naiveproxy/device/vr/public/mojom/vr_service.mojom

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2018-08-15 01:19:20 +03:00
// Copyright 2015 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.
module device.mojom;
import "mojo/public/mojom/base/time.mojom";
import "gpu/ipc/common/mailbox_holder.mojom";
import "gpu/ipc/common/sync_token.mojom";
import "ui/display/mojo/display.mojom";
import "ui/gfx/geometry/mojo/geometry.mojom";
import "ui/gfx/mojo/gpu_fence_handle.mojom";
import "ui/gfx/mojo/transform.mojom";
//
// WebXR interfaces
//
// TODO: Use EnableIf to only define values on platforms that have
// implementations.
enum XRDeviceId {
LAYOUT_TEST_DEVICE_ID = 0, // Fake device used by layout tests.
GVR_DEVICE_ID = 1,
OPENVR_DEVICE_ID = 2,
OCULUS_DEVICE_ID = 3,
ARCORE_DEVICE_ID = 4,
ORIENTATION_DEVICE_ID = 5,
FAKE_DEVICE_ID = 6, // Fake device used by unit tests.
};
enum XRHandedness {
NONE = 0,
LEFT = 1,
RIGHT = 2
};
enum XRTargetRayMode {
GAZING = 1,
POINTING = 2,
TAPPING = 3
};
struct XRSessionOptions {
bool immersive;
bool provide_passthrough_camera;
// A flag to indicate if there has been a user activation when the request
// session is made.
bool has_user_activation;
// This flag ensures that render paths that are only supported in WebXR are
// not used for WebVR 1.1.
bool use_legacy_webvr_render_path;
};
// This structure contains all the mojo interfaces for different kinds of
// XRSession. The only interface required by all sessions is the
// XRFrameDataProvider. It must always be present. Other interfaces are set as
// apropriate based on the session creation options. (for example, an immersive
// session ought to have a XRPresentationConnection to submit the frames to the
// immersive enviroment).
struct XRSession {
XRFrameDataProvider data_provider;
XRPresentationConnection? submit_frame_sink;
XREnviromentIntegrationProvider? enviroment_provider;
};
// This structure contains the infomation and interfaces needed to create a two
// way connection between the renderer and a device to synchronize and submit
// frames to a sink outside of Chrome.
struct XRPresentationConnection {
XRPresentationProvider provider;
XRPresentationClient& client_request;
XRPresentationTransportOptions transport_options;
};
struct XRInputSourceDescription {
XRTargetRayMode target_ray_mode;
XRHandedness handedness;
bool emulated_position;
// Transform from the grip matrix to the pointer's origin and orientation.
gfx.mojom.Transform? pointer_offset;
};
struct XRInputSourceState {
uint32 source_id;
// Description of this input source's behavior. Should be mostly static, only
// need periodic updates.
XRInputSourceDescription? description;
// Transform to the controllers grip (users palm) from start space origin.
gfx.mojom.Transform? grip;
// Describes the current state of the primary input.
bool primary_input_pressed;
// Indicates if the input's primary input has been released (clicked) since
// the last report. May indicate that the button was pressed and released in
// the space of a single frame, so it may not have been preceeded by a
// primary_input_pressed = true;
bool primary_input_clicked;
};
//
// WebVR/WebXR shared interfaces
//
// A field of view, given by 4 degrees describing the view from a center point.
struct VRFieldOfView {
float upDegrees;
float downDegrees;
float leftDegrees;
float rightDegrees;
};
// A display's position, orientation, velocity, and acceleration state at the
// given timestamp.
struct VRPose {
array<float, 4>? orientation;
array<float, 3>? position;
array<float, 3>? angularVelocity;
array<float, 3>? linearVelocity;
array<float, 3>? angularAcceleration;
array<float, 3>? linearAcceleration;
// For WebXR sessions only, reports the state of all active input devices
// synced with the head pose.
array<XRInputSourceState>? input_state;
// Indicates that a reset pose event was triggered, either by device specific
// UI or by some other method, and handled on the browser side, and the
// renderer should now bubble up an event to the WebXR Device API.
bool pose_reset;
};
struct XRRay {
// TODO(https://crbug.com/845293): use Point3F and Vector3F from
// ui/gfx/geometry and inline directly in requestHitTest().
array<float, 3> origin;
array<float, 3> direction;
};
struct XRHitResult {
// A 4x4 transformation matrix representing the position of the object hit
// and the orientation of the normal of the object at the hit location.
// TODO(https://crbug.com/845293): use gfx.mojom.Transform.
array<float, 16> hit_matrix;
};
struct VRDisplayCapabilities {
bool hasPosition;
bool hasExternalDisplay;
// Indicates whether the display can actively show imagery on a headset.
bool canPresent;
// If true, this is an AR display that can provide a background image along
// with each pose. Clients who want them should send a frame image request
// via getFrameData instead of getPose.
// TODO(https://crbug.com/836349): this may need to change.
bool can_provide_pass_through_images;
};
// Information about the optical properties for an eye in a VRDisplay.
struct VREyeParameters {
VRFieldOfView fieldOfView;
array<float, 3> offset;
uint32 renderWidth;
uint32 renderHeight;
};
struct VRStageParameters {
array<float, 16> standingTransform;
float sizeX;
float sizeZ;
};
struct VRDisplayInfo {
XRDeviceId id;
string displayName;
VRDisplayCapabilities capabilities;
VRStageParameters? stageParameters;
// Parameters required to distort a scene for viewing in a VR headset. Only
// required for devices which have the canPresent capability.
VREyeParameters? leftEye;
VREyeParameters? rightEye;
float webvr_default_framebuffer_scale = 1.0;
float webxr_default_framebuffer_scale = 1.0;
};
// Frame transport method from the Renderer's point of view.
enum XRPresentationTransportMethod {
NONE = 0,
// Renderer should create a new texture handle (Windows) or
// texture mailbox (Android Surface path) containing the
// frame's image and supply that as a submitFrame argument.
SUBMIT_AS_TEXTURE_HANDLE = 1,
SUBMIT_AS_MAILBOX_HOLDER = 2,
// Renderer should draw directly into a texture mailbox
// provided for each frame in OnVSync.
DRAW_INTO_TEXTURE_MAILBOX = 3,
};
struct XRPresentationTransportOptions {
XRPresentationTransportMethod transport_method;
// Booleans indicating which of the XRPresentationClient callbacks
// are in use. Default is false, the device implementation should set
// the ones to true that it needs and can ignore the rest.
bool wait_for_transfer_notification;
bool wait_for_render_notification;
bool wait_for_gpu_fence;
};
// The data needed for each animation frame of an XRSession.
struct XRFrameData {
// General XRSession value
// The pose may be null if the device lost tracking. The XRFrameData can still
// have other data, such as pass through camera image.
VRPose? pose;
// TODO(https://crbug.com/838515): Is this delta since the last
// frame? OR an unspecified origin? Something else?
mojo_base.mojom.TimeDelta time_delta;
// The buffer_holder is used for sending data imagery back and forth across
// the process boundary. For application with pass through camera, it holds
// the camera image to be passed to the renderer. For immersive sessions, it
// is the place for the renderer to draw into to pass imagery to the device
// for rendering.
gpu.mojom.MailboxHolder? buffer_holder;
// Exclusive session values
// The frame_id maps frame data to a frame arriving from the compositor. IDs
// will be reused after the frame arrives from the compositor. Negative IDs
// imply no mapping.
int16 frame_id;
// Pass through camera values
gfx.mojom.Size? buffer_size;
array<float, 16>? projection_matrix;
};
enum VRDisplayEventReason {
NONE = 0,
NAVIGATION = 1,
MOUNTED = 2,
UNMOUNTED = 3
};
// TODO(shaobo.yan@intel.com) : Add comments to describe these interfaces about
// how to use and where they live.
interface VRService {
// TODO(shaobo.yan@intel.com, https://crbug.com/701027): Use a factory
// function which takes a VRServiceClient so we will never have a
// half-initialized VRService.
SetClient(VRServiceClient client) => ();
// Inform the service that the page is listening for vrdisplayactivate events.
// TODO(mthiesse): Move SetListeningForActivate onto VRDisplay.
SetListeningForActivate(bool listening);
};
interface VRServiceClient {
OnDisplayConnected(XRDevice device, VRDisplayClient& request,
VRDisplayInfo display_info);
};
// Provides a communication channel from the renderer to the browser-side host
// of a (device/) VrDisplayImpl.
interface XRDevice {
// Request to initialize a session in the browser process. The return value
// indicates if the session was successfully initialized or not.
// TODO(https://crbug.com/842025): Refactor VR device interfaces to better
// reflect WebXR.
RequestSession(
XRSessionOptions options,
bool triggered_by_displayactive) => (XRSession? session);
SupportsSession(XRSessionOptions options) => (bool supports_session);
ExitPresent();
};
// Provides the necessary functionality for a WebXR session to get data for
// drawing frames. The kind of data it gets depends on what kind of session was
// requested.
// This interface is hosted in the Browser process, but will move to a sandboxed
// utility process on Windows. The render process communicates with it.
interface XRFrameDataProvider {
// frame_data is optional and will not be set if and only if the call fails
// for some reason, such as device disconnection.
GetFrameData() => (XRFrameData? frame_data);
};
// Provides functionality for integrating enviroment information into an
// XRSession. For example, some AR sessions would implement hit test to allow
// developers to get the information about the world that its sensors supply.
interface XREnviromentIntegrationProvider {
// Different devices can have different native orientations - 0 is the native
// orientation, and then increments of 90 degrees from there. Session geometry
// is needed by the device when integrating enviroment image data, i.e. camera
// feeds, into a session.
UpdateSessionGeometry(
gfx.mojom.Size frame_size,
display.mojom.Rotation display_rotation);
// Performs a raycast into the scene and returns a list of XRHitResults sorted
// from closest to furthest hit from the ray. Each hit result contains a
// hit_matrix containing the transform of the hit where the rotation
// represents the normal of the surface hit.
// An empty result list means there were no hits. If a nullopt is returned,
// there was an error.
RequestHitTest(XRRay ray) => (array<XRHitResult>? results);
};
// Provides the necessary functionality for sending frames to a headset.
// This interface is hosted in the Browser process, but will move to a sandboxed
// utility process on Windows. The render process communicates with it.
interface XRPresentationProvider {
// This function tells the device which parts of the canvas should be rendered
// to which view.
UpdateLayerBounds(int16 frame_id, gfx.mojom.RectF left_bounds,
gfx.mojom.RectF right_bounds, gfx.mojom.Size source_size);
// Call this if the animation loop exited without submitting a frame to
// ensure that every GetFrameData has a matching Submit call. This happens for
// WebXR if there were no drawing operations to the opaque framebuffer, and
// for WebVR 1.1 if the application didn't call SubmitFrame. Usable with any
// XRPresentationTransportMethod. This path does *not* call the
// SubmitFrameClient methods such as OnSubmitFrameTransferred. This is
// intended to help separate frames while presenting, it may or may not
// be called for the last animating frame when presentation ends.
SubmitFrameMissing(int16 frame_id, gpu.mojom.SyncToken sync_token);
// XRPresentationTransportMethod SUBMIT_AS_MAILBOX_HOLDER
SubmitFrame(int16 frame_id, gpu.mojom.MailboxHolder mailbox_holder,
mojo_base.mojom.TimeDelta time_waited);
// XRPresentationTransportMethod SUBMIT_AS_TEXTURE_HANDLE
// TODO(https://crbug.com/676224): Support preprocessing of mojom files, since
// this is Windows only.
SubmitFrameWithTextureHandle(int16 frameId, handle texture);
// XRPresentationTransportMethod DRAW_INTO_TEXTURE_MAILBOX
SubmitFrameDrawnIntoTexture(int16 frameId, gpu.mojom.SyncToken sync_token,
mojo_base.mojom.TimeDelta time_waited);
};
// After submitting a frame, the XRPresentationProvider will notify the client
// about several stages of the render pipeline. This allows pipelining
// efficiency. Following XRPresentationProvider::Submit*, the submitted frame
// will be transferred (read from, perhaps copied to another texture), and then
// rendered (submitted to the underlying VR API).
// The client lives in the render process.
//
// See XRPresentationTransportOptions which configures which of these
// callbacks are in use.
interface XRPresentationClient {
// The XRPresentationProvider calls this to indicate that the submitted frame
// has been transferred, so the backing data (mailbox or GpuMemoryBuffer) can
// be reused or discarded. Note that this is a convenience/optimization
// feature, not a security feature - if a site discards the data early we may
// drop a frame, but nothing will otherwise misbehave.
// When the frame wasn't successfully transferred, the client should create a
// new mailbox/GpuMemoryBuffer rather than reusing an existing one to recover
// for subsequent frames.
OnSubmitFrameTransferred(bool success);
// The XRPresentationProvider calls this after the frame was handed off to the
// underlying VR API. This allows some pipelining of CPU/GPU work, while
// delaying expensive tasks for a subsequent frame until the current frame has
// completed.
OnSubmitFrameRendered();
// This callback provides a GpuFence corresponding to the previous frame's
// rendering completion, intended for use with a server wait issued before
// the following wait to prevent its rendering work from competing with
// the previous frame.
OnSubmitFrameGpuFence(gfx.mojom.GpuFenceHandle gpu_fence_handle);
};
interface VRDisplayClient {
OnChanged(VRDisplayInfo display);
OnExitPresent();
OnBlur();
OnFocus();
OnActivate(VRDisplayEventReason reason) => (bool will_not_present);
OnDeactivate(VRDisplayEventReason reason);
};