| // Copyright 2016 The Chromium Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #include "chrome/browser/android/vr_shell/vr_shell_gl.h" |
| |
| #include <chrono> |
| #include <limits> |
| #include <utility> |
| |
| #include "base/android/jni_android.h" |
| #include "base/callback_helpers.h" |
| #include "base/containers/queue.h" |
| #include "base/memory/ptr_util.h" |
| #include "base/metrics/histogram_macros.h" |
| #include "base/task_scheduler/post_task.h" |
| #include "base/threading/thread_task_runner_handle.h" |
| #include "base/trace_event/trace_event_argument.h" |
| #include "chrome/browser/android/vr_shell/gl_browser_interface.h" |
| #include "chrome/browser/android/vr_shell/gvr_util.h" |
| #include "chrome/browser/android/vr_shell/mailbox_to_surface_bridge.h" |
| #include "chrome/browser/android/vr_shell/vr_controller.h" |
| #include "chrome/browser/android/vr_shell/vr_metrics_util.h" |
| #include "chrome/browser/android/vr_shell/vr_shell.h" |
| #include "chrome/browser/android/vr_shell/vr_usage_monitor.h" |
| #include "chrome/browser/vr/assets.h" |
| #include "chrome/browser/vr/elements/ui_element.h" |
| #include "chrome/browser/vr/fps_meter.h" |
| #include "chrome/browser/vr/model/camera_model.h" |
| #include "chrome/browser/vr/model/model.h" |
| #include "chrome/browser/vr/pose_util.h" |
| #include "chrome/browser/vr/ui.h" |
| #include "chrome/browser/vr/ui_element_renderer.h" |
| #include "chrome/browser/vr/ui_scene.h" |
| #include "chrome/browser/vr/vr_gl_util.h" |
| #include "chrome/common/chrome_features.h" |
| #include "content/public/common/content_features.h" |
| #include "device/vr/android/gvr/gvr_delegate.h" |
| #include "device/vr/android/gvr/gvr_device.h" |
| #include "device/vr/android/gvr/gvr_gamepad_data_provider.h" |
| #include "third_party/WebKit/public/platform/WebGestureEvent.h" |
| #include "ui/gfx/geometry/angle_conversions.h" |
| #include "ui/gl/android/scoped_java_surface.h" |
| #include "ui/gl/android/surface_texture.h" |
| #include "ui/gl/gl_bindings.h" |
| #include "ui/gl/gl_context.h" |
| #include "ui/gl/gl_fence_egl.h" |
| #include "ui/gl/gl_surface.h" |
| #include "ui/gl/init/gl_factory.h" |
| |
| namespace vr_shell { |
| |
| namespace { |
| static constexpr float kZNear = 0.1f; |
| // This should be kept fairly small with current reticle rendering technique |
| // which requires fairly high precision to draw on top of elements correctly. |
| static constexpr float kZFar = 100.0f; |
| |
| // GVR buffer indices for use with viewport->SetSourceBufferIndex |
| // or frame.BindBuffer. We use one for world content (with reprojection) |
| // including main VrShell and WebVR content plus world-space UI. |
| static constexpr int kFramePrimaryBuffer = 0; |
| static constexpr int kFrameWebVrBrowserUiBuffer = 1; |
| |
| // When display UI on top of WebVR, we use a seperate buffer. Normally, the |
| // buffer is set to recommended size to get best visual (i.e the buffer for |
| // rendering ChromeVR). We divide the recommended buffer size by this number to |
| // improve performance. |
| // We calculate a smaller FOV and UV per frame which includes all visible |
| // elements. This allows us rendering UI at the same quality with a smaller |
| // buffer. |
| // Use 2 for now, we can probably make the buffer even smaller. |
| static constexpr float kWebVrBrowserUiSizeFactor = 2.f; |
| |
| // The GVR viewport list has two entries (left eye and right eye) for each |
| // GVR buffer. |
| static constexpr int kViewportListPrimaryOffset = 0; |
| static constexpr int kViewportListWebVrBrowserUiOffset = 2; |
| |
| // Buffer size large enough to handle the current backlog of poses which is |
| // 2-3 frames. |
| static constexpr unsigned kPoseRingBufferSize = 8; |
| |
| // Number of frames to use for sliding averages for pose timings, |
| // as used for estimating prediction times. |
| static constexpr unsigned kWebVRSlidingAverageSize = 5; |
| |
| // Criteria for considering holding the app button in combination with |
| // controller movement as a gesture. |
| static constexpr float kMinAppButtonGestureAngleRad = 0.25; |
| |
| // Timeout for checking for the WebVR rendering GL fence. If the timeout is |
| // reached, yield to let other tasks execute before rechecking. |
| static constexpr base::TimeDelta kWebVRFenceCheckTimeout = |
| base::TimeDelta::FromMicroseconds(2000); |
| |
| static constexpr int kWebVrInitialFrameTimeoutSeconds = 5; |
| static constexpr int kWebVrSpinnerTimeoutSeconds = 2; |
| |
| static constexpr int kNumSamplesPerPixelBrowserUi = 2; |
| static constexpr int kNumSamplesPerPixelWebVr = 1; |
| |
| static constexpr float kRedrawSceneAngleDeltaDegrees = 1.0; |
| |
| static gvr_keyboard_context* keyboard_context; |
| |
| // TODO(ymalik,crbug.com/780318): This callback is temporary until we have an |
| // editable input field. |
| void OnKeyboardEvent(void*, int32_t event) { |
| switch (event) { |
| case GVR_KEYBOARD_ERROR_UNKNOWN: |
| LOG(ERROR) << "Unknown GVR keyboard error."; |
| break; |
| case GVR_KEYBOARD_ERROR_SERVICE_NOT_CONNECTED: |
| LOG(ERROR) << "GVR keyboard service not connected."; |
| break; |
| case GVR_KEYBOARD_ERROR_NO_LOCALES_FOUND: |
| LOG(ERROR) << "No GVR keyboard locales found."; |
| break; |
| case GVR_KEYBOARD_ERROR_SDK_LOAD_FAILED: |
| LOG(ERROR) << "GVR keyboard sdk load failed."; |
| break; |
| case GVR_KEYBOARD_SHOWN: |
| DVLOG(1) << "GVR keyboard shown."; |
| break; |
| case GVR_KEYBOARD_HIDDEN: |
| DVLOG(1) << "GVR keyboard hidden."; |
| break; |
| case GVR_KEYBOARD_TEXT_UPDATED: { |
| char* text = gvr_keyboard_get_text(keyboard_context); |
| DVLOG(1) << "GVR keyboard text updated: " << text; |
| free(reinterpret_cast<void*>(text)); |
| } break; |
| case GVR_KEYBOARD_TEXT_COMMITTED: { |
| char* text = gvr_keyboard_get_text(keyboard_context); |
| DVLOG(1) << "GVR keyboard text updated: " << text; |
| free(reinterpret_cast<void*>(text)); |
| gvr_keyboard_set_text(keyboard_context, ""); |
| } break; |
| default: |
| NOTREACHED(); |
| } |
| } |
| |
| gfx::Transform PerspectiveMatrixFromView(const gvr::Rectf& fov, |
| float z_near, |
| float z_far) { |
| gfx::Transform result; |
| const float x_left = -std::tan(gfx::DegToRad(fov.left)) * z_near; |
| const float x_right = std::tan(gfx::DegToRad(fov.right)) * z_near; |
| const float y_bottom = -std::tan(gfx::DegToRad(fov.bottom)) * z_near; |
| const float y_top = std::tan(gfx::DegToRad(fov.top)) * z_near; |
| |
| DCHECK(x_left < x_right && y_bottom < y_top && z_near < z_far && |
| z_near > 0.0f && z_far > 0.0f); |
| const float X = (2 * z_near) / (x_right - x_left); |
| const float Y = (2 * z_near) / (y_top - y_bottom); |
| const float A = (x_right + x_left) / (x_right - x_left); |
| const float B = (y_top + y_bottom) / (y_top - y_bottom); |
| const float C = (z_near + z_far) / (z_near - z_far); |
| const float D = (2 * z_near * z_far) / (z_near - z_far); |
| |
| // The gfx::Transform default ctor initializes the transform to the identity, |
| // so we must zero out a few values along the diagonal here. |
| result.matrix().set(0, 0, X); |
| result.matrix().set(0, 2, A); |
| result.matrix().set(1, 1, Y); |
| result.matrix().set(1, 2, B); |
| result.matrix().set(2, 2, C); |
| result.matrix().set(2, 3, D); |
| result.matrix().set(3, 2, -1); |
| result.matrix().set(3, 3, 0); |
| |
| return result; |
| } |
| |
| void TransformToGvrMat(const gfx::Transform& in, gvr::Mat4f* out) { |
| for (int i = 0; i < 4; ++i) { |
| for (int j = 0; j < 4; ++j) { |
| out->m[i][j] = in.matrix().get(i, j); |
| } |
| } |
| } |
| |
| void GvrMatToTransform(const gvr::Mat4f& in, gfx::Transform* out) { |
| for (int i = 0; i < 4; ++i) { |
| for (int j = 0; j < 4; ++j) { |
| out->matrix().set(i, j, in.m[i][j]); |
| } |
| } |
| } |
| |
| gvr::Rectf UVFromGfxRect(gfx::RectF rect) { |
| return {rect.x(), rect.x() + rect.width(), 1.0f - rect.bottom(), |
| 1.0f - rect.y()}; |
| } |
| |
| gfx::RectF GfxRectFromUV(gvr::Rectf rect) { |
| return gfx::RectF(rect.left, 1.0 - rect.top, rect.right - rect.left, |
| rect.top - rect.bottom); |
| } |
| |
| void LoadControllerMeshTask( |
| base::WeakPtr<VrShellGl> weak_vr_shell_gl, |
| scoped_refptr<base::SingleThreadTaskRunner> task_runner) { |
| auto controller_mesh = vr::ControllerMesh::LoadFromResources(); |
| if (controller_mesh) { |
| task_runner->PostTask( |
| FROM_HERE, base::Bind(&VrShellGl::SetControllerMesh, weak_vr_shell_gl, |
| base::Passed(&controller_mesh))); |
| } |
| } |
| |
| } // namespace |
| |
| VrShellGl::VrShellGl(GlBrowserInterface* browser_interface, |
| std::unique_ptr<vr::Ui> ui, |
| gvr_context* gvr_api, |
| bool reprojected_rendering, |
| bool daydream_support, |
| bool start_in_web_vr_mode) |
| : ui_(std::move(ui)), |
| web_vr_mode_(start_in_web_vr_mode), |
| surfaceless_rendering_(reprojected_rendering), |
| daydream_support_(daydream_support), |
| task_runner_(base::ThreadTaskRunnerHandle::Get()), |
| binding_(this), |
| browser_(browser_interface), |
| fps_meter_(new vr::FPSMeter()), |
| webvr_js_time_(new vr::SlidingAverage(kWebVRSlidingAverageSize)), |
| webvr_render_time_(new vr::SlidingAverage(kWebVRSlidingAverageSize)), |
| weak_ptr_factory_(this) { |
| GvrInit(gvr_api); |
| } |
| |
| VrShellGl::~VrShellGl() { |
| ClosePresentationBindings(); |
| if (keyboard_enabled_) { |
| gvr_keyboard_destroy(&gvr_keyboard_); |
| } |
| } |
| |
| void VrShellGl::Initialize() { |
| if (surfaceless_rendering_) { |
| // If we're rendering surfaceless, we'll never get a java surface to render |
| // into, so we can initialize GL right away. |
| InitializeGl(nullptr); |
| } |
| } |
| |
| void VrShellGl::InitializeGl(gfx::AcceleratedWidget window) { |
| bool reinitializing = ready_to_draw_; |
| |
| // We should only ever re-initialize when our surface is destroyed, which |
| // should only ever happen when drawing to a surface. |
| CHECK(!reinitializing || !surfaceless_rendering_); |
| if (gl::GetGLImplementation() == gl::kGLImplementationNone && |
| !gl::init::InitializeGLOneOff()) { |
| LOG(ERROR) << "gl::init::InitializeGLOneOff failed"; |
| ForceExitVr(); |
| return; |
| } |
| if (window) { |
| CHECK(!surfaceless_rendering_); |
| surface_ = gl::init::CreateViewGLSurface(window); |
| } else { |
| CHECK(surfaceless_rendering_); |
| surface_ = gl::init::CreateOffscreenGLSurface(gfx::Size()); |
| } |
| if (!surface_.get()) { |
| LOG(ERROR) << "gl::init::CreateOffscreenGLSurface failed"; |
| ForceExitVr(); |
| return; |
| } |
| |
| context_ = gl::init::CreateGLContext(nullptr, surface_.get(), |
| gl::GLContextAttribs()); |
| if (!context_.get()) { |
| LOG(ERROR) << "gl::init::CreateGLContext failed"; |
| ForceExitVr(); |
| return; |
| } |
| if (!context_->MakeCurrent(surface_.get())) { |
| LOG(ERROR) << "gl::GLContext::MakeCurrent() failed"; |
| ForceExitVr(); |
| return; |
| } |
| |
| glDisable(GL_DEPTH_TEST); |
| glDepthMask(GL_FALSE); |
| |
| unsigned int textures[2]; |
| glGenTextures(2, textures); |
| unsigned int content_texture_id = textures[0]; |
| webvr_texture_id_ = textures[1]; |
| content_surface_texture_ = gl::SurfaceTexture::Create(content_texture_id); |
| webvr_surface_texture_ = gl::SurfaceTexture::Create(webvr_texture_id_); |
| CreateContentSurface(); |
| content_surface_texture_->SetFrameAvailableCallback(base::Bind( |
| &VrShellGl::OnContentFrameAvailable, weak_ptr_factory_.GetWeakPtr())); |
| webvr_surface_texture_->SetFrameAvailableCallback(base::Bind( |
| &VrShellGl::OnWebVRFrameAvailable, weak_ptr_factory_.GetWeakPtr())); |
| content_surface_texture_->SetDefaultBufferSize( |
| content_tex_physical_size_.width(), content_tex_physical_size_.height()); |
| |
| if (!reinitializing) |
| InitializeRenderer(); |
| |
| ui_->OnGlInitialized(content_texture_id, |
| vr::UiElementRenderer::kTextureLocationExternal, true); |
| |
| vr::Assets::GetInstance()->LoadWhenComponentReady(base::BindOnce( |
| &VrShellGl::OnAssetsLoaded, weak_ptr_factory_.GetWeakPtr())); |
| |
| webvr_vsync_align_ = base::FeatureList::IsEnabled(features::kWebVrVsyncAlign); |
| |
| if (daydream_support_ && !reinitializing) { |
| base::PostTaskWithTraits( |
| FROM_HERE, {base::TaskPriority::BACKGROUND}, |
| base::Bind(LoadControllerMeshTask, weak_ptr_factory_.GetWeakPtr(), |
| task_runner_)); |
| } |
| |
| if (reinitializing && mailbox_bridge_) { |
| mailbox_bridge_ = nullptr; |
| CreateOrResizeWebVRSurface(webvr_surface_size_); |
| } |
| |
| ready_to_draw_ = true; |
| if (!paused_ && !reinitializing) |
| OnVSync(base::TimeTicks::Now()); |
| } |
| |
| void VrShellGl::CreateContentSurface() { |
| content_surface_ = |
| base::MakeUnique<gl::ScopedJavaSurface>(content_surface_texture_.get()); |
| browser_->ContentSurfaceChanged(content_surface_->j_surface().obj()); |
| } |
| |
| void VrShellGl::CreateOrResizeWebVRSurface(const gfx::Size& size) { |
| if (!webvr_surface_texture_) { |
| DLOG(ERROR) << "No WebVR surface texture available"; |
| return; |
| } |
| |
| // ContentPhysicalBoundsChanged is getting called twice with |
| // identical sizes? Avoid thrashing the existing context. |
| if (mailbox_bridge_ && (size == webvr_surface_size_)) { |
| return; |
| } |
| |
| if (!size.width() || !size.height()) { |
| // Invalid size, defer until a new size arrives on a future bounds update. |
| return; |
| } |
| |
| webvr_surface_texture_->SetDefaultBufferSize(size.width(), size.height()); |
| webvr_surface_size_ = size; |
| |
| if (mailbox_bridge_) { |
| mailbox_bridge_->ResizeSurface(size.width(), size.height()); |
| } else { |
| mailbox_bridge_ = base::MakeUnique<MailboxToSurfaceBridge>(); |
| mailbox_bridge_->CreateSurface(webvr_surface_texture_.get()); |
| } |
| } |
| |
| void VrShellGl::SubmitFrame(int16_t frame_index, |
| const gpu::MailboxHolder& mailbox) { |
| TRACE_EVENT0("gpu", "VrShellGl::SubmitWebVRFrame"); |
| |
| // submit_client_ could be null when we exit presentation, if there were |
| // pending SubmitFrame messages queued. VRDisplayClient::OnExitPresent |
| // will clean up state in blink, so it doesn't wait for |
| // OnSubmitFrameTransferred or OnSubmitFrameRendered. |
| if (!submit_client_.get()) |
| return; |
| |
| if (frame_index < 0 || |
| !webvr_frame_oustanding_[frame_index % kPoseRingBufferSize]) { |
| mojo::ReportBadMessage("SubmitFrame called with an invalid frame_index"); |
| binding_.Close(); |
| return; |
| } |
| |
| webvr_time_js_submit_[frame_index % kPoseRingBufferSize] = |
| base::TimeTicks::Now(); |
| |
| // Swapping twice on a Surface without calling updateTexImage in |
| // between can lose frames, so don't draw+swap if we already have |
| // a pending frame we haven't consumed yet. |
| bool swapped = false; |
| if (pending_frames_.empty()) { |
| swapped = mailbox_bridge_->CopyMailboxToSurfaceAndSwap(mailbox); |
| if (swapped) { |
| // Tell OnWebVRFrameAvailable to expect a new frame to arrive on |
| // the SurfaceTexture, and save the associated frame index. |
| pending_frames_.emplace(frame_index); |
| } |
| } |
| // Always notify the client that we're done with the mailbox even |
| // if we haven't drawn it, so that it's eligible for destruction. |
| submit_client_->OnSubmitFrameTransferred(true); |
| if (!swapped) { |
| // We dropped without drawing, report this as completed rendering |
| // now to unblock the client. We're not going to receive it in |
| // OnWebVRFrameAvailable where we'd normally report that. |
| submit_client_->OnSubmitFrameRendered(); |
| } |
| } |
| |
| void VrShellGl::SubmitFrameWithTextureHandle( |
| int16_t frame_index, |
| mojo::ScopedHandle texture_handle) { |
| NOTREACHED(); |
| } |
| |
| void VrShellGl::ConnectPresentingService( |
| device::mojom::VRSubmitFrameClientPtrInfo submit_client_info, |
| device::mojom::VRPresentationProviderRequest request, |
| device::mojom::VRDisplayInfoPtr display_info) { |
| ClosePresentationBindings(); |
| submit_client_.Bind(std::move(submit_client_info)); |
| binding_.Bind(std::move(request)); |
| gfx::Size webvr_size( |
| display_info->leftEye->renderWidth + display_info->rightEye->renderWidth, |
| display_info->leftEye->renderHeight); |
| DVLOG(1) << __FUNCTION__ << ": resize initial to " << webvr_size.width() |
| << "x" << webvr_size.height(); |
| |
| CreateOrResizeWebVRSurface(webvr_size); |
| ScheduleOrCancelWebVrFrameTimeout(); |
| } |
| |
| void VrShellGl::OnSwapContents(int new_content_id) { |
| ui_->OnSwapContents(new_content_id); |
| } |
| |
| void VrShellGl::OnContentFrameAvailable() { |
| content_surface_texture_->UpdateTexImage(); |
| content_frame_available_ = true; |
| } |
| |
| void VrShellGl::OnWebVRFrameAvailable() { |
| // A "while" loop here is a bad idea. It's legal to call |
| // UpdateTexImage repeatedly even if no frames are available, but |
| // that does *not* wait for a new frame, it just reuses the most |
| // recent one. That would mess up the count. |
| if (pending_frames_.empty()) { |
| // We're expecting a frame, but it's not here yet. Retry in OnVsync. |
| ++premature_received_frames_; |
| return; |
| } |
| |
| webvr_surface_texture_->UpdateTexImage(); |
| int frame_index = pending_frames_.front(); |
| TRACE_EVENT1("gpu", "VrShellGl::OnWebVRFrameAvailable", "frame", frame_index); |
| pending_frames_.pop(); |
| |
| ui_->OnWebVrFrameAvailable(); |
| |
| if (web_vr_mode_) |
| ++webvr_frames_received_; |
| |
| DrawFrame(frame_index, base::TimeTicks::Now()); |
| ScheduleOrCancelWebVrFrameTimeout(); |
| } |
| |
| void VrShellGl::ScheduleOrCancelWebVrFrameTimeout() { |
| // TODO(mthiesse): We should also timeout after the initial frame to prevent |
| // bad experiences, but we have to be careful to handle things like splash |
| // screens correctly. For now just ensure we receive a first frame. |
| if (!web_vr_mode_ || webvr_frames_received_ > 0) { |
| webvr_frame_timeout_.Cancel(); |
| webvr_spinner_timeout_.Cancel(); |
| return; |
| } |
| webvr_spinner_timeout_.Reset( |
| base::Bind(&VrShellGl::OnWebVrTimeoutImminent, base::Unretained(this))); |
| task_runner_->PostDelayedTask( |
| FROM_HERE, webvr_spinner_timeout_.callback(), |
| base::TimeDelta::FromSeconds(kWebVrSpinnerTimeoutSeconds)); |
| webvr_frame_timeout_.Reset( |
| base::Bind(&VrShellGl::OnWebVrFrameTimedOut, base::Unretained(this))); |
| task_runner_->PostDelayedTask( |
| FROM_HERE, webvr_frame_timeout_.callback(), |
| base::TimeDelta::FromSeconds(kWebVrInitialFrameTimeoutSeconds)); |
| } |
| |
| void VrShellGl::OnWebVrFrameTimedOut() { |
| ui_->OnWebVrTimedOut(); |
| } |
| |
| void VrShellGl::OnWebVrTimeoutImminent() { |
| ui_->OnWebVrTimeoutImminent(); |
| } |
| |
| void VrShellGl::GvrInit(gvr_context* gvr_api) { |
| gvr_api_ = gvr::GvrApi::WrapNonOwned(gvr_api); |
| controller_.reset(new VrController(gvr_api)); |
| ui_->OnPlatformControllerInitialized(controller_.get()); |
| |
| VrMetricsUtil::LogVrViewerType(gvr_api_->GetViewerType()); |
| |
| cardboard_ = |
| (gvr_api_->GetViewerType() == gvr::ViewerType::GVR_VIEWER_TYPE_CARDBOARD); |
| if (cardboard_ && web_vr_mode_) { |
| browser_->ToggleCardboardGamepad(true); |
| } |
| } |
| |
| void VrShellGl::InitializeRenderer() { |
| gvr_api_->InitializeGl(); |
| CreateKeyboard(); |
| gfx::Transform head_pose; |
| device::GvrDelegate::GetGvrPoseWithNeckModel(gvr_api_.get(), &head_pose); |
| webvr_head_pose_.assign(kPoseRingBufferSize, head_pose); |
| webvr_time_pose_.assign(kPoseRingBufferSize, base::TimeTicks()); |
| webvr_frame_oustanding_.assign(kPoseRingBufferSize, false); |
| webvr_time_js_submit_.assign(kPoseRingBufferSize, base::TimeTicks()); |
| |
| // For kFramePrimaryBuffer (primary VrShell and WebVR content) |
| specs_.push_back(gvr_api_->CreateBufferSpec()); |
| specs_.push_back(gvr_api_->CreateBufferSpec()); |
| |
| gvr::Sizei render_size_default = specs_[kFramePrimaryBuffer].GetSize(); |
| render_size_default_ = {render_size_default.width, |
| render_size_default.height}; |
| |
| specs_[kFramePrimaryBuffer].SetSamples( |
| web_vr_mode_ ? kNumSamplesPerPixelWebVr : kNumSamplesPerPixelBrowserUi); |
| specs_[kFramePrimaryBuffer].SetDepthStencilFormat( |
| GVR_DEPTH_STENCIL_FORMAT_NONE); |
| |
| specs_[kFrameWebVrBrowserUiBuffer].SetSize( |
| {render_size_default.width / kWebVrBrowserUiSizeFactor, |
| render_size_default.height / kWebVrBrowserUiSizeFactor}); |
| specs_[kFrameWebVrBrowserUiBuffer].SetSamples(2); |
| specs_[kFrameWebVrBrowserUiBuffer].SetDepthStencilFormat( |
| GVR_DEPTH_STENCIL_FORMAT_NONE); |
| render_size_webvr_ui_ = { |
| render_size_default.width / kWebVrBrowserUiSizeFactor, |
| render_size_default.height / kWebVrBrowserUiSizeFactor}; |
| |
| swap_chain_ = |
| base::MakeUnique<gvr::SwapChain>(gvr_api_->CreateSwapChain(specs_)); |
| |
| // Allocate a buffer viewport for use in UI drawing. This isn't |
| // initialized at this point, it'll be set from other viewport list |
| // entries as needed. |
| buffer_viewport_.reset( |
| new gvr::BufferViewport(gvr_api_->CreateBufferViewport())); |
| |
| // Set up main content viewports. The list has two elements, 0=left |
| // eye and 1=right eye. |
| buffer_viewport_list_.reset( |
| new gvr::BufferViewportList(gvr_api_->CreateEmptyBufferViewportList())); |
| buffer_viewport_list_->SetToRecommendedBufferViewports(); |
| |
| // Set up WebVR Browser UI viewports, these will be elements 2=left eye |
| // and 3=right eye. |
| webvr_browser_ui_left_viewport_.reset( |
| new gvr::BufferViewport(gvr_api_->CreateBufferViewport())); |
| buffer_viewport_list_->GetBufferViewport( |
| GVR_LEFT_EYE, webvr_browser_ui_left_viewport_.get()); |
| webvr_browser_ui_left_viewport_->SetSourceBufferIndex( |
| kFrameWebVrBrowserUiBuffer); |
| |
| webvr_browser_ui_right_viewport_.reset( |
| new gvr::BufferViewport(gvr_api_->CreateBufferViewport())); |
| buffer_viewport_list_->GetBufferViewport( |
| GVR_RIGHT_EYE, webvr_browser_ui_right_viewport_.get()); |
| webvr_browser_ui_right_viewport_->SetSourceBufferIndex( |
| kFrameWebVrBrowserUiBuffer); |
| |
| // Save copies of the first two viewport items for use by WebVR, it |
| // sets its own UV bounds. |
| webvr_left_viewport_.reset( |
| new gvr::BufferViewport(gvr_api_->CreateBufferViewport())); |
| buffer_viewport_list_->GetBufferViewport(GVR_LEFT_EYE, |
| webvr_left_viewport_.get()); |
| webvr_left_viewport_->SetSourceBufferIndex(kFramePrimaryBuffer); |
| |
| webvr_right_viewport_.reset( |
| new gvr::BufferViewport(gvr_api_->CreateBufferViewport())); |
| buffer_viewport_list_->GetBufferViewport(GVR_RIGHT_EYE, |
| webvr_right_viewport_.get()); |
| webvr_right_viewport_->SetSourceBufferIndex(kFramePrimaryBuffer); |
| |
| browser_->GvrDelegateReady(gvr_api_->GetViewerType()); |
| } |
| |
| void VrShellGl::UpdateController(const gfx::Transform& head_pose, |
| base::TimeTicks current_time) { |
| TRACE_EVENT0("gpu", "VrShellGl::UpdateController"); |
| gvr::Mat4f gvr_head_pose; |
| TransformToGvrMat(head_pose, &gvr_head_pose); |
| controller_->UpdateState(gvr_head_pose); |
| gfx::Point3F laser_origin = controller_->GetPointerStart(); |
| |
| device::GvrGamepadData controller_data = controller_->GetGamepadData(); |
| if (!ShouldDrawWebVr()) |
| controller_data.connected = false; |
| browser_->UpdateGamepadData(controller_data); |
| |
| HandleControllerInput(laser_origin, vr::GetForwardVector(head_pose), |
| current_time); |
| } |
| |
| void VrShellGl::HandleControllerInput(const gfx::Point3F& laser_origin, |
| const gfx::Vector3dF& head_direction, |
| base::TimeTicks current_time) { |
| if (is_exiting_) { |
| // When we're exiting, we don't show the reticle and the only input |
| // processing we do is to handle immediate exits. |
| SendImmediateExitRequestIfNecessary(); |
| return; |
| } |
| |
| gfx::Vector3dF ergo_neutral_pose; |
| if (!controller_->IsConnected()) { |
| // No controller detected, set up a gaze cursor that tracks the |
| // forward direction. |
| ergo_neutral_pose = {0.0f, 0.0f, -1.0f}; |
| controller_quat_ = |
| gfx::Quaternion(gfx::Vector3dF(0.0f, 0.0f, -1.0f), head_direction); |
| } else { |
| ergo_neutral_pose = {0.0f, -sin(kErgoAngleOffset), -cos(kErgoAngleOffset)}; |
| controller_quat_ = controller_->Orientation(); |
| } |
| |
| gfx::Transform mat(controller_quat_); |
| gfx::Vector3dF controller_direction = ergo_neutral_pose; |
| mat.TransformVector(&controller_direction); |
| |
| HandleControllerAppButtonActivity(controller_direction); |
| |
| if (ShouldDrawWebVr()) |
| return; |
| |
| vr::ControllerModel controller_model; |
| controller_->GetTransform(&controller_model.transform); |
| std::unique_ptr<GestureList> gesture_list_ptr = controller_->DetectGestures(); |
| GestureList& gesture_list = *gesture_list_ptr; |
| controller_model.touchpad_button_state = vr::UiInputManager::ButtonState::UP; |
| DCHECK(!(controller_->ButtonUpHappened(gvr::kControllerButtonClick) && |
| controller_->ButtonDownHappened(gvr::kControllerButtonClick))) |
| << "Cannot handle a button down and up event within one frame."; |
| if (controller_->ButtonState(gvr::kControllerButtonClick)) { |
| controller_model.touchpad_button_state = |
| vr::UiInputManager::ButtonState::DOWN; |
| } |
| controller_model.app_button_state = |
| controller_->ButtonState(gvr::kControllerButtonApp) |
| ? vr::UiInputManager::ButtonState::DOWN |
| : vr::UiInputManager::ButtonState::UP; |
| controller_model.home_button_state = |
| controller_->ButtonState(gvr::kControllerButtonHome) |
| ? vr::UiInputManager::ButtonState::DOWN |
| : vr::UiInputManager::ButtonState::UP; |
| controller_model.opacity = controller_->GetOpacity(); |
| controller_model.laser_direction = controller_direction; |
| controller_model.laser_origin = laser_origin; |
| controller_model_ = controller_model; |
| |
| vr::ReticleModel reticle_model; |
| ui_->input_manager()->HandleInput(current_time, controller_model, |
| &reticle_model, &gesture_list); |
| ui_->OnControllerUpdated(controller_model, reticle_model); |
| } |
| |
| void VrShellGl::SendImmediateExitRequestIfNecessary() { |
| gvr::ControllerButton buttons[] = { |
| gvr::kControllerButtonClick, gvr::kControllerButtonApp, |
| gvr::kControllerButtonHome, |
| }; |
| for (size_t i = 0; i < arraysize(buttons); ++i) { |
| if (controller_->ButtonUpHappened(buttons[i]) || |
| controller_->ButtonDownHappened(buttons[i])) { |
| browser_->ForceExitVr(); |
| } |
| } |
| } |
| |
| void VrShellGl::HandleControllerAppButtonActivity( |
| const gfx::Vector3dF& controller_direction) { |
| // Note that button up/down state is transient, so ButtonDownHappened only |
| // returns true for a single frame (and we're guaranteed not to miss it). |
| if (controller_->ButtonDownHappened( |
| gvr::ControllerButton::GVR_CONTROLLER_BUTTON_APP)) { |
| controller_start_direction_ = controller_direction; |
| } |
| |
| if (controller_->ButtonUpHappened( |
| gvr::ControllerButton::GVR_CONTROLLER_BUTTON_APP)) { |
| // TODO(ymalik,crbug.com/780318): We temporarily show and hide the keyboard |
| // when the app button is pressed. This behavior is behind a runtime enabled |
| // feature and should go away as soon as we have editable input fields. |
| show_keyboard_ = keyboard_enabled_ && !show_keyboard_; |
| if (keyboard_enabled_) { |
| if (show_keyboard_) { |
| gvr_keyboard_show(gvr_keyboard_); |
| } else { |
| gvr_keyboard_hide(gvr_keyboard_); |
| } |
| } |
| |
| // A gesture is a movement of the controller while holding the App button. |
| // If the angle of the movement is within a threshold, the action is |
| // considered a regular click |
| // TODO(asimjour1): We need to refactor the gesture recognition outside of |
| // VrShellGl. |
| vr::PlatformController::SwipeDirection direction = |
| vr::PlatformController::kSwipeDirectionNone; |
| gfx::Vector3dF a = controller_start_direction_; |
| gfx::Vector3dF b = controller_direction; |
| a.set_y(0); |
| b.set_y(0); |
| if (a.LengthSquared() * b.LengthSquared() > 0.0) { |
| float gesture_xz_angle = |
| acos(gfx::DotProduct(a, b) / a.Length() / b.Length()); |
| if (fabs(gesture_xz_angle) > kMinAppButtonGestureAngleRad) { |
| direction = gesture_xz_angle < 0 |
| ? vr::PlatformController::kSwipeDirectionLeft |
| : vr::PlatformController::kSwipeDirectionRight; |
| // Post a task, rather than calling the UI directly, so as not to modify |
| // UI state in the midst of frame rendering. |
| base::ThreadTaskRunnerHandle::Get()->PostTask( |
| FROM_HERE, base::Bind(&vr::Ui::OnAppButtonGesturePerformed, |
| base::Unretained(ui_.get()), direction)); |
| } |
| } |
| if (direction == vr::PlatformController::kSwipeDirectionNone) { |
| base::ThreadTaskRunnerHandle::Get()->PostTask( |
| FROM_HERE, |
| base::Bind(&vr::Ui::OnAppButtonClicked, base::Unretained(ui_.get()))); |
| } |
| } |
| } |
| |
| bool VrShellGl::ResizeForWebVR(int16_t frame_index) { |
| // Process all pending_bounds_ changes targeted for before this frame, being |
| // careful of wrapping frame indices. |
| static constexpr unsigned max = |
| std::numeric_limits<decltype(frame_index_)>::max(); |
| static_assert(max > kPoseRingBufferSize * 2, |
| "To detect wrapping, kPoseRingBufferSize must be smaller " |
| "than half of frame_index_ range."); |
| while (!pending_bounds_.empty()) { |
| uint16_t index = pending_bounds_.front().first; |
| // If index is less than the frame_index it's possible we've wrapped, so we |
| // extend the range and 'un-wrap' to account for this. |
| if (index < frame_index) |
| index += max; |
| // If the pending bounds change is for an upcoming frame within our buffer |
| // size, wait to apply it. Otherwise, apply it immediately. This guarantees |
| // that even if we miss many frames, the queue can't fill up with stale |
| // bounds. |
| if (index > frame_index && index <= frame_index + kPoseRingBufferSize) |
| break; |
| |
| const WebVrBounds& bounds = pending_bounds_.front().second; |
| webvr_left_viewport_->SetSourceUv(UVFromGfxRect(bounds.left_bounds)); |
| webvr_right_viewport_->SetSourceUv(UVFromGfxRect(bounds.right_bounds)); |
| DVLOG(1) << __FUNCTION__ << ": resize from pending_bounds to " |
| << bounds.source_size.width() << "x" |
| << bounds.source_size.height(); |
| CreateOrResizeWebVRSurface(bounds.source_size); |
| pending_bounds_.pop(); |
| } |
| if (render_info_primary_.surface_texture_size != webvr_surface_size_) { |
| if (!webvr_surface_size_.width()) { |
| // Don't try to resize to 0x0 pixels, drop frames until we get a valid |
| // size. |
| return false; |
| } |
| |
| render_info_primary_.surface_texture_size = webvr_surface_size_; |
| DVLOG(1) << __FUNCTION__ << ": resize GVR to " |
| << webvr_surface_size_.width() << "x" |
| << webvr_surface_size_.height(); |
| swap_chain_->ResizeBuffer( |
| kFramePrimaryBuffer, |
| {webvr_surface_size_.width(), webvr_surface_size_.height()}); |
| } |
| return true; |
| } |
| |
| void VrShellGl::UpdateSamples() { |
| // It is illegal to call SetSamples on the swap change if we have an acquired |
| // frame outstanding. Ensure that this is not the case here. |
| CHECK(!acquired_frame_); |
| int required_samples = ShouldDrawWebVr() ? kNumSamplesPerPixelWebVr |
| : kNumSamplesPerPixelBrowserUi; |
| if (specs_[kFramePrimaryBuffer].GetSamples() != required_samples) { |
| specs_[kFramePrimaryBuffer].SetSamples(required_samples); |
| swap_chain_ = |
| base::MakeUnique<gvr::SwapChain>(gvr_api_->CreateSwapChain(specs_)); |
| } |
| } |
| |
| void VrShellGl::UpdateEyeInfos(const gfx::Transform& head_pose, |
| int viewport_offset, |
| const gfx::Size& render_size, |
| vr::RenderInfo* out_render_info) { |
| for (auto eye : {GVR_LEFT_EYE, GVR_RIGHT_EYE}) { |
| vr::CameraModel& eye_info = (eye == GVR_LEFT_EYE) |
| ? out_render_info->left_eye_model |
| : out_render_info->right_eye_model; |
| eye_info.eye_type = |
| GVR_LEFT_EYE ? vr::EyeType::kLeftEye : vr::EyeType::kRightEye; |
| |
| buffer_viewport_list_->GetBufferViewport(eye + viewport_offset, |
| buffer_viewport_.get()); |
| |
| gfx::Transform eye_matrix; |
| GvrMatToTransform(gvr_api_->GetEyeFromHeadMatrix(eye), &eye_matrix); |
| eye_info.view_matrix = eye_matrix * head_pose; |
| |
| const gfx::RectF& rect = GfxRectFromUV(buffer_viewport_->GetSourceUv()); |
| eye_info.viewport = vr::CalculatePixelSpaceRect(render_size, rect); |
| |
| eye_info.proj_matrix = PerspectiveMatrixFromView( |
| buffer_viewport_->GetSourceFov(), kZNear, kZFar); |
| eye_info.view_proj_matrix = eye_info.proj_matrix * eye_info.view_matrix; |
| } |
| } |
| |
| void VrShellGl::DrawFrame(int16_t frame_index, base::TimeTicks current_time) { |
| TRACE_EVENT1("gpu", "VrShellGl::DrawFrame", "frame", frame_index); |
| if (!webvr_delayed_frame_submit_.IsCancelled()) { |
| webvr_delayed_frame_submit_.Cancel(); |
| DrawIntoAcquiredFrame(frame_index, current_time); |
| return; |
| } |
| |
| CHECK(!acquired_frame_); |
| |
| // Reset the viewport list to just the pair of viewports for the |
| // primary buffer each frame. Head-locked viewports get added by |
| // DrawVrShell if needed. |
| buffer_viewport_list_->SetToRecommendedBufferViewports(); |
| |
| // We may need to recreate the swap chain if we've switched between web vr and |
| // browsing mode. |
| UpdateSamples(); |
| |
| // If needed, resize the primary buffer for use with WebVR. Resizing |
| // needs to happen before acquiring a frame. |
| if (ShouldDrawWebVr()) { |
| if (!ResizeForWebVR(frame_index)) { |
| // We don't have a valid size yet, can't draw. |
| return; |
| } |
| buffer_viewport_list_->SetBufferViewport(GVR_LEFT_EYE, |
| *webvr_left_viewport_); |
| buffer_viewport_list_->SetBufferViewport(GVR_RIGHT_EYE, |
| *webvr_right_viewport_); |
| } else { |
| if (render_info_primary_.surface_texture_size != render_size_default_) { |
| render_info_primary_.surface_texture_size = render_size_default_; |
| swap_chain_->ResizeBuffer( |
| kFramePrimaryBuffer, |
| {render_info_primary_.surface_texture_size.width(), |
| render_info_primary_.surface_texture_size.height()}); |
| } |
| } |
| |
| // When using async reprojection, we need to know which pose was |
| // used in the WebVR app for drawing this frame and supply it when |
| // submitting. Technically we don't need a pose if not reprojecting, |
| // but keeping it uninitialized seems likely to cause problems down |
| // the road. Copying it is cheaper than fetching a new one. |
| if (ShouldDrawWebVr()) { |
| static_assert(!((kPoseRingBufferSize - 1) & kPoseRingBufferSize), |
| "kPoseRingBufferSize must be a power of 2"); |
| render_info_primary_.head_pose = |
| webvr_head_pose_[frame_index % kPoseRingBufferSize]; |
| webvr_frame_oustanding_[frame_index % kPoseRingBufferSize] = false; |
| } else { |
| device::GvrDelegate::GetGvrPoseWithNeckModel( |
| gvr_api_.get(), &render_info_primary_.head_pose); |
| } |
| |
| gfx::Vector3dF forward_vector = |
| vr::GetForwardVector(render_info_primary_.head_pose); |
| |
| // Update the render position of all UI elements (including desktop). |
| bool scene_changed = ui_->scene()->OnBeginFrame(current_time, forward_vector); |
| |
| // WebVR handles controller input in OnVsync. |
| if (!ShouldDrawWebVr()) |
| UpdateController(render_info_primary_.head_pose, current_time); |
| |
| bool textures_changed = ui_->scene()->UpdateTextures(); |
| |
| // TODO(mthiesse): Determine if a visible controller is actually drawn in the |
| // viewport. |
| bool controller_dirty = ui_->IsControllerVisible(); |
| |
| // TODO(mthiesse): Refine this notion of when we need to redraw. If only a |
| // portion of the screen is dirtied, we can update just redraw that portion. |
| bool redraw_needed = controller_dirty || scene_changed || textures_changed || |
| content_frame_available_; |
| |
| bool head_moved = vr::HeadMoveExceedsThreshold(last_used_head_pose_, |
| render_info_primary_.head_pose, |
| kRedrawSceneAngleDeltaDegrees); |
| |
| bool dirty = ShouldDrawWebVr() || head_moved || redraw_needed; |
| |
| if (!dirty && ui_->SkipsRedrawWhenNotDirty()) |
| return; |
| |
| TRACE_EVENT_BEGIN0("gpu", "VrShellGl::AcquireFrame"); |
| acquired_frame_ = swap_chain_->AcquireFrame(); |
| TRACE_EVENT_END0("gpu", "VrShellGl::AcquireFrame"); |
| if (!acquired_frame_) |
| return; |
| |
| DrawIntoAcquiredFrame(frame_index, current_time); |
| } |
| |
| void VrShellGl::DrawIntoAcquiredFrame(int16_t frame_index, |
| base::TimeTicks current_time) { |
| TRACE_EVENT1("gpu", "VrShellGl::DrawIntoAcquiredFrame", "frame", frame_index); |
| |
| last_used_head_pose_ = render_info_primary_.head_pose; |
| |
| acquired_frame_.BindBuffer(kFramePrimaryBuffer); |
| |
| // We're redrawing over the entire viewport, but it's generally more |
| // efficient on mobile tiling GPUs to clear anyway as a hint that |
| // we're done with the old content. TODO(klausw,crbug.com/700389): |
| // investigate using glDiscardFramebufferEXT here since that's more |
| // efficient on desktop, but it would need a capability check since |
| // it's not supported on older devices such as Nexus 5X. |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| if (ShouldDrawWebVr()) |
| DrawWebVr(); |
| |
| UpdateEyeInfos(render_info_primary_.head_pose, kViewportListPrimaryOffset, |
| render_info_primary_.surface_texture_size, |
| &render_info_primary_); |
| |
| // Measure projected content size and bubble up if delta exceeds threshold. |
| ui_->OnProjMatrixChanged(render_info_primary_.left_eye_model.proj_matrix); |
| |
| // At this point, we draw non-WebVR content that could, potentially, fill the |
| // viewport. NB: this is not just 2d browsing stuff, we may have a splash |
| // screen showing in WebVR mode that must also fill the screen. That said, |
| // while the splash screen is up ShouldDrawWebVr() will return false. |
| if (!ShouldDrawWebVr()) { |
| ui_->ui_renderer()->Draw(render_info_primary_); |
| |
| // Draw keyboard. TODO(ymalik,crbug.com/780135): Keyboard should be a UI |
| // element and this special rendering logic should move out of here. |
| DrawKeyboard(); |
| } |
| |
| content_frame_available_ = false; |
| acquired_frame_.Unbind(); |
| |
| std::vector<const vr::UiElement*> overlay_elements; |
| if (ShouldDrawWebVr()) { |
| overlay_elements = ui_->scene()->GetVisibleWebVrOverlayForegroundElements(); |
| } |
| |
| if (!overlay_elements.empty() && ShouldDrawWebVr()) { |
| // WebVR content may use an arbitray size buffer. We need to draw browser UI |
| // on a different buffer to make sure that our UI has enough resolution. |
| acquired_frame_.BindBuffer(kFrameWebVrBrowserUiBuffer); |
| |
| // Update recommended fov and uv per frame. |
| buffer_viewport_list_->GetBufferViewport(GVR_LEFT_EYE, |
| buffer_viewport_.get()); |
| const gvr::Rectf& fov_recommended_left = buffer_viewport_->GetSourceFov(); |
| buffer_viewport_list_->GetBufferViewport(GVR_RIGHT_EYE, |
| buffer_viewport_.get()); |
| const gvr::Rectf& fov_recommended_right = buffer_viewport_->GetSourceFov(); |
| |
| // Set render info to recommended setting. It will be used as our base for |
| // optimization. |
| vr::RenderInfo render_info_webvr_browser_ui; |
| render_info_webvr_browser_ui.head_pose = render_info_primary_.head_pose; |
| webvr_browser_ui_left_viewport_->SetSourceFov(fov_recommended_left); |
| webvr_browser_ui_right_viewport_->SetSourceFov(fov_recommended_right); |
| buffer_viewport_list_->SetBufferViewport( |
| kViewportListWebVrBrowserUiOffset + GVR_LEFT_EYE, |
| *webvr_browser_ui_left_viewport_); |
| buffer_viewport_list_->SetBufferViewport( |
| kViewportListWebVrBrowserUiOffset + GVR_RIGHT_EYE, |
| *webvr_browser_ui_right_viewport_); |
| UpdateEyeInfos(render_info_webvr_browser_ui.head_pose, |
| kViewportListWebVrBrowserUiOffset, render_size_webvr_ui_, |
| &render_info_webvr_browser_ui); |
| gvr::Rectf minimal_fov; |
| GetMinimalFov(render_info_webvr_browser_ui.left_eye_model.view_matrix, |
| overlay_elements, fov_recommended_left, kZNear, &minimal_fov); |
| webvr_browser_ui_left_viewport_->SetSourceFov(minimal_fov); |
| |
| GetMinimalFov(render_info_webvr_browser_ui.right_eye_model.view_matrix, |
| overlay_elements, fov_recommended_right, kZNear, |
| &minimal_fov); |
| webvr_browser_ui_right_viewport_->SetSourceFov(minimal_fov); |
| |
| buffer_viewport_list_->SetBufferViewport( |
| kViewportListWebVrBrowserUiOffset + GVR_LEFT_EYE, |
| *webvr_browser_ui_left_viewport_); |
| buffer_viewport_list_->SetBufferViewport( |
| kViewportListWebVrBrowserUiOffset + GVR_RIGHT_EYE, |
| *webvr_browser_ui_right_viewport_); |
| UpdateEyeInfos(render_info_webvr_browser_ui.head_pose, |
| kViewportListWebVrBrowserUiOffset, render_size_webvr_ui_, |
| &render_info_webvr_browser_ui); |
| |
| ui_->ui_renderer()->DrawWebVrOverlayForeground( |
| render_info_webvr_browser_ui); |
| |
| acquired_frame_.Unbind(); |
| } |
| |
| if (ShouldDrawWebVr() && surfaceless_rendering_) { |
| // Continue with submit once a GL fence signals that current drawing |
| // operations have completed. |
| std::unique_ptr<gl::GLFenceEGL> fence = base::MakeUnique<gl::GLFenceEGL>(); |
| webvr_delayed_frame_submit_.Reset(base::Bind( |
| &VrShellGl::DrawFrameSubmitWhenReady, base::Unretained(this))); |
| task_runner_->PostTask( |
| FROM_HERE, |
| base::BindOnce(webvr_delayed_frame_submit_.callback(), frame_index, |
| render_info_primary_.head_pose, base::Passed(&fence))); |
| } else { |
| // Continue with submit immediately. |
| DrawFrameSubmitNow(frame_index, render_info_primary_.head_pose); |
| } |
| } |
| |
| void VrShellGl::CreateKeyboard() { |
| if (gvr_keyboard_) |
| return; |
| |
| keyboard_enabled_ = |
| base::FeatureList::IsEnabled(features::kVrBrowserKeyboard); |
| if (!keyboard_enabled_) |
| return; |
| |
| gvr_keyboard_ = gvr_keyboard_create(nullptr, OnKeyboardEvent); |
| if (!gvr_keyboard_) { |
| keyboard_enabled_ = false; |
| return; |
| } |
| keyboard_context = gvr_keyboard_; |
| |
| gvr_mat4f matrix; |
| gvr_keyboard_get_recommended_world_from_keyboard_matrix(2.0f, &matrix); |
| gvr_keyboard_set_world_from_keyboard_matrix(gvr_keyboard_, &matrix); |
| } |
| |
| void VrShellGl::DrawKeyboard() { |
| if (!keyboard_enabled_) |
| return; |
| |
| // Note that according to the keyboard API, these functions must be called |
| // every frame after the keyboard is created to process events, regardless of |
| // keyboard visibility. |
| gvr::ClockTimePoint target_time = gvr::GvrApi::GetTimePointNow(); |
| gvr_keyboard_set_frame_time(gvr_keyboard_, &target_time); |
| gvr_keyboard_advance_frame(gvr_keyboard_); |
| |
| if (!show_keyboard_) |
| return; |
| |
| bool pressed = controller_->ButtonUpHappened( |
| gvr::ControllerButton::GVR_CONTROLLER_BUTTON_CLICK); |
| gvr_keyboard_update_button_state( |
| gvr_keyboard_, gvr::ControllerButton::GVR_CONTROLLER_BUTTON_CLICK, |
| pressed); |
| |
| gvr_vec3f start; |
| start.x = controller_model_.laser_origin.x(); |
| start.y = controller_model_.laser_origin.y(); |
| start.z = controller_model_.laser_origin.z(); |
| gvr_vec3f end; |
| end.x = start.x + controller_model_.laser_direction.x(); |
| end.y = start.y + controller_model_.laser_direction.y(); |
| end.z = start.z + controller_model_.laser_direction.z(); |
| gvr_vec3f hit_point; |
| gvr_keyboard_update_controller_ray(gvr_keyboard_, &start, &end, &hit_point); |
| for (auto eye : {GVR_LEFT_EYE, GVR_RIGHT_EYE}) { |
| vr::CameraModel& eye_info = (eye == GVR_LEFT_EYE) |
| ? render_info_primary_.left_eye_model |
| : render_info_primary_.right_eye_model; |
| gvr::Mat4f view_matrix; |
| TransformToGvrMat(eye_info.view_matrix, &view_matrix); |
| gvr_keyboard_set_eye_from_world_matrix(gvr_keyboard_, eye, &view_matrix); |
| |
| gvr::Mat4f proj_matrix; |
| TransformToGvrMat(eye_info.proj_matrix, &proj_matrix); |
| gvr_keyboard_set_projection_matrix(gvr_keyboard_, eye, &proj_matrix); |
| |
| gfx::Rect viewport_rect = eye_info.viewport; |
| const gvr::Recti viewport = {viewport_rect.x(), viewport_rect.right(), |
| viewport_rect.y(), viewport_rect.bottom()}; |
| gvr_keyboard_set_viewport(gvr_keyboard_, eye, &viewport); |
| gvr_keyboard_render(gvr_keyboard_, eye); |
| } |
| } |
| |
| void VrShellGl::DrawFrameSubmitWhenReady( |
| int16_t frame_index, |
| const gfx::Transform& head_pose, |
| std::unique_ptr<gl::GLFenceEGL> fence) { |
| if (fence) { |
| fence->ClientWaitWithTimeoutNanos(kWebVRFenceCheckTimeout.InMicroseconds() * |
| 1000); |
| if (!fence->HasCompleted()) { |
| webvr_delayed_frame_submit_.Reset(base::Bind( |
| &VrShellGl::DrawFrameSubmitWhenReady, base::Unretained(this))); |
| task_runner_->PostTask( |
| FROM_HERE, |
| base::BindOnce(webvr_delayed_frame_submit_.callback(), frame_index, |
| render_info_primary_.head_pose, base::Passed(&fence))); |
| return; |
| } |
| } |
| |
| webvr_delayed_frame_submit_.Cancel(); |
| DrawFrameSubmitNow(frame_index, head_pose); |
| } |
| |
| void VrShellGl::DrawFrameSubmitNow(int16_t frame_index, |
| const gfx::Transform& head_pose) { |
| TRACE_EVENT1("gpu", "VrShellGl::DrawFrameSubmitNow", "frame", frame_index); |
| |
| gvr::Mat4f mat; |
| TransformToGvrMat(head_pose, &mat); |
| acquired_frame_.Submit(*buffer_viewport_list_, mat); |
| CHECK(!acquired_frame_); |
| |
| // No need to swap buffers for surfaceless rendering. |
| if (!surfaceless_rendering_) { |
| // TODO(mthiesse): Support asynchronous SwapBuffers. |
| TRACE_EVENT0("gpu", "VrShellGl::SwapBuffers"); |
| surface_->SwapBuffers(base::Bind([](const gfx::PresentationFeedback&) {})); |
| } |
| |
| // Report rendering completion to WebVR so that it's permitted to submit |
| // a fresh frame. We could do this earlier, as soon as the frame got pulled |
| // off the transfer surface, but that appears to result in overstuffed |
| // buffers. |
| if (submit_client_) { |
| submit_client_->OnSubmitFrameRendered(); |
| } |
| |
| if (ShouldDrawWebVr()) { |
| base::TimeTicks now = base::TimeTicks::Now(); |
| base::TimeTicks pose_time = |
| webvr_time_pose_[frame_index % kPoseRingBufferSize]; |
| base::TimeTicks js_submit_time = |
| webvr_time_js_submit_[frame_index % kPoseRingBufferSize]; |
| int64_t pose_to_js_submit_us = |
| (js_submit_time - pose_time).InMicroseconds(); |
| webvr_js_time_->AddSample(pose_to_js_submit_us); |
| int64_t js_submit_to_gvr_submit_us = |
| (now - js_submit_time).InMicroseconds(); |
| webvr_render_time_->AddSample(js_submit_to_gvr_submit_us); |
| } |
| |
| // After saving the timestamp, fps will be available via GetFPS(). |
| // TODO(vollick): enable rendering of this framerate in a HUD. |
| fps_meter_->AddFrame(base::TimeTicks::Now()); |
| DVLOG(1) << "fps: " << fps_meter_->GetFPS(); |
| TRACE_COUNTER1("gpu", "WebVR FPS", fps_meter_->GetFPS()); |
| } |
| |
| bool VrShellGl::ShouldDrawWebVr() { |
| return web_vr_mode_ && ui_->ShouldRenderWebVr() && webvr_frames_received_ > 0; |
| } |
| |
| void VrShellGl::DrawWebVr() { |
| TRACE_EVENT0("gpu", "VrShellGl::DrawWebVr"); |
| // Don't need face culling, depth testing, blending, etc. Turn it all off. |
| glDisable(GL_CULL_FACE); |
| glDisable(GL_SCISSOR_TEST); |
| glDisable(GL_BLEND); |
| glDisable(GL_POLYGON_OFFSET_FILL); |
| |
| glViewport(0, 0, webvr_surface_size_.width(), webvr_surface_size_.height()); |
| ui_->ui_element_renderer()->DrawWebVr(webvr_texture_id_); |
| } |
| |
| void VrShellGl::OnPause() { |
| paused_ = true; |
| vsync_helper_.CancelVSyncRequest(); |
| controller_->OnPause(); |
| gvr_api_->PauseTracking(); |
| webvr_frame_timeout_.Cancel(); |
| webvr_spinner_timeout_.Cancel(); |
| } |
| |
| void VrShellGl::OnResume() { |
| paused_ = false; |
| gvr_api_->RefreshViewerProfile(); |
| gvr_api_->ResumeTracking(); |
| controller_->OnResume(); |
| if (!ready_to_draw_) |
| return; |
| vsync_helper_.CancelVSyncRequest(); |
| OnVSync(base::TimeTicks::Now()); |
| if (web_vr_mode_ && submit_client_) |
| ScheduleOrCancelWebVrFrameTimeout(); |
| } |
| |
| void VrShellGl::SetWebVrMode(bool enabled) { |
| web_vr_mode_ = enabled; |
| |
| if (web_vr_mode_ && submit_client_) { |
| ScheduleOrCancelWebVrFrameTimeout(); |
| } else { |
| webvr_frame_timeout_.Cancel(); |
| webvr_frames_received_ = 0; |
| } |
| |
| if (cardboard_) |
| browser_->ToggleCardboardGamepad(enabled); |
| |
| if (!web_vr_mode_) |
| ClosePresentationBindings(); |
| } |
| |
| void VrShellGl::ContentBoundsChanged(int width, int height) { |
| TRACE_EVENT0("gpu", "VrShellGl::ContentBoundsChanged"); |
| ui_->OnContentBoundsChanged(width, height); |
| } |
| |
| void VrShellGl::ContentPhysicalBoundsChanged(int width, int height) { |
| if (content_surface_texture_.get()) |
| content_surface_texture_->SetDefaultBufferSize(width, height); |
| content_tex_physical_size_.set_width(width); |
| content_tex_physical_size_.set_height(height); |
| } |
| |
| base::WeakPtr<VrShellGl> VrShellGl::GetWeakPtr() { |
| return weak_ptr_factory_.GetWeakPtr(); |
| } |
| |
| base::WeakPtr<vr::BrowserUiInterface> VrShellGl::GetBrowserUiWeakPtr() { |
| return ui_->GetBrowserUiWeakPtr(); |
| } |
| |
| void VrShellGl::SetControllerMesh(std::unique_ptr<vr::ControllerMesh> mesh) { |
| ui_->ui_element_renderer()->SetUpController(std::move(mesh)); |
| } |
| |
| void VrShellGl::OnVSync(base::TimeTicks frame_time) { |
| TRACE_EVENT0("gpu", "VrShellGl::OnVSync"); |
| // Create a synthetic VSync trace event for the reported last-VSync time. Use |
| // this specific type since it appears to be the only one which supports |
| // supplying a timestamp different from the current time, which is useful |
| // since we seem to be >1ms behind the vsync time when we receive this call. |
| // |
| // See third_party/catapult/tracing/tracing/extras/vsync/vsync_auditor.html |
| std::unique_ptr<base::trace_event::TracedValue> args = |
| base::MakeUnique<base::trace_event::TracedValue>(); |
| args->SetDouble( |
| "frame_time_us", |
| static_cast<double>((frame_time - base::TimeTicks()).InMicroseconds())); |
| TRACE_EVENT_INSTANT1("viz", "DisplayScheduler::BeginFrame", |
| TRACE_EVENT_SCOPE_THREAD, "args", std::move(args)); |
| |
| while (premature_received_frames_ > 0) { |
| TRACE_EVENT0("gpu", "VrShellGl::OnWebVRFrameAvailableRetry"); |
| --premature_received_frames_; |
| OnWebVRFrameAvailable(); |
| } |
| vsync_helper_.RequestVSync( |
| base::Bind(&VrShellGl::OnVSync, base::Unretained(this))); |
| |
| if (!callback_.is_null()) { |
| SendVSync(frame_time, base::ResetAndReturn(&callback_)); |
| } else { |
| pending_vsync_ = true; |
| pending_time_ = frame_time; |
| } |
| if (ShouldDrawWebVr()) { |
| // When drawing WebVR, controller input doesn't need to be synchronized with |
| // rendering as WebVR uses the gamepad api. To ensure we always handle input |
| // like app button presses, update the controller here, but not in |
| // DrawFrame. |
| gfx::Transform head_pose; |
| device::GvrDelegate::GetGvrPoseWithNeckModel(gvr_api_.get(), &head_pose); |
| UpdateController(head_pose, frame_time); |
| } else { |
| DrawFrame(-1, frame_time); |
| } |
| } |
| |
| void VrShellGl::GetVSync(GetVSyncCallback callback) { |
| // In surfaceless (reprojecting) rendering, stay locked |
| // to vsync intervals. Otherwise, for legacy Cardboard mode, |
| // run requested animation frames now if it missed a vsync. |
| if ((surfaceless_rendering_ && webvr_vsync_align_) || !pending_vsync_) { |
| if (!callback_.is_null()) { |
| mojo::ReportBadMessage( |
| "Requested VSync before waiting for response to previous request."); |
| ClosePresentationBindings(); |
| return; |
| } |
| callback_ = std::move(callback); |
| return; |
| } |
| pending_vsync_ = false; |
| SendVSync(pending_time_, std::move(callback)); |
| } |
| |
| void VrShellGl::ForceExitVr() { |
| browser_->ForceExitVr(); |
| } |
| |
| namespace { |
| bool ValidateRect(const gfx::RectF& bounds) { |
| // Bounds should be between 0 and 1, with positive width/height. |
| // We simply clamp to [0,1], but still validate that the bounds are not NAN. |
| return !std::isnan(bounds.width()) && !std::isnan(bounds.height()) && |
| !std::isnan(bounds.x()) && !std::isnan(bounds.y()); |
| } |
| |
| gfx::RectF ClampRect(gfx::RectF bounds) { |
| bounds.AdjustToFit(gfx::RectF(0, 0, 1, 1)); |
| return bounds; |
| } |
| |
| } // namespace |
| |
| void VrShellGl::UpdateLayerBounds(int16_t frame_index, |
| const gfx::RectF& left_bounds, |
| const gfx::RectF& right_bounds, |
| const gfx::Size& source_size) { |
| if (!ValidateRect(left_bounds) || !ValidateRect(right_bounds)) { |
| mojo::ReportBadMessage("UpdateLayerBounds called with invalid bounds"); |
| binding_.Close(); |
| return; |
| } |
| |
| if (frame_index >= 0 && |
| !webvr_frame_oustanding_[frame_index % kPoseRingBufferSize]) { |
| mojo::ReportBadMessage("UpdateLayerBounds called with invalid frame_index"); |
| binding_.Close(); |
| return; |
| } |
| |
| if (frame_index < 0) { |
| webvr_left_viewport_->SetSourceUv(UVFromGfxRect(ClampRect(left_bounds))); |
| webvr_right_viewport_->SetSourceUv(UVFromGfxRect(ClampRect(right_bounds))); |
| CreateOrResizeWebVRSurface(source_size); |
| |
| // clear all pending bounds |
| pending_bounds_ = base::queue<std::pair<uint8_t, WebVrBounds>>(); |
| } else { |
| pending_bounds_.emplace( |
| frame_index, WebVrBounds(left_bounds, right_bounds, source_size)); |
| } |
| } |
| |
| int64_t VrShellGl::GetPredictedFrameTimeNanos() { |
| int64_t frame_time_micros = |
| vsync_helper_.LastVSyncInterval().InMicroseconds(); |
| // If we aim to submit at vsync, that frame will start scanning out |
| // one vsync later. Add a half frame to split the difference between |
| // left and right eye. |
| int64_t js_micros = webvr_js_time_->GetAverageOrDefault(frame_time_micros); |
| int64_t render_micros = |
| webvr_render_time_->GetAverageOrDefault(frame_time_micros); |
| int64_t overhead_micros = frame_time_micros * 3 / 2; |
| int64_t expected_frame_micros = js_micros + render_micros + overhead_micros; |
| TRACE_COUNTER2("gpu", "WebVR frame time (ms)", "javascript", |
| js_micros / 1000.0, "rendering", render_micros / 1000.0); |
| TRACE_COUNTER1("gpu", "WebVR pose prediction (ms)", |
| expected_frame_micros / 1000.0); |
| return expected_frame_micros * 1000; |
| } |
| |
| void VrShellGl::SendVSync(base::TimeTicks time, GetVSyncCallback callback) { |
| uint8_t frame_index = frame_index_++; |
| |
| TRACE_EVENT1("input", "VrShellGl::SendVSync", "frame", frame_index); |
| |
| int64_t prediction_nanos = GetPredictedFrameTimeNanos(); |
| |
| gfx::Transform head_mat; |
| device::mojom::VRPosePtr pose = |
| device::GvrDelegate::GetVRPosePtrWithNeckModel(gvr_api_.get(), &head_mat, |
| prediction_nanos); |
| |
| webvr_head_pose_[frame_index % kPoseRingBufferSize] = head_mat; |
| webvr_frame_oustanding_[frame_index % kPoseRingBufferSize] = true; |
| webvr_time_pose_[frame_index % kPoseRingBufferSize] = base::TimeTicks::Now(); |
| |
| std::move(callback).Run( |
| std::move(pose), time - base::TimeTicks(), frame_index, |
| device::mojom::VRPresentationProvider::VSyncStatus::SUCCESS); |
| } |
| |
| void VrShellGl::ClosePresentationBindings() { |
| webvr_frame_timeout_.Cancel(); |
| submit_client_.reset(); |
| if (!callback_.is_null()) { |
| // When this Presentation provider is going away we have to respond to |
| // pending callbacks, so instead of providing a VSync, tell the requester |
| // the connection is closing. |
| base::ResetAndReturn(&callback_) |
| .Run(nullptr, base::TimeDelta(), -1, |
| device::mojom::VRPresentationProvider::VSyncStatus::CLOSING); |
| } |
| binding_.Close(); |
| } |
| |
| void VrShellGl::OnAssetsLoaded(bool success, |
| std::string environment, |
| const base::Version& component_version) { |
| if (!success) { |
| browser_->OnAssetsLoaded(vr::AssetsLoadStatus::kParseFailure, |
| component_version); |
| return; |
| } |
| if (environment != "zq7sax8chrtjchxysh7b\n") { |
| browser_->OnAssetsLoaded(vr::AssetsLoadStatus::kInvalidContent, |
| component_version); |
| return; |
| } |
| browser_->OnAssetsLoaded(vr::AssetsLoadStatus::kSuccess, component_version); |
| if (success && environment == "zq7sax8chrtjchxysh7b\n") { |
| VLOG(1) << "Successfully loaded VR assets component"; |
| } else { |
| VLOG(1) << "Failed to load VR assets component"; |
| } |
| } |
| |
| } // namespace vr_shell |