculusAxes = 4; +ovrControllerType OculusControllerTypes[2] = {ovrControllerType_LTouch, + ovrControllerType_RTouch}; +const char* OculusControllerNames[2] = {"Oculus Touch (Left)", + "Oculus Touch (Right)"}; +dom::GamepadHand OculusControllerHand[2] = {dom::GamepadHand::Left, + dom::GamepadHand::Right}; + +ovrButton OculusControllerButtons[2][kNumOculusButtons] = { + {(ovrButton)0, (ovrButton)0, (ovrButton)0, ovrButton_LThumb, ovrButton_X, + ovrButton_Y, (ovrButton)0}, + {(ovrButton)0, (ovrButton)0, (ovrButton)0, ovrButton_RThumb, ovrButton_A, + ovrButton_B, (ovrButton)0}, +}; + +ovrTouch OculusControllerTouches[2][kNumOculusButtons] = { + {ovrTouch_LIndexTrigger, (ovrTouch)0, (ovrTouch)0, ovrTouch_LThumb, + ovrTouch_X, ovrTouch_Y, ovrTouch_LThumbRest}, + {ovrTouch_RIndexTrigger, (ovrTouch)0, (ovrTouch)0, ovrTouch_RThumb, + ovrTouch_A, ovrTouch_B, ovrTouch_RThumbRest}, +}; + +void UpdateButton(const ovrInputState& aInputState, uint32_t aHandIdx, + uint32_t aButtonIdx, VRControllerState& aControllerState) { + if (aInputState.Buttons & OculusControllerButtons[aHandIdx][aButtonIdx]) { + aControllerState.buttonPressed |= ((uint64_t)1 << aButtonIdx); + aControllerState.triggerValue[aButtonIdx] = 1.0f; + } else { + aControllerState.triggerValue[aButtonIdx] = 0.0f; + } + if (aInputState.Touches & OculusControllerTouches[aHandIdx][aButtonIdx]) { + aControllerState.buttonTouched |= ((uint64_t)1 << aButtonIdx); + } +} + +VRFieldOfView FromFovPort(const ovrFovPort& aFOV) { + VRFieldOfView fovInfo; + fovInfo.leftDegrees = atan(aFOV.LeftTan) * 180.0 / M_PI; + fovInfo.rightDegrees = atan(aFOV.RightTan) * 180.0 / M_PI; + fovInfo.upDegrees = atan(aFOV.UpTan) * 180.0 / M_PI; + fovInfo.downDegrees = atan(aFOV.DownTan) * 180.0 / M_PI; + return fovInfo; +} + +} // anonymous namespace + +namespace mozilla { +namespace gfx { + +OculusSession::OculusSession() + : VRSession(), + mOvrLib(nullptr), + mSession(nullptr), + mInitFlags((ovrInitFlags)0), + mTextureSet(nullptr), + mQuadVS(nullptr), + mQuadPS(nullptr), + mLinearSamplerState(nullptr), + mVSConstantBuffer(nullptr), + mPSConstantBuffer(nullptr), + mVertexBuffer(nullptr), + mInputLayout(nullptr), + mRemainingVibrateTime{}, + mHapticPulseIntensity{}, + mIsPresenting(false) {} + +OculusSession::~OculusSession() { Shutdown(); } + +bool OculusSession::Initialize(mozilla::gfx::VRSystemState& aSystemState, + bool aDetectRuntimesOnly) { + if (StaticPrefs::dom_vr_puppet_enabled()) { + // Ensure that tests using the VR Puppet do not find real hardware + return false; + } + if (!StaticPrefs::dom_vr_enabled() || !StaticPrefs::dom_vr_oculus_enabled()) { + return false; + } + + if (aDetectRuntimesOnly) { + if (LoadOvrLib()) { + aSystemState.displayState.capabilityFlags |= + VRDisplayCapabilityFlags::Cap_ImmersiveVR; + } + return false; + } + + if (!CreateD3DObjects()) { + return false; + } + if (!CreateShaders()) { + return false; + } + // Ideally, we should move LoadOvrLib() up to the first line to avoid + // unnecessary D3D objects creation. But it will cause a WPT fail in Win 7 + // debug. + if (!LoadOvrLib()) { + return false; + } + // We start off with an invisible session, then re-initialize + // with visible session once WebVR content starts rendering. + if (!ChangeVisibility(false)) { + return false; + } + if (!InitState(aSystemState)) { + return false; + } + + mPresentationSize = IntSize(aSystemState.displayState.eyeResolution.width * 2, + aSystemState.displayState.eyeResolution.height); + return true; +} + +void OculusSession::UpdateVisibility() { + // Do not immediately re-initialize with an invisible session after + // the end of a VR presentation. Waiting for the configured duraction + // ensures that the user will not drop to Oculus Home during VR link + // traversal. + if (mIsPresenting) { + // We are currently rendering immersive content. + // Avoid interrupting the session + return; + } + if (mInitFlags & ovrInit_Invisible) { + // We are already invisible + return; + } + if (mLastPresentationEnd.IsNull()) { + // There has been no presentation yet + return; + } + + TimeDuration duration = TimeStamp::Now() - mLastPresentationEnd; + TimeDuration timeout = TimeDuration::FromMilliseconds( + StaticPrefs::dom_vr_oculus_present_timeout()); + if (timeout <= TimeDuration(0) || duration >= timeout) { + if (!ChangeVisibility(false)) { + gfxWarning() << "OculusSession::ChangeVisibility(false) failed"; + } + } +} + +void OculusSession::CoverTransitions() { + // While content is loading or during immersive-mode link + // traversal, we need to prevent the user from seeing the + // last rendered frame. + // We render black frames to cover up the transition. + MOZ_ASSERT(mSession); + if (mIsPresenting) { + // We are currently rendering immersive content. + // Avoid interrupting the session + return; + } + + if (mInitFlags & ovrInit_Invisible) { + // We are invisible, nothing to cover up + return; + } + + // Render a black frame + ovrLayerEyeFov layer; + memset(&layer, 0, sizeof(layer)); + layer.Header.Type = ovrLayerType_Disabled; + ovrLayerHeader* layers = &layer.Header; + ovr_SubmitFrame(mSession, 0, nullptr, &layers, 1); +} + +bool OculusSession::ChangeVisibility(bool bVisible) { + ovrInitFlags flags = + (ovrInitFlags)(ovrInit_RequestVersion | ovrInit_MixedRendering); + if (StaticPrefs::dom_vr_oculus_invisible_enabled() && !bVisible) { + flags = (ovrInitFlags)(flags | ovrInit_Invisible); + } + if (mInitFlags == flags) { + // The new state is the same, nothing to do + return true; + } + + // Tear everything down + StopRendering(); + StopSession(); + StopLib(); + + // Start it back up + if (!StartLib(flags)) { + return false; + } + if (!StartSession()) { + return false; + } + return true; +} + +void OculusSession::Shutdown() { + StopRendering(); + StopSession(); + StopLib(); + UnloadOvrLib(); + DestroyShaders(); +} + +void OculusSession::ProcessEvents(mozilla::gfx::VRSystemState& aSystemState) { + if (!mSession) { + return; + } + + ovrSessionStatus status; + if (OVR_SUCCESS(ovr_GetSessionStatus(mSession, &status))) { + aSystemState.displayState.isConnected = status.HmdPresent; + aSystemState.displayState.isMounted = status.HmdMounted; + mShouldQuit = status.ShouldQuit; + + } else { + aSystemState.displayState.isConnected = false; + aSystemState.displayState.isMounted = false; + } + UpdateHaptics(); + UpdateVisibility(); + CoverTransitions(); +} + +void OculusSession::StartFrame(mozilla::gfx::VRSystemState& aSystemState) { + UpdateHeadsetPose(aSystemState); + UpdateEyeParameters(aSystemState); + UpdateControllers(aSystemState); + UpdateTelemetry(aSystemState); + aSystemState.sensorState.inputFrameID++; +} + +bool OculusSession::StartPresentation() { + /** + * XXX - We should resolve fail the promise returned by + * VRDisplay.requestPresent() when the DX11 resources fail allocation + * in VRDisplayOculus::StartPresentation(). + * Bailing out here prevents the crash but content should be aware + * that frames are not being presented. + * See Bug 1299309. + **/ + if (!ChangeVisibility(true)) { + return false; + } + if (!StartRendering()) { + StopRendering(); + return false; + } + mIsPresenting = true; + return true; +} + +void OculusSession::StopPresentation() { + mLastPresentationEnd = TimeStamp::Now(); + mIsPresenting = false; +} + +bool OculusSession::SubmitFrame( + const mozilla::gfx::VRLayer_Stereo_Immersive& aLayer, + ID3D11Texture2D* aTexture) { + if (!IsPresentationReady()) { + return false; + } + + D3D11_TEXTURE2D_DESC textureDesc = {0}; + aTexture->GetDesc(&textureDesc); + + int currentRenderTarget = 0; + ovrResult orv = ovr_GetTextureSwapChainCurrentIndex(mSession, mTextureSet, + ¤tRenderTarget); + if (orv != ovrSuccess) { + NS_WARNING("ovr_GetTextureSwapChainCurrentIndex failed."); + return false; + } + + ID3D11RenderTargetView* view = mRTView[currentRenderTarget]; + + float clear[] = {0.0f, 0.0f, 0.0f, 1.0f}; + mContext->ClearRenderTargetView(view, clear); + mContext->OMSetRenderTargets(1, &view, nullptr); + + Matrix viewMatrix = Matrix::Translation(-1.0, 1.0); + viewMatrix.PreScale(2.0f / float(textureDesc.Width), + 2.0f / float(textureDesc.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); + + D3D11_VIEWPORT viewport; + viewport.MinDepth = 0.0f; + viewport.MaxDepth = 1.0f; + viewport.Width = textureDesc.Width; + viewport.Height = textureDesc.Height; + viewport.TopLeftX = 0; + viewport.TopLeftY = 0; + + D3D11_RECT scissor; + scissor.left = 0; + scissor.right = textureDesc.Width; + scissor.top = 0; + scissor.bottom = textureDesc.Height; + + 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, textureDesc.Width, textureDesc.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 srView; + HRESULT hr = mDevice->CreateShaderResourceView(aTexture, nullptr, + getter_AddRefs(srView)); + if (FAILED(hr)) { + gfxWarning() << "Could not create shader resource view for Oculus: " + << 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 Oculus"); + return false; + } + + mContext->Draw(4, 0); + + orv = ovr_CommitTextureSwapChain(mSession, mTextureSet); + if (orv != ovrSuccess) { + NS_WARNING("ovr_CommitTextureSwapChain failed."); + return false; + } + + ovrLayerEyeFov layer; + memset(&layer, 0, sizeof(layer)); + layer.Header.Type = ovrLayerType_EyeFov; + layer.Header.Flags = 0; + layer.ColorTexture[0] = mTextureSet; + layer.ColorTexture[1] = nullptr; + layer.Fov[0] = mFOVPort[0]; + layer.Fov[1] = mFOVPort[1]; + layer.Viewport[0].Pos.x = textureDesc.Width * aLayer.leftEyeRect.x; + layer.Viewport[0].Pos.y = textureDesc.Height * aLayer.leftEyeRect.y; + layer.Viewport[0].Size.w = textureDesc.Width * aLayer.leftEyeRect.width; + layer.Viewport[0].Size.h = textureDesc.Height * aLayer.leftEyeRect.height; + layer.Viewport[1].Pos.x = textureDesc.Width * aLayer.rightEyeRect.x; + layer.Viewport[1].Pos.y = textureDesc.Height * aLayer.rightEyeRect.y; + layer.Viewport[1].Size.w = textureDesc.Width * aLayer.rightEyeRect.width; + layer.Viewport[1].Size.h = textureDesc.Height * aLayer.rightEyeRect.height; + + for (uint32_t i = 0; i < 2; ++i) { + layer.RenderPose[i].Orientation.x = mFrameStartPose[i].Orientation.x; + layer.RenderPose[i].Orientation.y = mFrameStartPose[i].Orientation.y; + layer.RenderPose[i].Orientation.z = mFrameStartPose[i].Orientation.z; + layer.RenderPose[i].Orientation.w = mFrameStartPose[i].Orientation.w; + layer.RenderPose[i].Position.x = mFrameStartPose[i].Position.x; + layer.RenderPose[i].Position.y = mFrameStartPose[i].Position.y; + layer.RenderPose[i].Position.z = mFrameStartPose[i].Position.z; + } + + ovrLayerHeader* layers = &layer.Header; + orv = ovr_SubmitFrame(mSession, 0, nullptr, &layers, 1); + // ovr_SubmitFrame will fail during the Oculus health and safety warning. + // and will start succeeding once the warning has been dismissed by the user. + + if (!OVR_UNQUALIFIED_SUCCESS(orv)) { + /** + * We wish to throttle the framerate for any case that the rendered + * result is not visible. In some cases, such as during the Oculus + * "health and safety warning", orv will be > 0 (OVR_SUCCESS but not + * OVR_UNQUALIFIED_SUCCESS) and ovr_SubmitFrame will not block. + * In this case, returning true would have resulted in an unthrottled + * render loop hiting excessive frame rates and consuming resources. + */ + return false; + } + + return true; +} + +bool OculusSession::LoadOvrLib() { + if (mOvrLib) { + // Already loaded, early exit + return true; + } +#if defined(_WIN32) + nsTArray libSearchPaths; + nsString libName; + nsString searchPath; + + for (;;) { + UINT requiredLength = ::GetSystemDirectoryW( + char16ptr_t(searchPath.BeginWriting()), searchPath.Length()); + if (!requiredLength) { + break; + } + if (requiredLength < searchPath.Length()) { + searchPath.Truncate(requiredLength); + libSearchPaths.AppendElement(searchPath); + break; + } + searchPath.SetLength(requiredLength); + } + libName.AppendPrintf("LibOVRRT%d_%d.dll", BUILD_BITS, OVR_PRODUCT_VERSION); + + // search the path/module dir + libSearchPaths.InsertElementsAt(0, 1, u""_ns); + + // If the env var is present, we override libName + if (_wgetenv(L"OVR_LIB_PATH")) { + searchPath = _wgetenv(L"OVR_LIB_PATH"); + libSearchPaths.InsertElementsAt(0, 1, searchPath); + } + + if (_wgetenv(L"OVR_LIB_NAME")) { + libName = _wgetenv(L"OVR_LIB_NAME"); + } + + if (libName.IsEmpty()) { + return false; + } + + for (uint32_t i = 0; i < libSearchPaths.Length(); ++i) { + nsString& libPath = libSearchPaths[i]; + nsString fullName; + if (libPath.Length() == 0) { + fullName.Assign(libName); + } else { + fullName.Assign(libPath + u"\\"_ns + libName); + } + + mOvrLib = LoadLibraryWithFlags(fullName.get()); + if (mOvrLib) { + break; + } + } +#else +# error "Unsupported platform!" +#endif + + if (!mOvrLib) { + return false; + } + +#define REQUIRE_FUNCTION(_x) \ + do { \ + *(void**)&_x = (void*)PR_FindSymbol(mOvrLib, #_x); \ + if (!_x) { \ + printf_stderr(#_x " symbol missing\n"); \ + goto fail; \ + } \ + } while (0) + + REQUIRE_FUNCTION(ovr_Initialize); + REQUIRE_FUNCTION(ovr_Shutdown); + REQUIRE_FUNCTION(ovr_GetLastErrorInfo); + REQUIRE_FUNCTION(ovr_GetVersionString); + REQUIRE_FUNCTION(ovr_TraceMessage); + REQUIRE_FUNCTION(ovr_IdentifyClient); + REQUIRE_FUNCTION(ovr_GetHmdDesc); + REQUIRE_FUNCTION(ovr_GetTrackerCount); + REQUIRE_FUNCTION(ovr_GetTrackerDesc); + REQUIRE_FUNCTION(ovr_Create); + REQUIRE_FUNCTION(ovr_Destroy); + REQUIRE_FUNCTION(ovr_GetSessionStatus); + REQUIRE_FUNCTION(ovr_IsExtensionSupported); + REQUIRE_FUNCTION(ovr_EnableExtension); + REQUIRE_FUNCTION(ovr_SetTrackingOriginType); + REQUIRE_FUNCTION(ovr_GetTrackingOriginType); + REQUIRE_FUNCTION(ovr_RecenterTrackingOrigin); + REQUIRE_FUNCTION(ovr_SpecifyTrackingOrigin); + REQUIRE_FUNCTION(ovr_ClearShouldRecenterFlag); + REQUIRE_FUNCTION(ovr_GetTrackingState); + REQUIRE_FUNCTION(ovr_GetDevicePoses); + REQUIRE_FUNCTION(ovr_GetTrackerPose); + REQUIRE_FUNCTION(ovr_GetInputState); + REQUIRE_FUNCTION(ovr_GetConnectedControllerTypes); + REQUIRE_FUNCTION(ovr_GetTouchHapticsDesc); + REQUIRE_FUNCTION(ovr_SetControllerVibration); + REQUIRE_FUNCTION(ovr_SubmitControllerVibration); + REQUIRE_FUNCTION(ovr_GetControllerVibrationState); + REQUIRE_FUNCTION(ovr_TestBoundary); + REQUIRE_FUNCTION(ovr_TestBoundaryPoint); + REQUIRE_FUNCTION(ovr_SetBoundaryLookAndFeel); + REQUIRE_FUNCTION(ovr_ResetBoundaryLookAndFeel); + REQUIRE_FUNCTION(ovr_GetBoundaryGeometry); + REQUIRE_FUNCTION(ovr_GetBoundaryDimensions); + REQUIRE_FUNCTION(ovr_GetBoundaryVisible); + REQUIRE_FUNCTION(ovr_RequestBoundaryVisible); + REQUIRE_FUNCTION(ovr_GetTextureSwapChainLength); + REQUIRE_FUNCTION(ovr_GetTextureSwapChainCurrentIndex); + REQUIRE_FUNCTION(ovr_GetTextureSwapChainDesc); + REQUIRE_FUNCTION(ovr_CommitTextureSwapChain); + REQUIRE_FUNCTION(ovr_DestroyTextureSwapChain); + REQUIRE_FUNCTION(ovr_DestroyMirrorTexture); + REQUIRE_FUNCTION(ovr_GetFovTextureSize); + REQUIRE_FUNCTION(ovr_GetRenderDesc2); + REQUIRE_FUNCTION(ovr_WaitToBeginFrame); + REQUIRE_FUNCTION(ovr_BeginFrame); + REQUIRE_FUNCTION(ovr_EndFrame); + REQUIRE_FUNCTION(ovr_SubmitFrame); + REQUIRE_FUNCTION(ovr_GetPerfStats); + REQUIRE_FUNCTION(ovr_ResetPerfStats); + REQUIRE_FUNCTION(ovr_GetPredictedDisplayTime); + REQUIRE_FUNCTION(ovr_GetTimeInSeconds); + REQUIRE_FUNCTION(ovr_GetBool); + REQUIRE_FUNCTION(ovr_SetBool); + REQUIRE_FUNCTION(ovr_GetInt); + REQUIRE_FUNCTION(ovr_SetInt); + REQUIRE_FUNCTION(ovr_GetFloat); + REQUIRE_FUNCTION(ovr_SetFloat); + REQUIRE_FUNCTION(ovr_GetFloatArray); + REQUIRE_FUNCTION(ovr_SetFloatArray); + REQUIRE_FUNCTION(ovr_GetString); + REQUIRE_FUNCTION(ovr_SetString); + REQUIRE_FUNCTION(ovr_GetExternalCameras); + REQUIRE_FUNCTION(ovr_SetExternalCameraProperties); + +#ifdef XP_WIN + + REQUIRE_FUNCTION(ovr_CreateTextureSwapChainDX); + REQUIRE_FUNCTION(ovr_GetTextureSwapChainBufferDX); + REQUIRE_FUNCTION(ovr_CreateMirrorTextureDX); + REQUIRE_FUNCTION(ovr_GetMirrorTextureBufferDX); + +#endif + + REQUIRE_FUNCTION(ovr_CreateTextureSwapChainGL); + REQUIRE_FUNCTION(ovr_GetTextureSwapChainBufferGL); + REQUIRE_FUNCTION(ovr_CreateMirrorTextureGL); + REQUIRE_FUNCTION(ovr_GetMirrorTextureBufferGL); + +#undef REQUIRE_FUNCTION + + return true; + +fail: + ovr_Initialize = nullptr; + PR_UnloadLibrary(mOvrLib); + mOvrLib = nullptr; + return false; +} + +void OculusSession::UnloadOvrLib() { + if (mOvrLib) { + PR_UnloadLibrary(mOvrLib); + mOvrLib = nullptr; + } +} + +bool OculusSession::StartLib(ovrInitFlags aFlags) { + if (mInitFlags == 0) { + ovrInitParams params; + memset(¶ms, 0, sizeof(params)); + params.Flags = aFlags; + params.RequestedMinorVersion = OVR_MINOR_VERSION; + params.LogCallback = nullptr; + params.ConnectionTimeoutMS = 0; + + ovrResult orv = ovr_Initialize(¶ms); + + if (orv == ovrSuccess) { + mInitFlags = aFlags; + } else { + return false; + } + } + MOZ_ASSERT(mInitFlags == aFlags); + return true; +} + +void OculusSession::StopLib() { + if (mInitFlags) { + ovr_Shutdown(); + mInitFlags = (ovrInitFlags)0; + } +} + +bool OculusSession::StartSession() { + // ovr_Create can be slow when no HMD is present and we wish + // to keep the same oculus session when possible, so we detect + // presence of an HMD with ovr_GetHmdDesc before calling ovr_Create + ovrHmdDesc desc = ovr_GetHmdDesc(NULL); + if (desc.Type == ovrHmd_None) { + // No HMD connected, destroy any existing session + if (mSession) { + ovr_Destroy(mSession); + mSession = nullptr; + } + return false; + } + if (mSession != nullptr) { + // HMD Detected and we already have a session, let's keep using it. + return true; + } + + // HMD Detected and we don't have a session yet, + // try to create a new session + ovrSession session; + ovrGraphicsLuid luid; + ovrResult orv = ovr_Create(&session, &luid); + if (orv == ovrSuccess) { + orv = ovr_SetTrackingOriginType(session, ovrTrackingOrigin_FloorLevel); + if (orv != ovrSuccess) { + NS_WARNING("ovr_SetTrackingOriginType failed.\n"); + } + mSession = session; + return true; + } + + // Failed to create a session for the HMD + return false; +} + +void OculusSession::StopSession() { + if (mSession) { + ovr_Destroy(mSession); + mSession = nullptr; + } +} + +bool OculusSession::CreateD3DObjects() { + RefPtr device = gfx::DeviceManagerDx::Get()->GetVRDevice(); + if (!device) { + return false; + } + if (!CreateD3DContext(device)) { + return false; + } + return true; +} + +bool OculusSession::CreateShaders() { + if (!mQuadVS) { + if (FAILED(mDevice->CreateVertexShader( + sLayerQuadVS.mData, sLayerQuadVS.mLength, nullptr, &mQuadVS))) { + NS_WARNING("Failed to create vertex shader for Oculus"); + return false; + } + } + + if (!mQuadPS) { + if (FAILED(mDevice->CreatePixelShader(sRGBShader.mData, sRGBShader.mLength, + nullptr, &mQuadPS))) { + NS_WARNING("Failed to create pixel shader for Oculus"); + return false; + } + } + + CD3D11_BUFFER_DESC cBufferDesc(sizeof(layers::VertexShaderConstants), + D3D11_BIND_CONSTANT_BUFFER, + D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); + + if (!mVSConstantBuffer) { + if (FAILED(mDevice->CreateBuffer(&cBufferDesc, nullptr, + getter_AddRefs(mVSConstantBuffer)))) { + NS_WARNING("Failed to vertex shader constant buffer for Oculus"); + return false; + } + } + + if (!mPSConstantBuffer) { + cBufferDesc.ByteWidth = sizeof(layers::PixelShaderConstants); + if (FAILED(mDevice->CreateBuffer(&cBufferDesc, nullptr, + getter_AddRefs(mPSConstantBuffer)))) { + NS_WARNING("Failed to pixel shader constant buffer for Oculus"); + return false; + } + } + + if (!mLinearSamplerState) { + CD3D11_SAMPLER_DESC samplerDesc(D3D11_DEFAULT); + if (FAILED(mDevice->CreateSamplerState( + &samplerDesc, getter_AddRefs(mLinearSamplerState)))) { + NS_WARNING("Failed to create sampler state for Oculus"); + return false; + } + } + + if (!mInputLayout) { + 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 Oculus"); + return false; + } + } + + if (!mVertexBuffer) { + 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 Oculus"); + return false; + } + } + + memset(&mVSConstants, 0, sizeof(mVSConstants)); + memset(&mPSConstants, 0, sizeof(mPSConstants)); + return true; +} + +void OculusSession::DestroyShaders() {} + +bool OculusSession::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 OculusSession::StartRendering() { + if (!mTextureSet) { + /** + * The presentation format is determined by content, which describes the + * left and right eye rectangles in the VRLayer. The default, if no + * coordinates are passed is to place the left and right eye textures + * side-by-side within the buffer. + * + * XXX - An optimization would be to dynamically resize this buffer + * to accomodate sites that are choosing to render in a lower + * resolution or are using space outside of the left and right + * eye textures for other purposes. (Bug 1291443) + */ + + ovrTextureSwapChainDesc desc; + memset(&desc, 0, sizeof(desc)); + desc.Type = ovrTexture_2D; + desc.ArraySize = 1; + desc.Format = OVR_FORMAT_B8G8R8A8_UNORM_SRGB; + desc.Width = mPresentationSize.width; + desc.Height = mPresentationSize.height; + desc.MipLevels = 1; + desc.SampleCount = 1; + desc.StaticImage = false; + desc.MiscFlags = ovrTextureMisc_DX_Typeless; + desc.BindFlags = ovrTextureBind_DX_RenderTarget; + + ovrResult orv = + ovr_CreateTextureSwapChainDX(mSession, mDevice, &desc, &mTextureSet); + if (orv != ovrSuccess) { + NS_WARNING("ovr_CreateTextureSwapChainDX failed"); + return false; + } + + int textureCount = 0; + orv = ovr_GetTextureSwapChainLength(mSession, mTextureSet, &textureCount); + if (orv != ovrSuccess) { + NS_WARNING("ovr_GetTextureSwapChainLength failed"); + return false; + } + mTexture.SetLength(textureCount); + mRTView.SetLength(textureCount); + mSRV.SetLength(textureCount); + for (int i = 0; i < textureCount; ++i) { + ID3D11Texture2D* texture = nullptr; + orv = ovr_GetTextureSwapChainBufferDX(mSession, mTextureSet, i, + IID_PPV_ARGS(&texture)); + if (orv != ovrSuccess) { + NS_WARNING("Failed to create Oculus texture swap chain."); + return false; + } + + RefPtr rtView; + CD3D11_RENDER_TARGET_VIEW_DESC rtvDesc(D3D11_RTV_DIMENSION_TEXTURE2D, + DXGI_FORMAT_B8G8R8A8_UNORM); + HRESULT hr = mDevice->CreateRenderTargetView(texture, &rtvDesc, + getter_AddRefs(rtView)); + if (FAILED(hr)) { + NS_WARNING( + "Failed to create RenderTargetView for Oculus texture swap chain."); + texture->Release(); + return false; + } + + RefPtr srv; + CD3D11_SHADER_RESOURCE_VIEW_DESC srvDesc(D3D11_SRV_DIMENSION_TEXTURE2D, + DXGI_FORMAT_B8G8R8A8_UNORM); + hr = mDevice->CreateShaderResourceView(texture, &srvDesc, + getter_AddRefs(srv)); + if (FAILED(hr)) { + NS_WARNING( + "Failed to create ShaderResourceView for Oculus texture swap " + "chain."); + texture->Release(); + return false; + } + + mTexture[i] = texture; + mRTView[i] = rtView; + mSRV[i] = srv; + texture->Release(); + } + } + return true; +} + +bool OculusSession::IsPresentationReady() const { + return mTextureSet != nullptr; +} + +void OculusSession::StopRendering() { + mSRV.Clear(); + mRTView.Clear(); + mTexture.Clear(); + + if (mTextureSet && mSession) { + ovr_DestroyTextureSwapChain(mSession, mTextureSet); + } + mTextureSet = nullptr; + mIsPresenting = false; +} + +bool OculusSession::InitState(VRSystemState& aSystemState) { + VRDisplayState& state = aSystemState.displayState; + strncpy(state.displayName, "Oculus VR HMD", kVRDisplayNameMaxLen); + state.isConnected = true; + state.isMounted = false; + + ovrHmdDesc desc = ovr_GetHmdDesc(mSession); + + state.capabilityFlags = VRDisplayCapabilityFlags::Cap_None; + if (desc.AvailableTrackingCaps & ovrTrackingCap_Orientation) { + state.capabilityFlags |= VRDisplayCapabilityFlags::Cap_Orientation; + state.capabilityFlags |= VRDisplayCapabilityFlags::Cap_AngularAcceleration; + } + if (desc.AvailableTrackingCaps & ovrTrackingCap_Position) { + state.capabilityFlags |= VRDisplayCapabilityFlags::Cap_Position; + state.capabilityFlags |= VRDisplayCapabilityFlags::Cap_LinearAcceleration; + state.capabilityFlags |= VRDisplayCapabilityFlags::Cap_StageParameters; + } + state.capabilityFlags |= VRDisplayCapabilityFlags::Cap_External; + state.capabilityFlags |= VRDisplayCapabilityFlags::Cap_MountDetection; + state.capabilityFlags |= VRDisplayCapabilityFlags::Cap_Present; + state.capabilityFlags |= VRDisplayCapabilityFlags::Cap_ImmersiveVR; + state.blendMode = VRDisplayBlendMode::Opaque; + state.reportsDroppedFrames = true; + + mFOVPort[VRDisplayState::Eye_Left] = desc.DefaultEyeFov[ovrEye_Left]; + mFOVPort[VRDisplayState::Eye_Right] = desc.DefaultEyeFov[ovrEye_Right]; + + state.eyeFOV[VRDisplayState::Eye_Left] = + FromFovPort(mFOVPort[VRDisplayState::Eye_Left]); + state.eyeFOV[VRDisplayState::Eye_Right] = + FromFovPort(mFOVPort[VRDisplayState::Eye_Right]); + + float pixelsPerDisplayPixel = 1.0; + ovrSizei texSize[2]; + + // get eye texture sizes + for (uint32_t eye = 0; eye < VRDisplayState::NumEyes; eye++) { + texSize[eye] = ovr_GetFovTextureSize(mSession, (ovrEyeType)eye, + mFOVPort[eye], pixelsPerDisplayPixel); + } + + // take the max of both for eye resolution + state.eyeResolution.width = std::max(texSize[VRDisplayState::Eye_Left].w, + texSize[VRDisplayState::Eye_Right].w); + state.eyeResolution.height = std::max(texSize[VRDisplayState::Eye_Left].h, + texSize[VRDisplayState::Eye_Right].h); + state.nativeFramebufferScaleFactor = 1.0f; + + // default to an identity quaternion + aSystemState.sensorState.pose.orientation[3] = 1.0f; + + UpdateStageParameters(state); + UpdateEyeParameters(aSystemState); + + VRHMDSensorState& sensorState = aSystemState.sensorState; + sensorState.flags = + (VRDisplayCapabilityFlags)((int) + VRDisplayCapabilityFlags::Cap_Orientation | + (int)VRDisplayCapabilityFlags::Cap_Position); + sensorState.pose.orientation[3] = 1.0f; // Default to an identity quaternion + + return true; +} + +void OculusSession::UpdateStageParameters(VRDisplayState& aState) { + ovrVector3f playArea; + ovrResult res = + ovr_GetBoundaryDimensions(mSession, ovrBoundary_PlayArea, &playArea); + if (res == ovrSuccess) { + aState.stageSize.width = playArea.x; + aState.stageSize.height = playArea.z; + } else { + // If we fail, fall back to reasonable defaults. + // 1m x 1m space + aState.stageSize.width = 1.0f; + aState.stageSize.height = 1.0f; + } + + float eyeHeight = + ovr_GetFloat(mSession, OVR_KEY_EYE_HEIGHT, OVR_DEFAULT_EYE_HEIGHT); + + aState.sittingToStandingTransform[0] = 1.0f; + aState.sittingToStandingTransform[1] = 0.0f; + aState.sittingToStandingTransform[2] = 0.0f; + aState.sittingToStandingTransform[3] = 0.0f; + + aState.sittingToStandingTransform[4] = 0.0f; + aState.sittingToStandingTransform[5] = 1.0f; + aState.sittingToStandingTransform[6] = 0.0f; + aState.sittingToStandingTransform[7] = 0.0f; + + aState.sittingToStandingTransform[8] = 0.0f; + aState.sittingToStandingTransform[9] = 0.0f; + aState.sittingToStandingTransform[10] = 1.0f; + aState.sittingToStandingTransform[11] = 0.0f; + + aState.sittingToStandingTransform[12] = 0.0f; + aState.sittingToStandingTransform[13] = eyeHeight; + aState.sittingToStandingTransform[14] = 0.0f; + aState.sittingToStandingTransform[15] = 1.0f; +} + +void OculusSession::UpdateEyeParameters(VRSystemState& aState) { + if (!mSession) { + return; + } + // This must be called every frame in order to + // account for continuous adjustments to ipd. + gfx::Matrix4x4 headToEyeTransforms[2]; + for (uint32_t eye = 0; eye < VRDisplayState::NumEyes; eye++) { + // As of Oculus 1.17 SDK, we must use the ovr_GetRenderDesc2 function to + // return the updated version of ovrEyeRenderDesc. This is normally done by + // the Oculus static lib shim, but we need to do this explicitly as we are + // loading the Oculus runtime dll directly. + ovrEyeRenderDesc renderDesc = + ovr_GetRenderDesc2(mSession, (ovrEyeType)eye, mFOVPort[eye]); + aState.displayState.eyeTranslation[eye].x = + renderDesc.HmdToEyePose.Position.x; + aState.displayState.eyeTranslation[eye].y = + renderDesc.HmdToEyePose.Position.y; + aState.displayState.eyeTranslation[eye].z = + renderDesc.HmdToEyePose.Position.z; + + Matrix4x4 pose; + pose.SetRotationFromQuaternion( + gfx::Quaternion(-renderDesc.HmdToEyePose.Orientation.x, + -renderDesc.HmdToEyePose.Orientation.y, + -renderDesc.HmdToEyePose.Orientation.z, + renderDesc.HmdToEyePose.Orientation.w)); + pose.PreTranslate(renderDesc.HmdToEyePose.Position.x, + renderDesc.HmdToEyePose.Position.y, + renderDesc.HmdToEyePose.Position.z); + pose.Invert(); + headToEyeTransforms[eye] = pose; + } + aState.sensorState.CalcViewMatrices(headToEyeTransforms); + + Matrix4x4 matView[2]; + memcpy(matView[0].components, aState.sensorState.leftViewMatrix, + sizeof(float) * 16); + memcpy(matView[1].components, aState.sensorState.rightViewMatrix, + sizeof(float) * 16); + + for (uint32_t eye = 0; eye < VRDisplayState::NumEyes; eye++) { + Point3D eyeTranslation; + Quaternion eyeRotation; + Point3D eyeScale; + if (!matView[eye].Decompose(eyeTranslation, eyeRotation, eyeScale)) { + NS_WARNING("Failed to decompose eye pose matrix for Oculus"); + } + + eyeRotation.Invert(); + mFrameStartPose[eye].Orientation.x = eyeRotation.x; + mFrameStartPose[eye].Orientation.y = eyeRotation.y; + mFrameStartPose[eye].Orientation.z = eyeRotation.z; + mFrameStartPose[eye].Orientation.w = eyeRotation.w; + mFrameStartPose[eye].Position.x = eyeTranslation.x; + mFrameStartPose[eye].Position.y = eyeTranslation.y; + mFrameStartPose[eye].Position.z = eyeTranslation.z; + } +} + +void OculusSession::UpdateHeadsetPose(VRSystemState& aState) { + if (!mSession) { + return; + } + double predictedFrameTime = 0.0f; + if (StaticPrefs::dom_vr_poseprediction_enabled()) { + // XXX We might need to call ovr_GetPredictedDisplayTime even if we don't + // use the result. If we don't call it, the Oculus driver will spew out many + // warnings... + predictedFrameTime = ovr_GetPredictedDisplayTime(mSession, 0); + } + ovrTrackingState trackingState = + ovr_GetTrackingState(mSession, predictedFrameTime, true); + ovrPoseStatef& pose(trackingState.HeadPose); + + aState.sensorState.timestamp = pose.TimeInSeconds; + + if (trackingState.StatusFlags & ovrStatus_OrientationTracked) { + aState.sensorState.flags |= VRDisplayCapabilityFlags::Cap_Orientation; + + aState.sensorState.pose.orientation[0] = pose.ThePose.Orientation.x; + aState.sensorState.pose.orientation[1] = pose.ThePose.Orientation.y; + aState.sensorState.pose.orientation[2] = pose.ThePose.Orientation.z; + aState.sensorState.pose.orientation[3] = pose.ThePose.Orientation.w; + + aState.sensorState.pose.angularVelocity[0] = pose.AngularVelocity.x; + aState.sensorState.pose.angularVelocity[1] = pose.AngularVelocity.y; + aState.sensorState.pose.angularVelocity[2] = pose.AngularVelocity.z; + + aState.sensorState.flags |= + VRDisplayCapabilityFlags::Cap_AngularAcceleration; + + aState.sensorState.pose.angularAcceleration[0] = pose.AngularAcceleration.x; + aState.sensorState.pose.angularAcceleration[1] = pose.AngularAcceleration.y; + aState.sensorState.pose.angularAcceleration[2] = pose.AngularAcceleration.z; + } else { + // default to an identity quaternion + aState.sensorState.pose.orientation[3] = 1.0f; + } + + if (trackingState.StatusFlags & ovrStatus_PositionTracked) { + float eyeHeight = + ovr_GetFloat(mSession, OVR_KEY_EYE_HEIGHT, OVR_DEFAULT_EYE_HEIGHT); + aState.sensorState.flags |= VRDisplayCapabilityFlags::Cap_Position; + + aState.sensorState.pose.position[0] = pose.ThePose.Position.x; + aState.sensorState.pose.position[1] = pose.ThePose.Position.y - eyeHeight; + aState.sensorState.pose.position[2] = pose.ThePose.Position.z; + + aState.sensorState.pose.linearVelocity[0] = pose.LinearVelocity.x; + aState.sensorState.pose.linearVelocity[1] = pose.LinearVelocity.y; + aState.sensorState.pose.linearVelocity[2] = pose.LinearVelocity.z; + + aState.sensorState.flags |= + VRDisplayCapabilityFlags::Cap_LinearAcceleration; + + aState.sensorState.pose.linearAcceleration[0] = pose.LinearAcceleration.x; + aState.sensorState.pose.linearAcceleration[1] = pose.LinearAcceleration.y; + aState.sensorState.pose.linearAcceleration[2] = pose.LinearAcceleration.z; + } + aState.sensorState.flags |= VRDisplayCapabilityFlags::Cap_External; + aState.sensorState.flags |= VRDisplayCapabilityFlags::Cap_MountDetection; + aState.sensorState.flags |= VRDisplayCapabilityFlags::Cap_Present; +} + +void OculusSession::UpdateControllers(VRSystemState& aState) { + if (!mSession) { + return; + } + + ovrInputState inputState; + bool hasInputState = ovr_GetInputState(mSession, ovrControllerType_Touch, + &inputState) == ovrSuccess; + + if (!hasInputState) { + return; + } + + EnumerateControllers(aState, inputState); + UpdateControllerInputs(aState, inputState); + UpdateControllerPose(aState, inputState); +} + +void OculusSession::UpdateControllerPose(VRSystemState& aState, + const ovrInputState& aInputState) { + ovrTrackingState trackingState = ovr_GetTrackingState(mSession, 0.0, false); + for (uint32_t handIdx = 0; handIdx < 2; handIdx++) { + // Left Touch Controller will always be at index 0 and + // and Right Touch Controller will always be at index 1 + VRControllerState& controllerState = aState.controllerState[handIdx]; + if (aInputState.ControllerType & OculusControllerTypes[handIdx]) { + ovrPoseStatef& pose = trackingState.HandPoses[handIdx]; + bool bNewController = !(controllerState.flags & + dom::GamepadCapabilityFlags::Cap_Orientation); + if (bNewController) { + controllerState.flags |= dom::GamepadCapabilityFlags::Cap_Orientation; + controllerState.flags |= dom::GamepadCapabilityFlags::Cap_Position; + controllerState.flags |= + dom::GamepadCapabilityFlags::Cap_AngularAcceleration; + controllerState.flags |= + dom::GamepadCapabilityFlags::Cap_LinearAcceleration; + controllerState.flags |= + dom::GamepadCapabilityFlags::Cap_GripSpacePosition; + } + + if (bNewController || trackingState.HandStatusFlags[handIdx] & + ovrStatus_OrientationTracked) { + controllerState.pose.orientation[0] = pose.ThePose.Orientation.x; + controllerState.pose.orientation[1] = pose.ThePose.Orientation.y; + controllerState.pose.orientation[2] = pose.ThePose.Orientation.z; + controllerState.pose.orientation[3] = pose.ThePose.Orientation.w; + controllerState.pose.angularVelocity[0] = pose.AngularVelocity.x; + controllerState.pose.angularVelocity[1] = pose.AngularVelocity.y; + controllerState.pose.angularVelocity[2] = pose.AngularVelocity.z; + controllerState.pose.angularAcceleration[0] = + pose.AngularAcceleration.x; + controllerState.pose.angularAcceleration[1] = + pose.AngularAcceleration.y; + controllerState.pose.angularAcceleration[2] = + pose.AngularAcceleration.z; + controllerState.isOrientationValid = true; + } else { + controllerState.isOrientationValid = false; + } + if (bNewController || + trackingState.HandStatusFlags[handIdx] & ovrStatus_PositionTracked) { + controllerState.pose.position[0] = pose.ThePose.Position.x; + controllerState.pose.position[1] = pose.ThePose.Position.y; + controllerState.pose.position[2] = pose.ThePose.Position.z; + controllerState.pose.linearVelocity[0] = pose.LinearVelocity.x; + controllerState.pose.linearVelocity[1] = pose.LinearVelocity.y; + controllerState.pose.linearVelocity[2] = pose.LinearVelocity.z; + controllerState.pose.linearAcceleration[0] = pose.LinearAcceleration.x; + controllerState.pose.linearAcceleration[1] = pose.LinearAcceleration.y; + controllerState.pose.linearAcceleration[2] = pose.LinearAcceleration.z; + + float eyeHeight = + ovr_GetFloat(mSession, OVR_KEY_EYE_HEIGHT, OVR_DEFAULT_EYE_HEIGHT); + controllerState.pose.position[1] -= eyeHeight; + controllerState.isPositionValid = true; + } else { + controllerState.isPositionValid = false; + } + controllerState.targetRayPose = controllerState.pose; + } + } +} + +void OculusSession::EnumerateControllers(VRSystemState& aState, + const ovrInputState& aInputState) { + for (uint32_t handIdx = 0; handIdx < 2; handIdx++) { + // Left Touch Controller will always be at index 0 and + // and Right Touch Controller will always be at index 1 + VRControllerState& controllerState = aState.controllerState[handIdx]; + if (aInputState.ControllerType & OculusControllerTypes[handIdx]) { + // Touch Controller detected + if (controllerState.controllerName[0] == '\0') { + // Controller has been just enumerated + strncpy(controllerState.controllerName, OculusControllerNames[handIdx], + kVRControllerNameMaxLen); + controllerState.hand = OculusControllerHand[handIdx]; + controllerState.targetRayMode = gfx::TargetRayMode::TrackedPointer; + controllerState.numButtons = kNumOculusButtons; + controllerState.numAxes = kNumOculusAxes; + controllerState.numHaptics = kNumOculusHaptcs; + controllerState.type = VRControllerType::OculusTouch; + } + } else { + // Touch Controller not detected + if (controllerState.controllerName[0] != '\0') { + // Clear any newly disconnected ontrollers + memset(&controllerState, 0, sizeof(VRControllerState)); + } + } + } +} + +void OculusSession::UpdateControllerInputs(VRSystemState& aState, + const ovrInputState& aInputState) { + const float triggerThreshold = + StaticPrefs::dom_vr_controller_trigger_threshold(); + + for (uint32_t handIdx = 0; handIdx < 2; handIdx++) { + // Left Touch Controller will always be at index 0 and + // and Right Touch Controller will always be at index 1 + VRControllerState& controllerState = aState.controllerState[handIdx]; + if (aInputState.ControllerType & OculusControllerTypes[handIdx]) { + // Update Button States + controllerState.buttonPressed = 0; + controllerState.buttonTouched = 0; + uint32_t buttonIdx = 0; + + // Button 0: Trigger + VRSession::UpdateTrigger(controllerState, buttonIdx, + aInputState.IndexTrigger[handIdx], + triggerThreshold); + ++buttonIdx; + // Button 1: Grip + VRSession::UpdateTrigger(controllerState, buttonIdx, + aInputState.HandTrigger[handIdx], + triggerThreshold); + ++buttonIdx; + // Button 2: a placeholder button for trackpad. + UpdateButton(aInputState, handIdx, buttonIdx, controllerState); + ++buttonIdx; + // Button 3: Thumbstick + UpdateButton(aInputState, handIdx, buttonIdx, controllerState); + ++buttonIdx; + // Button 4: A + UpdateButton(aInputState, handIdx, buttonIdx, controllerState); + ++buttonIdx; + // Button 5: B + UpdateButton(aInputState, handIdx, buttonIdx, controllerState); + ++buttonIdx; + // Button 6: ThumbRest + UpdateButton(aInputState, handIdx, buttonIdx, controllerState); + ++buttonIdx; + + MOZ_ASSERT(buttonIdx == kNumOculusButtons); + + // Update Thumbstick axis + uint32_t axisIdx = 0; + // Axis 0, 1: placeholder axes for trackpad. + axisIdx += 2; + + // Axis 2, 3: placeholder axes for thumbstick. + float axisValue = aInputState.Thumbstick[handIdx].x; + if (abs(axisValue) < 0.0000009f) { + axisValue = 0.0f; // Clear noise signal + } + controllerState.axisValue[axisIdx] = axisValue; + axisIdx++; + + // Note that y axis is intentionally inverted! + axisValue = -aInputState.Thumbstick[handIdx].y; + if (abs(axisValue) < 0.0000009f) { + axisValue = 0.0f; // Clear noise signal + } + controllerState.axisValue[axisIdx] = axisValue; + axisIdx++; + + MOZ_ASSERT(axisIdx == kNumOculusAxes); + } + SetControllerSelectionAndSqueezeFrameId( + controllerState, aState.displayState.lastSubmittedFrameId); + } +} + +void OculusSession::UpdateTelemetry(VRSystemState& aSystemState) { + if (!mSession) { + return; + } + ovrPerfStats perfStats; + if (ovr_GetPerfStats(mSession, &perfStats) == ovrSuccess) { + if (perfStats.FrameStatsCount) { + aSystemState.displayState.droppedFrameCount = + perfStats.FrameStats[0].AppDroppedFrameCount; + } + } +} + +void OculusSession::VibrateHaptic(uint32_t aControllerIdx, + uint32_t aHapticIndex, float aIntensity, + float aDuration) { + if (!mSession) { + return; + } + + if (aDuration <= 0.0f) { + StopVibrateHaptic(aControllerIdx); + return; + } + + // Vibration amplitude in the [0.0, 1.0] range + MOZ_ASSERT(aControllerIdx >= 0 && aControllerIdx <= 1); + mHapticPulseIntensity[aControllerIdx] = aIntensity > 1.0 ? 1.0 : aIntensity; + mRemainingVibrateTime[aControllerIdx] = aDuration; + ovrControllerType hand = OculusControllerTypes[aControllerIdx]; + + // The gamepad extensions API does not yet have independent control + // of frequency and amplitude. We are always sending 0.0f (160hz) + // to the frequency argument. + ovrResult result = ovr_SetControllerVibration( + mSession, hand, 0.0f, mHapticPulseIntensity[aControllerIdx]); + if (result != ovrSuccess) { + // This may happen if called when not presenting. + gfxWarning() << "ovr_SetControllerVibration failed."; + } +} + +void OculusSession::StopVibrateHaptic(uint32_t aControllerIdx) { + if (!mSession) { + return; + } + MOZ_ASSERT(aControllerIdx >= 0 && aControllerIdx <= 1); + ovrControllerType hand = OculusControllerTypes[aControllerIdx]; + mRemainingVibrateTime[aControllerIdx] = 0.0f; + mHapticPulseIntensity[aControllerIdx] = 0.0f; + + ovrResult result = ovr_SetControllerVibration(mSession, hand, 0.0f, 0.0f); + if (result != ovrSuccess) { + // This may happen if called when not presenting. + gfxWarning() << "ovr_SetControllerVibration failed."; + } +} + +void OculusSession::StopAllHaptics() { + // Left Oculus Touch + StopVibrateHaptic(0); + // Right Oculus Touch + StopVibrateHaptic(1); +} + +void OculusSession::UpdateHaptics() { + if (!mSession) { + return; + } + // The Oculus API and hardware takes at least 33ms to respond + // to haptic state changes, so it is not beneficial to create + // a dedicated haptic feedback thread and update multiple + // times per frame. + // If we wish to support more accurate effects with sub-frame timing, + // we should use the buffered haptic feedback API's. + + TimeStamp now = TimeStamp::Now(); + if (mLastHapticUpdate.IsNull()) { + mLastHapticUpdate = now; + return; + } + float deltaTime = (float)(now - mLastHapticUpdate).ToSeconds(); + mLastHapticUpdate = now; + for (int i = 0; i < 2; i++) { + if (mRemainingVibrateTime[i] <= 0.0f) { + continue; + } + mRemainingVibrateTime[i] -= deltaTime; + ovrControllerType hand = OculusControllerTypes[i]; + if (mRemainingVibrateTime[i] > 0.0f) { + ovrResult result = ovr_SetControllerVibration(mSession, hand, 0.0f, + mHapticPulseIntensity[i]); + if (result != ovrSuccess) { + // This may happen if called when not presenting. + gfxWarning() << "ovr_SetControllerVibration failed."; + } + } else { + StopVibrateHaptic(i); + } + } +} + +} // namespace gfx +} // namespace mozilla -- cgit v1.2.3